Settlement names built from real toponymic roots — fords, fens, hollows, and reaches — so your map reads like it has a history.
Actual place names are compressed geography: a ford is a river crossing, a fen is a marsh, a thorpe is a secondary settlement, a wick is a trading post. This generator combines genuine toponymic roots the way centuries of settlement actually did, which is why "Thornmere" feels like it's been on the map for four hundred years and "Randomia" doesn't. Sprinkle a few saints and possessives in — Saint Merrow's, Widow's Reach — and your region gains an implied religion and a few implied tragedies for free.
Deal a full hand and pick names that share sounds — settlements founded by the same culture share roots. A cluster of -thorpes and -wicks suggests one wave of settlers; a lone Saint Aldric's Cross among them tells a story of something that arrived later. The flavor line on each card gives you the one odd fact that makes a village worth stopping in.