Say the word “Mordor.” Feel that? The darkness, the grit, the guttural threat of it all. How about “Lothlórien”? The syllables seem to flow, shimmering with an ethereal light. It’s not an accident. The immense power of these names, their ability to evoke entire landscapes and moral alignments before you’ve even read a description, is a masterclass in a specific kind of magic: the magic of naming.
This art and science has a name of its own: onomastics, the study of the origin, history, and use of proper names. For authors, especially in fantasy and science fiction, onomastics isn’t just a final touch; it’s a foundational pillar of world-building. It’s how you make a fictional world feel not just imagined, but real.
The Secret of Sound Symbolism
So, how did Tolkien make “Mordor” sound so evil? He tapped into a fascinating linguistic phenomenon called phonosemantics, or sound symbolism. This is the idea that the very sounds of a word, independent of their defined meaning, can evoke sensory experiences or abstract concepts.
Think of the famous “bouba/kiki” effect. Most people, regardless of their native language, will associate a spiky shape with the name “kiki” and a rounded shape with “bouba.” Why? The sharp, quick sounds in “kiki” (hard /k/, high front vowel /i/) mirror the visual sharpness of the shape. The soft, rounded sounds in “bouba” (voiced plosive /b/, rounded back vowel /u/) mimic the visual curves.
Authors use this intuitively or intentionally to craft their worlds:
- Vowels: High, front vowels like /i/ and /e/ (as in Lothlórien, Tirith, Elbereth) often feel lighter, quicker, and more delicate. Low, back vowels like /o/ and /u/ (as in Mordor, Gollum, Sauron, Dûm) feel heavier, darker, and more ominous.
- Consonants: The types of consonants matter immensely.
- Plosives (p, b, t, d, k, g): These sounds, which involve stopping airflow, can feel abrupt, harsh, or powerful. The Dwarvish language, Khuzdul, is full of them (Khazad-dûm, Azanulbizar), giving it a stony, unyielding quality.
- Fricatives (f, v, s, z, th, sh): These hissing or humming sounds can create different effects. The sibilant /s/ in Sauron or Saruman lends a sinister, serpentine quality. The soft /l/ and /th/ in Lothlórien create a gentle, flowing feel.
- The “R” sound: The guttural or trilled ‘r’ is a powerful tool. In Mordor or Barad-dûr, it adds a harsh, snarling texture.
By combining these phonemes, Tolkien creates a sonic landscape. The names of the Elves are liquid and light; the names of Orcs and their dark lands are harsh and guttural. This isn’t just naming; it’s auditory stage-setting.
Beyond Sound: Building a Linguistic System
The true masters of onomastics don’t just pick sounds they like. They create systems, giving their world a sense of history and internal consistency. J.R.R. Tolkien, a professional philologist, is the undisputed king here. He didn’t just invent names; he invented languages (like Elvish Quenya and Sindarin) and then derived names from their vocabularies and grammars.
This is why Middle-earth feels so deep. “Mordor” isn’t just a scary-sounding word. In Sindarin, Tolkien’s invented Elvish language, mor means “black” or “dark”, and dôr means “land.” So, Mordor is literally the “Black Land.” “Gondor” is “Stone-land” (gond + dôr). This underlying logic makes the world feel ancient and real, as if these places were named by the people living within them, using their own language.
You can see a similar, though less academically rigorous, approach in other epic fantasies. In George R. R. Martin’s A Song of Ice and Fire, naming conventions delineate cultures:
- Targaryen: Names like Aegon, Rhaegar, and Daenerys share the “ae” digraph and the “y” vowel, marking them as linguistically distinct and of ancient Valyrian heritage.
- The North: Stark names are simple, blunt, and Anglo-Saxon-esque: Eddard, Robb, Sansa. They feel grounded and hardy, like the people themselves.
- Dothraki: Names like Khal Drogo use sound patterns unfamiliar to English speakers, reinforcing their status as a foreign and distinct culture.
This consistency, this onomastic signature, tricks our brains into believing in the history of the world we’re reading about.
Cultural Resonance and Real-World Etymology
Authors can also create powerful shortcuts by drawing on the associations we already have with real-world languages and cultures. This is a way to tap into a shared cultural consciousness without having to build a new one from scratch.
Frank Herbert’s Dune is a prime example. The world of Arrakis is steeped in names and terms derived from Arabic and Islamic traditions. Words like Muad’Dib, Fremen, Shai-Hulud, and jihad immediately evoke a desert culture forged in faith and harsh conditions. This choice instantly grounds the alien world in a familiar human framework, lending it immense texture and depth.
Similarly, Ursula K. Le Guin’s names in the Earthsea cycle (Ged, Ogion, Roke) are often monosyllabic and elemental. They don’t feel like they come from a specific European language but from a more primal, proto-language, suiting a world concerned with the fundamental balance of things.
The Name is the Story
Ultimately, a name is never just a label. It’s a story in miniature, a packet of information, sound, and feeling. It’s the first piece of description your reader gets for a character or a place. Is it sharp or soft? Is it simple or complex? Does it feel ancient and familiar, or jarringly alien?
The onomastic signature of a fictional world is what makes it resonate. It’s the difference between a place called “Evil Castle” and a fortress named Barad-dûr. Both mean the same thing (the latter is Sindarin for “Dark Tower”), but only one sends a shiver down your spine.
The next time you fall in love with a fictional world, pay attention to the names. Listen to how they sound, notice the patterns, and appreciate the immense craft that went into choosing them. It’s a subtle art, but it’s the very foundation of belief.