D100 Name Generator

One press rolls the d100 and reads a name, with one line on who the person is.

  1. 042 · Yestin Blot-ThumbA copyist who reads every letter before copying it.
All 100

How it works

This d100 name generator is a fixed table of named people for a game master, twenty for each of five places. Roll real dice and look the number up, or press the button and let the page roll.

Read the full guide

Roll with dice or with the button

The page opens on one row; the button rolls again. With real dice, roll a d100 and find the number in the table under the tool. The rows never change, so a name you rolled last week is still at the same number.

Five places, twenty names each

Rows 1 to 20 are people of the road, 21 to 40 of a village, 41 to 60 of a town, 61 to 80 of a court and 81 to 100 of the wilds. After the first press, open Anywhere and choose a place, and the roll stays inside its twenty rows.

  • Cross a name off your own copy once the party has met that person.

Questions and answers

How do I roll a d100?

Roll two ten-sided dice together, one marked 0 to 9 and one marked 00 to 90, and add them. A 40 and a 5 is row 45. A 00 and a 0 is read as 100.

What is a d100 table?

A numbered list of 100 results, read by rolling percentile dice. Game masters keep such tables for what a session needs at short notice. This one holds 100 people, each with a byname and one line on who they are.

How is this different from the NPC generator?

The random NPC generator builds a new person from six parts on every press. This table is fixed: the same names at the same numbers, made to be rolled on with real dice.

Do the names fit any game system?

Yes. Nobody on the table has statistics, a class or a people. Each row is a first name, a byname and one line, so the game master decides the rest.

All 100 names

Road (1 to 20) 20

  • 001 · Hobbin Twice-Paid A carter who charges for the ride and again for the conversation.
  • 002 · Marrec of the Long Mile A courier who has not sat down since the last town.
  • 003 · Tolvin Pack-and-Tray A peddler of needles, thread and news three weeks old.
  • 004 · Aldry Spokemender Mends wheels at the roadside and tells every customer the same story.
  • 005 · Brisenna Far-Walker A pilgrim on the way home, glad of company and slow on hills.
  • 006 · Corlin Lanternless Travels only by day and asks to share your fire by night.
  • 007 · Dunna Three-Geese Driving geese to market; the geese have other plans.
  • 008 · Gawrick the Milestone A toll keeper who has not moved from that stool in years.
  • 009 · Ilsey Hedge-Reader A herb gatherer who knows every ditch for ten miles.
  • 010 · Jothry Slow-Ox A drover whose ox sets the pace for everyone behind.
  • 011 · Kessa of the Split Boot A runaway apprentice heading anywhere but back.
  • 012 · Lodric Two-Maps Sells maps of this very road; two of them disagree.
  • 013 · Nairne Rain-Blamer A traveling singer who blames the weather on the audience.
  • 014 · Odrey Ditchwise A road mender who knows which bridge will not last the week.
  • 015 · Renny Half-Costume An actor walking to the next town, already in costume.
  • 016 · Tamzel Borrowed-Saddle A messenger on a horse that belongs to somebody important.
  • 017 · Ulrec Long-Way-Home A retired guard walking home the long way on purpose.
  • 018 · Vesty Coin-Counter A tax clerk with a locked box and a nervous look.
  • 019 · Wyndle Kite-Pack Walks between fairs with a pack taller than a door.
  • 020 · Brandry of the Wrong Turn A guide who is fairly sure this is the right road.
Show all 100 names (80 more)

Village (21 to 40) 20

  • 021 · Cedda Crooked-Furrow A plowman proud of the worst-plowed field in the valley.
  • 022 · Dorwin Bell-Puller Rings the hours, more or less, from the tower.
  • 023 · Elspry Two-Ovens The baker; knows who buys bread for a guest they have not mentioned.
  • 024 · Farrin Well-Keeper Keeps the well, the rope and a list of who owes a bucket.
  • 025 · Gwylla Goose-Gate Lives by the common and counts every stranger in.
  • 026 · Hallec the Thatch A roofer who can tell tomorrow's weather from a ladder.
  • 027 · Ibsy Soup-Pot Feeds half the village from one pot and hears all its gossip.
  • 028 · Jessop Fence-Sitter The reeve; agrees with whoever spoke last.
  • 029 · Kerren Bee-Charmer Keeps forty hives and has not been stung since childhood.
  • 030 · Lowenna Looseknot The weaver; fine cloth, loose promises.
  • 031 · Madgy Mud-to-the-Knee A ditcher who found something odd in the drain last week.
  • 032 · Nolly Lamb-Counter A shepherd's child who has counted one lamb too many.
  • 033 · Orvy Hearth-Borrower Never lights a fire at home and always visits at supper.
  • 034 · Pernel Chalk-Hand Teaches letters to anyone who brings an egg.
  • 035 · Quennet Late-to-Mill The miller's helper, always just arriving.
  • 036 · Rudda Hayrick A haymaker who naps in plain sight and misses nothing.
  • 037 · Sella Nine-Cats Feeds every cat in the village and names the mice.
  • 038 · Tobbin Peg-and-Beam The carpenter; measures twice and argues three times.
  • 039 · Ullet Under-the-Oak The oldest villager; settles disputes from a bench.
  • 040 · Verrin Gate-Button A child who opens the village gate for a button.

Town (41 to 60) 20

  • 041 · Wendry Scale-and-Weight Checks the market's weights and is feared by every grocer.
  • 042 · Yestin Blot-Thumb A copyist who reads every letter before copying it.
  • 043 · Zessa Lamp-Pole Lights the street lamps at dusk and hears the evening's news first.
  • 044 · Adwy Ladder-Top A window cleaner who sees into every upstairs room.
  • 045 · Bettris Button-Stall Sells buttons, ribbon and directions.
  • 046 · Cobbe Last-and-Awl The cobbler; can tell where a stranger has walked from the boots.
  • 047 · Dessy Night-Bread A baker who works while the town sleeps.
  • 048 · Ebbot Bridge-Penny Collects a penny at the bridge and remembers every face.
  • 049 · Fulke the Unpaid A town crier owed three months of wages, and loud about it.
  • 050 · Gerrin Rat-Whistle The rat catcher; surprisingly cheerful.
  • 051 · Hesty Hot-Chestnut Sells chestnuts on the corner and warnings for free.
  • 052 · Issot Three-Keys A landlady who holds one key more than there are doors.
  • 053 · Jenk Slow-Clock Winds the town clock and insists it is the sun that is wrong.
  • 054 · Kitto Parcel-String A porter who will carry anything and ask about all of it.
  • 055 · Lettys Crooked-Letter Painted every shop sign in town and spelled two of them wrong.
  • 056 · Mabley Pump-Handle Keeps the line at the town pump; nobody jumps it twice.
  • 057 · Oswy Spare-Key A locksmith called out most often on festival nights.
  • 058 · Pasco Fish-Slab A fishmonger with a river license and opinions about the sea.
  • 059 · Rowsa Candle-Stub Buys candle stubs and sells them whole again.
  • 060 · Sibrey Stair-Counter A messenger who knows every shortcut and how many steps each has.

Court (61 to 80) 20

  • 061 · Tibbot Cup-Bearer A page who hears everything said above the table.
  • 062 · Uddy Seal-Wax Keeper of seals; nothing leaves the hall without that thumbprint.
  • 063 · Varnet Three-Bows A herald who announces everyone slightly wrong on purpose.
  • 064 · Wymond of the Back Stair A steward who knows which doors are never locked.
  • 065 · Ysella Silver-Thimble The court seamstress; knows who has grown, shrunk or hidden a pocket.
  • 066 · Annot Quiet-Slipper A lady-in-waiting who is very rarely waiting.
  • 067 · Bardo Long-Speech A councilor who has never finished a sentence before supper.
  • 068 · Cattern Ledger-Lock The treasurer; smiles only at round numbers.
  • 069 · Dowsa Hawk-Glove The falconer; trusts birds and not much else.
  • 070 · Eppy Spoon-Counter Counts the silver after every feast and recalls who sat where.
  • 071 · Frensy Slate-and-Chalk The heir's tutor, tired and well informed.
  • 072 · Gillow Chart-Chest Keeper of the maps; three are missing and nobody has asked why.
  • 073 · Hanno Stable-Whisper The master of horse; knows who rode out at night.
  • 074 · Ilbert Tall-Candle A chamberlain who decides who waits and for how long.
  • 075 · Jowse Gate-Captain Captain of the gate; has turned away a duke and let in a goat.
  • 076 · Kensa Garden-Key The gardener; hears every private walk through the hedge.
  • 077 · Lorcas Old-Treaty An envoy from next door, polite and counting the guards.
  • 078 · Merryn Ink-and-Sand A scribe who writes what was meant, not what was said.
  • 079 · Nanzy Bell-Rope Rings for supper; half the court sets its day by that bell.
  • 080 · Oppy Under-Cook Runs the kitchen in all but name.

Wilds (81 to 100) 20

  • 081 · Pethro Fernfoot A forager who leaves no track and expects the same of you.
  • 082 · Roswyn Ridge-Watcher Keeps a signal fire that has never yet been lit.
  • 083 · Sennoc Bog-Lantern Guides travelers across the marsh for a fair price and a song.
  • 084 · Tegen Cairn-Builder Builds cairns to mark a path only one person uses.
  • 085 · Udrin Ferry-Pole Poles a raft across a river with no road on either side.
  • 086 · Vyvyan Cold-Kiln A charcoal burner who has not seen a town in two years and does not miss it.
  • 087 · Wella Goat-Stair A herder who knows a way over the ridge that is on no map.
  • 088 · Yago Snow-Line Climbs for the view and sells directions on the way down.
  • 089 · Zaran Hollow-Oak A hermit with a great deal to say after a long silence.
  • 090 · Arwy Moss-Bed A wandering doctor of sheep, dogs and the occasional traveler.
  • 091 · Brede Cliff-Egg Gathers eggs from the cliffs on a rope older than the climber.
  • 092 · Caddow Far-Howl Says the wolves here are no trouble, and has been right so far.
  • 093 · Derwa Thatch-Reed Cuts thatching reed and knows where the ground will not hold.
  • 094 · Eseld Seven-Springs Knows every spring in the hills and which ones to leave alone.
  • 095 · Faro Night-Net Fishes a mountain lake by moonlight and sleeps through the day.
  • 096 · Gorlas Count-the-Thunder Counts between the flash and the bang, and says how far to run.
  • 097 · Hedra Last-Farm Works the farthest farm on the track; the next neighbor is a day's walk.
  • 098 · Ithel Bridge-of-Rope Built the rope bridge alone and inspects everyone who crosses.
  • 099 · Jorvel Dusk-Axe A woodcutter who works at dusk and whistles to stay found.
  • 100 · Keby Deer-Follower Follows the deer for a living and has never hunted one.

How this list was compiled: An original table written for this page on 2026-10-03: 100 named people for a tabletop game, numbered 001 to 100 so that a roll of percentile dice picks one. Five places of twenty rows: the road (1 to 20), a village (21 to 40), a town (41 to 60), a court (61 to 80) and the wilds (81 to 100). Each row is a first name, a byname and one line on who the person is; nobody has statistics, a class or a people, and nobody is cruel. The first names are made up or old and rare. Every first name and byname was checked that day against the rows of the NPC, medieval name and fantasy name pages of this site, so that none of them can spell a name on this table, and every first name against the lists of people's names on the rest of the site; more than fifty first names and bynames were changed after those checks. The names were not searched as trade marks. Licence: own work