Magical Heraldry

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!

"I'm the king of the Skull-Crusher goblins! So I've got a crushed skull on my black banner? Want to make something of it, human?"

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:
Tincture
Alignment
Blue
Good
Purple
Lawful
Black
Evil
Red
Chaotic
Green
Neutral (law v chaos)
Orange
Neutral (good v evil)
Silver
Moderate Intensity
Gold
Strong Intensity

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:
Heraldic Fur
Level
Status
Natural
1-5
untitled nobility
Vair
6+
untitled nobility
Pean
1-5
knight or better
Erminois
6-10
count
Ermines
11+
duke/archduke
Ermine
any
royalty

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:

  • The magical effect can be called upon only by the rightful owner of the coat of arms, or rightful heir upon the death of the owner. For a town, the rightful owner would be the current mayor; for a military order, the Grand Master; for a kingdom, the ruling monarch.

  • The magical effect will only happen under specific conditions, often related to the act that granted the ownership of the coat of arms in the first place. A knight who received his coat of arms for defeating a dragon might gain immunity to a dragon's fear effect, but not such effects from different sources.

  • The power itself must be relevant to the situation. The knight in the above example should not gain, for example, the ability to feather fall, but an attack roll of +1 vs dragons or fire resistance might be appropriate.

  • The effect should only be triggered when the owner utters his cri-de-guerre, or war cry. It should be shouted for most fighters and clerics, whispered by thieves and mages. The owner must touch or hit the item bearing the coat of arms to activate it.

  • Finally, the effect may increase or decrease in strength based upon the noble rank of the bearer. A warrior who inherits a coat of arms from a relative might not trigger as spectacular an effect as a king!

Title
AD&D Game Level
Game Effect
Untitled
1-4
+1 bonus
Baron
5-8
+2 bonus
Count
9-12
+3 bonus
Marquis
13-16
+4 bonus
Duke
17-20
+5 bonus
Monarch
21+
+5 & special power

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.