GM Craft

Tavern Names: 6 Formulas, d20 Tables and 60+ Name Ideas

Six formulas for naming a tavern mid-session, d20 tables to roll on, names by mood and ancestry, and shop names that say what's for sale.

, 10 minute read

A rough wooden tavern table by a rainy window with a pewter tankard, a blank card and a pencil, two small dice, a candle and a loaf of bread on a board

Your players have just reached town, it’s raining, and somebody says “we head for the nearest tavern.” You have about five seconds to name it, and most tavern names that stick follow a pattern. The fastest is The [Adjective] [Animal]: The Bashful Ox, say, or The Soggy Magpie. Say it, describe the painted sign over the door, and carry on.

The other five patterns below are nearly as quick, and if you’d rather roll, the d20 tables give you 400 combinations.

Why real tavern names sound so odd

Old pub names look random until you know they started as pictures. In 1393 Richard II ordered that anyone brewing ale for sale “must hang out a sign, otherwise he shall forfeit his ale,” so the borough ale tasters could find every alehouse and check what it served (Wikipedia: Pub). Many customers couldn’t read, so the sign was a painting, and the painting became the name. As the World History Encyclopedia puts it, for centuries the sign named the pub, not the other way around.

That’s why the most common British pub names are things a painter can draw. The same article, citing The Wordsworth Dictionary of Pub Names, gives the top three as the Red Lion, the Crown and the Royal Oak. The Red Lion usually traces back to the heraldic lion of John of Gaunt. The White Hart spread under Richard II, who used the white deer as his personal badge. Pairs tell a story too: the Plough & Shuttle stood for a farmer and his wife splitting the work, he in the fields and she at her spinning wheel.

Two habits from real history carry straight into your campaign:

  • A good tavern name is something a sign painter could put on a board.
  • The name often borrows someone else’s story: a lord’s badge, a ship, a night the town remembers.

Nobody in the setting finds the name strange. Only the players do, so they’ll ask.

Six formulas for naming a tavern on the spot

Copy these onto an index card and keep it behind your screen. Each one gives you names for a tavern in under ten seconds.

  1. The [Adjective] [Animal]. Pick an animal that lives in the region (otters by the river, rams in the hills) and an adjective that carries a mood or a small joke: The Patient Pike, The Barefoot Ram, The Grumbling Badger, The Velvet Toad.
  2. Two things and an ampersand. Put together two objects somebody in town cares about: The Thimble & Thorn, The Bell and Bucket. The Ladle & Lockpick tells players a cook and a thief once shared a roof, and now they want the story.
  3. The keeper’s name. Small places get named after whoever pours, like Mother Huckle’s or The Widow Fask. Use this in villages where everyone knows everyone.
  4. Something that happened. A name that remembers an event hands you a story: The Drowned Bishop, The Night the Bridge Fell. Decide in one sentence what the regulars tell newcomers about it.
  5. The landmark. Plain and believable, ideal for roadside inns: The Ferry House, Lockgate Inn, The Inn at Seven Stones. Players remember these because they double as directions.
  6. The pun. Wyrm Regards, The Bard Bargain. One per town at most, or the setting starts to feel like a cartoon.

Roll a tavern name: a paper generator in four tables

When you’d rather let the dice decide, these four tables work as a paper tavern name generator: roll a d6 for the pattern and fill it from the d20 tables.

d6: Pattern

d6 Pattern
1–2 The [Adjective] [Noun]
3 The [Noun] & [Noun] (roll the noun column twice)
4 [Keeper]’s [Noun], e.g. Old Wenna’s Hare
5 The [Noun]’s Rest
6 The [Adjective] [Noun], but the regulars call it something else (roll on the nickname table)

d20: Words

d20 Adjective Noun
1 Tipsy Badger
2 One-Eyed Otter
3 Patient Hare
4 Soggy Ram
5 Bashful Mule
6 Hungry Magpie
7 Three-Legged Toad
8 Velvet Pike
9 Grumbling Ox
10 Lucky Cockerel
11 Painted Bishop
12 Frostbitten Widow
13 Honest Ladle
14 Bald Thimble
15 Barefoot Boot
16 Brazen Bell
17 Tin Pickaxe
18 Second-Best Griffin
19 Wicked Wyvern
20 Whistling Bucket

d8: Keeper

d8 Keeper
1 Old Wenna
2 Bram Tollis
3 Mother Huckle
4 Widow Fask
5 Tamsin Rook
6 Big Ulla
7 Ferris Gant
8 Aldo Swale

d6: What the regulars call it

d6 Nickname
1 The keeper’s name, never the sign
2 “The Last One,” because it’s the last door before the road out
3 “The Sticky Floor”
4 A rude version of whatever is on the sign
5 “The Hole,” because you step down three stairs to get in
6 Just “home”

Here’s a sample roll: 6 on the pattern, 5 and 9 on the d20s, 5 on the nickname. The sign says The Bashful Ox, and every local calls it The Hole. Players will hear both names from different NPCs.

Tavern names by mood and ancestry

A name should tell the players who drinks there before they open the door. That’s what most lists of D&D and fantasy tavern names leave out: the names are fine, but nothing tells you which one fits your town. Start from what the town makes, trades or fears, then pick words from that world. A mining town names things after tools and the dark, a river town after fish and boats.

Mood or folk Words that fit Names A sign to describe
Cozy village loaf, sock, porridge, slipper The Warm Loaf, The Darned Sock, The Porridge Pot A loaf steaming on a board
Rough and shady tab, rope, ditch, rat The Unpaid Tab, Rope & Ditch, The Rat That Got Away A rat running off with a coin
Noble quarter glove, ermine, quill, swan The Kid Glove, The Ermine & Quill, The Lady’s Favor A white glove on red velvet
Frontier wagon, pelt, salt, axe The Last Wagon, The Wolf Pelt, The Salt Lick A wagon wheel with a spoke missing
Dockside tar, gull, tide, hook The Tarred Gull, The Low Tide, The Gull’s Debt A gull with tar-black wings
Mountain pass goat, chimney, sledge, snow The Snowbound Goat, The Long Chimney, The Thawing Sledge A goat up to its knees in snow
Dwarven ore, oath, beard, vein Deepvein Alehouse, The Unbroken Beard, Ore & Oath A braided beard cut from iron
Elven willow, dusk, dew, bough The Willow Who Waits, Under the Third Bough, Dusk & Verse A willow leaning over still water
Halfling pantry, plum, burrow, pudding The Full Pantry, Plum & Pudding, The Snug Burrow A round door with a plum painted on it
Pilgrim road candle, bowl, saint, mule The Pilgrim’s Bowl, The Kneeling Mule, The Seven Candles Seven candles in a row

Inn names deserve a word of their own. An inn rents beds, a tavern or alehouse may not, so inn names lean toward roads and rest (The Ferry House, The Inn at Seven Stones) while taverns lean toward drink and gossip.

Funny tavern names that survive the second visit

The joke has to be about the place, not about the players’ world. A pop-culture pun gets a laugh once and then breaks the mood every time someone says it. Ironic names last longer, because the joke turns into a detail you can play:

  • The Sober Goat. Nobody inside has been sober since the spring fair.
  • The Quiet Drum. The house band plays every night, loudly.
  • The Fourth Chair. There are three chairs. Ask the keeper about the fourth and watch her face.
  • The Mostly Legal. The town watch drinks here, which is why it stays mostly legal.
  • The Last Good Idea. A plaque by the door lists the regulars’ worst ones.
  • Wyrm Regards. Run by a kobold who is very proud of the name.
  • The Bard Bargain. Performers drink at half price, so every patron claims to be a bard.
  • The Honest Ladle. The stew is fine. Don’t ask what’s in it.

If your table hasn’t talked about tone yet, settle how silly the world can get before the first pun lands; our session zero questions cover it.

Medieval tavern names that sound real

For a grounded campaign, copy the logic from the history section rather than the names. Take a lord’s badge and a color (The Black Ram), a trade and the word Arms (The Weaver’s Arms), farm tools (The Sheaf & Sickle), a count of everyday things (The Three Ladles), the building’s old job (The Tollhouse) or a churchy image with a twist (The Mitred Goat, The Praying Hare). None of these needs a fantasy word.

D&D shop names that tell players what’s for sale

Shops follow the same sign logic, with one extra job: the name has to say what’s inside, or players will walk past it. The two reliable patterns are owner plus trade (Gant & Sons, Smiths) and a sign object that stands for the trade.

Shop Name What hangs over the door
Blacksmith Gant & Sons, Smiths A horseshoe nailed open end up
Alchemist Mortar & Mercy A glass flask with a crack mended in wire
General store Breckwood Sundries A broom, a lamp and a coil of rope on hooks
Curio or magic shop Second Sight Curios One painted eye; a card in the window reads “No refunds on curses”
Tailor Hem & Hood Shears as tall as a child
Bookseller and scribe The Dog-Eared Page A wooden book, open and weathered
Pawnbroker or fence Fask’s Loans, No Questions No sign at all, just a green door
Healer Saint Brisa’s Infirmary A white hand painted on blue

The fletcher’s price list in our Tavern & Shop Kit shows the idea: a bow on a round hanging sign, the trade printed above the name, and a motto underneath.

A shop price list page with a round green sign showing a bow and arrow, the trade Fletcher & Weaponsmith above the name Straight & True, and the motto "Every shaft tested. Every edge honest."

Turn the name into something your players can use

A name is worth the trouble only if it gives you something to describe. Pull four details out of it, each one taken straight from the words: what the sign shows, one house rule, one thing on the menu, and one oddity or rumor. Here’s The Bashful Ox from the sample roll:

  • The sign: a painted ox hiding its face behind a hoof. Locals swear it looks away from liars.
  • The house rule, chalked by the door: “No shouting. The ox startles.”
  • The menu: ox-cheek stew cooked since dawn, and a pale ale the regulars call Blush.
  • The oddity: the keeper once owned a real ox that refused to cross the old bridge the night it collapsed. The ox’s horns hang over the bar.

Read-aloud version: “Above the door, a painted ox hides its face behind one hoof. Inside, a chalkboard says NO SHOUTING. THE OX STARTLES. The room smells of stew and wet wool, a pair of enormous horns hangs over the bar, and the keeper is already pouring something pale.”

A paragraph like that takes a couple of minutes to write and gives your players four things to poke at. Have the keeper’s answer about the horns ready.

If you’d rather not build all of this at the table, the Tavern & Shop Kit has it done for six taverns and six shops. Each tavern menu names its keeper and ends with a line of house rules; The Salted Eel’s are “No knives on the bar · Fights go outside · The eel is not a pet,” and the dwarven Hall of the Ninth Hearth below bans touching the beards. There are 12 NPC cards, d20 tables for who’s in the taproom and what they’re gossiping about, a d12 of tavern events, and its own d100 Name That Tavern table, so you’d have two generators to roll on. The kit is 5E compatible, uses the SRD 5.2.1 prices, and isn’t affiliated with Wizards of the Coast.

A dwarven mead hall menu page titled Hall of the Ninth Hearth, with a motto, dishes and prices, and house rules along the bottom edge

Mistakes that make a tavern name forgettable

  • It’s too long. “The Inn of the Weary Traveler at the Old Mill Road” becomes “the Mill” by the second session. Name it what the locals would say.
  • You can’t say it twice. Apostrophes and piles of consonants look fine in notes and trip you at the table. If you stumble saying it aloud, players won’t use it.
  • It’s famous already. Call it The Prancing Pony and the table starts quoting films instead of talking to your innkeeper.
  • Every place uses the same pattern. A city with five “The [Adjective] [Animal]” taverns feels generated. Mix in a keeper’s name, a landmark and one pun.
  • There’s nothing behind it. If you can’t say what’s on the sign, pick another name.

Before your next session, write four names on an index card (a cozy tavern, a rough one, a roadside inn and a shop), each with a sign and a house rule. Clip the d20 tables above to the same card and roll the rest when the players surprise you. It’s the same idea as our 20-minute DM prep checklist: prepare a few small pieces you can improvise around, and leave the rest to the dice.