Naming in Rivellon
Divinity: Original Sin 2 does something that many RPGs attempt but few execute well: it makes each race sound completely distinct through naming alone. You can identify a character's race, approximate their social status, and sometimes even guess their personality before they speak a single line of dialogue. That's the power of Larian's naming system — it's worldbuilding compressed into syllables.
The secret is linguistic specificity. Larian didn't just make up fantasy names and scatter them across races. They built each race's naming tradition from different real-world linguistic roots — medieval European for humans, Celtic for elves, Norse-Germanic for dwarves, Ottoman-Persian for lizards. The result is that each race's names feel authentically different rather than arbitrarily different.
Understanding these foundations lets you create names that feel native to Rivellon. A character who sounds wrong for their race breaks immersion instantly. A character whose name fits perfectly becomes part of the world before the story even starts.
Human Names: Medieval Diversity
Humans in DOS2 have the broadest naming range because humanity is the most culturally varied race in Rivellon. Ifan ben-Mezd uses a patronymic that sounds Semitic. Gareth is Welsh. Tarquin is Roman. Dallis and Alexandar are Greek. Vredeman is Dutch. Lohse is Germanic. This isn't random — it reflects a human civilization that spans continents and cultures.
The key to human naming in DOS2 is picking a specific medieval European tradition and committing to it. A character from the northern regions might have Germanic or Norse-influenced names. A character from a coastal trading city might have Mediterranean or Dutch names. A Sourceror might have a name that sounds slightly exotic for their region — a subtle signal that they're different.
Magisters deserve special attention. Their names feel institutional — Dallis, Alexandar, Vredeman. These are names for people who've merged their identity with the Divine Order. The name sounds like it belongs on a military roster, not a family tree. When naming Magisters, think bureaucratic authority.
Elven Names: Music and Nature
Elven naming in DOS2 prioritizes sound over meaning — these names are designed to be musical when spoken. Sebille. Saheila. The vowels dominate (a, e, i), the consonants are soft (l, n, s, th, r), and the rhythm flows like water. This isn't accidental — it reflects the elven connection to nature, where everything flows and nothing is harsh.
Most elves use single names. No surnames, no clan markers, no patronymics. This reflects elven cultural values: individuality matters more than lineage. An elf IS their name — it's not a category label, it's a complete identity. When an elf tells you their name, they've told you something essential about who they are.
Elder elves and divine figures sometimes use compound names with hyphens (Tir-Cendelius). These longer names carry ceremonial weight — they're for beings whose significance requires more syllables. A young elf might be Saheila. An ancient one might be Tir-Cendelius. The length grows with the character's narrative importance.
Dwarven Names: Stone and Steel
Dwarven names in DOS2 sound like they were carved rather than spoken. Short syllables, hard consonants, names that land with impact. Lohar. Duggan. Beast. These are names for people who build things and hit things, and the phonetics reflect both activities.
The Germanic and Norse roots of dwarven naming give them an earthy solidity. Hard consonants (d, g, k, b, th) dominate. Vowels are minimal — just enough to make the consonants pronounceable. The overall effect is names that feel like they belong underground, in forges and mines and clan halls carved from bedrock.
Some dwarves use nicknames over formal names, and Beast is the prime example. In a practical culture, the name that sticks is the name that describes. If everyone calls you Beast, eventually that IS your name. This pragmatic approach to naming reflects dwarven culture's emphasis on function over form.
Lizard Names: Imperial Grandeur
Lizard naming is the most elaborate system in DOS2, drawing from Ottoman, Persian, and Byzantine traditions to create names that announce status before anything else. The Red Prince doesn't have a personal name that we know — he IS his title. This isn't unusual in lizard culture; for royalty, the title and the identity are inseparable.
Non-royal lizards still have ornate names by other races' standards. Multi-syllabic constructions with rich vowel sounds (a, ah, ar), regal consonants (z, s, k, r), and an overall phonetic quality that feels hot and dry — names from a desert empire. Even a lizard commoner has a name that sounds grander than most human nobles.
Titles and honorifics are woven into lizard identity. A lizard introduces themselves with their rank, their name, and possibly their house or territory. The full introduction is a performance — and in lizard society, performance IS politics. Naming a lizard character means naming their ambition.
Building Your Own DOS2 Names
- Start with the race's linguistic root. Human = medieval European. Elf = Celtic/Gaelic. Dwarf = Germanic/Norse. Lizard = Ottoman/Persian. This foundation ensures your name sounds right before you even finalize it.
- Adjust for status. Higher status = longer, more elaborate names across all races. A lizard prince has more syllables than a lizard merchant. A human noble has a grander name than a human soldier. Length signals importance.
- Consider the Source connection. Sourcerors often have names that feel slightly different from their racial norm — a subtle otherness that hints at their power. It might be an unusual vowel sound, an unexpected syllable, or a name that simply doesn't quite fit the cultural mold.
- Test it in party banter. DOS2 is famous for party dialogue. Your character's name needs to work when other party members say it — "We should ask [name] about this" needs to flow naturally. If the name stumbles in casual conversation, simplify it.
- Remember titles earn their place. Don't give a starting character an elaborate title. Titles in DOS2 are earned through the story — The Red Prince earned his title through birth, Ifan earned his reputation through decades of service. Name the character for who they are NOW, not who they'll become.
For more fantasy RPG names, try our Baldur's Gate 3 name generator for another Larian RPG, or the Elden Ring name generator for dark fantasy naming.
Common Questions
What races are available in Divinity: Original Sin 2?
DOS2 features four main playable races: Humans (the most culturally diverse), Elves (nature-connected and musical), Dwarves (sturdy and practical), and Lizards (imperially ornate). Each race can also be played as Undead, which adds archaic or corrupted naming variations. The Eternals are an ancient precursor race relevant to the story but not a standard playable option.
How do origin character names reflect their personalities?
Larian chose origin character names with deliberate care. Ifan ben-Mezd's patronymic suggests wandering mercenary heritage. Sebille's single elven name reflects fierce independence. The Red Prince is literally defined by his title — royalty is his entire identity. Lohse's Germanic name grounds her as ordinary, making her supernatural possession more tragic. Beast's nickname replaces whatever formal name he abandoned along with his comfortable life.
Do DOS2 names follow Dungeons & Dragons naming conventions?
While DOS2 shares the fantasy RPG genre with D&D, its naming conventions are distinct. DOS2 draws from specific real-world linguistic traditions more deliberately than most D&D settings. Elven names in DOS2 lean Celtic rather than Tolkien-elvish. Dwarven names feel more Norse than Scottish. Lizard names have no direct D&D equivalent — their Ottoman-Persian influence is unique to Rivellon. If you're adapting DOS2 names for D&D, they'll work but will bring their own cultural flavor.
What makes Sourceror names different from regular names?
Sourcerors in DOS2 don't have a separate naming tradition — they come from all races and use their race's naming conventions. However, Sourceror characters often have names that feel slightly unusual for their race, carrying a subtle otherness that hints at their connection to Source. This might manifest as an uncommon phonetic pattern, an archaic construction, or simply a name that stands out from the crowd. The difference is a feeling rather than a rule.








