Norse names are compounds. Almost every one you have met in a saga, on a rune-stone, or on an Icelandic map is two ordinary words bolted together — wolf plus battle, stone plus mountain, smoke plus bay. That is the whole trick, and it is why the names feel solid: they are not invented syllables, they are descriptions. Once you know the vocabulary, you stop guessing at what sounds Norse and start building names that mean something.
This is a glossary of the elements we build from, grouped the way a worldbuilder actually needs them: land, water, sky, beast, war, craft. Each entry gives the form we use, what it means, and the Old Norse word behind it. You can read it straight through, or raid it for the two roots you need and go.
Where these meanings come from
Every gloss below traces to the standard scholarly dictionaries of Old Icelandic, both long out of copyright and both freely readable online: Richard Cleasby and Gudbrand Vigfússon's Icelandic–English Dictionary (Oxford, 1874), and Geir T. Zoëga's Concise Dictionary of Old Icelandic (Oxford, 1910). Where a word is also a mythological name — Þórr, Rán — we say so, because that changes how it reads in a name.
This matters more than it sounds. A great deal of "Norse name meaning" content online is copied from other websites that copied it from somewhere else, and errors compound quietly. If a meaning here surprises you, go and check it in Zoëga — that is what the dictionary is for, and we would rather you did.
Land: the roots behind place-names
These are the workhorses of the Norse map. They survive today across Iceland, Norway, and the parts of Britain the Norse settled — which is why a list of Old Norse landscape words reads like a tour of northern England. If you want an invented map to feel inhabited rather than decorated, this is the group to spend your time in.
- berg — mountain, rock (Old Norse berg)
- fjall — mountain, fell (fjall)
- fell — hill, mountain (fell)
- dal — valley, dale (dalr)
- vik — bay, inlet, creek (vík)
- nes — headland, cape (nes)
- holm — islet, river-island (holmr)
- ey — island (ey)
- vang — field, plain, meadow (vangr)
- skog — forest, woodland (skógr)
- stein — stone (steinn)
- hall — rock, large stone (hallr)
- hamar — hammer; also a rock crag (hamarr)
- setr — seat, dwelling-place (setr)
The classic worked example is Reykjavík: reykr, "smoke," plus vík, "bay" — Smoke Bay, named for the steam rising off its hot springs. Nobody sat down to invent a beautiful name. Somebody described what they saw from a boat. That is the register you are aiming for, and it is why "Steinvik" (stone bay) will always land better than a name assembled for its vowels.
Generate town & village names from these roots →Water: sea, wind, and weather
A seafaring culture has a large and precise vocabulary for water, and the distinctions are worth keeping. Old Norse separates the open ocean (haf) from the sea as a whole (sær) from a sea-inlet (fjǫrðr). Using the right one is a small piece of texture most invented settings skip.
- haf — the open sea, ocean (haf)
- sae — sea (sær)
- fjord — fjord, sea-inlet (fjǫrðr)
- hofn — harbour, haven (hǫfn)
- bara — wave, billow (bára)
- unn — wave (unnr — the same word also means "to love")
- byr — a fair following wind (byrr)
- vind — wind (vindr)
- storm — storm, tempest (stormr)
- ran — plunder, sea-robbery (rán — and also Rán, the sea-goddess who drowns sailors and keeps them)
Byrr is the one to remember. There is no tidy English equivalent for "the wind that is going your way," and a ship named for it carries a whole worldview about luck and voyages in four letters.
Generate Norse ship names →Sky: light, fire, and thunder
This group does the emotional work. Light-words make a name feel blessed and elevated; fire-words make it feel dangerous. They combine well with almost anything, which is exactly why they are overused: a name is not automatically good because it contains "star."
- sol — sun (sól)
- mani — moon (máni)
- stjarn — star (stjarna)
- dag — day (dagr)
- ljos — light (ljós)
- heid — bright clear sky; also honour (heiðr)
- eld — fire (eldr)
- bal — fire, pyre, flame (bál)
- funi — flame (funi)
- glod — ember, glowing coal (glóð)
- brand — sword; also fire-brand (brandr)
- thor — thunder (Þórr, the god)
Note brandr doing double duty as both "sword" and "burning stick." Old Norse is full of these, and they are a gift: a name built on brandr reads as a blade to one character and as a torch to another, and you do not have to choose.
Beasts: the animals that stand for people
Norse personal names are thick with animals, and the animals are not decorative — they are claims about the bearer. A man called Úlfr is telling you something. So is a man called Vargr, which means wolf as well, but carries "outlaw" and "monster" with it: the wolf as the thing driven out of the settlement, not the thing admired.
- ulf — wolf (úlfr)
- varg — wolf, outlaw, monster (vargr)
- bjorn — bear (bjǫrn)
- arn — eagle (ǫrn, genitive arnar)
- hrafn — raven (hrafn)
- hauk — hawk (haukr)
- orm — serpent, dragon (ormr)
- dreki — dragon, serpent (dreki)
- nadr — adder, viper (naðr)
- linn — serpent (linnr)
- sel — seal (selr)
Two of these are worth separating carefully. Ormr is the older, plainer word — the serpent-shaped dragon of the sagas, the thing coiled around a hoard. Dreki is a loan from Latin draco and arrives with the winged, Continental picture attached. If your setting distinguishes an ancient native monster from an imported heraldic one, the vocabulary is already doing that work for you.
Generate dragon names with their meanings →War: battle, blade, and the words for victory
This is the densest group in the language, and the one that produces the most familiar names. Several of these elements are also valkyrie names in their own right — Hildr and Gunnr both simply mean "battle," which tells you how the Norse thought about who was present on a battlefield.
- gunn — battle, war (gunnr)
- hild — battle (hildr)
- vig — war, battle (víg)
- bod — battle, summons (bǫð)
- sig — victory (sigr)
- geir — spear (geirr)
- hjor — sword (hjǫrr)
- egg — edge, blade (egg)
- skjold — shield (skjǫldr)
- hjalm — helmet, protection (hjálmr)
- her — army, host (herr)
- folk — host, war-band, people (folk)
- grim — mask; grim, fierce (grímr)
- val — the slain, the chosen (valr)
Valr is the root under Valhalla — the hall of the slain — and under valkyrja, "chooser of the slain." Grímr is a mask, and turns up constantly as a byname for Odin, who is always in disguise. These two carry so much freight that dropping one into a name is a decision, not a flourish.
Generate warrior & shieldmaiden names →Craft: metal, forge, and rune
The smallest group here, and the one that belongs to dwarves in later fantasy but belonged to highly respected humans in the sagas. A smiðr was not a background character.
- jarn — iron (járn)
- malm — metal, ore (málmr)
- gull — gold (gull)
- silf — silver (silfr)
- smid — smith, craftsman (smiðr)
- run — secret, rune (rún)
- stav — staff, stave; also a written character (stafr)
- rist — carver, one who cuts runes (from rísta, to carve)
- gand — magic staff; also monster (gandr)
Rún means "secret" before it means "letter," which is the single most useful fact in this glossary for anyone writing magic. Writing and secret-keeping were the same idea. And gandr plus álfr — magic-staff plus elf — is where Tolkien got Gandalf, lifted from the dwarf-list in the Völuspá.
Generate wizard & seiðr-worker names →How the pieces actually join
Knowing the words is half of it. The other half is knowing that not every pair works, and the failures are predictable:
- Not every element sits in every position. Some are natural first elements, some natural second, and a few work either way. Ulf- opens a name comfortably and closes one too (Úlfr, Þórúlfr); -son and -dóttir only ever close.
- Two words from the same field usually clash. Battle-war, stone-rock and sword-blade are tautologies — they read as a thesaurus accident rather than a name. Pair across fields: wolf plus battle, stone plus valley, star plus brook.
- Sound matters at the seam. Norse compounds smooth out where the two halves meet, which is why a run of three consonants across the join tends to feel wrong even when the meaning is right.
- Consistency beats individual beauty. Names from one culture should share elements. If a kingdom's towns all end in -vík and -dalr, one that ends in -ford has quietly told your reader something — make sure it is something you meant.
That last point is the one worldbuilders skip most often. A map of individually gorgeous names that share no vocabulary reads as a map assembled by a committee. A map where half the settlements share two roots reads as a map made by people who spoke one language.
Using this in practice
Start from meaning, not sound. Decide what the place or person is — a harbour on a cold coast, a warrior known for surviving, a dragon that guards a river — and then find the two roots that say it. Kaldhofn, cold-harbour. Sigulf, victory-wolf. Ormdal, serpent-valley. None of these are clever. That is the point; real names are rarely clever, and the ones that are tend to be jokes or insults.
Every generator on this site works from exactly this vocabulary, and shows you the elements and their meanings under each name it produces — so you can keep the ones whose meaning fits your story rather than the ones that merely sound nice. If you would rather browse than generate, the lists above are the whole raw material.
Try any of the generators →