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Heraldry has always been an intriguing part of fantasy-game
worlds. Who hasn't created a long-lasting knight or established
a kingdom without eventually sketching out a few coat of arms?
Some players use heraldry simply to add color to a campaign;
others go to great lengths to learn about the rules and styles
of medieval coats of arms. Heraldry is flexible enough to be
incorporated into fantasy gaming, but in general, its primary
purpose in gaming remains simply to produce colorful shields.
Heraldry is too dynamic to limit it to that! We've
created dragon-slaying knights, legendary wizards, and mighty
rulers. Why not expand heraldry to reflect the magical nature
of such realms? This article provides some ideas on how to tie
aspects of heraldry into the game. Heraldry Colors & Alignment
The original purpose of coats of arms was to enable
everyone on the battlefield to identify each other easily. Warriors
galloping around in full armor and helms were hard to recognize;
therefore, their shields became the ideal area to display "family
colors". These designs started out as simple patterns, using
one or two colors or a symbol.
In the game, we could push the logic as far as linking
the alignments of the original coat-of-arm's owner to the colors
on the coat of arms. The original bearers might have wanted to
display the ethos of their clan, tribe, family, etc. While the
PCs will be generally good-aligned and fly the correct colors,
evil NPCs may also want to clearly show their way of thinking;
in a campaign featuring numerous evil monarchs and monstrous warlords,
these "bad guys" would have no problem flying banners
with appropriately evil-looking symbols!
Likewise, the "good guys" might also want
to make a statement of their own and proudly raise their banners
of justice and goodness.
Before jumping in and linking colors to alignment,
some fundamentals of heraldry must be discussed. There are three
sorts of "tinctures"; metals, colors, and furs. Metals
include gold and silver (often replaced with gold or white, respectively).
Colors include black, blue, purple, red, green, and orange.
Furs will be discussed later. One rule of heraldry forbids the
use of two colors or two metals next to each other. A color should
be used to separate two metals, and vice versa. For example,
a coat of arms should not be blue and red only; it would need
gold or silver to separate the two colors. This rule came into
being because adjacent colors are difficult to differentiate in
the midst of battle.
Colors can indicate alignment tendencies (good, evil,
law, chaos, neutrality). Metals could serve as a way of measuring
the intensity of these tendencies, as follows:
For example, a red and black coat-of-arms would belong
to to a chaotic evil individual; if silver separated these colors,
it would show a moderate intensity towards one or both. This
can get rather complicated; for example, a coat-of-arms is divided
into four squares separated with gold. The upper-left and lower-right
have a silver-blue checker pattern. The upper-right and lower-left
bear only red. Such a coat-of-arms would indicate a tendency
towards good (blue-silver checker), with a strong inclination
towards chaos (the red surrounded by gold). The bearer could
be identified as being chaotic good. Furs
Heraldic furs are stylized patterns derived from
the coats of animals, not the actual pelts themselves, which are
used in conjunction with colors and metals. These are patterns
ermine (depicting black ermine tails fastened to
white fur), ermines (white on black), erminois
(black on yellow), pean (yellow on black), and
vair (blue bells on a white background representing
gray squirrel fur). The rule that color should not be placed
on color nor metal on metal does not apply to furs; you could
have a coat-of-arms with natural fur and a stripe of ermine.
Furs are not linked to alignment, however; furs may
be used to denote the social status of the owner of the coat-of-arms,
as below:
As the chart shows, the fur used upon a coat-of-arms
may change over time. As an example, a 1st level fighter gains
her coat-of-arms as a result of an act of bravery during battle.
She's allowed the use of natural fur. At 6th level, the king
permits her to change from natural fur to vair. At 9th level,
the king makes her a knight and grants her a domain, permitting
a change from vair to pean (or adding an element of pean on her
present coat-of-arms to show her common heritage). Partitions
Note that a coat-of-arms can be split many ways to
bear different color combinations. It can happen that a coat-of-arms
can represent different orders with apparently incompatible color
combinations. In such a case, each partition should be examined
individually. For example, consider a town that has become a
protectorate of a powerful order of knights. It's coat-of-arms
would bear the town's original arms and those of the order. The
town might bear the colors of moderate lawful-neutrality, while
the knightly order's colors would be of lawful-goodness. Such
cases do, and often, occur. Fantasy History
Bear in mind how far back a particular coat of arms
goes. If it was recently created, the colors of the coat of arms
might be true to its present owner's alignment. If this coat
of arms is of a very old family, uncertainties might crop up about
the present owner, who could (and very likely would) be of a radically
different alignment than the coat of arms indicates. The great,
great, grandfather of the current bearer might have been a noble
paladin, but the descendant might well be a dark, treacherous
villain. DMs should use this option to keep both PCs and NPCs
guessing about the true alignment of coat of arms' bearers.
You might allow a system in which owners might formally
modify their coat of arms. Herald guilds accredited by the monarchs
could be established in each kingdom. The right to bear or modify
a coat of arms could be granted by the ruler only (especially
in lawful societies),, following general rules enforced by the
local guild of heralds. Besides, enchanting coat of arms is an
expensive undertaking, so only kingdoms could afford to maintain
or fund such a magical venture.
Modifying one's coats of arms could be a totally
trivial issue elsewhere, a right freely granted to all who want
to possess a coat of arms. This is probably true for most humanoids
and other less than lawful societies. Symbols
When a coat of arms is created, think about the background
of its original owner. The coat of arms is likely to give a clue
to the original owner's life and/or accomplishments. For example,
if a warrior defeated a red dragon and was rewarded his coat of
arms for this deed, it would probably show a dragon or at least
a clue to that epic battle. Remember that symbols could be widely
interpreted; the symbol of a black dragon could reflect the evil
nature of the bearer, or that the bearer once defeated a black
dragon in battle. Herald guilds become useful at this point in
keeping track of the original meanings of coat of arms, and the
heraldry non-weapon proficiency becomes a rather valuable skill.
Acquiring A Coat Of Arms
In a fantasy setting, anyone has the potential to
acquire a coat of arms. In a chaotic environment, each individual
picks whatever strikes their fancy, as long as the individual
doesn't offend someone bigger or nastier. In a lawful setting,
however, some remarkable achievement is usually the primary requisite
for gaining a coat of arms, regardless of the character's class,
gender, or race - whatever is enough to attract the attention
of the king. This doesn't imply that the beneficiary has been
ennobled, but simply rewarded. Coats of arms may be rewarded
to individuals, in the case of heroic warriors slaying a dragon,
or to groups, such as mercenary teams, local militias, etc.
At this point, coats of arms become a status symbol
and an excellent role-playing tool, in addition to providing identification
upon the battlefield. Note, however, that coats of arms may appear
upon many different items. Warriors and clerics will often display
them upon their shields or banners, while thieves or mages might
carry them upon rings or medallions. Arcane Heraldry
The next step in gaming heraldry is to add magical
properties to coats of arms. There are two reasons for such.
The first is to insure that a coat of arms is legitimate and
is borne by its rightful owners. The second reason is to give
an actual game value to heraldry, bribing the munchkins into expanding
their characters and rewarding the role-players for their efforts.
Should you allow coats of arms to become magical,
then guilds of heralds become crucial. The heralds are specialists
who, for a fee and a legitimate edict from the king, create a
magical coat of arms. Note that the king will often pay this
fee out of the royal treasury as part of the reward to the beneficiary
of the coat of arms. These heralds also have the ability to determine
whether a particular item bearing a coat of arms is magical or
not.
The initial role of the herald is to design the coat
of arms. The owner can then have the design reproduced on whatever
is desirable. For the above-mentioned fee, the coat of arms may
be made magical. If so, all items bearing that
coat of arms gain the potential to produce some magical effect,
with the following conditions:
Partitioned Shields
There is the case of partitioned shields with multiple
coats of arms. It is conceivable that a truly powerful dignitary
might have access to multiple magical effects. Consider the example
of a king with a shield bearing his family arms (if he is the
present head of the family), the kingdom's arms (since he's the
king), the arms of a military order (if he is their Grand Master),
and the arms of the temple (if he's their high priest). This
would be one mighty shield indeed! Sample Symbols
This section presents some sample ideas for potential
symbols. By no means limit oneself to only these symbols, as
nearly any idea is possible - use these as inspiration primarily.
Spell-like effects from coats of arms are cast at 15th level.
The bearer of the coat of arms may turn on or negate the magical
effects at any time, usually with the utterance of the bearer's
war cry.
Lion: The
lion is a symbol of authority. It is often used by royal families
and is perceived as the rival of the eagle. The presence of this
magical symbol causes a -1 to -5 penalty on Morale Checks for
all foes within a 60' radius. Morale Checks by the bearer and
his allies are made at +1 to +5. A monarch is immune to fear
effects.
Eagle:
This symbol is often attributed to families
connected with an emperor, and is considered to rival the lion.
The eagle represents courage. Make the owner's Morale Checks
and those of his companions within a 60' radius at +1 to +5.
A monarch is immune to fear effects.
Basilisk: This
creature is the symbol of a mysterious character or monster.
Opponents make their initiative rolls with a -1 to -5 penalty
within a 60' radius. A monarch gains the basilisk's petrifying
gaze for 1 round.
Bear: This
is the sign of a rugged being. The bearer makes Con checks at
+1 to +5. A monarch is also immune to both natural and magical
cold.
Beholder: Also
known as the evil watcher, this is the sign of one who observes
or tricks others. The bearer saves vs spells at +1 to +5. A
monarch's eyes project a 60' Anti-Magic Ray for
1 round.
Boar: One
who is stubborn may end up with the boar as his symbol. The owner
saves vs Charm spells at +1 to +5. A monarch is
immune to all mind-controlling magical or psionic effects (Charm,
Sleep, Hold, Domination, etc).
Bows or Arrows:
Often attributed to elves, hunters, or
those skilled in archery, this symbol confers a +1 to +5 bonus
to attack rolls with one type of bow. A monarch gains the power
to fire one Arrow of Slaying against a specific
monster type upon a natural roll of 20.
Centaur: These
are hardy and tenacious creatures, and often are the symbols of
woodland beings, foresters, and hunters. The bearer can run at
full speed for 1 to 5 turns without fatigue. A monarch gains
10 temporary "phantom" hit points in addition to his
normal total. These hit points are lost first upon suffering
damage, and the monarch may use this power once/day.
Clover: This
is the lucky charm. The clover confers a +1 to +5 bonus to dice
rolls related to gambling. A monarch can make an ability check
appropriate to the situation to avoid an attack or escape an event
that would otherwise prove fatal.
Displacer Beast:
This is the sign of the trickster or
a master of illusion. The bearer gains a +1 to +5 bonus to AC
vs missile attacks. A monarch gains one Mirror Image,
as the spell of the same name, upon command.
Dolphin: This
is the symbol for the adventurous, especially those connected
to the sea. A dolphin confers a +1 to +5 bonus to dice rolls
related to navigation. A monarch can Predict Weather,
as the spell of the same name.
Dragon: This
is the sign of magical power. Nonspell-casting bearers gain a
+1 to +5 bonus to saves vs spells; spell-casting owners cause
a -1 to -5 penalty to opponent's saving throws vs spells the bearer
has cast. A monarch gains immunity to the breath weapon of the
dragon type shown on the coat of arms.
Fish: This
is the sign of peace. It confers a +1 to +5 bonus to dice rolls
related to persuasion or negotiation. A monarch gets the Sanctuary
effect, as per the spell.
Fleur de Lis:
This is the ancient symbol of royalty,
equal to the lion in stature. It is also associated with purity.
This confers to a good-aligned owner a +1 to +5 AC bonus against
one type of evil foe. A monarch gains a Protection from
Evil, 10' Radius, as per the spell.
Fox: This
is the symbol for a cunning, quick-witted person. This symbol
allows the bearer to make Int checks with a +1 to +5 bonus during
life-threatening situations. A monarch can Detect Evil,
as per the spell.
Goat or Ram:
Characters with an impulsive, unpredictable
attitude could be associated with the ram. Opponents suffer a
-1 to -5 penalty to surprise rolls. A monarch inflicts maximum
damage with his first attack per foe that hits.
Griffon: This
is the symbol of strength (and a curious mixture of the eagle
and lion symbols, perhaps a rebel). This magical symbol confers
a +1 to +5 bonus to Str checks. A monarch may Fly,
as per the spell.
Hammer: This
is a symbol often associated with dwarves and craftsmen. It confers
a +1 to +5 AC bonus vs melee weapons. A monarch can Call
Lightning as per the spell.
Harpy: This
symbol allows the bearer to ability to cause a -1 to -5 AC penalty
to foes within a 60' radius when the bearer is singing. A monarch
gains Charm Monster, as per the spell, when he sings.
Heart: This
denotes someone with a long-standing quest or someone who is true
and just. It confers a +1 to +5 bonus on attack rolls in combat
related specifically to the bearer's quest. A monarch gains a
Find the Path effect, as per the spell.
Hell Hound:
This is the symbol of those who have
seen death and returned to tell the tale. The Hell Hound is the
guardian of the dead. This symbol allows a saving throw vs death
magic at +1 to +5 when the beneficiary's hp drops below 1. If
successful, the bearer awakens 1-4 hours later with 1 hp remaining,
provided the body was not destroyed. A monarch may Speak
with the Dead, as per the spell.
Horse: This
is the symbol of freedom and pride. This horse symbol confers
a +1 to +5 AC bonus when fighting upon horseback. A monarch
gains a +3 bonus to attack and damage when charging on horseback.
Hydra: This
signifies someone with multiple identities, purposes, or lives.
It heals 1d4 to 5d4 if the beneficiary is reduced to fewer than
1 hp. A monarch gains Regeneration, as per the
spell.
Manscorpion:
This is the sign of alertness and treachery.
It confers a bonus of +1 to +5 to initiative rolls. A monarch
inflicts maximum damage on successful attacks from behind a foe.
Manticore: This
symbol refers to secrecy, mysteries, and mysticism. The symbol
confers a +1 to +5 bonus to attack rolls with the crossbow. A
monarch gains Wings, as per the magical item Wings
of Flying.
Panther: The
heraldic panther, a mythical, fire-breathing creature, looks like
a wingless griffon with a dragon head. This symbol confers the
ability to cause +1 to +5 bonus points of damage with fire-based
attacks (oil, breath weapon, spell, etc). A monarch may summon
forth a 30 hp Golden Lion, as per the Figurines
of Wondrous Power, in the shape of the heraldic panther.
The Golden Lion appears within 1d4 rounds. If
not destroyed, the panther fades away at the end of the encounter.
Pegasus: It
is often used by those who have traveled far or live in places
close to the sky. This symbol grants both a mount and the riding
bearer a +1 to +5 AC bonus while engaging in airborne combat.
A monarch gains a Fly effect, as per the spell.
Phoenix: This
is the symbol of magnificence or rebirth. It confers a +1 to
+5 saving throw bonus against fire attacks. If killed by a fire-based
attack, a monarch will rise from his ashes 2d4 days later, as
per the Raise Dead spell (effect is automatic).
Raven: This
is the symbol of the messenger of dark tidings or a cursed family.
The raven confers the ability to warn companions of impending
attack from a specific monster type or foe 1-5 rounds ahead of
time. The beneficiary must first utter his motto, when allowed
by the situation, from which point the "warning" ability
remains in effect for a day or until the warning is triggered.
A monarch gains a Clairvoyance effect, as per the
spell.
Salamander, Fire:
It is the symbol of magical power, and
provides the owner a +1 to +5 saving throw bonus against all fire-based
attacks. A monarch gains immunity to all fire-based attacks.
Ship: This
symbol alludes to travelers or masters of the sea. It confers
a +1 to +5 attack bonus when fighting at sea. A monarch gains
a Control Winds effect, as per the spell.
Snake: The
snake is either the symbol of a snake or of treachery. A snake
symbol grants a +1 to +5 saving throw bonus vs poison. A monarch
gains a Cure Serious Wounds effect, as per the spell.
Stag: It
is the sign of strength and pride with mystical links to nature,
and confers a +1 to +5 AC bonus while in sylvan settings. A monarch
can summon a 30 hp Golden Lion, as per the magical
item Figurines of Wondrous Power, in the form of
a wild stag. This Golden Lion appears within 1d4
rounds. If not destroyed, the stag fades away at the end of the
encounter.
Star: This
is the symbol of secrets and dreams. This symbol confers a +1
to +5 saving throw vs all mind-affecting spells or psionics (Sleep,
Charm, Hold, Fear, Domination, etc). A monarch can become
Ethereal, as per the potion.
Tree: This
is the symbol often used by druids, elves, or those connected
to woodland beings. Confers the ability to speak 1-5 sylvan languages.
A monarch may Pass Plant, as per the priest spell.
Troll: This
is the symbol of a truly monstrous or evil owner. It confers
the ability to reduce non-fire or nonacid damage by -1 to -5 per
round. A monarch may Regenerate severed limbs.
Tyger: The
heraldic tyger, a rare, mythical creature, looks like a lion with
an eagle's head. A tyger symbol confers the ability to take half-damage
(rounded up) from 1-5 nonmagical weapons per round. A monarch
may be Hastened, as per the spell.
Unicorn: This
symbol alludes to elven ideas, and causes opponents within a 60'
radius of the bearer to suffer a -1 to -5 penalty to attack rolls
with missile weapons or on saving throws. A monarch
may Dimension Door, as per the spell.
Weapons: These
various symbols allude to warriors in general or those with mercenary
backgrounds. Any of these magical symbols grant a +1 to +5 bonus
to damage rolls with the illustrated weapon. A monarch gains
a Wounding effect on the first successful strike
per opponent, as per the magical weapon.
Wolf: This
symbol is often attributed to a brutal, cold hearted being. This
symbol could also refer to an lycanthropic history. It confers
a Sanctuary effect, as per the spell, against lycanthropes
or against those whose goal is to specifically destroy lycanthropes
(as appropriate). A monarch can summon 1d6 normal wolves within
1d4 rounds while in the wilderness. If not destroyed, these wolves
fade away at the end of the encounter. |