4
162 B W S 8: C A H eraldry is a dizzyingly complex art form. No random generator can account for all the myriad possibili- ties. is compact system, especially designed for the Early Phase, should meet the needs of all but the most discerning player. Note that some later conventions, like Cadency, have not yet been invented in the Early Phase. Sons and brothers use variations of their father’s arms. : Roll 1d20 for Shield Design and follow the instructions. Once you have the composition of the shield, go to Step 2. S D 1-6 Charge (see Step 3). 7 Minor Charge (column 5, group of 2d6). 8-9 Charge (single) + Minor Charge (as if 7). 10 Peripheral Ordinary (1d6 table in Step 3). 11 Peripheral Ordinary (roll 1d6 on “Periph- erals”) + Charge on the Field. 12 Peripheral Ordinary (roll 1d6+1 on “Peripherals”) + Charge on the Ordinary. 1 13 Ordinary (roll on Charges, column 6). 14 Ordinary + Charge on the Field. 15 Ordinary + Charge on the Ordinary. 1 16-18 Variation. Roll 1d20 on the Variations Table. A re-rolled result means a Solid Variation (no Charges; roll on Variations Table if re-rolling a Division). 19+ Division. Roll on the Divisions Table then roll again on this table. A re-rolled result means a Solid design, no Charges. 1 In Step 3, use columns 1-5, re-roll 6s. V F* 1-4 Barry (6 stripes) 13 Chevronny 5 Barry (8 stripes) 14 Fretty 6 Barry (10 stripes) 15 Gyronny 1 7-8 Bendy 16-17 Lozengy 9 Bendy Sinister 18-19 Paly 10-12 Chequy 20 Semé 2 1 To determine number of Gyronny sectors roll 1d6 (1-3 = 8, 4-5 =12, 6 = 16) 2 Semé: Roll once on the Charges table in column 5 to get the Charge used in the all-over pattern. To determine the Divisions of the Field, roll rst in the Division column, then Design (at -2 for Per Quarterly or Per Saltire, +2 for others). D D 1-10 Per quarterly Solid (no Charges) 11-13 Per pale Separate 1 14-16 Per fess Over all: Shield design ignores Divisions. 17 Per bend Counterchanged: e Charge(s) takes on the Tincture of the opposing Division’s eld. In the case of a Variation, the “band” colors swap position. 18 Per bend sinister 19 Per saltire 20 Per chevron 1 Reroll twice on the Shield Design table, treating each half (or pairs of quarters) as their own shield. : For normal shields: Roll Field Tincture. Select the Charge Tincture column based on the Rule of Tincture (see marginalia), and then roll for Ordinaries and Charges. For Divisions (if Separate, use normal shield rules): Roll on Field Tincture twice (the Rule of Tincture does not apply to Divisions, and so may be ignored in this case). For Ordinaries/Charges on Divisions, roll 1d2 to select the Charge Table Column. For Variations: Roll on Field Tincture and appropriate Charge Tincture (observing the Rule of Tincture) to get the two-color pattern. Reroll Furs until you get a non- Fur. For Ordinaries/Charges on Variations, see Divisions. F T M C C C 1-5 Argent (Silver) Argent Azure 6-7 Or (Gold) Argent Vert 8-9 Or (Gold) Or Gules 10 Purpure (Purple) Or Gules 11-13 Azure (Blue) Or Gules 14-16 Gules (Red) Or Sable 17 Vert (Green) Or Purpure 18-19 Sable (Black) Proper 2 Proper 2 20 Fur 1 Proper 2 Proper 2 1 Fur: Roll 1d6; 1-4 = Ermine, 5-6 = Vair 2 Proper: e Charge is painted in its natural colors. For Ordinaries and geometric Charges, read this result as Or (metal Charges) or Gules (color Charges). Per Fess Per Bend Per Bend Sinister Per Chevron Quarterly Per Saltire Per Pale Barry Bendy Paly Chequey Lozengy Gyronny of 8 Semé Ermine Vair e Rule of Tincture Metal Charges must be placed on a color Field, and vice-versa. Furs can have either metal or color charges on them (roll 1d2 for the column). Counterchanged Over all Chevronny Fretty Optional Rule If an Ordinary is on a Varia- tion/Fur Field, roll 1d6. On 5+, swap the Varia- tion/Fur and the Ordinary Tincture.

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– 162 –

Book of the Warlord

Step 8: Coat of Arms

Heraldry is a dizzyingly complex art form. No random generator can account for all the myriad possibili-

ties. !is compact system, especially designed for the Early Phase, should meet the needs of all but the most discerning player. Note that some later conventions, like Cadency, have not yet been invented in the Early Phase. Sons and brothers use variations of their father’s arms.

STEP 1: Determine Shield DesignRoll 1d20 for Shield Design and follow the instructions. Once you have the composition of the shield, go to Step 2.

d20 Shield Design1-6 Charge (see Step 3).7 Minor Charge (column 5, group of 2d6).

8-9 Charge (single) + Minor Charge (as if 7).10 Peripheral Ordinary (1d6 table in Step 3).

11 Peripheral Ordinary (roll 1d6 on “Periph-erals”) + Charge on the Field.

12 Peripheral Ordinary (roll 1d6+1 on “Peripherals”) + Charge on the Ordinary. 1

13 Ordinary (roll on Charges, column 6).14 Ordinary + Charge on the Field.15 Ordinary + Charge on the Ordinary. 1

16-18Variation. Roll 1d20 on the Variations Table. A re-rolled result means a Solid Variation (no Charges; roll on Variations Table if re-rolling a Division).

19+Division. Roll on the Divisions Table then roll again on this table. A re-rolled result means a Solid design, no Charges.

1 In Step 3, use columns 1-5, re-roll 6s.

d20 Variations of the Field*1-4 Barry (6 stripes) 13 Chevronny5 Barry (8 stripes) 14 Fretty6 Barry (10 stripes) 15 Gyronny 1

7-8 Bendy 16-17 Lozengy9 Bendy Sinister 18-19 Paly

10-12 Chequy 20 Semé 2

1 To determine number of Gyronny sectors roll 1d6 (1-3 = 8, 4-5 =12, 6 = 16)

2 Semé: Roll once on the Charges table in column 5 to get the Charge used in the all-over pattern.

To determine the Divisions of the Field, roll "rst in the Division column, then Design (at -2 for Per Quarterly or Per Saltire, +2 for others).

d20 Divisions Design1-10 Per quarterly Solid (no Charges)

11-13 Per pale Separate 1

14-16 Per fess Over all: Shield design ignores Divisions.

17 Per bend Counterchanged: !e Charge(s) takes on the Tincture of the opposing Division’s "eld. In the case of a Variation, the “band” colors swap position.

18 Per bend sinister19 Per saltire

20 Per chevron

1 Reroll twice on the Shield Design table, treating each half (or pairs of quarters) as their own shield.

STEP 2: Determine TincturesFor normal shields: Roll Field Tincture. Select the Charge Tincture column based on the Rule of Tincture (see marginalia), and then roll for Ordinaries and Charges.For Divisions (if Separate, use normal shield rules): Roll on Field Tincture twice (the Rule of Tincture does not apply to Divisions, and so may be ignored in this case). For Ordinaries/Charges on Divisions, roll 1d2 to select the Charge Table Column.For Variations: Roll on Field Tincture and appropriate Charge Tincture (observing the Rule of Tincture) to get the two-color pattern. Reroll Furs until you get a non-Fur. For Ordinaries/Charges on Variations, see Divisions.

1d20 Field Tinctures

Metal Charge

Color Charge

1-5 Argent (Silver) Argent Azure6-7 Or (Gold) Argent Vert8-9 Or (Gold) Or Gules10 Purpure (Purple) Or Gules

11-13 Azure (Blue) Or Gules14-16 Gules (Red) Or Sable

17 Vert (Green) Or Purpure18-19 Sable (Black) Proper 2 Proper 2

20 Fur 1 Proper 2 Proper 2

1 Fur: Roll 1d6; 1-4 = Ermine, 5-6 = Vair2 Proper: !e Charge is painted in its natural colors. For Ordinaries and geometric Charges, read this result as Or (metal Charges) or Gules (color Charges).

Per Fess

Per Bend

Per Bend Sinister

Per Chevron

Quarterly

Per Saltire

Per Pale

Barry

Bendy

Paly

Chequey

Lozengy

Gyronny of 8

Semé

Ermine

Vair

!e Rule of TinctureMetal Charges must be placed on a color Field, and vice-versa. Furs can have either metal or color charges on them (roll 1d2 for the column).

Counterchanged

Over allChevronny

FrettyOptional RuleIf an Ordinary is on a Varia-tion/Fur Field, roll 1d6. On 5+, swap the Varia-tion/Fur and the Ordinary Tincture.

– 163 –

King Arthur Pendragon

d20 Animate Animate Animate Inanimate Inanimate Ordinaries1 2 3 4 5 6

1 Lion rearing Bee Sea-horse Sword Cross Chief2 Lion rearing Hound Unicorn Church Bell Cross Crosslet Fess3 Lion rearing Goat Gryphon Lymphad (Ship) Cross Patée Pale4 Lion resting Ram or Sheep Hippogri# Castle or Tower More Crosses* Bend5 Lion standing Bull Wyvern Sun or Moon Trefoil Cross6 Lion walking Horse Dragon Head or Skull Foil of 4 or 5 Pile/Flaunches7 Lion walking Fish Wyrm Hand or Arm Crescent Fess8 Lion rearing Fish Cockatrice Gauntlet In-/Decrescent Fess9 Lion rearing Dolphin Manticore Anchor Estoile/Mullet Fess

10 Dragon Escallop Giant or Ogre Crown Mullet (Star) Fess11 Dragon Crab Centaur or Satyr Rose or !istle Mullet, pierced Bend Sinister12 Eagle Eel Pegasus Tree Mullet of 6 or 8 Bend13 Eagle Serpent Sea-dog Weapons* Lozenge Bend14 Eagle Bat Mermaid/man Household* Rustre or Mascle Bend15 Stag Spider or Fly Camelopard Outdoors* Roundel Chevron16 Wolf Scorpion or Ant Harpy Christian* Roundel Chevron17 Bear Leopard Phoenix Pagan* Roundel Cross18 Boar Crow or Raven Opinicus Tools* Annulet Cross19 Fox Birds* Salamander Chivalry* Fleur-de-lis Saltire20 Talbot Religious* Yale or En"eld Constructs* Heart or Billets Pale

d6 Chivarly Weapons Tools Household Birds Peripherals1 Knight Warhammer Hammer Fetterlock Falcon Bordure or Orle2 Spur Battle-axe Anvil Key Owl Bordure3 Helm Arrow Hunting Horn Buckle Heron or Crane Chief4 Warhorse Mace or Flail Wheel Scale Martlet Chief5 Lance or Spear Morningstar Horseshoe Maunch Cock Chief6 Cup Spear Sickle or Shovel Harp or Book Swan Quarter/Canton

d6 Religious Christian More Crosses Pagan Nature Constructs1 Mary and child Chi-Rho Maltese Caducus Mountain Pavillion/Tent2 Saint or Angel Chi-Rho Moline !underbolt Shooting Star Walls3 Cruci"xion Chi-Rho Patonce Medusa Fountain/Water Bridge4 Pascal lamb Dove Potent !e Horned God Acorn or Apple Gateworks5 Roman god Palm Leaf Flory Shining Spear Wild Man Church6 Celtic god !orn Crown Bottonny Woman Rider Garb (Wheat) Lighthouse

Step 3 Determine ChargesRoll 1d20 and 1d6 on the matrix below, unless otherwise speci"ed in Step 1. Roll 1d6 on a sub-table if so directed (*). If a result has two choices, pick or roll 1d2. Charges appear in groups of 1d3, unless otherwise speci"ed in Step 1 (single, 2d6). Ordinaries and religious symbols are singles, too. If a Charge is on a Bordure, roll a group of 2d6+5 from column 5. Optional rules: 1) For italicized Charges, roll 1d6; on a 5+, only the animal’s head is depicted. 2) For more Charges, roll 1d6. On a 6, roll an additional Charge (Steps 2 & 3). 3) For quadrupeds, roll 1d6 (+1 herbivores) on column 1 for Attitude.

Fess

Bend

Bend Sinister

Chevron

Cross

Saltire

Pale

Chief

Bordure

Pile

Quarter

Canton

Orle

Crosslet

Flory

Maltese

Moline

Patée

Patonce

Potent

Trefoil

Quatrefoil

Cinquefoil

Crescent

Flaunches

Botonny

Increscent Decrescent Estoile Roundel Annulet Lozenge Rustre Mullet Mullet, p.Mascle Martlet Billets

Cross

– 164 –

Book of the Warlord

COAT OF ARMS REFERENCE AND EXAMPLES

Here are some key concepts and terms illustrated by both diagram and examples. !e shields shown here —plus a few million more — can be generated by the Pendragon Coat of Arms Generator.

In order to properly describe and record coats of arms, it is necessary to describe them in words. !is is called blazoning. !e rules of blazoning make it possible to accurately reconstruct a coat of arms just from the written description alone.

Sir Lycus, Bachelor knightShield Design: 1d20 = 12, Peripheral Ordinary, plus a Charge on the Ordinary.Field Tincture: 1d20 = 17, vert.Ordinary Tincture: Metal,

1d20 = 1, argent.Charge Tincture: Color (since it is on Metal), 1d20 = 15, sable.Peripheral Ordinary table: roll 1d6+1 = 3, a Chief.Charge: Column 1d6 = 6, reroll 1. Row 1d20 = 16, a Wolf. How many? 1d3 = 1.Result: Green shield with a silver Chief, with a black Wolf on the Chief.Blazon: Vert, on a chief argent sable wolf.

Sir Iowerth of EastridgeShield Design: 1d20 = 14: Ordinary and a Charge on the Field.Field Tincture: 1d20 = 10, purpure.Ordinary Tincture: Metal,

due to purpure, 1d20 = 6, argent.Charge Tincture: Metal, due to purpure, 1d20 = 1, argent.Roll Ordinary (Column 6): 1d20 = 13, a Bend.Roll Charge: Column 1d6 = 5, row 1d20 = 12, a Star of 6 or 8 points. Roll 1d2 = 2, 8 points. Charges appear in groups of 1d3, so roll 1d3 = 2, so two Stars.Result: Purple shield with silver bend and two silver 8-pointed stars .Blazon: Purpure, a bend between two mullets of eight argent.

TINCTURESArgent: SilverOr: GoldAzure: BlueGules: RedSable: BlackVert: GreenPurpure: Purple

Note: Silver is synonymous with white.

AbbreviationsArgent (Arg.)Or (O.)Azure (Az.)Gules (Gu.)Sable (Sa.)Vert (Vt.)Purpure (Purp.)

Field, gules (red)

Peripheral Ordinary (Chief), azure (blue).

Charges (Stars)argent (white)

Blazon: Gules, a pale argent, on a chief azure three mullets argent.

Ordinary (Pale),argent (silver)

In this design, the Rule of Tincure has been followed, since the azure (blue) Chief does not really touch the gules (red) Field because they are separated by the argent (white) Pale.

Coat of arms are blazoned from the “bottom” up. First, the Field and all it’s Divisions, furs, patterns, etc., are de-scribed. !e Ordinaries are described next, and if there are Charges on the Ordinary they described here. !e Sub-ordinaries (if any), and the Charges on them (if any) are described next, followed by any other other Charges.

Example

Diagram copyright Stephen Wroble, used with permission. It is part of an excellent article authored by him and Patrick K. Morgan which can be found here: www.classic-castle.com/howto/articles/Heraldry/BasicHeraldry.html

Arg.Gu.

Az.

– 165 –

King Arthur Pendragon

Gorlois, Duke of CornwallRolling this coat of arms is not possible, strictly speak-ing, because it violates the Rule of Tincture with it’s red-on-black color scheme. Such violations are possible

in the Early Phase, however, since the rules of her-aldry have not yet been fully developed or codi"ed. We leave the enforcement of this rule to each Game-master or player. By the time of King Arthur’s reign, the conventions and rules of the new artform are well-established, and rigorously enforced by fas-tidious heralds in every court.Blazon: Sable, a chevron gules between three lion heads erased of the second. [Here,“of the second” means the heads are rendered in the second color speci"ed in the blazon — gules.]

Sir Bedwin, Sheriff of LonazepShield Design: 1d20 = 20, a Division.Division table: 1d20 = 12, Per Pale.

Division design: 1d20+2 (per pale) = 22, counts as 20, so counterchanged.Re-roll shield design: 1d20 = 2, Charge.Field Tincture: A Division, so roll twice on Field Tincture 1d20 = 1, argent, 1d20 = 3, azure.Charge Tincture: No need to roll since we know it, as a counterchanged Charge, takes the color of the other Division, thus azure on the argent Field and argent on the azure Field.Charge: Column 1d6 = 6. Row 1d20 = 19, a Saltire. How many? Ordinaries are always singular, so 1. Result: Horizontally divided shield of white and blue, with an “X” (saltire) that changes color; blue-on -white and white-on-blue.Blazon: Per pale argent and azure, a saltire azure counter-changed.

Sir Cynfan, Baron of Castle Dykes Shield Design: 1d20 = 19, a division.Variation table: 1d20 = 20, Per Chevron.Division design: 1d20+2 = 11, separate, treat each half

of the shield as a discrete Shield Design.Re-roll Shield Design (upper half): 1d20 = 4, a Charge.Re-roll Shield Design (lower half): 1d20 = 20, a solid Division. Field tincture, upper half: 1d20 = 7, or.Field tincture, lower half: 1d20 = 19, sable.Charge tincture: 1d20 = 4, Argent.Result: Gold shield with black chevron shape at the bottom and three silver plates in the Chief.Blazon: Per chevron or and sable, three plates in chief argent

Sir Bassianus, Baron of NoviomagusShield Design: 1d20 = 20, a Division.Division table: 1d20 = 12, Per Pale.

Division design: 1d20+2 (Per Pale) = 15, Over-all.Re-roll Shield Design: 1d20 = 5, Charge.Field Tincture: a Division, so roll twice on Field Tincture 1d20 = 1, argent, 1d20 = 18, sable.Charge Tincture: Could be either one, so 1d2 = 2, Color. 1d20 = 13, gules.Charge: Column 1d6 = 5. Row 1d20 = 3, a Cross Patée. How many, 1d3 = 1.Result: Horizontally divided shield of white and black, with a red Cross Patée over the Divisions.Blazon: Per pale argent and sable, a cross patée gules bordered of the second. [Here,“bordered of the second” means outlined in the second color — sable.]

Many Charges can be bordered (outlined) if desired, as shown on the cross on Bassianus’ coat of arms.

Note: !is shield can also be made by re-rolling Shield Design (result of 13), Ordinary, and then row 19 on Ordinaries (Charges table, col. 6).

Like Corn-wall, this coat of arms vio-lates the Rule of Tincture, with it’s silver plates on gold. !e Coat of Arms Genera-tor does follow the Rule of Tincture, but you can deviate from that using the Rule of Cool: if it looks cool, go with it.

ROUNDELSDue to space constraints, we have not includ-ed all of the vari-ations of roun-dels (solid circles) on the Charges table.!ey are:Argent: PlateOr: BezantsAzure: HuerteGules: TorteauSable: PelletVert: PommePurpure: Bruise

“Erased” is the term used to describe a head with a ragged neck, as if torn from the body.