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:

  1. Use a root alone as a short name (Bran, Kaz, Pip)
  2. Combine root + ending for a full name (Bran + -wen = Branwen)
  3. 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:

  1. Rolls: Detail 2,4 = Stained Demeanor 2,4 = Sly Voice 4,2 = Avoids eyes
  2. Result: Someone with stained hands, sly manner, won’t meet your gaze
  3. 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:

  1. 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
  2. Human name: Aldric (Ald + -ric)
  3. Result: Aldric the moneylender - crooked posture, overly servile, pauses mid-sentence, seeking revenge, witnessed (or caused?) a massacre, waiting
  4. 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:

  1. 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
  2. Result: Heretical sect seeking discovery, made a dark bargain, infiltrates other organizations, controls ancient texts, known to be secretive
  3. 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.