NPCs & Factions
These tables create memorable characters and organizations. Many tables work for both - the same Motivation that drives a bitter innkeeper can drive a guild of assassins.
The philosophy: “A thieves’ guild” is forgettable. “A network of debt collectors who never forget a slight, led by a woman with a noble’s bearing and a debtor’s brand on her wrist” creates questions. These tables help you create the second kind.
How to Use These Tables
Reading d66 Tables
Roll two six-sided dice. The first die picks the row (1-6), the second picks the column (1-6). A roll of 3,5 means row 3, column 5.
NPC Formulas
| d6 | Formula | Example |
|---|---|---|
| 1 | Detail + Demeanor | Scarred + Nervous |
| 2 | Detail + Voice | One-eyed + Mumbles |
| 3 | Demeanor + Motivation | Cold + Revenge |
| 4 | Detail + Demeanor + Occupation | Branded + Quiet + Merchant |
| 5 | Detail + Demeanor + Voice + Motivation | Hunched + Bitter + Pauses + Knowledge |
| 6 | Full (add Secret + Method) | All of above + Murder + Patience |
Faction Formulas
| d6 | Formula | Example |
|---|---|---|
| 1 | Type + Motivation | Criminal ring + Wealth |
| 2 | Type + Method | Cult + Manipulation |
| 3 | Type + Motivation + Secret | Noble house + Power + Forbidden knowledge |
| 4 | Type + Motivation + Method | Guild + Control + Alliances |
| 5 | Type + Resources + Reputation | Conspiracy + Information + Feared |
| 6 | Full (add Structure) | All of above + Cells |
Same Tables, Different Scale
Motivation: Revenge + Method: Patience
- NPC: A quiet innkeeper who serves the man who ruined him, waiting for the right moment
- Faction: A guild that keeps meticulous records of every slight, repaying them years later
Secret: Forbidden knowledge + Reputation: Respected
- NPC: The village priest everyone trusts, who reads from a book he should have burned
- Faction: The scholarly order whose libraries contain things that would see them hanged
Shared Tables
These work for both NPCs and Factions.
Motivation (d66)
What drives them. What they want.
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Wealth | Power | Revenge | Knowledge | Love | Freedom |
| 2 | Safety | Status | Justice | Truth | Family | Escape |
| 3 | Comfort | Control | Absolution | Secrets | Belonging | Independence |
| 4 | Legacy | Recognition | Redemption | Discovery | Protection | Survival |
| 5 | Pleasure | Dominance | Vindication | Mastery | Acceptance | Change |
| 6 | Land | Influence | Atonement | Understanding | Loyalty | Adventure |
Method (d66)
How they pursue their goals.
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Violence | Deception | Manipulation | Trade | Patience | Alliances |
| 2 | Intimidation | Lies | Flattery | Bribes | Observation | Marriage |
| 3 | Threats | Disguise | Seduction | Favors | Planning | Oaths |
| 4 | Coercion | Forgery | Gossip | Contracts | Infiltration | Patronage |
| 5 | Assassination | Impersonation | Blackmail | Debts | Waiting | Service |
| 6 | War | Framing | Leverage | Monopoly | Timing | Diplomacy |
Secret (d66)
What they’re hiding. What could destroy them.
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Murder | Theft | Betrayal | Heresy | Debt | Cowardice |
| 2 | Fraud | Smuggling | Treason | Pact | Curse | Weakness |
| 3 | Massacre | Counterfeiting | Desertion | Forbidden lore | Dependency | Decline |
| 4 | Atrocity | Piracy | False identity | Dark bargain | Corruption | Failing |
| 5 | Sacrifice | Extortion | Hidden allegiance | Prophecy | Obsession | Ruin |
| 6 | Cannibalism | Slavery | Imposter | Witnessed horror | Possession | Doom |
Reputation (d66)
How others see them.
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Feared | Respected | Despised | Mysterious | Infamous | Rising |
| 2 | Trusted | Mocked | Dreaded | Unknown | Scandalous | Fading |
| 3 | Honored | Pitied | Ruthless | Legendary | Divisive | Contested |
| 4 | Admired | Scorned | Dangerous | Secretive | Controversial | Exaggerated |
| 5 | Reliable | Ignored | Untouchable | Enigmatic | Whispered | Undeserved |
| 6 | Celebrated | Hated | Notorious | Mythical | Debated | Forgotten |
NPC Tables
Physical Details (d66)
Concrete, specific things you can describe. Sensory anchors.
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Scarred | Burned | Branded | Pocked | Weathered | Wrinkled |
| 2 | Calloused | Rough | Cracked | Stained | Grimy | Powdered |
| 3 | Limp | Hunched | Twisted | Crooked | Bent | Stooped |
| 4 | One-eyed | Squinting | Blind | Deaf | Mute | Twitching |
| 5 | Shaved | Braided | Tangled | Greying | Bald | Scarred |
| 6 | Toothless | Gold-toothed | Broken-nosed | One-armed | One-handed | Tattooed |
Demeanor (d66)
How they carry themselves. First impression.
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Nervous | Friendly | Cold | Quiet | Loud | Bitter |
| 2 | Curious | Dismissive | Earnest | Sly | Gruff | Gentle |
| 3 | Paranoid | Cheerful | Arrogant | Meek | Aggressive | Melancholy |
| 4 | Distracted | Eager | Bored | Intense | Casual | Desperate |
| 5 | Pious | Crude | Formal | Playful | Stern | Manic |
| 6 | Serene | Resentful | Obsequious | Defiant | Weary | Charming |
Occupation (d66)
What they do. Where you find them.
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Farmer | Herder | Miller | Brewer | Baker | Butcher |
| 2 | Smith | Mason | Carpenter | Weaver | Tanner | Potter |
| 3 | Merchant | Peddler | Moneylender | Innkeeper | Fence | Smuggler |
| 4 | Guard | Soldier | Mercenary | Bailiff | Bounty hunter | Executioner |
| 5 | Priest | Monk | Herbalist | Midwife | Gravedigger | Beggar |
| 6 | Noble | Steward | Scribe | Sage | Hermit | Poacher |
Voice (d66)
How they talk and move. Something to do when playing them.
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Mumbles | Shouts | Whispers | Drawls | Rasps | Lisps |
| 2 | Interrupts | Pauses | Rambles | Repeats | Trails off | Lectures |
| 3 | Fidgets | Paces | Stills | Gestures | Twitches | Slouches |
| 4 | Stares | Avoids eyes | Squints | Winks | Glances | Watches |
| 5 | Laughs | Sighs | Sniffs | Coughs | Hums | Clicks tongue |
| 6 | Touches face | Cracks knuckles | Picks teeth | Scratches | Tugs ear | Drums fingers |
Name Tables
How Names Work
Each ancestry has roots and endings. You can:
- Use a root alone as a short name (Bran, Kaz, Pip)
- Combine root + ending for a full name (Bran + -wen = Branwen)
- Combine two roots for a compound name (Bran + Kaz = Brankaz)
Roll once for a quick name. Roll twice and combine for variety.
Human Names
Broad and varied. Work alone or combined.
Roots (d66)
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Ald | Bran | Cade | Dorn | Edric | Finn |
| 2 | Gwen | Hale | Isla | Joss | Kira | Leif |
| 3 | Mira | Ness | Orin | Pell | Quinn | Rolf |
| 4 | Seren | Thom | Ulric | Vale | Wren | Yara |
| 5 | Zara | Ash | Beck | Cole | Darcy | Elda |
| 6 | Frey | Grim | Hart | Ivy | Jace | Kell |
Endings (d66)
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | -an | -en | -in | -on | -yn | -ar |
| 2 | -er | -ir | -or | -ur | -el | -al |
| 3 | -wen | -wyn | -win | -ward | -wold | -wald |
| 4 | -ton | -son | -sen | -ston | -ham | -ley |
| 5 | -rick | -ric | -red | -rad | -mund | -bert |
| 6 | -ia | -a | -ine | -elle | -ette | -is |
Examples: Aldric, Branwen, Dornan, Gwenelle, Orinward, Yara
Dwarf Names
Hard consonants. Short, heavy syllables. Sound carved from stone.
Roots (d66)
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Bor | Dain | Dur | Gim | Grom | Kaz |
| 2 | Kor | Krag | Mag | Mor | Nar | Nok |
| 3 | Orn | Rok | Skar | Skor | Thod | Thrain |
| 4 | Tor | Trak | Ulf | Ung | Varn | Vok |
| 5 | Bel | Dol | Fal | Gal | Hel | Kar |
| 6 | Brin | Dral | Gral | Kral | Thal | Zorn |
Endings (d66)
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | -in | -im | -ir | -is | -i | -il |
| 2 | -ak | -ok | -ek | -ik | -uk | -ar |
| 3 | -ur | -or | -er | -ri | -ra | -rum |
| 4 | -gar | -grim | -grom | -grak | -gund | -gur |
| 5 | -dur | -din | -dak | -dom | -dan | -dar |
| 6 | -rek | -rik | -rok | -run | -ren | -rim |
Examples: Borin, Durgrim, Kazak, Thraindur, Korgar, Zornrim
Elf Names
Flowing vowels. Musical, like wind through leaves.
Roots (d66)
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Aer | Cel | Cyl | Eil | Fae | Gal |
| 2 | Iel | Lir | Loth | Mir | Nal | Nim |
| 3 | Nol | Quel | Ryl | Sil | Thal | Thel |
| 4 | Tir | Val | Vel | Yl | Aes | Ath |
| 5 | Bel | Cal | Del | Eld | Fael | Gil |
| 6 | Hal | Ith | Kel | Mel | Nel | Sel |
Endings (d66)
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | -iel | -ael | -uel | -oel | -eal | -ial |
| 2 | -wen | -wyn | -wain | -wan | -weth | -with |
| 3 | -ion | -ien | -ian | -ios | -ius | -ias |
| 4 | -ara | -ora | -ira | -era | -ura | -ana |
| 5 | -is | -as | -os | -us | -es | -ys |
| 6 | -il | -al | -ol | -el | -ul | -yl |
Examples: Aeriel, Celwen, Faelion, Lirara, Thalys, Miriel
Halfling Names
Homey and comfortable. Short first names, descriptive family names.
First Names (d66)
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Pip | Merry | Tolly | Jem | Will | Sam |
| 2 | Rosie | Bess | Lily | Daisy | Posie | Tansy |
| 3 | Tom | Bob | Ned | Ted | Hal | Bert |
| 4 | May | Nell | Peg | Dot | Flo | Gert |
| 5 | Cob | Hob | Nob | Rob | Dob | Lob |
| 6 | Ada | Ida | Ora | Etta | Mab | Nan |
Family Names - First Part (d66)
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Under | Over | Good | Old | High | Low |
| 2 | Bramble | Thistle | Nettle | Clover | Barley | Wheat |
| 3 | Green | Brown | White | Black | Grey | Gold |
| 4 | Stone | Hill | Dale | Brook | Marsh | Mead |
| 5 | Oak | Ash | Elm | Birch | Willow | Thorn |
| 6 | Copper | Silver | Iron | Brass | Tin | Steel |
Family Names - Second Part (d66)
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | -hill | -dale | -bottom | -field | -bury | -ton |
| 2 | -foot | -hand | -finger | -toe | -thumb | -nose |
| 3 | -barrel | -bucket | -basket | -kettle | -bottle | -pot |
| 4 | -burrow | -hole | -hollow | -den | -warren | -nook |
| 5 | -brook | -ford | -bridge | -bank | -pool | -spring |
| 6 | -wood | -leaf | -root | -branch | -bower | -hedge |
Examples: Pip Underbottom, Rosie Bramblefoot, Tolly Goodbarrel, Merry Greenhollow
Faction Tables
Type (d66)
What kind of organization.
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Noble house | Royal court | Council | Parliament | Dynasty | Regency |
| 2 | Merchant guild | Craft guild | Trade company | Banking house | Cartel | Monopoly |
| 3 | Thieves’ guild | Smuggling ring | Criminal family | Assassination guild | Extortion ring | Fencing network |
| 4 | Religious order | Heretical sect | Mystery cult | Monastic order | Inquisition | Prophecy circle |
| 5 | Military order | Mercenary company | Guard corps | Veteran band | Knight order | Militia |
| 6 | Scholarly circle | Wizard cabal | Secret society | Spy network | Revolutionary cell | Conspiracy |
Resources (d66)
What they control. Their source of power.
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Wealth | Land | Trade routes | Rare goods | Debt ledgers | Treasury |
| 2 | Armed forces | Trained killers | City watch | Fleet | Fortresses | Armory |
| 3 | Information | Spy network | Blackmail files | Ancient texts | Prophecies | Contacts |
| 4 | Influence | Noble connections | Royal favor | Popular support | Religious authority | Legal power |
| 5 | Magic | Artifacts | Spellcasters | Bound creatures | Sacred sites | Forbidden lore |
| 6 | Loyalty | Fanatics | Blood oaths | Hostages | Tradition | Fear |
Structure (d66)
How they’re organized.
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Strict hierarchy | Military ranks | Noble titles | Religious offices | Guild ranks | Chain of command |
| 2 | Inner circle | Trusted lieutenants | Council of elders | Ruling triumvirate | Hereditary leaders | Elected officers |
| 3 | Cells | Compartmentalized | Need-to-know | Layers of secrecy | Masks and codes | Deniable assets |
| 4 | Family-based | Blood ties | Marriage alliances | Adopted members | Clan structure | Inheritance rules |
| 5 | Meritocracy | Trial by deed | Promotion by skill | Challenge rights | Testing grounds | Proving missions |
| 6 | Loose network | Favors owed | Informal ties | Shared interests | Temporary alliances | No true leader |
Quick Reference
Tavern NPC (instant)
Roll Detail + Demeanor + Name
- Scarred + Nervous + Pip Goodbarrel = Pip Goodbarrel, a halfling with old scars who’s jumpy about something
Quest Giver (30 seconds)
Roll Detail + Demeanor + Occupation + Motivation + Name
- One-armed + Quiet + Merchant + Revenge + Dornan = Dornan, one-armed trader who speaks softly and wants someone found
Recurring NPC (1 minute)
Roll Detail + Demeanor + Voice + Motivation + Secret + Method + Name
- Branded + Cold + Pauses + Knowledge + Forbidden lore + Patience + Thalys = Thalys, branded elf scholar, emotionless, pauses mid-sentence, knows too much, waiting
Local Faction (30 seconds)
Roll Type + Motivation + Method
- Thieves’ guild + Justice + Blackmail = Criminals who target the corrupt
Major Faction (1 minute)
Roll Type + Motivation + Secret + Method + Resources + Reputation
- Noble house + Legacy + Bastard child + Marriage + Royal favor + Fading = Declining house with succession crisis, marrying for position
Connecting NPCs and Factions
| d6 | Relationship |
|---|---|
| 1 | Leader / founder / face |
| 2 | Loyal member / true believer |
| 3 | Reluctant member / trapped |
| 4 | Secret member / spy |
| 5 | Former member / exile |
| 6 | Enemy / target / rival |
Roll for any NPC: what’s their connection to a faction?
Example Generations
Quick NPC:
-
Rolls: Detail 2,4 = Stained Demeanor 2,4 = Sly Voice 4,2 = Avoids eyes - Result: Someone with stained hands, sly manner, won’t meet your gaze
- At the table: “The woman behind the counter has dark stains on her fingers. She smiles too easily and never quite looks at you directly.”
Important NPC:
-
Rolls: Detail 3,4 = Crooked Demeanor 6,3 = Obsequious Voice 2,2 = Pauses Occupation 3,3 = Moneylender Motivation 1,3 = Revenge Secret 3,1 = Massacre Method 5,5 = Waiting - Human name: Aldric (Ald + -ric)
- Result: Aldric the moneylender - crooked posture, overly servile, pauses mid-sentence, seeking revenge, witnessed (or caused?) a massacre, waiting
- Interpretation: Aldric bows too much and pauses as if listening for something. He was a soldier whose unit was slaughtered - or did the slaughtering. Now he lends money, collects information on everyone who owes him, and waits.
Faction:
-
Rolls: Type 4,2 = Heretical sect Motivation 4,4 = Discovery Secret 4,4 = Dark bargain Method 4,4 = Infiltration Resources 3,4 = Ancient texts Reputation 4,4 = Secretive - Result: Heretical sect seeking discovery, made a dark bargain, infiltrates other organizations, controls ancient texts, known to be secretive
- Interpretation: The Seekers of the Seventh Truth - a hidden sect that has placed members in churches and libraries across the realm. They search for a specific text prophesied to reveal something. What they traded to learn this, they won’t say.
Expanding These Tables
Add entries that fit your world:
- Ancestry-specific occupations (Dwarven miners, Elven bowyers)
- Regional name variations (Northern humans vs Southern)
- Campaign-specific factions (The Empire’s spy network, the Merchant Princes)
- Local secrets (Everyone in this town knows about the murders)
Faction names: Try combining words from Items tables (Colors, Materials, Effects) with group nouns: “The Crimson Circle”, “The Iron Brotherhood”, “The Whispering Hand”. Or use an NPC name: “Aldric’s Wolves”, “The Children of Thalys”.
The system grows with use.