October 21, 2026
90 Fantasy Guild Names for Thieves, Mages and Merchants
Guilds, orders and factions give a fantasy city its politics. They are who the party works for, who they steal from and who sends them a polite letter after they have stolen from the wrong people. A good guild name tells players what the group does and how it sees itself. Below are 90 original names grouped by type, followed by advice on making your own.
Need more? The free Name Generator can produce guild and faction names alongside names for their members.
How guilds get their names
Real medieval guilds were practical. They named themselves after their trade (the Company of Masons) and sometimes added a flattering word such as Worshipful or Honourable. Fantasy guilds can follow the same pattern, which makes them feel grounded. A few structures cover most good guild names:
- The [group word] of [symbol]: The Brotherhood of the Bent Coin, The Order of the Dawn Lantern.
- The [adjective] [object]: The Velvet Glove, The Gilded Scale. Short and easy to whisper.
- The [trade]’ Guild or Company: The Torchbearers’ Guild, The Bellfounders’ Company.
- The [place] [group]: The Free Swords of Kaldvik, The Lantern Street Exchange.
- A euphemism: The Sweepers, The Gardeners, The Clockmakers. Best for groups that cannot say what they do.
The group word does a lot of work. Guild and Company suggest trade. Order suggests vows. Circle and Conclave suggest magic. Society and Club suggest something respectable, which is exactly why secret organisations use them.
90 fantasy guild and faction names
Thieves’ guilds
Criminal guilds rarely call themselves thieves. Most names are euphemisms, jokes or the name of a meeting place.
- The Quiet Hands: the city’s oldest pickpocket guild
- The Brotherhood of the Bent Coin: members carry a bent copper
- The Gutter Court: they hold trials in the sewers
- The Velvet Glove: burglars to the nobility, by appointment
- The Rooftop Company
- The Lockless: no door is shut to them
- The Ninefingers: every member has lost one
- The Tallow Cats: they steal candles first, then everything else
- The Sweepers: they also really do sweep the streets
- The Kindly Uncles: a protection racket that sends birthday gifts
- The Copper Crows
- The Low Market: a fence’s guild that sells anything
- The Ashen Purse
- The Lamplighters’ Fraternity: they know which lamps to leave unlit
Mages’ guilds and arcane orders
- The Collegium of the Seventh Lamp: a teaching college with six lamps
- The Circle of Quills: scholars of written magic
- The Starward Conclave: astrologers and diviners
- The Society of Measured Flame: fire mages who insist on safety
- The Vellum Order
- The Hollow Tower Fellowship: their tower is bigger inside
- The Lantern Academy
- The Assembly of the Open Eye: seers who publish what they see
- The Mirrorwright Circle: illusionists and enchanters
- The Cobalt Chapter
- The Fellowship of the Unwritten Page: they study spells nobody has cast
- The Ninefold Synod: nine schools, constantly arguing
Merchant and trade guilds
- The Worshipful Company of Spicers
- The Saltway Compact: controls the salt road and its tolls
- The Gilded Scale: moneylenders who lend to kings
- The Merchant Venturers of Port Varrow: they fund ships and take half
- The Honest Measure: the name is aspirational
- The Lantern Street Exchange
- The Amber Road Company: caravan traders on the eastern route
- The Fellowship of Weights and Measures: they set the market’s scales
- The Silk and Silver League
- The Copper Bell Consortium: a bell rings when a deal is closed
- The Harbourmasters’ League
- The Grain Moot: controls the bread price, and therefore the city
Adventurers’ guilds and mercenary companies
- The Lantern Wardens: they clear the old roads of monsters
- The Ninth Banner Company: eight banners were lost in battle
- The Free Swords of Kaldvik
- The Road Wardens: paid by the mile
- The Ironbound Company
- The Torchbearers’ Guild: dungeon delvers for hire
- The Dragon’s Debt: founded to pay off a very large loan
- The Last Mile Company: escorts for the dangerous end of a journey
- The Brass Compass Society: explorers and mapmakers
- The Grey Cloaks
- The Wyvern Hunters’ Lodge: bounties pinned to the door
- The Company of the Open Road
Craft guilds
- The Worshipful Company of Lampwrights
- The Guild of Hammer and Tongs: smiths and farriers
- The Honourable Company of Masons: they guard building secrets closely
- The Glassblowers’ Fellowship
- The Weavers’ Loom: the largest guild in a cloth town
- The Brewers’ Barrel Guild
- The Fellowship of the Plumb Line: carpenters and joiners
- The Tanners’ Moot: meets downwind of everyone else
- The Chartermen of the Quill: scribes and copyists
- The Bellfounders’ Company
Holy and knightly orders
- The Order of the Dawn Lantern: they guard travellers at night
- The Knights of the Ninth Bell
- The Wardens of the Ashen Gate: they watch a sealed door
- The Sisters of the Quiet Well: healers who take a vow of silence
- The Brotherhood of the Open Hand: monks who give everything away
- The Order of the Salt Crown: a coastal order of sea knights
- The Lamplit Vigil
- The Knights Mendicant of the Long Road: they own only their swords
- The Shepherds of the Grey Fold
- The Order of the Unbroken Shield: no member has ever retreated, officially
Secret societies and cults
- The Seventh Chair: six members meet, one chair stays empty
- The Unseen Ledger: they record every secret in the city
- The Society of the Closed Door
- The Moth Lodge: they meet by candlelight in a different house each month
- The Readers of the Last Page: they believe the world is a book near its end
- The Gardeners: they prune the nobility
- The Tuesday Club: a harmless dining society, apparently
- The Children of the Ember
- The Whispering Board
- The Circle of the Pale Key: each member holds one key to one lock
Assassins and spies
- The Silent Quill: contracts are written, never spoken
- The Undertakers’ Company: they bury what they cause
- The Final Courtesy
- The Nightjar Network: informants in every inn
- The Pale Ribbon: a ribbon left on the pillow is a warning
- The Glass Knives
- The Clockmakers: they arrange for people to run out of time
- The Black Wax: their seal on a letter means the end
- The Lullaby
- The Tidy Hand: nothing is ever traced back
How to make your own guild names
Start with what the guild wants. Money, knowledge, safety, revenge or control of the bread price. The goal tells you the tone of the name. A guild that wants respect will choose a grand title. A guild that wants to stay hidden will choose a dull one.
Choose a symbol. Members need a way to recognise each other: a ring, a coin, a ribbon, a tattoo. Put the symbol in the name and you also have something for the party to find on a body.
Decide who named it. Groups are often known by names their enemies gave them. The city might call a guild the Ninefingers while its members call themselves the Fellowship of the Steady Hand. Using both names is an easy way to show players two sides of a faction.
Give it a motto. Four or five words is enough. “Paid by the mile” or “Nothing is ever traced back” tells the party more than a page of history, and NPCs can say it in conversation.
Frequently asked questions
What is a good name for a thieves’ guild?
Thieves’ guilds work best with a euphemism or an in-joke rather than a menacing title: The Quiet Hands, The Kindly Uncles, The Sweepers. A criminal organisation needs a name that sounds harmless when spoken in public, so the watch cannot simply arrest anyone who mentions it.
How do I name a guild in D&D?
Start with what the guild does and who joins it, then pick a symbol members can wear or recognise, such as a lamp, a coin or a key. Put the two together with a word for the group: The Order of the Dawn Lantern, The Brotherhood of the Bent Coin. Finally, decide whether the name is public or secret.
What is the difference between a guild, an order and a faction?
A guild is an association of people in the same trade who protect their members and their prices. An order is bound by vows or a shared cause, often religious or knightly. A faction is any group with its own agenda in a setting’s politics, which can include guilds and orders.
What are some good names for a mages’ guild?
Mages’ guilds suit scholarly words like Collegium, Conclave, Circle, Synod and Society, combined with an image of learning or light: The Circle of Quills, The Starward Conclave, The Collegium of the Seventh Lamp.
What should I call an adventurers’ guild?
Adventurers’ guilds and mercenary companies are usually named after what they do or where they were founded: The Lantern Wardens, The Torchbearers’ Guild, The Free Swords of Kaldvik. “Company” suits a band that fights for pay, and “Lodge” suits hunters.
Build your guilds in LoreKeeper
Use the free LoreKeeper Name Generator for more guild, order and faction names, then the NPC Generator to create a guildmaster, a rival and a member who is quietly selling secrets. Keep them in a LoreKeeper world and you can ask about any faction’s goals and relationships mid-session without digging through notes.
Try the free generators