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TABLES FOR FABLES
A collection of free tables for fantasy role-playing games.
 
Welcome to Tables for Fables. This is a collection of random tables, all of which:
 
  • have a fantasy theme,
  • are systemless - that is, don't use statistics or terms from a single game, and
  • use only normal, six-sided dice (d6s).
If you have a table that you want to contribute, please email me (news AT apolitical DOT info).
 
You can look at all 342 tables, or look at tables in a specific category:
 
Magic and Religion(36 entries)
Treasure(23 entries)
Wilderness and Worlds(52 entries)
Dungeons and Combat(42 entries)
Personalising Characters(90 entries)
Settlements and Countries(82 entries)
Adventure Ideas(87 entries)
Creating Creatures(32 entries)
 
Please note that magic items are in the Treasure section, not the Magic and Religion section.
 
Many of the ideas in these tables are used in the automatic Adventure Ideas Generator.
 
Unusual Characteristics of Villains
source or inspiration: Renegade Crowns (Warhammer Fantasy)
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
1-21-21-2Commits virtuous acts in secret.
1-21-23-4Took the blame for the crime of a relative and went into exile.
1-21-25-6Is secretly related to a prominent family.
1-23-41-2Worships demons.
1-23-43-4Secretly responsible for a vile atrocity (even by the standards of ordinary villains).
1-23-45-6Secretly working for a more powerful and respectable government.
1-25-61-2Secretly dresses in the clothes of a child.
1-25-63-4As above, and sings popular songs from the theatre.
1-25-65-6Obsessed with breeding ever-smaller dogs.
3-41-21-2Has a collection of stuffed toys made to look like their enemies.
3-41-23-4Is a famous criminal under another name.
3-41-25-6Flies into a rage if s/he sees red clothing.
3-43-41-2Flies into a rage if s/he sees ivory buttons.
3-43-43-4Flies into a rage whenever an odd number of plates are set at dinner.
3-43-45-6Expects everyone to keep silent for least a minute after s/he speaks, in case s/he hasn't finished.
3-45-61-2Has a catchphrase, which they use too often and inappropriately.
3-45-63-4Compelled to wash hands with wine after touching another's flesh.
3-45-65-6Has a special seat for their weapon, and will never sit comfortablely unless the weapon is also 'seated'.
5-61-21-2Can only speak to people in alphabetical order.
5-61-23-4Believes in an imaginary race of cockroach people who are conquering other lands.
5-61-25-6Writes a letter 'home' to an imagined family every week.
5-63-41-2Never lies to a lady.
5-63-43-4Pays a token amount for everything they steal.
5-63-45-6Afraid of watering cans.
5-65-61-2Afraid of women in low-cut dresses.
5-65-63-4Afraid of birds with blue feathers.
5-65-65-6Obsessed with a particular kind of cake.
 
 
Book Titles
source or inspiration: Al Krombach
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-2Offerings to Set: A Diary.
113-4Cocktail Recipes of the Crimson Court.
115-6The Prayers of Arumfus.
121-2Black Nights and Red Blood: A History of Lost Harnfell.
123-4The Rise and Fall of the Dread Emperor.
125-6Limericks for an Elven Fete.
131-2Cistikin's Foul Grimoire.
133-4The Last Titan.
135-6The Teachings of the Great Nordoolus.
141-2Bezum's Book of Marine Engineering.
143-4One Bridge Too Many: Last Stand of the Excitran Cavalry.
145-6The Poetry of Fars Fargrim.
151-2A Dwarf In Shackles: Overcoming the Curse.
153-4Troll Recipes for Fanciful Children.
155-6Anatomy of the Centaur.
161-2Tira and the Roper: A Tale of Forbidden Love.
163-4Nineteen Filthy Leprechauns.
165-6Maps and Floorplans of Porttown.
211-2The Memoirs of Grewg the Pirate.
213-4Bleak Happenings: A history of the Mindplague.
215-6Drinks to liven your Existence.
221-2Popular Dress and Hairstyles of the Second Age.
223-4Aradombular: Three Plays.
225-6Aradombular: A Treatise of the Meaning of Things.
231-2Aradombular: The Philosophy of Gromus.
233-4Aradombular: The Pagan Essays.
235-6The Battle of Orichs and the Fall of Trayle.
241-2The Twelve Sagas of Bronn the Hero.
243-4Ornamental Dogs and their uses in Modern Cuisine.
245-6My Five Humans: An Ogre's Tale.
251-2Dragons: Myth or Fact?.
253-4The Encyclopedia Geraximus: Volume Thirty Four Ch-Cz.
255-6Balls.
261-2Military Ensignia of the Knights Emergent.
263-4Juiblex: The Lost Comedies.
265-6Ode to the Hobgoblin Maiden.
311-2Fifteen Holy Relics of Ylalla.
313-4Pyromancy: An Urban Crisis.
315-6Fuanatic Poisons and Their Cures.
321-2Klybec's Passion.
323-4Otyugh and I.
325-6Letters to the Major: A Bordercaptain's Shame.
331-2The Lost Shrine of Amberdown: Found?.
333-4Hyrax: A Play in Seven Acts.
335-6Tools of the Late Jurian Age.
341-2Bridges: The Secrets of their lasting Construction and Maintenence.
343-4An argument against Necromancy.
345-6The Seventy-seven Quips of Borlak the Arch-Mage.
351-2Thirty Leagues Below Mount Grimbad.
353-4Shields and Bucklers of the Late Devalian Rennaisance.
355-6The Chemistries of Niflif the Clever.
361-2The Cat-Gods of Olix.
363-4Koepple: Ninety-nine Songs of Hate and Derision.
365-6One Hundred Songs of Hate and Derision: A Response to Koepple.
411-2A Brief History of the Orange Uprising.
413-4Desert Survival, A Beginner's Guide.
415-6The Mysteries of Dionicus.
421-2The Care and Feeding of the Xorn.
423-4Small Things and Gnomes.
425-6Deciphering the Language of Kobolds.
431-2The Humorous Letters of Mayor Barrelroom.
433-4Nine Sages in Hell: A Warning.
435-6The Flora and Fungi of the Grey Forest.
441-2The Thirty-Seven Useful Parts of the Catoblepas.
443-4The Unmasking and Trying of Witches!
445-6Fifteen Fowl Recipes.
451-2Siege Engines and their Construction and Use.
453-4Engineering Secrets of the Elder Kings.
455-6The Sins of Father Trinicus.
461-2The Prophesies of the Jilgrian Sisterhood.
463-4Small Wonder: Rise and Fall of the Halfling King.
465-6Herbology: An Apprentice's Handbook.
511-2A Pictoral Guide to the birds of the Mossy Vale.
513-4The Secrets of Seduction for the Clueless and Childless.
515-6Naughty Gifts, the Memoires of Lady Truncheon.
521-2Autumn Leaves: The Diary of Woqueforte the Unloved.
523-4Poetry of the Lobingian Epoch.
525-6Seven Simple Love Charms and Potions.
531-2Fishing Lures for every Season.
533-4Preventing Pox.
535-6Disciplining the Wayward Child.
541-2Puddings and Oozes of the Sunless Realm.
543-4Undeath: A Treatise.
545-6The Saga of Eligarth the Bold.
551-2Flumph Recipes.
553-4A History of the Pale City.
555-6Sewage and Irrigation of the Modern Jail.
561-2Courtly Manners of the Appropriate Kinde.
563-4Feces: A Hunter's Guide.
565-6The Travels and Travails of Willus and Feng.
611-2The Browne Arcanum.
613-4The Legend of the Diamond.
615-6Throne Secrets of the Prax Society.
621-2Brewing like the Masters!
623-4The Lost Erotica of the Orcs.
625-6Tales of the Far South.
631-2Twelve Habits of the Successful General.
633-4Misery Loves Company: The Care and Spreading of the Latest Plague.
635-6The Polite Prayerbook of the Penitant Pilgrim.
641-2Haques' Dictionary (2600 pages).
643-4Debauchery and the Church: A Guide to Combining The Two.
645-6Filing & Photocopying: Role-Playing in a World of High Technology.
651-2Throne of the Golem Prince.
653-4The Ages of Kingdoms, Compared to Those of A Man.
655-6Atlas of the Astral Realms.
661-2The Accursed Book of Yon.
663-4Chants and Prayers to Placate the Sea.
665-6Wise Pronouncements of the Owls of Yib.
 
 
Distinguishing Features
source or inspiration: James Hutchings
 
The likelihood of rolling on this table will depend on how old the person is, and how much trouble they've been in in their life. A retired adventurer might have more than one feature.

Where relevant, roll for the side: 1-3 left 4-6 right.
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2Missing an ear.
1-23-4Missing a hand (roll again: 1-2 wooden hand 3-4 hook 5-6 nothing).
1-25-6Missing an arm (roll again: 1-2 wooden arm 3-4 wooden arm ending in a hook 5-6 nothing).
3-41-2Missing a leg (roll again 1-2 wooden leg 3 peg leg 5 crutches 6 nothing).
3-43-4Missing an eye (roll again: 1-2 eyepatch 3-4 glass eye 5-6 nothing).
3-45-6Long scar on face.
5-61-2Face is a mass of scars.
5-63-4No teeth (roll again: 1-2 wooden teeth 3-4 artificial teeth; roll on the 'Precious and Semi-Precious Stones' table in the in the 'Treasure' section for what they're made of, ignoring the column headed 'value' 5-6 nothing).
5-65-6Skin is (roll again: 1-2 deathly white 3-4 reddened 5-6 blackened) due to (roll again: 1-3 disease 4-6 magic).
 
 
Fantasy Titles: Structure
source or inspiration: Andrew Byers. From the Carcosan Grimoire
 
These tables generate titles that can be used for a monarch, high priest, or similar figure (or for a character who would like to be thought of as such).

Where the result says (A), roll on 'Fantasy Titles A' below, and so on for other bold letters.
Note that some results in Table C will tell you to roll on Table A again. Always roll separately for the two (A)s if this happens.

Optional: If the result includes (C), roll again: on a 5, replace the (C) with 'of the (A) (B)'. On a 6, replace it with 'of the (B)'.
Again, if there are two (A)s or two (B)s, roll separately for the two.
 
Roll 1 dice.
1-2(A) (B).
3-4(A) (B) (C).
5-6(B) (C).
 
 
Fantasy Titles A
source or inspiration: Andrew Byers. From the Carcosan Grimoire
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-2Ancient.
113-4Ascendant.
115-6August.
121-2Beauteous.
123-4Beautiful.
125-6Beneficent.
131-2Blooming.
133-4Blossoming.
135-6Bountiful.
141-2Bright.
143-4Brightest.
145-6Brilliant.
151-2Celestial.
153-4Clear.
155-6Constant.
161-2Coruscating.
163-4Crystalline.
165-6Cunning.
211-2Day's.
213-4Deep.
215-6Delicate.
221-2Desirous.
223-4Divine.
225-6Dominant.
231-2Eloquent.
233-4Eternal.
235-6Ever-Full.
241-2Exalted.
243-4Falling.
245-6Fertile.
251-2Final.
253-4Flowering.
255-6Foremost.
261-2Gentle.
263-4Gibbering.
265-6Glittering.
311-2Glorious.
313-4Gracious.
315-6Grand.
321-2Heart's.
323-4High.
325-6Humble.
331-2Illustrious.
333-4Imperious.
335-6Implacable.
341-2Inapproachable.
343-4Incomparable.
345-6Indulgent.
351-2Inestimable.
353-4Inexorable.
355-6Invincible.
361-2Iridescent.
363-4Lustrous.
365-6Magisterial.
411-2Magnificent.
413-4Manifest.
415-6Many-Angled.
421-2Masterful.
423-4Meek.
425-6Merciful.
431-2Mighty.
433-4Most (and roll again on this table, ignoring and re-rolling if you get this result again, or the result 'Night's').
435-6Mystic.
441-2Night's.
443-4Omnipotent.
445-6Omnipresent.
451-2Omniscient.
453-4One True.
455-6Overflowing.
461-2Pale.
463-4Paramount.
465-6Peerless.
511-2Perpetual.
513-4Piercing.
515-6Predominant.
521-2Purest.
523-4Raucous.
525-6Redoubtable.
531-2Refulgent.
533-4Regnant.
535-6Resplendent.
541-2Righteous.
543-4Royal.
545-6Sagacious.
551-2Screaming.
553-4Serene.
555-6Shimmering.
561-2Shining.
563-4Silent.
565-6Sovereign.
611-2Splendorous.
613-4Stainless.
615-6Stern.
621-2Sublime.
623-4Superior.
625-6Supreme.
631-2Swift.
633-4Total.
635-6Tranquil.
641-2Transcendent.
643-4Triumphant.
645-6Unanswerable.
651-2Unapproachable.
653-4Unbearable.
655-6Utter.
661-2Uttermost.
663-4Wise.
665-6roll on the 'Precious and Semi-Precious Stones' table, in the 'Treasure' section. Ignore the column headed 'value'.
 
 
Fantasy Titles B
source or inspiration: Andrew Byers. From the Carcosan Grimoire
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-2Adept.
113-4Advocate.
115-6Apotheosis.
121-2Arbiter.
123-4Attendant.
125-6Autocrat.
131-2Autocrator.
133-4Bestower.
135-6Brightness.
141-2Captain.
143-4Chief.
145-6Chieftain.
151-2Commander.
153-4Crown.
155-6Death.
161-2Dew.
163-4Diadem.
165-6Dominance.
211-2Dominator.
213-4Dominion.
215-6Elegance.
221-2Excellency.
223-4Eyes.
225-6Father/Mother.
231-2Flower.
233-4Foundation.
235-6Fountain.
241-2Fullness.
243-4Gem.
245-6Gemstone.
251-2Glory.
253-4Grace.
255-6Guardian.
261-2Heart.
263-4Illumination.
265-6Illustriousness.
311-2Infinitude.
313-4Intellect.
315-6Jewel.
321-2Joy.
323-4Joy-Giver.
325-6Judge.
331-2Lawgiver.
333-4Life.
335-6Light.
341-2Listener.
343-4Lord/Lady.
345-6Lover.
351-2Master/Mistress.
353-4Mind.
355-6Mirror.
361-2Night.
363-4Obliteration.
365-6Ocean.
411-2One.
413-4Overlord.
415-6Overseer.
421-2Pearl.
423-4Perfection.
425-6Pharaoh.
431-2Plenipotentiary.
433-4Plumage.
435-6Poignancy.
441-2Pool.
443-4Power.
445-6Preceptor.
451-2Preponderancy.
453-4Presence.
455-6Protector.
461-2Provider.
463-4Puissance.
465-6Radiance.
511-2Rain.
513-4Ravager.
515-6Ravishment.
521-2Reflection.
523-4Regent.
525-6Servant.
531-2Shield.
533-4Soul.
535-6Sovereign.
541-2Speaker.
543-4Spring.
545-6Star.
551-2Sun.
553-4Superior.
555-6Thought.
561-2Totalitor.
563-4Tower.
565-6Tyrant.
611-2Vault.
613-4Victory.
615-6Voice.
621-2Wellspring.
623-4Wielder.
625-6Will.
631-2Wind.
633-4Worm.
635-6roll on the 'Titles of a Magician' table, in the 'Magic and Religion' and 'Personalising Characters' sections.
641-2as above.
643-4as above.
645-6roll on the 'Titles of an Aristocratic Ruler' table, in the 'Settlements and Countries' section. Ignore the column headed 'Title of Territory'.
651-2as above.
653-4as above.
655-6roll on the 'Titles of a High-Ranking Priest' table, in the 'Magic and Religion' and 'Settlements and Countries' sections.
661-2as above.
663-4roll on the 'Evil Magical Creatures - Titles 1' table, in the 'Magic and Religion' and 'Creating Creatures' sections. If you get the result 'Destroyer', ignore the instruction to roll on the other table.
665-6as above.
 
 
Fantasy Titles C
source or inspiration: Andrew Byers. From the Carcosan Grimoire
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
11-21-2Beyond all Superlatives.
11-23-4by Whom All See.
11-25-6of (A) Countenance.
13-41-2of All.
13-43-4of All Excellences.
13-45-6of All Gifts.
15-61-2of All Graces.
15-63-4of All Lands.
15-65-6of All Truths.
21-21-2of Benedictions.
21-23-4of Dreams.
21-25-6of Glory.
23-41-2of Heaven.
23-43-4of Humility.
23-45-6of Invincibility.
25-61-2of Kings.
25-63-4of Many Colours.
25-65-6of Mercy.
31-21-2of Peace.
31-23-4of Radiance.
31-25-6of Sleepers.
33-41-2of Small Petals.
33-43-4of Splendour.
33-45-6of Spring.
35-61-2of Stones.
35-63-4of Sublime Wisdom.
35-65-6of Summer.
41-21-2of the (A) God.
41-23-4of the (A) Scepter.
41-25-6of the Air.
43-41-2of the Air, the Earth, and the Seas.
43-43-4of the Bringer.
43-45-6of the Dead.
45-61-2of the Earth.
45-63-4of the Eyes.
45-65-6of the Floods.
51-21-2of the Frozen Lightning.
51-23-4of the Gatherer.
51-25-6of the Hills.
53-41-2of the Master.
53-43-4of the Moon.
53-45-6of the Morning.
55-61-2of the Seas.
55-63-4of the Stars.
55-65-6of the Sun.
61-21-2of the True People.
61-23-4of the Waves.
61-25-6of Those Who Watch.
63-41-2of War.
63-43-4of Winds.
63-45-6of Winter.
65-61-2of Wishes.
65-63-4That Sees In the Dark.
65-65-6Upon the (A) Throne.
 
 
Mounts: Land
source or inspiration: James Hutchings
 
If you get more than one 'start again, ignoring this result', the mount has all the extra characteristics shown.

If you get 'the most common mount in the area', and that's a horse, optionally you can roll on the Horse Colour table below.
 
Roll 1 dice, then keep rolling if required.
1st dice2nd diceresult
1-4no need to roll againWhatever is the most common mount in the area: camels if in the desert, giant lizards if underground, a sled pulled by dogs in the snow, horses in most other places.
51a coach, pulled by whatever is the most common mount in the area.
52a chariot, pulled by whatever is the most common mount in the area.
53a baby elephant.
54a giant turtle or tortoise.
55an animated suit of armour who carries the rider piggy-back.
56a palanquin or rickshaw, pulled or carried by animated skeletons.
61a centaur (optionally, roll on the 'Hindquarters of a Centaur' table below).
62a giant scarab beetle, whose carapace is (roll again): 1 battered as if it had been in many battles, 2 painted in the colours of its owner, 3 covered in armour, 4 covered in furs, 5 polished to a fine gleam, 6 as 5, but also studded with precious stones (optionally, the GM may roll on the 'Precious Stones' table in the 'Treasure' section to see which stones).
63start again, ignoring this result, or a result of 'a palanquin or rickshaw pulled by animated skeletons' but the mount is an undead version of whatever the result is (roll again): 1-2 ghostly, 3 zombie-like, 4 demonic, 5-6 skeletal.
64start again, ignoring this result but the mount has human-like intelligence.
65start again, ignoring this result but the mount can fly (optionally, roll again: 1-3 has wings, 4-6 without wings).
66start again, ignoring this result but the mount is a mechanical simulation of whatever the result is.
 
 
Mounts: Air
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-2hot air balloon.
13-4living hot air balloon.
15-6giant bird (roll again: 1-2 eagle 3 swan 4 dove 5 crow 6 vulture).
21-2roll again: 1-2 giant dragonfly 3-4 giant bee 5-6 giant blowfly.
23-4sleigh pulled by reindeer.
25-6roll again: 1-3 flying shark 4-6 flying dolphin.
31-2house (roll again: 1-2 cottage 3 cottage with garden 4-5 family-sized house 6 family-sized house with garden).
33-4magic item allows the bearer to fly: roll on the 'items' table in the 'treasure' section.
35-6flying horse (roll again: 1-3 with wings, 4-6 without wings) - optionally, roll on the 'Horse Colour' table below.
41-2coach pulled by flying horses (optionally roll again: 1-3 with wings, 4-6 without wings)(optionally, roll on the 'Horse Colour' table below).
43-4cloud.
45-6carpet.
51-2broomstick.
53-4small dragon.
55-6roll on the 'Mounts: Land' table above. Treat 'the most common mount in the area' as the most common mount on the land below. Optionally, roll again: 1-3 has wings, 4-6 without wings.
61-2a cloud of butterflies.
63-4a chair (roll again: 1-2 throne 3-4 normal chair 5-6 normal chair, accompanied by side table).
65-6Roll again re-rolling this result or any inanimate object, but the mount is (roll again 1-2 ghostly, 3 zombie-like, 4 demonic, 5-6 skeletal).
 
 
Mounts: Personality
source or inspiration: Toad-Killer-Dog from the Trollbridge forum.
 
Roll 2 dice.
1st dice2nd diceresult
11-3Mean: Likes to bite or threaten anyone who gets too close.
14-6Proud: Likes to preen and prance around other animals.
21-3Well-Trained: Responds well to commands.
24-6Loyal: Always seeks to return to its owner if separated.
31-3Courageous: Never retreats from a fight unless ordered.
34-6Shy: Avoids danger and other creatures.
41-3Ham: Becomes difficult if not given frequent treats or affection.
44-6Flirt: Always chases after mounts of the same species.
51-3Hungry: Always on the look out for a stray bit of food and chews on things.
54-6Possessive: Hates its owner to notice other animals.
61-3Lazy: Hates to run or do heavy labor.
64-6Skittish: Jumps at shadows, startles easily.
 
 
Eye Colour
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-3Blue-Gray.
14-6Blue.
21-3Light Green.
24-6Olive Green.
31-3Amber (mixture of Brown and Yellow).
34-6Hazel (mixture of Brown and Green).
41-3Light Brown.
44-6as above.
51-3Dark Brown.
54-6as above.
61-3Very Dark Brown.
64-6Violet.
 
 
Eye Shape
source or inspiration: James Hutchings
 
Roll 1 dice.
1-3almond-shaped, with epicanthic fold.
4-6rounder, without epicanthic fold.
 
 
Hair: Type
source or inspiration: James Hutchings
 
Roll 1 dice.
1Tightly Coiled.
2as above.
3Curly.
4Wavy.
5Straight.
6as above.
 
 
Hair: Colour
source or inspiration: James Hutchings
 
This chart gives the hair colour for young people. The GM might want to roll to see if the hair has gone 'grey' or white.
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2Black.
1-23-4Black.
1-25-6Dark Brown.
3-41-2Light Brown.
3-43-4Platinum Blond (nearly white).
3-45-6Blond.
5-61-2Orange.
5-63-4Auburn (mixture of brown and red).
5-65-6Red.
 
 
Facial Hair 1: Male Beards, Mustaches and Sideburns
source or inspiration: James Hutchings
 
Before rolling on this table, the GM might roll to see any facial hair is present (for example you might give a 50% chance of this).

This table and the ones below can be used for individuals, or to find out the prevailing fashion in an area, or for a group.

Thanks to Wikipedia for the pictures in this table and the ones below.
 
Roll 1 dice.
1mustache and beard.
2as above.
3mustache only.
4beard only.
5 mustache, no beard, large sideburns..
6 no beard or mustache, but large sideburns.
 
 
Facial Hair 2: Beards
source or inspiration: James Hutchings
 
Roll 1 dice.
1 large.
2 moderate.
3 small.
4 long goatee.
5 medium goatee.
6 short goatee.
 
 
Facial Hair 3: Mustaches
source or inspiration: James Hutchings
 
Roll 1 dice.
1-2 short.
3-4 medium.
5-6 long.
 
 
Facial Hair 4: Eyebrows
source or inspiration: James Hutchings
 
Roll 1 dice.
1left unmanaged.
2as above.
3finely plucked.
4shaved entirely.
5as above, but an artificial eyebrow is drawn in.
6artificially made to look bigger.
 
 
Headgear
source or inspiration: James Hutchings
 
Before rolling on this table, the GM might want to roll to see if any headgear is worn (for example you might give a 50% chance of this).
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2 turban.
1-23-4 fez.
1-25-6 None, but a small mark on the forehead.
3-41-2None, but an elaborate design on the forehead. Roll on the 'Emblems' table below for what.
3-43-4 headband.
3-45-6 headscarf.
5-61-2 Three-cornered hat.
5-63-4 None, but a mask covering the eyes.
5-65-6 Headgear covering the entire head and face, other than the eyes.
 
 
Skin Tone
source or inspiration: James Hutchings
 
Roll 1 dice.
1-2'white'.
3-4brown.
5-6'black'.
 
 
Titles of a Magician
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-2Augurer.
13-4Conjurer.
15-6Diviner.
21-2Elementalist.
23-4Enchanter.
25-6Magus.
31-2Necromancer.
33-4Prestidigitator.
35-6Seer.
41-2Shaman.
43-4Soothsayer.
45-6Sorcerer.
51-2Thaumaturge.
53-4Wise Woman or Cunning Man.
55-6Witch or Warlock.
61-2Wizard.
63-4Use the 'Good Magical Creatures' tables instead, in the 'Magic and Religion' and 'Creating Creatures' sections.
65-6Use the 'Evil Magical Creatures' tables instead, in the 'Magic and Religion' and 'Creating Creatures' sections.
 
 
Half-Elves, -Orcs and Others
source or inspiration: James Hutchings
 
This table is designed for creatures whose parents are different species/kindred/'races', to decide how their statistics are generated.
 
Roll 1 dice.
1The creature will be treated as if it was the same kindred as its father.
2The creature will be treated as if it was the same kindred as its mother.
3The creature will have characteristics which are halfway between those of its father and mother.
4For any given characteristic, the creature will take after the 'better' kindred (for example if one parent has a high Strength and a low Dexterity, and the other a high Dexterity and a low Strength, the creature would have high Strength and high Dexterity). The creature will also be sterile.
5For any given characteristic, the creature will take after the worse kindred.
6Roll seperately on this table for each characteristic. If you get this result again, treat it as a result of 'halfway between the mother and father'..
 
 
Height
source or inspiration: Tunnels & Trolls
 
This table is designed for humans - you'll probably want to adjust the results for other species.

You may also want to apply adjustments for gender.

The results in this table are more like modern people: people in medieval-like societies will generally be shorter.
For more medieval-like results, roll twice and take the lower result.
 
Roll 3 dice, use the total.
34 foot, or 120cm.
44' 3'' (4 foot 3 inches), or 130cm .
54' 5'', or 135cm.
64' 8'', or 140cm.
74' 10'', or 145cm.
85' 1'', or 155cm.
95' 3'', or 160cm.
105' 6'', or 165cm.
115' 8'', or 180cm.
125' 11'', or 180cm.
136' 1'', or 185cm.
146' 4'', or 195cm.
156' 6'', or 200cm.
166' 9'', or 205cm.
176' 11'', or 210cm.
187' 2'', or 220cm.
 
 
Weight
source or inspiration: Tunnels & Trolls
 
This table is designed for humans - you'll probably want to adjust the results for other species.

You may also want to apply adjustments for gender.

The results in this table are more like modern people: people in medieval-like societies will generally be lighter.
For more medieval-like results, roll twice and take the lower result.

If you're using both the height and weight charts, you could roll 4 dice:
base height on the first three dice, and weight on the last three.
This will mean that height and weight will be related.

For creatures that are inhumanly large or small, but have the same proportions, remember that the change in their weight will be more than the change in their height.
For example, a creature whose height, width and 'thickness' are all twice that of a human,
would have eight times as much body material as a human, not twice as much.
Of course, creatures like giants and fairies are impossible anyway, so you may choose to ignore this.
 
Roll 3 dice, use the total.
375lb (pounds), or 35kg (kilograms).
490lb, or 40kg.
5105lb, or 45kg.
6120lb, or 55kg.
7135lb, or 60kg.
8150lb, or 70kg.
9160lb, or 72.5kg.
10170lb, or 75kg.
11180lb, or 80kg.
12190lb, or 85kg.
13200lb, or 90kg.
14225lb, or 100kg.
15250lb, or 115kg.
16280lb, or 125kg.
17310lb, or 140kg.
18350lb, or 160kg.
 
 
Effects of Star Signs
source or inspiration: James Hutchings
 
Fire Element will make the character braver and more confident, but also less sensible.
Earth Element will make the character practical and sensible, but also less confident in social situations.
Air Element will make the character a better communicator, but also tense and more prone to panic.
Water Element will make the character perform better in both physical and intellectual areas, but also worse in spiritual ones.

Cardinal Quality will make the character braver and more determined, but also less able to learn new things, or act as part of a team.
Fixed Quality will make the character more inclined to uphold the status quo.
Mutable Quality will make the character more adaptable, particularly in social situations, but also more unlucky and likely to attract problems.

Thanks to Wikipedia for the 'information' used in this table.
 
Roll 2 dice.
1st dice2nd diceresultElementQuality
11-3AriesFireCardinal
14-6TaurusEarthFixed
21-3GeminiAirMutable
24-6CancerWaterCardinal
31-3LeoFireFixed
34-6VirgoEarthMutable
41-3LibraAirCardinal
44-6ScorpioWaterFixed
51-3SagittariusFireMutable
54-6CapricornEarthCardinal
61-3AquariusAirFixed
64-6PiscesWaterMutable
 
 
Effects of Birth Year
source or inspiration: James Hutchings
 
Thanks to Wikipedia for the 'information' used in this table.
 
Roll 2 dice.
1st dice2nd diceresult
11-3Rat makes a character more charismatic and shrewd, but also more obstinate (in game terms, less able to learn new things).
14-6Ox (sometimes Water Buffalo) makes a character calmer and more logical, but also more narrow-minded and materialistic (in game terms, less able to get on with those who are different from themselves, and more likely to be overcome by greed).
21-3Tiger makes a character braver and more powerful, but also more quick-tempered, and likely to be more generous than is good for them. It also makes a character more likely to oppose the current structure of their society.
24-6Rabbit (sometimes Cat) makes a character more gracious and soft-spoken (in game terms more charismatic, particularly in formal situations), but also likely to be moody (in game terms, likely to have random periods where they're less good at everything due to not putting enough effort in).
31-3Dragon makes a character stronger and more decisive, but also more likely to be dogmatic, tyrannical and over-bearing (in game terms, likely to offend people with different opinions, and in situations where the character has some power).
34-6Snake makes a character wise and mystical, but also a bad communicator.
41-3Horse makes a character more flexible (in game terms, better at learning new things) and intelligent, but also more gullible and anxious.
44-6Sheep (sometimes Goat) makes a character more creative and determined, but also more moody (in game terms, likely to have random periods where they're less good at everything due to not putting enough effort in). The character will also be more likely to seek a peaceful occupation than a violent one.
51-3Monkey makes a character more inventive (in game terms, better able to cope with unpredictable situations), but also more jealous and suspicious (in game terms, less able to form friendships with others, and more likely to see bad motives in others that aren't really there).
54-6Rooster makes a character more of a perfectionist. In game terms, if they can perform a task at all they're more likely than others to do a spectacular job, but tasks will also take them longer than most people (whether they succeed or not).
61-3Dog makes a character more sociable and intelligent, but also more quarrelsome and stubborn (in game terms, less able to learn new things).
64-6Pig (sometimes Wild Boar) makes a character braver and more intelligent, but also more gullible and materialistic (in game terms, more likely to be overcome by greed). The character will also be more likely to seek a peaceful occupation than a violent one.
 
 
Phobias
source or inspiration: James Hutchings
 
In every situation which triggers a phobia, characters with the phobia should have some chance of overcoming their fear. If your game includes attributes such as Intelligence, Wisdom, Willpower and/or Courage, these may be relevant to a character's chance of doing this.
 
Roll 2 dice.
1st dice2nd diceresult
11-3Ablutophobia - fear of washing or bathing. If your game world is one in which most characters don't bathe anyway, the GM may re-roll.
14-6Aibohphobia - fear of anagrams (words which read the same backwards as forwards). Spells have a small chance (for example 1 in 6) of containing anagrams.
21-3Automatonophobia - Fear of anything that falsly represents a sentient being, such as ventriloquist's dummies or wax statues. The GM may re-roll in the case of creatures who are themselves automotons.
24-6Roll again:
1-3 Arachnopobia - fear of spiders. The GM may re-roll in the case of creatures who either live on spiders, or are themselves spider- or insect-like
4-6 Ophidiophobia - fear of snakes. The GM may re-roll in the case of creatures who either live on snakes, or are themselves snake- or lizard-like.
31-3Acrophobia - fear of heights. The GM should re-roll in the case of flying creatures.
34-6Astraphobia - fear of lightning and thunderstorms.
41-3Caligynephobia - Fear of beautiful women.
44-6Claustrophobia - fear of enclosed spaces. Dungeons are likely to contain such spaces. The phobia may also mean that the character can't wear helmets with visors, or suffers penalties when doing so. The GM may re-roll in the case of creatures who have evolved to live underground, for example dwarves and gnomes.
51-3Galeophobia - Fear of cats. The GM may re-roll in the case of creatures who either live on cats, or are themselves cat-like.
54-6Hylophobia - Fear of forests. The GM may re-roll in the case of creatures who have evolved to live in forests, for example (in some game worlds) elves.
61-3Xenophobia - fear of a specific, randomly determined intelligent species other than the character's own. If a particular species is very common in your game world (for example humans), it may be too harsh to give a character a phobia of that species. If so, the GM may decide not to have that species as one of the possible targets of xenophobia. Members of a species that the character is afraid of will find it easier to intimidate them, but harder to establish friendly relations.
64-6Triskaidekaphobia - Fear of the number thirteen (or of groups of thirteen things).
 
 
Familiars: Species (British)
source or inspiration: James Hutchings
 
This may be used to decide a wizard or witches' familiar.
Obviously this table should be modified in the case of animals which don't exist in your game world.
Optionally, the GM may make another roll to see if the familiar can talk: 1-3 yes 4-6 no.
 
Roll 2 dice.
1st dice2nd diceresult
11-3black cat.
14-6cat - roll on the 'Cat Colouring' table in the 'Personalising Characters' section for colouring.
21-3owl.
24-6crow.
31-3dog.
34-6frog.
41-3toad.
44-6roll again: 1-3 rabbit 4-6 hare.
51-3snake.
54-6roll again: 1-3 weasel 4-6 monkey.
61-3mouse.
64-6rat.
 
 
Familiars: Name (British)
source or inspiration: James Hutchings
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
1-21-21-2Black Jenkin (re-roll if the animal isn't black).
1-21-23-4Vinegar Tom.
1-21-25-6Grezzel Greedyguts.
1-23-41-2Piteous Mew (re-roll if the animal isn't a cat).
1-23-43-4Pyewacket.
1-23-45-6Bidd.
1-25-61-2Sack and Sugar.
1-25-63-4Oberon.
1-25-65-6Greymalkin.
3-41-21-2Elimanzer.
3-41-23-4Tom Twit.
3-41-25-6Pigwiggen.
3-43-41-2Robin Goodfellow.
3-43-43-4Brouny.
3-43-45-6Tibb.
3-45-61-2Great Browning.
3-45-63-4Little Browning.
3-45-65-6Ball.
5-61-21-2Peck in the Crown.
5-61-23-4Tom Tumbler.
5-61-25-6Tom Tit Tot.
5-63-41-2Puppet.
5-63-43-4Walliman.
5-63-45-6Fat Sack.
5-65-61-2Roll on the 'Titles of an Aristocratic Ruler' table in the 'Settlements and Countries' section, using (roll again: 1-3 the title of a male ruler, 4-6 the title of a female ruler).
5-65-63-4The familiar is named after a god or goddess in your game world.
5-65-65-6The familiar has a name that could be given to a human or other intelligent creature in your game world (you might want to roll on one of the 'Names:...' tables, in the 'Personalising Characters' section).
 
 
Familiars: Species (Egyptian)
source or inspiration: James Hutchings
 
Optionally, the GM may make another roll to see if the familiar can talk: 1-3 yes 4-6 no.
 
Roll 1 dice.
1baboon.
2scorpion.
3scarab.
4snake.
5jackal.
6cat.
 
 
Familiars: Species (North American)
source or inspiration: James Hutchings
 
Optionally, the GM may make another roll to see if the familiar can talk: 1-3 yes 4-6 no.
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2coyote.
1-23-4raven.
1-25-6eagle.
3-41-2bear.
3-43-4fox.
3-45-6puma.
5-61-2rabbit.
5-63-4otter.
5-65-6wolf.
 
 
Familiars: Species (Australian)
source or inspiration: James Hutchings
 
Optionally, the GM may make another roll to see if the familiar can talk: 1-3 yes 4-6 no.
 
Roll 1 dice.
1dingo.
2wombat.
3platypus.
4kookaburra.
5echidna.
6lizard.
 
 
Cat Colouring
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2black.
1-23-4white.
1-25-6grey.
3-41-2orange.
3-43-4tortoiseshell (black and orange patches).
3-45-6paws, chest, and lower face white - upper face, ears, legs, back and tail are (roll again: 1-2 black 3 grey 4 orange 5-6 tortiseshell).
5-61-2van - ears and tail are (roll again: 1-2 black 3 grey 4 orange 5-6 tortiseshell), rest of the body is white.
5-63-4tabby - light grey and dark grey-black stripes.
5-65-6paws, chest and lower face white - upper face, ears, legs, back and tail are tabby.
 
 
Titles of an Educated Person
source or inspiration: James Hutchings
 
In many societies there may be a tendency for learned people to also have priestly positions, and vice versa.

In some, priests may be the only educated people (including the rulers) - in such societies, there will probably be no titles for educated people seperate to titles for priests.

There may be a similar overlap between educated people and magicians.
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2scholar.
1-23-4scribe.
1-25-6pandit.
3-41-2scrivener.
3-43-4magister.
3-45-6professor.
5-61-2rector.
5-63-4doctor.
5-65-6provost.
 
 
Shield Designs
source or inspiration: James Hutchings
 
This table can also be used for flags.
Roll for the design, then roll for the two colours (or one colour in the case of the last design) on the 'Colours' table below (if the same colour is rolled twice, re-roll the second one).
To see if the shield has an emblem, roll again: 1-3 yes (roll on the Emblems table below) 4-6 no.

Thanks to Wikipedia for the shield pictures.
 
Roll 2 dice.
1st dice2nd diceresult
11-2
13-4
15-6
21-2
23-4
25-6
31-2
33-4
35-6
41-2
43-4
45-6
51-2
53-4
55-6
61-2
63-4
65-6
 
 
Colours
source or inspiration: James Hutchings
 
In European heraldry, colours distinguished different groups. For example, a lion on a red background would represent a different family to a lion on a white background.
In Japanese heraldry, only the emblem mattered - it could appear on any colour.

This table doesn't take account of the rules of European heraldry relating to which colours could be placed next to each other.

The GM may roll only once, for the background colour to be used on flags, shields etc, and assume that the emblem is black or white. Or they may roll twice, re-rolling if they get the same result, with the first result being the background colour and the second being the emblem colour
 
Roll 2 dice.
1st dice2nd diceresult
11-3red.
14-6orange.
21-3yellow.
24-6light green.
31-3dark green.
34-6light blue.
41-3dark blue.
44-6purple.
51-3black.
54-6white.
61-3grey.
64-6brown.
 
 
Emblems
source or inspiration: James Hutchings
 
For coats of arms, emblems of a city, tribal totems and so on.

Obviously this table should be modified in the case of animals which don't exist in your game world.

Optionally, the GM may roll to see how the emblem is coloured: 1-3 the item is coloured 'proper'; that is, it's coloured like a real example of whatever it is (for example a tree might have green leaves and brown bark) 4-6 roll on the Colours table above, re-rolling if the emblem appears on a flag or shield and the colour rolled for the emblem is the same as a colour on the flag or shield.

In real life, tribal totems were always animals. If rolling for a tribal totem, the GM may want to re-roll if the result is an object.
 
Roll 2 dice.
1st dice2nd diceresult
11flower.
12castle.
13eagle (roll again: 1 head only, facing left 2 head only, facing right 3-4 whole body, 'standing' with wings outspread, head facing left, 5-6 as for 3-4, but head facing right).
14lion (roll again on Table B below).
15dragon (roll again on Table B below).
16bull (roll again on Table B below).
21cow (roll again on table B below, but cows are always on all fours, never 'rampant').
22man (roll again 1-2 nude, 3-4 clothed, 5-6 armoured, and roll on Table B below. A 'head only' which is 'clothed' is wearing a hat).
23woman (roll again as above).
24jaguar (roll again on Table B below).
25crocodile (roll again on Table B below).
26bear (roll again on Table B below).
31sun (roll again: 1-3 full sun 4-6 rising sun)(roll again: 1-3 with a human face 4-6 without)(roll again: 1-3 with rays 4-6 without).
32moon (roll again: 1-3 full moon 4-6 crescent moon)(roll again: 1-3 with a human face 4-6 without).
33star.
34doe (a deer, a female deer) (roll again on Table B below).
35hart ie a male deer (roll again on Table B below).
36crane (roll again on Table B below).
41horse (roll again on Table B below, and if the horse is coloured 'proper', optionally roll on the Horse Colour table).
42crown.
43sword.
44eye.
45wheatsheaf.
46coin.
51tree (roll again 1-2 bare of leaves, 3-4 with leaves 5-6 with leaves and bearing fruit).
52butterfly, whole body, facing the viewer.
53leaf.
54set of scales.
55peacock, whole body, facing the viewer.
56mountain.
61roll again: 1-3 fish, whole body 4-6 dolphin, whole body. For either, roll again: 1-3 facing left 4-6 facing right.
62fan.
63hand (roll again 1-3 bare 4-6 gloved).
64roll again: 1-3 crab, 4-6 scarab beetle. In either case it's the whole body, seen from above.
65Roll again ignoring this result or the one below - but the emblem is two of whatever the result is, side by side (if you have to make extra rolls the results will be for the one on the left, and the one on the right will be a mirror image).
66Roll again ignoring this result or the one above - but the emblem is three of whatever the result is, arranged in a vertical line (make any further rolls as directed - the results will apply to all three).
 
 
Emblems Table B
source or inspiration: James Hutchings
 
Roll on this table if directed to on the one above.
 
Roll 1 dice.
1Head only, facing left.
2Head only, facing right.
3Head only, facing towards the viewer.
4Whole body, facing left (roll again: 1-3 on all fours, 4-6 'rampant' ie on its hind legs).
5Whole body, facing right (roll again as above).
6Whole body, facing towards the viewer (roll again as above).
 
 
Age
source or inspiration: Advanced Fighting Fantasy
 
Roll 1 dice.
1Child (less than 10).
2Youth (11-19).
3Young Adult (20s).
4Adult (30s).
5Middle-Aged (40s).
6Elderly (50s or older).
 
 
Appearance
source or inspiration: Advanced Fighting Fantasy
 
Roll on this table 1-3 times.
If two rolls cancel each other out, ignore both rolls, and roll them again.
 
Roll 2 dice.
1st dice2nd diceresult
11Bald.
12Beautiful.
13Big Nose.
14Blind.
15Broad.
16Clean.
21Clumsy.
22Deaf.
23Dextrous.
24Dirty.
25Eagle-Eyed.
26Fat.
31Hairy.
32Handsome.
33Keen Hearing.
34Long-Haired.
35Nondescript.
36One-Eyed.
41One-Handed.
42One-Legged.
43Plain.
44Powerful.
45Puny.
46Short.
51Short-Sighted.
52Spotty.
53Stocky.
54Strong.
55Stuttering.
56Tall.
61Thin.
62Ugly.
63Unkempt.
64Weak.
65Young-Looking.
66Wrinkled.
 
 
Personality
source or inspiration: Advanced Fighting Fantasy
 
Roll on this table 1-3 times.
If two rolls cancel each other out, roll a dice:
1-3 Ignore both rolls, and roll them again.
4-6 The character's personality flips from one to the other at random.

If you get the result 'a collector', roll again:
1-3 they collect anything and everything
4-6 they collect something specific: roll yet again:
1 Coins 2 Books 3 Legends and Tales 4 Weapons 5 Art 6 Jewels
 
Roll 2 dice.
1st dice2nd diceresult
11Arrogant.
12Brave.
13Cheeky.
14Cheerful.
15Clever.
16A collector (see note above).
21Cowardly.
22Dishonest.
23A dreamer.
24Dull.
25Flamboyant.
26Forceful.
31Greedy.
32Happy.
33Hard Working.
34Honest.
35Humble.
36Intellectual.
41Jealous.
42A liar.
43Mean.
44Paranoid.
45Religious.
46Rude.
51Scheming.
52Sensible.
53Silly.
54Soft-Hearted.
55Spendthrift.
56Stupid.
61Suspicious.
62Trusting.
63Truthful.
64Unhappy.
65Violent.
66Youthful.
 
 
Backgrounds
source or inspiration: James Hutchings
 
If you want more detail, you may roll on the relevant Profession table.
 
Roll 1 dice.
1Barbarian.
2Barbarian.
3Barbarian.
4Peasant.
5Peasant.
6roll again - 1-2 peasant, 3-5 townsfolk, 6 nobility.
 
 
Profession: Barbarians and Peasants
source or inspiration: RuneQuest
 
Roll 2 dice.
1st dice2nd diceresult
11-2Bard.
13-4Blacksmith.
15-6Craftsman/woman (optionally, roll on the 'Crafts or Trades' table below).
21-2Explorer (reroll both dice for peasants).
23-4Farmer.
25-6Fisherman/woman.
31-2Animal Herder or Handler. Optionally roll again 1 goatherd 2 llama handler 3 mahout (elephant handler) 4 shepherd 5 mule handler 6 swineherd.
33-4Hunter.
35-6Mercenary.
41-2Shaman if a barbarian, Priest if a peasant.
43-4Miner (reroll both dice for barbarians).
45-6Sailor.
51-2Soldier (reroll both dice for barbarians).
53-4Thief.
55-6Witch.
6roll again
 
 
Profession: Townsfolk
source or inspiration: RuneQuest
 
Each result on this table is marked either (N) or (P). This is for if you use the 'Motivations' table below.
Professions marked (N) use 'Motivations: Nobles', while Professions marked (P) use 'Motivations: Peasants'.
 
Roll 2 dice.
1st dice2nd diceresult
11-2roll again: 1-3 Alchemist (N) 4-6 Wizard (N).
13-4Bard (P).
15-6Blacksmith (P).
21-2Courtier (N).
23-4Craftsman/woman (P) (optionally, roll on the 'Crafts or Trades' table below).
25-6Diplomat (N).
31-2Mercenary (P).
33-4Merchant (N).
35-6Militiaman/woman (P).
41-2Soldier (P).
43-4Physician (N).
45-6Priest (N).
51-2Sailor (P).
53-4Scholar (N).
55-6Soldier (P).
61-2Spy (N).
63-4Thief (P).
65-6Town Guard (P).
 
 
Profession: Nobility
source or inspiration: RuneQuest
 
Roll 1 dice.
1Courtier.
2Diplomat.
3Lord.
4Soldier.
5roll again: 1-3 Explorer, 4-6 Spy.
6roll again: 1-3 Scholar, 4-6 Wizard.
 
 
Profession: Unrealistic (A)
source or inspiration: James Hutchings
 
This is designed to be used with the table below. Roll once on each table, and combine.
 
Roll 2 dice.
1st dice2nd diceresult
11-2Beard.
13-4Bed.
15-6Bread.
21-2Crone.
23-4Door.
25-6Dung.
31-2Ear.
33-4Foot.
35-6Hat.
41-2Hole.
43-4Nose.
45-6Pet.
51-2Sock.
53-4String.
55-6Tree.
61-2Vest.
63-4Wig.
65-6Roll on 'Creatures 5b: Animals' in the 'Creating Creatures' section. Ignore the 'A' or 'An' at the start.
 
 
Profession: Unrealistic (B)
source or inspiration: James Hutchings
 
This is designed to be used with the table above. Roll once on each table, and combine.
 
Roll 2 dice.
1st dice2nd diceresult
11-2Criticiser.
13-4Ethicist.
15-6Finder.
21-2Frightener.
23-4Interpreter.
25-6Lender.
31-2Marketer.
33-4Psychiatrist.
35-6Sexer.
41-2Smeller.
43-4Smuggler.
45-6Straightener.
51-2Stylist.
53-4Supervisor.
55-6Taster.
61-2Taunter.
63-4Therapist.
65-6Trainer.
 
 
Motivations: Barbarians
source or inspiration: James Hutchings
 
These tables generate a reason why the character chose to go adventuring.
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2Fascinated with the civilised world.
1-23-4Their tribe has been wiped out (optionally roll again: 1 by another tribe 2 by an evil shaman or wizard 3-4 by 'civilised' folk 5 by internal strife 6 by disease).
1-25-6Fleeing an unwanted arranged marriage.
3-41-2Chosen for human sacrifice.
3-43-4Rejected in love and set out to prove themselves.
3-45-6Rejected in love and set out to get themselves killed.
5-61-2Sentenced to death for a crime (optionally roll again: 1-3 innocent 4 guilty 5 guilty, but had a good reason 6 guilty, but manipulated or tricked into it by another).
5-63-4Exiled for a crime (optionally roll again: 1-3 innocent 4 guilty 5 guilty, but had a good reason 6 guilty, but manipulated or tricked into it by another).
5-65-6Escaping their low status in their tribe.
 
 
Motivations: Peasants
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-3Too intelligent and inquisitive to be satisfied with the life of a peasant.
14-6Too free-spirited to be satisfied with the life of a peasant.
21-3Escaping an oppressive fuedal lord.
24-6Rejected in love and set out to prove themselves.
31-3Rejected in love and set out to get themselves killed.
34-6Sentenced to death for a crime (optionally roll again: 1-3 innocent 4 guilty 5 guilty, but had a good reason 6 guilty, but manipulated or tricked into it by another).
41-3Escaped convict (optionally roll again: 1-3 innocent 4 guilty 5 guilty, but had a good reason 6 guilty, but manipulated or tricked into it by another).
44-6Family were killed (optionally roll again: 1-2 starvation, 3-4 war, 5-6 disease).
51-3Became a refugee (optionally roll again: 1-2 starvation, 3-4 war, 5-6 disease).
54-6Deserted from the army.
61-3Took part in a failed rebellion.
64-6Escaping debt.
 
 
Motivations: Nobles
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-3An older sibling is going to inherit the family wealth.
14-6A more favoured sibling is going to inherit the family wealth.
21-3Their family has lost their wealth, due to the adventurers' actions.
24-6Their family has lost their wealth, due to another family member's actions.
31-3Their family has lost their wealth, due to being on the losing side of a war.
34-6Their family has lost their wealth, due to being on the losing side of a political struggle.
41-3Guilt about the source of the family's wealth (optionally roll again: 1-2 slavery 3 crime 4 war 5 political objection to inequality of wealth 6 religious objection to luxury).
44-6Rejected in love and set out to prove themselves.
51-3Rejected in love and set out to get themselves killed.
54-6Wanted for a crime (optionally roll again: 1-3 innocent 4 guilty 5 guilty, but had a good reason 6 guilty, but manipulated or tricked into it by another).
61-3Committed a crime, and was let off on condition that they go into exile (optionally roll again: 1-3 innocent 4 guilty 5 guilty, but had a good reason 6 guilty, but manipulated or tricked into it by another).
64-6Fleeing an unwanted arranged marriage.
 
 
Motivations for Entering a Dungeon
source or inspiration: Jeff's Gameblog
 
This table can be used for any type of character. For more realistic motivations, see the other 'Motivations' tables in the 'Personalising Characters' section.
Some results have X. In this case, roll again: 1 mother 2 father 3 son 4 daughter 5 spouse 6 unrequited love.
 
Roll 2 dice.
1st dice2nd diceresult
11-3The character is obsessed with proving the existence of a hollow world, with people living on the inside surface (if the characters are from the hollow world, then the character is obsessed with proving the existence of people on the outside surface).
14-6The character quests to retrieve the bones of their famous adventuring ancestor and re-inter them in the family tomb.
21-3The character has terrible but enticing dreams of sitting on the throne of a vast underworld kingdom.
24-6The character owes a large sum of money to someone so powerful that fleeing isn't an option (roll again: 1-3 a high-ranking criminal 4-6 a powerful government).
31-3The character seeks vengeance against the Troll King.
34-6The character's X is dying from a disease that can only be cured with the waters from a sacred subterranean spring.
41-3The character is haunted by visions of a beautiful woman/handsome man living on an island at the center of a vast underground lake (roll again: 1-3 it's the character's true love 4 it's an incubus/succubus 5 it's a sorcerer/sorceress 6 it's someone who died centuries ago.
44-6The character seeks one segment of a magic item. They must obtain all the parts of the item to save their homeland from its foretold doom.
51-3The character's (roll again: 1-3 evil twin 4 robot double 5 clone 6 homonculus) has fled into the dungeon. One or the other must die before both go mad.
54-6The character's X has been trapped in amber and is on display in the trophy room of an evil wizard who lives in the dungeon.
61-3The character's X is imprisoned (optionally roll again: 1-3 innocent 4 guilty 5 guilty, but had a good reason 6 guilty, but manipulated or tricked into it by another). A corrupt official will release them in exchange for a magic item in the dungeon.
64-6The character is obsessed with an item which relates to their profession: a legendary sword for warriors, a great wizard's spellbook for wizards, a holy relic for priests, and so on.
 
 
Crafts or Trades
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-2roll again: 1-3 bowyer (makes bows) 4-6 fletcher (makes arrows).
13-4roll again: 1-3 baker 4-6 butcher.
15-6carpenter (boatbuilder).
21-2carpenter (buildings).
23-4carpenter (furniture).
25-6carpenter (decorative).
31-2cartwright (makes carts).
33-4clockmaker (or sundials, depending on your campaign world).
35-6cobbler (shoemaker).
41-2cook.
43-4cooper (barrel-maker).
45-6house painter.
51-2jeweller.
53-4leather worker.
55-6potter.
61-2stonemason.
63-4tailor.
65-6weaver.
 
 
Names: Ancient Egyptian, Female
source or inspiration: Zenobia
 
Roll 2 dice.
1st dice2nd diceresult
11Ashayt.
12Beketmut.
13Beketmut.
14Bentanta.
15Esenofre.
16Hetepheres.
21Iset.
22Isisnofret.
23Isisnofret.
24Kiya.
25Maatkare.
26Meresankh.
31Merytamun.
32Meryset.
33Nebettawy.
34Neith.
35Neferu.
36Nefretari.
41Nefretari.
42Nofret.
43Rai.
44Sadeh.
45Sankhkare.
46Sitkamose.
51Sitre.
52Sobekkare.
53Sobeknefru.
54Takhat.
55Tausret.
56Tawaret.
61Tia.
62Tia.
63Tuya.
64Tuya.
65Tiy.
66Tiy.
 
 
Names: Ancient Egyptian, Male
source or inspiration: Zenobia
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
11-21-2Ahmeni.
11-23-4Ahmose.
11-25-6Akhenre.
13-41-2Akhtoy.
13-43-4Ankhpsamtek.
13-45-6Amenemhat.
15-61-2Amenophis.
15-63-4Ay.
15-65-6Ay.
21-21-2Bakenkhnons.
21-23-4Dagi.
21-25-6Djedi.
23-41-2Em.
23-43-4Haremsaf.
23-45-6Henenu.
25-61-2Henenu.
25-63-4Horemeb.
25-65-6Imhotep.
31-21-2Ippi.
31-23-4Kay.
31-25-6Khendjer.
33-41-2Khnumibre.
33-43-4Khufu.
33-45-6Merenptah.
35-61-2Merenre.
35-63-4Merhotepre.
35-65-6Mermesha.
41-21-2Neferhotep.
41-23-4Nefermenu.
41-25-6Nefrusobek.
43-41-2Rahotep.
43-43-4Ranofre.
43-45-6Renseneb.
45-61-2Renseneb.
45-63-4Sahure.
45-65-6Sekhemre.
51-21-2Senuseret.
51-23-4Seostris.
51-25-6Setau.
53-41-2Setepenptah.
53-43-4Setepenra.
53-45-6Seti.
55-61-2Si.
55-63-4Si.
55-65-6Siamun.
61-21-2Sihathor.
61-23-4Sinhue.
61-25-6Sobekhotep.
63-41-2Thothmosis.
63-43-4Userkaf.
63-45-6Userkaf.
65-61-2Wenamun.
65-63-4Wennefer.
65-65-6Zanakht.
 
 
Names: Ancient Greek, Female
source or inspiration: James Hutchings
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-2Agape.
113-4Agathangelos.
115-6Agathe.
121-2Aglaia.
123-4Alexandra.
125-6Ambrosia.
131-2Ambrosia.
133-4Appolonia.
135-6Appolonia.
141-2Ariana.
143-4Aristomache.
145-6Artemisia.
151-2Aspasia.
153-4Atalanta.
155-6Athanasia.
161-2Athene.
163-4Briesis.
165-6Charis.
211-2Charis.
213-4Cybela.
215-6Demetria.
221-2Demostrate.
223-4Dionysia.
225-6Dionysia.
231-2Doto.
233-4Eirene.
235-6Elpis.
241-2Epicaste.
243-4Eriboea.
245-6Eudokia.
251-2Eudoxia.
253-4Eumelia.
255-6Eunike.
261-2Euphemia.
263-4Euphemia.
265-6Eurynome.
311-2Euthalia.
313-4Eutropia.
315-6Evadne.
321-2Gaiane.
323-4Galatea.
325-6Hekabe.
331-2Hekabe.
333-4Hypatia.
335-6Hyrmina.
341-2Iaera.
343-4Iomene.
345-6Iphis.
351-2Kallisto.
353-4Kallistrate.
355-6Kallistrate.
361-2Koritto.
363-4Kyra.
365-6Lais.
411-2Laodameia.
413-4Lempetie.
415-6Ligeia.
421-2Lysandra.
423-4Malaga.
425-6Malaga.
431-2Medesicaste.
433-4Melaina.
435-6Mila.
441-2Myrinne.
443-4Mysia.
445-6Nikephoros.
451-2Niobe.
453-4Olympia.
455-6Olympias.
461-2Otonia.
463-4Paeonia.
465-6Panope.
511-2Pelagia.
513-4Pellene.
515-6Phile.
521-2Phoedocia.
523-4Photine.
525-6Ptolemais.
531-2Rebia.
533-4Rhea.
535-6Rhea.
541-2Rhodope.
543-4Scipia.
545-6Scylla.
551-2Selline.
553-4Sophronia.
555-6Sostrate.
561-2Sotera.
563-4Spartanica.
565-6Syntyche.
611-2Telephasse.
613-4Thais.
615-6Themis.
621-2Theodora.
623-4Theodosia.
625-6Theophania.
631-2Theophila.
633-4Thessala.
635-6Thisbe.
641-2Timo.
643-4Tryphosa.
645-6Urania.
651-2Xanthe.
653-4Xanthippe.
655-6Xene.
661-2Zenobia.
663-4Zoe.
665-6Zosime.
 
 
Names: Ancient Greek, Male
source or inspiration: James Hutchings
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-2Agathon.
113-4Aisopos.
115-6Akakios.
121-2Alexandros.
123-4Alexios.
125-6Alkaios.
131-2Ambrosios.
133-4Anakletos.
135-6Anaxagoras.
141-2Anaxagoras.
143-4Andronikos.
145-6Antipater.
151-2Apollinaris.
153-4Apollodoros.
155-6Apollonios.
161-2Archelaos.
163-4Archippos.
165-6Argyros.
211-2Aristarchus.
213-4Aristokles.
215-6Ariston.
221-2Arkadios.
223-4Arsenios.
225-6Artemidoros.
231-2Artemisios.
233-4Artemisios.
235-6Athanasios.
241-2Bion.
243-4Chariton.
245-6Chariton.
251-2Chrysanthos.
253-4Demosthenes.
255-6Diodotos.
261-2Dodekatheon.
263-4Dodekatheon.
265-6Eirenaios.
311-2Eleutherios.
313-4Epaphroditos.
315-6Epaphroditos.
321-2Epiktetos.
323-4Epiros.
325-6Euaristos.
331-2Euphranor.
333-4Eusathios.
335-6Eusebios.
341-2Eutropios.
343-4Eutychios.
345-6Gennadios.
351-2Helladios.
353-4Herakleides.
355-6Herakleitos.
361-2Hermogenes.
363-4Hermokrates.
365-6Hermolaos.
411-2Heron.
413-4Hippolytos.
415-6Kallias.
421-2Karpos.
423-4Kyriakos.
425-6Kyros.
431-2Lykourgos.
433-4Lysimachos.
435-6Methodios.
441-2Metrophanes.
443-4Miltiades.
445-6Mnason.
451-2Nikandros.
453-4Nikephoros.
455-6Nikias.
461-2Nikodemos.
463-4Olympiodoros.
465-6Olympos.
511-2Onesimos.
513-4Pamphilos.
515-6Pankratios.
521-2Pantaleon.
523-4Panther.
525-6Pantheras.
531-2Paramonos.
533-4Pelagios.
535-6Phaidros.
541-2Philon.
543-4Philotheos.
545-6Phokas.
551-2Polycarpos.
553-4Praxiteles.
555-6Prochoros.
561-2Ptolemaios.
563-4Pyros.
565-6Seleukos.
611-2Simonides.
613-4Sophronios.
615-6Sosigenes.
621-2Straton.
623-4Themistokles.
625-6Theodoros.
631-2Theodotos.
633-4Theophylaktos.
635-6Theophylaktos.
641-2Therapon.
643-4Theron.
645-6Thoukydides.
651-2Tryphon.
653-4Xenokrates.
655-6Xenokrates.
661-2Zopyros.
663-4Zosimos.
665-6Zotikos.
 
 
Names: Ancient Middle-East, Female
source or inspiration: Zenobia
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-3Abi-simti.
114-6Ahassunu.
121-3Ahatiwaqrat.
124-6Ahunatum.
131-3Alittum.
134-6Ammat-Baal.
141-3Amurritum.
144-6Arah-Sammat.
151-3Arinna.
154-6Arwi-a.
161-3Assur-sharrat.
164-6Athaliah.
211-3Baranamtara.
214-6Belessunu.
221-3Bikku-lum.
224-6Bittatum.
231-3Daqqartum.
234-6Dunnasha.
241-3Elamassi.
244-6Enanedu.
251-3Enannatum.
254-6Eshargamelat.
261-3Habadjilat.
264-6Habannatum.
311-3Humusi.
314-6Hunabatum.
321-3Iltani.
324-6Ilusha-hegal.
331-3Ishtar-belessa.
334-6Ishtar-gamelat.
341-3Ishtar-ibbi.
344-6Ishtar-rabi-at.
351-3Kammani.
354-6Ku-aya.
361-3Liwwiresagil.
364-6Manatum.
411-3Mekubi.
414-6Muallit-sherua.
421-3Munawirtum.
424-6Nakurtum.
431-3Naqia.
434-6Ninab.
441-3Nin-kagina.
444-6Ninduzu.
451-3Nintur.
454-6Nis-Anat.
461-3Nuptaya.
464-6Nuratum.
511-3Rahab.
514-6Sammuramat.
521-3Samhat.
524-6Samshi.
531-3Sarai.
534-6Sapurtum.
541-3Shaddita.
544-6Sharrat-sippar.
551-3Siduri.
554-6Simanat.
561-3Sin-nada.
564-6Summirat-ishtar.
611-3Tabni-ishtar.
614-6Takurtum.
621-3Taram-uram.
624-6Tamar.
631-3Tasmetum-sharrat.
634-6Telpunnaya.
641-3Tisha-Lim.
644-6Tukkin-khatta.
651-3Ummi-waqrat.
654-6Yadidatum.
661-3Wurusemu.
664-6Zakutu.
 
 
Names: Ancient Middle-East, Male
source or inspiration: Zenobia
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111Abdi-arah.
112Abdu-Heba.
113Abiditan.
114Abi-eshu.
115Abiyamuta.
116Abuwaqar.
121roll again: 1-3 Adda-kalla 4-6 Addi-liblut.
122Agga.
123Aham-nishi.
124Ahatiwaqrat.
125roll again: 1-2 Ahikibani 3-4 Ahiman 5-6 Ahi-shagish.
126Ah-kalla.
131roll again: 1-3 Ahum 4-6 Ahum-waqar.
132roll again: 1-3 Ahuratum 4-6 Ahu-shina.
133Akiya.
134Ali-ellati.
135Allala.
136Ammi-ditana.
141Amnanu.
142roll again: 1-2 Apil-ashnan 3-4 Apil-ilishu 5-6 Apilsha.
143Apiyatum.
144Appanili.
145Arammadara.
146Arnuwanda.
151Ashi-qurud.
152Ashmadu.
153Asharidu.
154Assurna'da.
155roll again: 1-2 Assur-Dan 3-4 Assur-susuli 5-6 Assur-taklaku.
156roll again: 1 Awil-aya 2 Awiliya 3-4 Awil-ninurta 5-6 Awil-shamash.
161Aziru.
162Azi.
163Azuzum.
164Babati.
165Baya.
166Bakshishum.
211Baasha.
212Balak.
213Balaam.
214Balasi.
215Baladan.
216Bar-Gush.
221Baqqanum.
222roll again: 1-2 Belanum 3-4 Belakum 5-6 Bel-Akum.
223Belshimani.
224Beli-Ashared.
225roll again: 1-2 Bel-Ibni 3-4 Bel-Shamin 5-6 Bel-Shazzar.
226Belshunu.
231Ben-Hadad.
232Benteshina.
233Bilalama.
234Burnaburiash.
235roll again: 1-3 Buhazum 4-6 Burrukam.
236roll again: 1-3 Dazuzum 4-6 Duququm.
241Ditanu.
242Durrimush.
243Ea-nasir.
244Ebarti.
245Ekur-zakir.
246roll again: 1-3 El-Ah 4-6 El-Isha.
251Ellu-mushu.
252Eluti.
253Enlilbani.
254roll again: 1-2 Enlil-ennam 3-4 Enlil-kurgalani 5-6 Enlil-zi-shagal.
255Ennam-belum.
256Enentarzi.
261Eshmunazar.
262roll again: 1-3 Etel-pisha 4-6 Etel-pi-sharrim.
263roll again: 1-3 Etirum 4-6 Etum.
264Gazualum.
265Geshur.
266roll again: 1-3 Gimil-lum 4-6 Gimil-ninurta.
311roll again: 1-3 Hadad-Shuma 4-6 Hadad-ezer.
312Hadaya.
313Hallushu.
314Heana.
315Hunhalbida.
316Huttupum.
321roll again: 1-2 Ibbi-adad 3-4 Ibbi-shahan 5-6 Ibi.
322roll again: 1-3 Iblinum 4-6 Ibnatum.
323Ibni-amurru.
324Idrimi.
325roll again: 1-2 Iddin-Enlil 3-4 Iddin-Ilum 5-6 Iddin-Ninshubur.
326Igmilum.
331Ila-kabkabu.
332roll again: 1-3 Ilanum 4-6 Ilialum.
333roll again: 1-3 Ili-idinnam 4-6 Ili-iqisham.
334Illuratum.
335roll again: 1-3 Ilshu-abushu 4-6 Ilshubani.
336Imdiilum.
341Imgua.
342Inim-shara.
343Iphur-kishi.
344Ipqatum.
345roll again: 1-2 Ipqu-adad 3-4 Ipqu-annunitum 5-6 Ipqu-aya.
346Iptiyamuta.
351roll again: 1-3 Irra 4-6 Irrara.
352roll again: 1 Ishme-adad 2-3 Ishme-dagan 4-5 Ishme-Ea 6 Ishme-karab.
353Kadashman.
354Kandalanu.
355Karaindash.
356Kassis.
361Kikuid.
362Kubburum.
363Kudiya.
364roll again: 1-2 Ku-enlila 3-4 Ku-inanna 5-6 Ku-ningal.
365Kurhitti-mushtesher.
366Kurumtum.
411Kuwari.
412Lamusa.
413La'um.
414roll again: 1 Lipit-ea 2-3 Lipit-enlil 4-5 Lipit-ishtar 6 Lipit-tishpak.
415Lubarna.
416roll again: 1-2 Lu-amarsuenaka 3 Lu-bau 4 Lu-dingira 5-6 Lu-enlila.
421roll again: 1-3 Luga 4-6 Lugatum.
422roll again: 1-2 Lugal-azida 3-4 Lugalkam 5-6 Lugal-urudu.
423roll again: 1 Lu-inana 2 Lu-nin-ilduma 3-4 Lu-ninurta 5-6 Lu-shalim.
424Macath.
425Malgum-liblut.
426roll again: 1-2 Marduk-asir 3-4 Marduk-shakin 5-6 Marduk-balassu.
431Mari-ersetim.
432Maru-yatum.
433Mattaki.
434Mazdata.
435Melishipak.
436Merodach-baladan.
441Mezizi.
442Minninum.
443Mukannishum.
444Munawirtum.
445Muurgallu.
446Mut-kabid.
451Mutu-bisir.
452Nabopalassar.
453roll again: 1-3 Nabu-Nasir 4-6 Nabu-bani.
454Namhu.
455Nammahani.
456Namzu.
461Narubtum.
462Nasha.
463roll again: 1-3 Nergal-etir 4-6 Nergal-erish.
464Nidnatum.
465Nin-unumun-ki-ag.
466Ninurta-ra'im-zerim.
511roll again: 1-2 Nur-ishtar 3-4 Nur-kubi 5-6 Nur-shamash.
512Pirhum.
513Pushuken.
514Puzu.
515roll again: 1-2 Puzur-assur 3-4 Puzur-erra 5-6 Puzur-ishtar.
516Qisht-ea.
521Rabi-sillashu.
522Rakhianu.
523Rashil.
524Rimush.
525Sagil-zimu.
526Salu.
531Sangara.
532Sargon.
533Seskalla.
534Shalanum.
535Shalim-tehhushu.
536Shalmaneser.
541Shallurum.
542roll again: 1 Shamash-andulli 2 Shamash-gamil 3-4 Shamash-hazir 5-6 Shamash-nasir.
543Shatamurrim.
544Sharkali-Shari.
545Sherumili.
546Shesh-kalla.
551Shesai.
552Shubnalu.
553Shummanla-shamash.
554Shulgi.
555Shuppilu-Liumesh.
556Shuqallilum.
561Sidu.
562Sig-ersetim.
563roll again: 1-3 Sinnashi 4-6 Sinnasir.
564Sumalika.
565roll again: 1-3 Sumuil 4-6 Sumu-la-el.
566roll again: 1-3 Talmai 4-6 Talmi-Teshub.
611Taribatum.
612Tarkhulara.
613Tirigan.
614Tubityamuta.
615roll again: 1-3 Turam 4-6 Turam-dagan.
616Tuttar-shar.
621Ubarum.
622Udama.
623Udish.
624Ugazum.
625roll again: 1 Ur-dumizida 2 Ur-gula 3 Ur-lama 4 Urshubula 5 Ur-shulpae 6 Ur-Zaba.
626Uselli.
631Uta-misharam.
632roll again: 1 Warad-enlil 2 Warad-iliya 3-4 Warad-ishtar 4 Warad-kubi 5 Warad-murrim.
633Warassuni.
634roll again: 1-3 Wardum 4-6 Watrum.
635Wusum-beli.
636Yahurum.
641Yamquzzuhalamma.
642Yashub-yahad.
643Yayatum.
644Zamaranum.
645Zaninum.
646roll again: 1-3 Eth-Baal 4-6 Zeru-Baal.
651Ziyatum.
652Zummabu.
653roll again: 1 Yasmah-addu 2 Askur-addu 3 Ishhi-addu 4 Samsi-addu 5 Shamshi-addu 6 Yassur-addu.
654roll again: 1-2 Kudur-Enlil 3-4 Nabi-Enlil 5-6 Shubat-Enlil.
655roll again: 1-2 Hanun-dagan 3-4 Puzrish-dagan 5 Sillush-dagan 6 Zimri-dagan.
656roll again: 1-2 Rish-shamash 3-4 Shummanla-shamash 5-6 Warad-shamash.
661roll again: 1-2 Awil-ishtar 3-4 Bunu-ishtar 5-6 Utul-ishtar.
662roll again: 1-2 Ibal-pi-el 3-4 Milki-la-el 5 Samu-El 6 Werket-El.
663roll again: 1-2 Ad-mat-ili 3-4 Nawirum-ili 5-6 Ayar-ilum.
664roll again: 1 Damqi-ilishu 2 Mannumki-iliya 3 Mar-iltum 4-5 Zababa-il 6 Qishti-ilabrat.
665roll again: 1-2 Yaggit-lim 3-4 Yahdun-lim 5-6 Yarim-lim.
666roll again: 1-3 Ikuppi-adad 4-6 Remanni-Adad.
 
 
Names: Barbarians, Female
source or inspiration: James Hutchings
 
This table and the one below have a mixture of British, Irish, German and Scandinavian names.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-2Adalbjorg.
113-4Aeronwen.
115-6Alfsigr.
121-2Anu.
123-4Anya.
125-6Arnthrud.
131-2Arnthrud.
133-4Asdis.
135-6Astridr.
141-2Berach.
143-4Bergthora.
145-6Betrys.
151-2Brona.
153-4Brynhildr.
155-6Canice.
161-2Caron.
163-4Carra.
165-6Ceridwen.
211-2Cyneburga.
213-4Deedra.
215-6Delyth.
221-2Dorind.
223-4Drifa.
225-6Dunla.
231-2Eadburga.
233-4Echna.
235-6Eira.
241-2Enat.
243-4Enat.
245-6Eoforhild.
251-2Evgren.
253-4Eydis.
255-6Fenit.
261-2Fidelma.
263-4Fionnait.
265-6Flann.
311-2Freygerd.
313-4Freygerd.
315-6Frideswide.
321-2Grania.
323-4Grian.
325-6Grimhildr.
331-2Grimhildr.
333-4Gudlaug.
335-6Gudrid.
341-2Gwenfrewi.
343-4Gwladus.
345-6Gwyneira.
351-2Helga.
353-4Helga.
355-6Hjordis.
361-2Ingegard.
363-4Jorunn.
365-6Kadlin.
411-2Keeva.
413-4Liffey.
415-6Lowri.
421-2Luitgard.
423-4Maeve.
425-6Mairwen.
431-2Marga.
433-4Marged.
435-6Meinwin.
441-2Mererid.
443-4Miren.
445-6Moncha.
451-2Monina.
453-4Morwenna.
455-6Narvla.
461-2Nemon.
463-4Niamh.
465-6Nidbiorg.
511-2Ogn.
513-4Olwen.
515-6Olwen.
521-2Oona.
523-4Orla.
525-6Ragnbjorg.
531-2Ragnfridr.
533-4Rannveig.
535-6Rathnat.
541-2Rhian.
543-4Rosheen.
545-6Scoth.
551-2Serc.
553-4Seren.
555-6Sheedy.
561-2Sigrid.
563-4Sigrid.
565-6Sigrun.
611-2Sigrun.
613-4Sioned.
615-6Sive.
621-2Slaney.
623-4Teafa.
625-6Tegwen.
631-2Thordis.
633-4Thorfridr.
635-6Tonna.
641-2Tressa.
643-4Tuamnait.
645-6Tuathla.
651-2Ulfeid.
653-4Valdis.
655-6Valgerd.
661-2Valgerd.
663-4Vigdis.
665-6Yrsa.
 
 
Names: Barbarians, Male
source or inspiration: James Hutchings
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-2Abban.
113-4Adalbert.
115-6Adalsteinn.
121-2Adelmar.
123-4Aedelbert.
125-6Aedelfrid.
131-2Aedelmaer.
133-4Aedelred.
135-6Aedelstan.
141-2Aelfheah.
143-4Aesc.
145-6Agnar.
151-2Alareiks.
153-4Alrik.
155-6Amalric.
161-2Amalric.
163-4Angus.
165-6Aodh.
211-2Ari.
213-4Berach.
215-6Berrin.
221-2Bothvar.
223-4Bran.
225-6Brand.
231-2Broc.
233-4Brychan.
235-6Cadfan.
241-2Caradog.
243-4Carwyn.
245-6Cormac.
251-2Cynefrid.
253-4Dai.
255-6Diarf.
261-2Diarmaid.
263-4Eadberht.
265-6Eadwig.
311-2Eirikr.
313-4Elgfrothi.
315-6Ethelbert.
321-2Eunan.
323-4Eysteinn.
325-6Fergal.
331-2Finn.
333-4Folkmar.
335-6Geirmund.
341-2Geirmund.
343-4Gethin.
345-6Goronwy.
351-2Gruffydd.
353-4Gruffydd.
355-6Gwynfor.
361-2Hakan.
363-4Hallbjorn.
365-6Halli.
411-2Heddwyn.
413-4Hengis.
415-6Hereward.
421-2Herleif.
423-4Hludwig.
425-6Horsa.
431-2Hrafn.
433-4Hrothgar.
435-6Hrothgar.
441-2Idris.
443-4Idwal.
445-6Ingimund.
451-2Ingvarr.
453-4Ingvarr.
455-6Iorath.
461-2Iorwerth.
463-4Jarnskeggi.
465-6Kjallak.
511-2Lassar.
513-4Leiknir.
515-6Leofric.
521-2Leofwine.
523-4Llewellyn.
525-6Mar.
531-2Maredudd.
533-4Maxen.
535-6Merfyn.
541-2Morcant.
543-4Mullen.
545-6Nafni.
551-2Neifion.
553-4Neirin.
555-6Onund.
561-2Raban.
563-4Ragnvald.
565-6Ragnvald.
611-2Ronan.
613-4Shay.
615-6Skallagrim.
621-2Skallagrim.
623-4Snorri.
625-6Snorri.
631-2Stigandr.
633-4Tancred.
635-6Theodric.
641-2Thidrandi.
643-4Thorbjorn.
645-6Thorir.
651-2Ulf.
653-4Ultan.
655-6Veleif.
661-2Waltheof.
663-4Wine.
665-6Wybert.
 
 
Names: Elves, Female
source or inspiration: James Hutchings, original information from J.R.R. Tolkien.
Thanks to Wikipedia for the lists that these tables are based on.
 
This table and the one below freely mix the two main elven languages in Tolkien's books (Quenya and Sindarin), as well as the various different kinds of names that elves could have (such as seperate names given by their mother and father)
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
1-21-21-2Amarie.
1-21-23-4Anaire.
1-21-25-6Aredhel (means 'Noble elf').
1-23-41-2Earwen (means 'Sea-maiden').
1-23-43-4Eldalote (means 'Elven-flower').
1-23-45-6Enelye.
1-25-61-2Elenwe.
1-25-63-4Faniel.
1-25-65-6Findis.
3-41-21-2Finduilas.
3-41-23-4Finvain.
3-41-25-6Idril (means 'Sparkling brilliance').
3-43-41-2Iminye.
3-43-43-4Indis.
3-43-45-6Irien.
3-45-61-2Irime.
3-45-63-4Itarilde (means 'Sparkling brilliance').
3-45-65-6Lalwen.
5-61-21-2Lalwende.
5-61-23-4Luthien (means either 'Enchantress' or 'Blossom').
5-61-25-6Melian.
5-63-41-2Miriel.
5-63-43-4Mithrellas.
5-63-45-6Nellas.
5-65-61-2Nerdanel.
5-65-63-4Nimrodel.
5-65-65-6Tinuviel (means 'Daughter of the starry twilight', which signifies 'Nightingale').
 
 
Names: Elves, Male
source or inspiration: James Hutchings, original information from J.R.R. Tolkien.
Thanks to Wikipedia for the lists that these tables are based on.
 
Note on the results that call for something to be added at the start or end of the name:
if you get one of these results, ignore and re-roll any others.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-3Aegnor (means 'Fell-fire').
114-6Amdir.
121-3Amras.
124-6Amrod.
131-3Amroth.
134-6Angrod (means 'Iron-noble').
141-3Aranwe.
144-6Aulendur.
151-3Beleg (means 'Might').
154-6Beren.
161-3Caranthir.
164-6Celebrimbor.
211-3Celegorm (means 'Hasty-riser', implying 'quick-tempered').
214-6Cirdan (means 'Ship-maker').
221-3Daeron.
224-6Duilin.
231-3Earendil.
234-6Ecthelion.
241-3Egalmoth.
244-6Egnor.
251-3Elemmakil.
254-6Elladan.
261-3Elrohir.
264-6Elu (means 'Star-man').
311-3Elwe (means 'Star-man').
314-6Enerdhil.
321-3Eol.
324-6Erestor.
331-3Feanor (means 'Spirit of fire').
334-6Felagund (means 'Hewer of caves').
341-3Finarfin.
344-6Fingolfin.
351-3Fingon (means 'Skill-hero').
354-6Finwe (means either 'Hair' or 'Skill').
361-3Finwion.
364-6Galdor.
411-3Gelmir.
414-6Gildor.
421-3Glorfindel (means 'Golden-haired').
424-6Gwindor.
431-3Haldir.
434-6Imin.
441-3Inglor.
444-6Ingwe (means 'First one' or 'Chief').
451-3Lindir.
454-6Mablung (means 'Heavy hand').
461-3Maedhros.
464-6Maeglin (means 'Sharp glance').
511-3Maglor.
514-6Mahtan.
521-3Malgalad.
524-6Olwe.
531-3Orodreth.
534-6Oropher.
541-3Orophin.
544-6Pengolodh.
551-3Rumil.
554-6Saeros.
561-3Salgant.
564-6Singillo.
611-3Thingol (means 'Greycloak').
614-6Thranduil.
621-3Tuor.
624-6Turgon (means 'Valiant lord').
631-3Voronwe (means 'Steadfast one').
634-6Roll again but add 'Curu' to the start of the name. For example 'Daeron' becomes 'Curudaeron'. Means 'Skilled'.
641-3Roll again but add 'Pitya' to the start of the name. Means 'Little'.
644-6Roll again but add 'Mori' to the start of the name. Means 'Dark'.
651-3Roll again but add 'Telun' to the start of the name. Means 'Last' (implying 'youngest descendent of...').
654-6Roll again but add 'Turka' to the start of the name. Means 'Strong-willed'.
661-3Roll again but get rid of the last syllable and replace it with 'rod'. For example 'Gelmir' becomes 'Gelrod'. Means 'Mighty descendent of...'.
664-6Roll again but if the name ends in a consonant, add 'ion' at the end (for example 'Gelmir' becomes 'Gelmirion'). Or if the name ends in a vowel, get rid of that letter and add 'ion' at the end (for example 'Ingwe' becomes 'Ingwion'). Means 'Son of..'.
 
 
Names: Hobbits, Female
source or inspiration: James Hutchings, original information from J.R.R. Tolkien.
Thanks to Wikipedia for the lists that these tables are based on.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
11-21-2Adaldrida.
11-23-4Adamanta.
11-25-6Amaranth.
13-41-2Angelica.
13-43-4Asphodel.
13-45-6Bell.
15-61-2Belladonna.
15-63-4Berylla.
15-65-6Camellia.
21-21-2Celandine.
21-23-4Chica.
21-25-6Daisy.
23-41-2Diamond.
23-43-4Donnamira.
23-45-6Dora.
25-61-2Eglantine.
25-63-4Elanor.
25-65-6Esmeralda.
31-21-2Estella.
31-23-4Firiel.
31-25-6Gilly.
33-41-2Goldilocks.
33-43-4Hanna.
33-45-6Hilda.
35-61-2Hildigard.
35-63-4Lalia.
35-65-6Laura.
41-21-2Lily.
41-23-4Linda.
41-25-6Lobelia.
43-41-2Malva.
43-43-4Marigold.
43-45-6May.
45-61-2Melilot.
45-63-4Menegilda.
45-65-6Mentha.
51-21-2Mimosa.
51-23-4Mirabella.
51-25-6Myrtle.
53-41-2Pansy.
53-43-4Pearl.
53-45-6Peony.
55-61-2Pervinca.
55-63-4Pimpernel.
55-65-6Poppy.
61-21-2Primrose.
61-23-4Primula.
61-25-6Prisca.
63-41-2Rosa.
63-43-4Rosamunda.
63-45-6Rose.
65-61-2Ruby.
65-63-4Salvia.
65-65-6'Widow' (roll again if this hobbit couldn't have been widowed, for example because of age. Roll again on this table for the hobbit's real name. If their name is, for example, 'Daisy Tunnely', they will usually be known as 'Widow Tunnely' or 'the Widow Tunnely').
 
 
Names: Hobbits, Male
source or inspiration: James Hutchings, original information from J.R.R. Tolkien.
Thanks to Wikipedia for the lists that these tables are based on.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-2Adalgrim.
113-4Adelard.
115-6Andwise.
121-2Bandobras.
123-4Bingo.
125-6Blanco.
131-2Bodo.
133-4Bowman.
135-6'Broadbelt' (nickname - roll again, ignoring this result or any other nickname, for this hobbit's real name).
141-2Bucca.
143-4Bungo.
145-6Carl.
151-2Cotman.
153-4Cottar.
155-6Dinodas.
161-2Doderic.
163-4Dodinas.
165-6Drogo.
211-2Dudo.
213-4Elfstan.
215-6Erling.
221-2Everard.
223-4Falco.
225-6'Farmer' (nickname - roll again, ignoring this result or any other nickname, for this hobbit's real name).
231-2Fastolph.
233-4Fastred.
235-6'Fatty' (nickname - roll again, ignoring this result or any other nickname, for this hobbit's real name).
241-2Ferdibrand.
243-4Ferdinand.
245-6Ferumbras.
251-2Filibert.
253-4Flambard.
255-6Folco.
261-2Fortinbras.
263-4Fosco.
265-6Fredegar.
311-2Gerontius.
313-4Gorbadoc.
315-6Gorbulas.
321-2Gorhendad.
323-4Gormadoc.
325-6Griffo.
331-2Halfred.
333-4Hamfast.
335-6Hamson.
341-2Harding.
343-4Hending.
345-6Hildibrand.
351-2Hildigrim.
353-4Hildilfons.
355-6Hob.
361-2Hobson.
363-4Holfast.
365-6Holman.
411-2Hugo.
413-4Ilberic.
415-6Isembard.
421-2Isembold.
423-4Isengar.
425-6Isengrim.
431-2Isumbras.
433-4'Jolly' (nickname - roll again, ignoring this result or any other nickname, for this hobbit's real name).
435-6Largo.
441-2Longo.
443-4Lotho.
445-6Madoc.
451-2Marmadas.
453-4Marmadoc.
455-6Marroc.
461-2Merimac.
463-4Merimas.
465-6Milo.
511-2Minto.
513-4Moro.
515-6Mosco.
521-2Mungo.
523-4Odo.
525-6Odovacar.
531-2Olo.
533-4Orgulas.
535-6Otho.
541-2Paladin.
543-4'Pimple' (nickname - roll again, ignoring this result or any other nickname, for this hobbit's real name).
545-6Polo.
551-2Ponto.
553-4Porto.
555-6Posco.
561-2'Proudneck' (nickname - roll again, ignoring this result or any other nickname, for this hobbit's real name).
563-4Reginard.
565-6Robin.
611-2Rorimac.
613-4Rowan.
615-6Rudigar.
621-2Rufus.
623-4Sadoc.
625-6Saradas.
631-2Saradoc.
633-4Seredic.
635-6Sigismond.
641-2Ted.
643-4Tobold.
645-6Togo.
651-2Tolman.
653-4Wilcome.
655-6Wilibald.
661-2Will.
663-4Wiseman.
665-6'Young' or 'Old' (depending on age - roll again, ignoring this result or any nickname, for this hobbit's real name. For example, if you roll Otho Bracegirdle, they are generally known as Young Otho Bracegirdle, presumably to distinguish them from 'Old Otho Bracegirdle', or vice versa).
 
 
Names: Hobbits, Last Names
source or inspiration: James Hutchings, original information from J.R.R. Tolkien.
Thanks to Wikipedia for the lists that these tables are based on.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
11-21-2Banks.
11-23-4Boffin.
11-25-6Bolger.
13-41-2Bracegirdle.
13-43-4Brockhouse.
13-45-6Brown.
15-61-2Brownlock.
15-63-4Buckland.
15-65-6Bunce.
21-21-2Burrows.
21-23-4Bywater.
21-25-6Chubb.
23-41-2Clayhanger.
23-43-4Cotton.
23-45-6Delving.
25-61-2Diggle.
25-63-4Fairbairn.
25-65-6Fallowhide.
31-21-2Farthing.
31-23-4Farthingstone.
31-25-6Gammidge.
33-41-2Gamwich.
33-43-4Gardner.
33-45-6Goldworthy.
35-61-2Goodbody.
35-63-4Goodchild.
35-65-6Goodenough.
41-21-2Goold.
41-23-4Greenfields.
41-25-6Greenhand.
43-41-2Greenholm.
43-43-4Grubb.
43-45-6Hardbottle.
45-61-2Hayward.
45-63-4Hornblower.
45-65-6Lightfoot.
51-21-2Longbottom.
51-23-4Longholes.
51-25-6Maggot.
53-41-2Mugwort.
53-43-4Noakes.
53-45-6Oldbuck.
55-61-2Oldforest.
55-63-4Proudfoot.
55-65-6Roper.
61-21-2Rumble.
61-23-4Sackville.
61-25-6Sandheaver.
63-41-2Smallburrow.
63-43-4Stoor.
63-45-6Tunnelly.
65-61-2Twofoot.
65-63-4Underhill.
65-65-6Whitfoot.
 
 
Names: Martian, Structure
source or inspiration: Flynn
 
These names are based on those in the 'Mars' series by Edgar Rice Burroughs.

They can be used for both male and female characters.

A result of (A) means roll on 'Names: Martian A' below, and similar for (B).

If the result has more than one (A) or more than one (B), roll separately for each.
 
Roll 1 dice.
dice rollFirst NameSecond Name
1 or 2(A)(A)(B)
3(A)(B)(A)(B)
4 or 5(A)(B)none
6(A)none
 
 
Names: Martian A
source or inspiration: Flynn
 
Roll 2 dice.
1st dice2nd diceresult
11Am
12Banth
13Carth
14Dur
15Flor
16Gant
21Haj
22Ham
23Il
24Jad
25Kand
26Kant
31Lan
32Mat
33Nast
34Or
35Pand
36Parth
41Roj
42Sark
43Sol
44Sor
45Tal
46Tar
51Tark
52Tav
53Thor
54Thur
55Thuv
56Ul
61Um
62Val
63Vor
64Xax
65Yerst
66Zand
 
 
Names: Martian B
source or inspiration: Flynn
 
Roll 2 dice.
1st dice2nd diceresult
11a
12ab
13ad
14ah
15ai
16aj
21ak
22al
23am
24an
25ang
26ar
31ark
32as
33at
34ed
35ek
36el
41i
42ia
43ion
44is
45o
46ok
51olian
52on
53or
54oris
55os
56u
61ul
62um
63un
64ur
65uren
66us
 
 
Names: Native American, Female (translated)
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11Blood-Red.
12Bluebird.
13Bluebird Eye.
14Burning Fire.
15Corn Mother.
16Coyote Chasing Deer.
21Crow Mother Spirit.
22Deer Jumping Downhill.
23Dressed in Furs.
24Elk.
25Grandmother.
26Laughing Maiden.
31Leaping Water.
32New Moon.
33Night.
34Of the Wind.
35Owl.
36Protector.
41Rattlesnake Handler.
42Red Cloud At Sunset.
43Returning Moon.
44She Is Not Sterile.
45She Is Playful.
46She Who Bathes With Her Knees.
51Sight of Day.
52Sight of the Sun.
53Sings.
54Snake Flower.
55Snake Maiden.
56Spider-Woman At Middle Age.
61Stays At Home.
62Sweet Gum Tree.
63Turtle.
64Useful To All.
65Wears Red.
66White Buffalo.
 
 
Names: Native American, Male (translated)
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11Ashamed.
12Bear Making Dust.
13Black Hoof.
14Canoe Man.
15Cheating.
16Cornstalk.
21Crier Chief.
22Dull Knife.
23Evil.
24Feathered Water Snake.
25Friend To Everyone.
26Has Three Fingers.
31He Fights.
32He Interrupts.
33He Keeps Watch.
34He Laughs.
35He Lies.
36He Lives Alone.
41He Sits At Home.
42He Who Whistles.
43Lean Bear.
44Little Robe.
45Little Wolf.
46Lives In the Forest.
51Locust.
52Mud Mound.
53Porcupine Bear.
54Screech Owl Spirit.
55Star Blanket.
56Talking Bird.
61Tall Bull.
62Wears A Red Shirt.
63Whirlwind.
64White Antelope.
65White Crow.
66Wild Condor.
 
 
Names: Orcs
source or inspiration: James Hutchings, original information from J.R.R. Tolkien.
Thanks to Wikipedia for the lists that these tables are based on.
 
These names are for both male and female orcs: Tolkien never mentions female orcs.
 
Roll 2 dice.
1st dice2nd diceresult
11-2Azog.
13-4Balcmeg.
15-6roll again: 1-3 Boldog 4-6 Bolg.
21-2Golfimbul.
23-4Gorbag.
25-6Gorgol.
31-2Grishnakh.
33-4Lagduf.
35-6roll again: 1-3 Lug 4-6 Lugdush.
41-2Mauhur.
43-4Muzgash.
45-6Orcobal.
51-2Othrod.
53-4Radbug.
55-6Shagrat.
61-2Snaga.
63-4Ufthak.
65-6Ugluk.
 
 
Names: Star Wars, First Names A
source or inspiration: James Hutchings, original information from various creators.
Thanks to Wikipedia for the lists that these tables are based on.
 
First roll two dice. If the total is exactly 2 or 4, then the character has 3 elements in their first name. Roll on this table, then table B below, then table C, and combine in that order.
If the total is anything else, then the character has two elements in their name. Roll only on this table, then on table C below.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-3Aay
114-6Ad
121-3Al
124-6Am
131-3An
134-6An
141-3Ar
144-6Bai
151-3Bai
154-6Ba
161-3Ba
164-6Be
211-3Be
214-6Bi
221-3Bo
224-6Bol
231-3Bor
234-6Boss
241-3Bre
244-6Bre
251-3Ca
254-6Car
261-3Clie
264-6Da
311-3Da
314-6De
321-3Den
324-6Do
331-3Fi
334-6Ga
341-3Gar
344-6Gree
351-3Ja
354-6Jab
361-3Jan
364-6Jo
411-3Jo
414-6Ken
421-3Klaa
424-6La
431-3Lan
434-6Log
441-3Lor
444-6Ma
451-3Ma
454-6Mo
461-3Mo
464-6Na
511-3Na
514-6Nu
521-3Ool
524-6Opp
531-3Ow
534-6Pad
541-3Pon
544-6Ray
551-3Roo
554-6Ru
561-3Ru
564-6Sa
611-3Sa
614-6Se
621-3Si
624-6Sta
631-3Tau
634-6Vi
641-3Wa
644-6Wu
651-3Ya
654-6Yo
661-3Za
664-6Ze
 
 
Names: Star Wars, First Names B
source or inspiration: James Hutchings, original information from various creators.
Thanks to Wikipedia for the lists that these tables are based on.
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2ba
1-23-4bul
1-25-6don
3-41-2ed
3-43-4hi
3-45-6la
5-61-2rin
5-63-4ta
5-65-6til
 
 
Names: Star Wars, First Names C
source or inspiration: James Hutchings, original information from various creators.
Thanks to Wikipedia for the lists that these tables are based on.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-3a.
114-6ba.
121-3ba.
124-6b.
131-3ch.
134-6ck.
141-3d.
144-6da.
151-3da.
154-6da.
161-3dal.
164-6dan.
211-3dan.
214-6do.
221-3do.
224-6do.
231-3elle.
234-6en.
241-3gar.
244-6gg.
251-3go.
254-6gor.
261-3ha.
264-6her.
311-3i.
314-6k.
321-3k.
324-6kin.
331-3l.
334-6l.
341-3la.
344-6les.
351-3lim.
354-6list.
361-3lux.
364-6m.
411-3m.
414-6ma.
421-3maw.
424-6m.
431-3mus.
434-6n.
441-3n.
444-6n.
451-3n.
454-6na.
461-3na.
464-6ne.
511-3n.
514-6nis.
521-3o.
524-6o.
531-3pa.
534-6ra.
541-3ray.
544-6rb.
551-3ris.
554-6ru.
561-3s.
564-6s.
611-3s.
614-6si.
621-3ss.
624-6ta.
631-3te.
634-6th.
641-3to or tto.
644-6tu.
651-3v.
654-6vel.
661-3vin.
664-6vo.
 
 
Names: Star Wars, Last Names A
source or inspiration: James Hutchings, original information from various creators.
Thanks to Wikipedia for the lists that these tables are based on.
 
First roll two dice. If the total is exactly 7 or 10, then the character has 3 elements in their last name. Roll on this table, then table B below, then table B again, and combine in that order.
If the total is exactly 4, then the character has four elements in their name. Roll on table A, table B, table A, table B.
If the total is anything else, then the character's last name has two elements. Roll on table A then table B.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
11-21-2Ack
11-23-4Al
11-25-6Am
13-41-2Ba
13-43-4Bib
13-45-6Bib
15-61-2Bil
15-63-4Cal
15-65-6Cho
21-21-2Cry
21-23-4Da
21-25-6Da
23-41-2Daa
23-43-4Der
23-45-6Dis
25-61-2Doo
25-63-4Ev
25-65-6Ev
31-21-2Fel
31-23-4For
31-25-6Gal
33-41-2Gol
33-43-4Gun
33-45-6Gun
35-61-2Haa
35-63-4Jam
35-65-6Ju
41-21-2Kli
41-23-4Li
41-25-6Li
43-41-2Mot
43-43-4Moth
43-45-6Mun
45-61-2Na
45-63-4Nee
45-65-6Nee
51-21-2O
51-23-4Or
51-25-6Pal
53-41-2Pan
53-43-4Ral
53-45-6Ral
55-61-2Re
55-63-4Riee
55-65-6Se
61-21-2Se
61-23-4Si
61-25-6Si
63-41-2Tar
63-43-4Ter
63-45-6Va
65-61-2Win
65-63-4Zu
65-65-6Zu
 
 
Names: Star Wars, Last Names B
source or inspiration: James Hutchings, original information from various creators.
Thanks to Wikipedia for the lists that these tables are based on.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
11-21-2a.
11-23-4a.
11-25-6a.
13-41-2an.
13-43-4an.
13-45-6ba.
15-61-2ba.
15-63-4bar.
15-65-6ble.
21-21-2bo.
21-23-4ca.
21-25-6cu.
23-41-2da.
23-43-4da.
23-45-6di.
25-61-2don.
25-63-4du.
25-65-6ga.
31-21-2i.
31-23-4il.
31-25-6ka.
33-41-2ka.
33-43-4kan.
33-45-6ko.
35-61-2ku.
35-63-4kuss or ckuss.
35-65-6la.
41-21-2la.
41-23-4la.
41-25-6li.
43-41-2lie.
43-43-4lin.
43-45-6lor.
45-61-2ma.
45-63-4mas.
45-65-6na.
51-21-2na.
51-23-4nes.
51-25-6nyd.
53-41-2pa.
53-43-4pals.
53-45-6ra.
55-61-2ra.
55-63-4ray.
55-65-6rik.
61-21-2ris.
61-23-4sik.
61-25-6ter.
63-41-2th.
63-43-4ti.
63-45-6tu.
65-61-2um.
65-63-4vi.
65-65-6zan.
 
 
Names: Welsh, Female
source or inspiration: Abulafia, under the terms of their Creative Commons license.
 
Meanings are in brackets.

The prefix 'verch' means 'daughter of'. For example, Bannon verch Baden is 'Bannon, daughter of Baden' (note that it was much more common to reference the father's than the mother's name).
You may roll again on this table or the one below to get the character's parent's name.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
11-21-2Adain (winged).
11-23-4Adara (bird-catcher).
11-25-6Adyna (wretched).
13-41-2Aelwyd (from the hearth).
13-43-4Angharad (greatly loved one).
13-45-6Annwyl (beloved).
15-61-2Arthes (she-bear).
15-63-4Banon (queen).
15-65-6Bethan (consecrated to God).
21-21-2Blodwen (flower).
21-23-4Braith (freckled).
21-25-6Branwen (white bosomed).
23-41-2Cadwyn (bright chain).
23-43-4Caethes (slave).
23-45-6Cath (cat).
25-61-2Ceridwen (holy song).
25-63-4Cerwen (black-haired).
25-65-6Dee (sorrow).
31-21-2Delyth (pretty).
31-23-4Dera (wild spirit).
31-25-6Derwen (oak tree).
33-41-2Efa (life).
33-43-4Eirianwen (splendid).
33-45-6Enid (soulful).
35-61-2Ffraid (saintly).
35-63-4Glenys (riverbank).
35-65-6Gorawen (joy).
41-21-2Gwenhwyfar (holy light).
41-23-4Gwladys (sovereign).
41-25-6Hafgan (summer song).
43-41-2Heledd (goodness).
43-43-4Hellawes (enchantress).
43-45-6Heuldys (sun rising on a hill).
45-61-2Iola (worth).
45-63-4Lysanor (maiden).
45-65-6Mab (baby).
51-21-2Maelona (divine princess).
51-23-4Mair (bitter).
51-25-6Meira (sea-bright).
53-41-2Myfanwy (rare).
53-43-4Nesta (troublesome beauty).
53-45-6Neued (maiden).
55-61-2Owena (born to nobility).
55-63-4Penarddun (obedient).
55-65-6Rhan (fate).
61-21-2Rhiannon (divine queen).
61-23-4Rhonwen (bright spear).
61-25-6Rowena (white-haired).
63-41-2Saeth (arrow).
63-43-4Sioned (simple).
63-45-6Tegwen (radiant beauty).
65-61-2Vala (chosen).
65-63-4Vanora (white wave).
65-65-6Ysbail (consecrated to God).
 
 
Names: Welsh, Male
source or inspiration: Abulafia, under the terms of their Creative Commons license.
 
Meanings are in brackets.

The prefix 'ap' means 'son of'. For example, Baden ap Wynn is 'Baden, the son of Wynn'.
You may roll again on this table to get the character's father's name.
Sometimes a person's name would also refer to their grandfather, for example 'Baden ap Wynn ap Angor'.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-3Aberthol (sacrifice).
114-6Accalon (champion).
121-3Addolgar (devout).
124-6Adwr (coward).
131-3Alwyn (friend of all).
134-6Anfri (disgrace).
141-3Angor (anchor).
144-6Anwell (beloved).
151-3Arddur (bear).
154-6Ardwyad (protector).
161-3Arian (silver).
164-6Arvel (wept over).
211-3Avagdu (utter darkness).
214-6Baden (brother).
221-3Bleiddian (wolf-raider).
224-6Bradwr (traitor).
231-3Bran (raven).
234-6Cadfan (battle summit).
241-3Cadoc (eager for war).
244-6Cadwallen (battle dissolver).
251-3Caerwyn (shining fort).
254-6Calder (rushing brook).
261-3Caradoc (beloved).
264-6Collen (hazel tree).
311-3Conwy (hound of the plain).
314-6Corryn (spider).
321-3Dafydd (dearly beloved).
324-6Deverell (from the riverbank).
331-3Drystan (full of sorrow).
334-6Edmyg (honor).
341-3Emlyn (waterfall).
344-6Fyrsil (bears the staff).
351-3Gerwin (fair love).
354-6Gethin (dark).
361-3Glyn (valley-dweller).
364-6Gorsedd (from the mound).
411-3Gower (pure).
414-6Gruffen (fierce lord).
421-3Gwallter (strong fighter).
424-6Gwern (old).
431-3Gwyn (white and shining).
434-6Hafgan (summer song).
441-3Heddwyn (shining peace).
444-6Howell (alert one).
451-3Huw (intelligent).
454-6Hywel (eminent).
461-3Idris (eager lord).
464-6Llywelyn (leader).
511-3Lug (bringer of light).
514-6Madog (fortunate).
521-3Maelgwn (prince of the hounds).
524-6March (horse).
531-3Meurig (dark skinned).
534-6Morthwyl (hammer).
541-3Nona (saintly).
544-6Olwydd (tracker).
551-3Padrig (noble).
554-6Pawl (little).
561-3Pedr (rock).
564-6Pellyn (lake's headland).
611-3Pennar (high hill).
614-6Peredur (hard spear).
621-3Prydwen (handsome).
624-6Rhain (spear).
631-3Rhobert (brilliant).
634-6Sayer (carpenter).
641-3Selwyn (holy love).
644-6Taff (beloved).
651-3Tarrant (thunder).
654-6Teryrnon (divine prince).
661-3Trahern (strong as iron).
664-6Wynn (fair one).
 
 
Mutilation
source or inspiration: Advanced Fighting Fantasy
 
This table may be used to generate a random punishment, or to personalise NPCs.
 
Roll 1 dice.
1Finger.
2Hand.
3Arm.
4Nose.
5Ear.
6Eye.
 
 
Last Words
source or inspiration: One Horse Town
Thanks to RPGPundit and Forward...to Adventure!
 
Roll 3 dice, use the total.
3I just washed that shirt!
4Now youll never find the treasure, fools.
5Oh.
6This is just the beginning. Soon, you will learn the true meaning of fear!
7I lay a pox on you and yours. You will never know peace until I am avenged. Everything you touch will turn to dust; all of your endeavours will be for nought. For seven times seven years, this will be so. The lamentation of your women will ring in my ears, even though the veil of death separates me from your suffering. Swords will shatter, oaths will be broken and faith will vanish. Ha, ha, ha, ha!
8Find the chalice! Find...the...chalice and take it to the...
9I didnt do it ma!
10So, I am done and you have won. Enjoy your victory fools, for even now Insert name of an NPC ally of the party languishes in my Lords secret fortress. Seven days hence, he will be slain, should I not send word of my victory. You have won the battle, but not the war.
11Fools! You think that you have slain me. Me! My heart resides in a gilded box guarded by the fiercest warriors. Tomorrow, at sunrise, I shall arise again and I will find you. Be sure of that. 'Till tomorrow.
12Huh, slain by chattels. I lay the mark of Taleth upon you, so that all will know of your deeds.
13If, I can just reach...the...lever. Minions! Quick, come to...me...unleash the...dogs...uh.
14Claret, everywhere...Pretty. Like the raiment of the radiant...uh.
15Well done, brave heroes. You have slain me, my congratulations on your monumental achievement. I would like a statue raised on this spot, if you have the time. I planned to do the same for you.
16Fly my beauties! Fly into the night! You are free. The spirits of Broman-Dar have been released from the prison of my flesh this night, my friends. May fire and darkness follow their progress.
17Mortally wounded! My heart doth beat slower and my breath doth rattle betwixt my chattering teeth. Farewell cruel world, may it treat thee and thou better than it has treated me...Arghh.
18Your faces are ingrained in my memory and your deeds in my heart. I shall return when the blue moon rises and the red bull enters the chambers of the prophet. Then history itself will reverse and this deed will be undone. I will see you again.
 
 
Hindquarters of a Centaur
source or inspiration: James Hutchings
 
Roll 1 dice.
1Horse (optionally, roll on the Horse Colour table below).
2as above.
3Donkey the centaur will be likely to be less susceptible to fear and intimidation than most centaurs.
4Zebra the centaur will be likely to be more attractive, but worse at hiding than most centaurs.
5Camel the centaur will be likely to be able to survive in the desert and go without water for longer than most centaurs.
6Mountain goat the centaur will be likely to be better at climbing than most centaurs.
 
 
Horse Colour
source or inspiration: James Hutchings
 
This table may also be used for the horse parts of centaurs, and other creatures.

Grey: grey horses don't have grey hairs. They have white hairs mixed with coloured ones, like a person with 'grey hair'. Optionally, roll again for the other colour (1 black 2 light chestnut 3 dark chestnut 4 light bay 5 dark bay 6 palomino). Greys (including dapple greys), are born with a coloured coat which gets whiter as they get older; again like people, except that it begins sooner in the horses life. This process begins on the face. An older grey horse may be indistinguishable from a white one, except that a grey horse has dark skin whereas a white horse has pink skin. The difference is particularly visible around the eyes and muzzle.
 
Roll 2 dice.
1st dice2nd diceresult
11-2black.
13-4as above.
15-6light chestnut (light brown).
21-2as above.
23-4dark chestnut (dark brown).
25-6as above.
31-2light bay (light brown body, black 'points' - mane, tail, and lower legs).
33-4as above.
35-6dark bay (dark brown body, black 'points' - mane, tail, and lower legs).
41-2as above.
43-4white.
45-6grey - see note above.
51-2dapple grey (grey, with patterns of round white spots) - see note above.
53-4palomino (yellow-tan body, white mane and tail).
55-6blue roan (a mixed pattern of black and white hairs, except that the head and 'points' - mane, tail and lower legs - are black).
61-2bay roan (a mixed pattern of brown and white hairs, except that the head is brown, and the 'points' - mane, tail and lower legs - are black).
63-4leopard (white with coloured spots - roll again for the colour of the spots: 1 black 2 light chestnut 3 dark chestnut 4 light bay 5 dark bay 6 palomino. The mane and tail will be coloured as for the spot colour; remember that bays have black manes and tails, and palominos have white manes and tails).
65-6snowflake (as above, except the horse is mostly coloured, with white spots).
 
 
Fairy Wings
source or inspiration: James Hutchings
 
Roll 1 dice.
1Butterfly.
2Dragonfly (four semi-transperant wings).
3Roll again: 1-3 bat 4-6 moth (like butterfly wings, but not brighly coloured).
4Wingless: they fly entirely by magic.
5Wingless: they fly on the backs of birds.
6Wingless: they fly on ragwort stems.
 
 
Physical Henchman Quirk
source or inspiration: Fell
Thanks to RPGPundit and Forward...to Adventure!
 
If you get the result 'unnatural hair colour', roll another dice:
1 - Pink
2 - Blue
3 - Green
4 - Steel
5 - Gun Metal
6 - Roll twice more, ignoring this result - hair is striped.

If you get the result 'zits that form a pattern', roll another dice:
1 - The Word Redrum
2 - A player character's name
3 - A constellation
4 - The answer to a later puzzle
5 - A smiley face
6 - Roll twice more, ignoring this result - one on each cheek.
 
Roll 4 dice, use the total.
4Scar over left eye.
5Facial birthmark identical to one of the players favorite weapons.
6Unnatural hair color (includes any facial and body hair, and see note above).
7A broken arrow tip still lodged into the neck..
8An eye replaced by a gold coin.
9The word 'Liar' carved into his forehead.
10Teeth replaced with small dragon scales.
11Armor painted with bright red paint.
12Surgically implanted whiskers.
13A tattoo on his bare chest that reads 'I'm with stupid' and the arrow pointing up.
14A leash around his neck and another henchman holding the other end.
15A massive goiter.
16One knee that bends backwards causing him to walk with an crooked gait.
17Perfectly white teeth, so perfect they shine.
18A nose that has clearly been running for quite some time, covering the face in snot.
19A very fine hat, but otherwise a disheveled and filthy appearance.
20A wooden leg that appears to be made from a still living treant.
21Zits that form a pattern (see note above).
22A cape accidentally tucked into the back of his underwear.
23A noose worn around the neck, an hourglass dangling from its tie.
24Roll twice on this chart, ignoring this result.
 
 
Outsiders In a Group 1: Why Are They There?
source or inspiration: James Hutchings
 
This table is intended for such things as a human living in a tribe of orcs (or vice versa).
 
Roll 1 dice.
1A scholar studying them.
2A priest, trying to convert them (optionally, roll on the Missionary Attitude table below).
3Exiled from their own society (optionally, roll again: 1-3 justly, 4-6 unjustly).
4Was found or taken by the group as a baby (optionally roll again: 1-3 found, 4-6 taken).
5A trader.
6Fell in love with one of the group.
 
 
Outsiders In a Group 2: Social Status
source or inspiration: James Hutchings
 
This table only refers to the subject's status in the group;
their status in the society they came from may be very different.
 
Roll 1 dice.
1Lower status than most members of the group.
2Lower status than most members of the group.
3Accepted in the group.
4Accepted in the group.
5Accepted in the group.
6Higher status than most members of the group.
 
 
Missionary Attitude
source or inspiration: James Hutchings
 
This table gives a missionary's attitude to the people (or otherwise) they're trying to convert.
It assumes the missionary comes from a different culture.
It also gives the opportunity to make jokes about 'the missionary's position.'
 
Roll 1 dice.
1The missionary believes their hosts' religion is outright evil.
2The missionary has become unsure of what they believe. Roll again, ignoring this result, for the belief they most tend to.
3The missionary believes their hosts are good, but their religion is mistaken.
4The missionary believes their hosts' religion is an unclear, distorted, or primitive version of the priest's own.
5The missionary has started to take on some of the ideas of their hosts.
6The missionary has come to believe that the group's religion is a superior version of the priest's own.
 
 
Prisoners of Evil
source or inspiration: AEG's 'Toolbox'.
 
This table is intended for prisoners discovered in an area dominated by a mostly evil society
 
Roll 2 dice.
1st dice2nd diceresult
11-3One who was taken for ransom. Roll again: 1-2 a merchant, 3-4 a noble, 5-6 a priest or shaman.
14-6One who came here to study their craft but fell afoul of the inhabitants. Roll again: 1-3 an assassin, 4-6 a necromancer.
21-3A sick and weakened warrior, the only survivor of an assault on the place.
24-6A thief who sought to make their reputation by stealing from this well-known den of evil.
31-3A berserker, of the same people as the owners of the prison. They are kept captive and only let out for battle, and begs the players to help them escape.
34-6A farmer, captured in a raid and worked half to death as a slave.
41-3One in their dotage, who has been kept captive so long they can't remember who they were or how they were captured.
44-6An illusionist, who has stayed alive by using their art to entertain their captors (optionally roll again: 1-3 they use genuine magic 4-6 they use tricks, like 'magicians' in the real world).
51-3A priest of a benign deity. Their captors have already ritually prepared them for sacrifice.
54-6A good member of the evil community, who naturally rebelled against their rulers.
61-3Roll again, ignoring this result or the one below, but the prisoner is dead. Then roll again: 1 they have written their story on some paper which is on their corpse, 2 As 1 but the paper is hidden in the cell, 3-6 no such paper can be found.
64-6Roll again, ignoring this result or the one above. The prisoner pretends to be whatever result is rolled. Then roll again: 1-3 they're actually working for the rulers of the place 4-6 they really are a prisoner, but lie about how they got here.
 
 
Character Flaws
source or inspiration: James Hutchings
 
This table can be used in a variety of ways:
  • Get one result, and use it as a character's greatest flaw.
  • Get two results - the first is the character's greatest flaw, the second is the flaw they are least prone to.
  • As a plot device: Use the result to answer how a hero turned to evil, how an empire fell etc.
  • For angel- or demon-like creatures, the result may represent the flaw they most promote or fight.
 
Roll 2 dice.
1st dice2nd diceresult
11-3Arrogance.
14-6Blindness in Love.
21-3Lying.
24-6Listening to Flattery.
31-3Sowing Discord.
34-6False and Careless Optimism.
41-3Greed.
44-6Failing to Consider Future Generations.
51-3Anger.
54-6Treating Appearance as Reality.
61-3Despair.
64-6Adjusting Opinions to Self-Interest.
 
 
Combat Behaviour
source or inspiration: James Hutchings
 
This table is usable for intelligent and non-intelligent creatures.
If the creature is a solitary one, 'half its strength' means 'half its hit points', or the equivalent in your system.
For creatures that live in groups, 'half its strength' means 'at least half the creatures in the group who are able to fight are alive and unwounded'
 
Roll 2 dice.
1st dice2nd diceresult
11-2Will fight to the death. Will pursue anyone who attempts to retreat.
13-4Will fight to the death. Will pursue anyone who tries to retreat unless it's down to a quarter of its strength or less.
15-6Will fight to the death, but will not pursue enemies.
21-2Will fight until it's down to half strength or less, and will then try to run away. If there's no escape, will surrender. Will pursue enemies if it has at least half its strength.
23-4Will fight until it's down to half strength or less, and will then try to run away. If there's no escape, will surrender. Will not pursue enemies.
25-6Will fight until it's down to half strength or less, and will then try to run away. If there's no escape, will fight to the death. Will pursue enemies if it has at least half its strength.
31-2Will fight until it's down to half strength or less, and will then try to run away. If there's no escape, will fight to the death. Will not pursue enemies.
33-4Will fight until it's down to half strength or less, then will surrender. Will pursue enemies if it has at least three-quarters of its strength.
35-6Will fight until it's down to half strength or less, then will surrender. Will not pursue enemies.
41-2Will only fight until it's wounded, and will then try to run away. If there's no escape, will fight to the death. Will not pursue enemies.
43-4Will only fight until it's wounded, and will then try to run away. If there's no escape, will fight to the death. Will only pursue enemies if unwounded.
45-6as above.
51-2Will only fight until it's wounded, and will then try to run away. If there's no escape, will fight until it's down to half strength or less, and will then surrender. Will not pursue enemies.
53-4Will only fight until it's wounded, and will then try to run away. If there's no escape, will fight until it's down to half strength or less, and will then surrender. Will only pursue enemies if unwounded.
55-6Will always attempt to run away. If there's no escape, will surrender. Will not pursue enemies.
61-2Will always attempt to run away. If there's no escape, will fight to the death. Will not pursue enemies.
63-4Will always attempt to run away. If there's no escape, will fight until it's wounded, and will then surrender. Will not pursue enemies.
65-6Will always attempt to run away. If there's no escape, will fight until it's down to half strength or less, and will then surrender. Will not pursue enemies.
 
 
 
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