Realm | Defense | Influence | Lands | Law | Population | Power | Wealth |
---|---|---|---|---|---|---|---|
Dorne | +0 | –5 | +10 | –5 | +0 | +10 | +0 |
The Stormlands | +5 | +0 | –5 | +10 | –5 | +5 | +0 |
The Reach | –5 | +10 | +0 | –5 | +5 | +0 | +5 |
Roll | Founding | Example | Historical Events* |
---|---|---|---|
1 | Ancient | Age of Heroes | 1d6+3 |
2 | Very Old | Andal Invasion | 1d6+2 |
3 | Old | Rhoynar Invasion | 1d6+1 |
4 | Established | The Seven Kingdoms | 1d6 |
5 | Recent | Targaryen Dynasty | 1d6-1 |
6 | New | The Dance of the Dragons | 1d6-2 |
House Targaryen (the blacks) | House Targaryen (the greens) |
---|---|
House Velaryon | House Hightower |
House Arryn | House Lannister |
House Stark | House Baratheon |
House Manderly | House Reyne |
House Celtigar | House Strong |
House Dustin | House Redwyne |
House Darklyn | House Lefford |
House Blackwood | House Crakehall |
House Frey | House Swyft |
House Rowan | House Fossoway of Cider Hall |
House Tarly | House Peake |
Roll | Event | Defense | Influence | Lands | Law | Population | Power | Wealth |
---|---|---|---|---|---|---|---|---|
3 | Doom | –2d6 | –2d6 | –2d6 | –2d6 | –2d6 | –2d6 | –2d6 |
4 | Defeat | –1d6 | –1d6 | –1d6 | - | –1d6 | –1d6 | –1d6 |
5 | Catastrophe | — | — | — | —1d6 | –1d6 | –1d6 | –1d6 |
6 | Madness | +6–2d6 | +6–2d6 | +6–2d6 | +6–2d6 | +6–2d6 | +6–2d6 | +6–2d6 |
7 | Invasion/Revolt | — | — | — | –2d6 | –1d6 | –1d6 | –1d6 |
8 | Scandal | — | –1d6 | –1d6 | — | — | –1d6 | — |
9 | Treachery | — | –1d6 | — | –1d6 | — | +1d6 | — |
10 | Decline | — | –1d6 | –1d6 | — | — | –1d6 | –1d6 |
11 | Infrastructure | +1d6* | +1d6* | +1d6* | +1d6* | +1d6* | +1d6* | +1d6* |
12 | Ascent | — | +1d6 | +1d6 | — | — | +1d6 | +1d6 |
13 | Favor | — | +1d6 | +1d6 | +1d6 | — | +1d6 | — |
14 | Victory | +1d6 | +1d6 | — | — | — | +1d6 | — |
15 | Villain | — | +1d6 | — | +1d6 | +1d6 | +1d6 | — |
16 | Glory | +1d6 | +1d6 | — | +1d6 | — | +1d6 | — |
17 | Conquest | –1d6 | +1d6 | +1d6 | –1d6 | +1d6 | — | +1d6 |
18 | Windfall | +1d6 | +2d6 | +1d6 | +1d6 | +1d6 | +2d6 | +2d6 |
Defense | |
---|---|
Score | Description |
0 | Desolate, ruined land, ravaged by disaster, war, or simply abandoned. No defensible structures of any kind, and no infrastructure for moving troops. You have no fortifications whatsoever. |
1–10 | Scarce cultivation, mostly wilderness with a few unprotected pockets of civilization, having one or two roads or a minor stronghold. |
11–20 | Some cultivation, presence of a keep or smaller stronghold with a few roads, rivers, or ports. |
21–30 | Defensible, with at least one fortified town or castle. Roads and trails are present, and rivers or ports are likely. |
31–40 | Good defenses with, almost certainly, a castle, along with a few other strong points. Roads and rivers provide easy transportation. Alternatively, natural terrain features, such as mountains or swamps, provide additional fortification. |
41–50 | Excellent defenses, with man-made fortifications likely combined with defensible terrain features. |
51–60 | Extraordinary defenses with structures, walls, and terrain features that, when combined, make attacking this land very costly. |
61–70 | Among the greatest defenses in the world. A good example would be the Eyrie and the Vale of Arryn. |
Superior Castle | |
---|---|
Investment: 50 | |
A superior castle is a massive stronghold in the vein of Harrenhal, the Eyrie, Storm’s End, Dragonstone, and Winterfell. A superior castle has several towers, structures, and smaller buildings, all surrounded by a steep curtain wall and likely a moat as well. | |
Benefit: Units defending a superior castle gain a +12 bonus to their Defense. | |
Build Time: 144+10d6 Months | |
Castle | |
Investment: 40 | |
Castles are impressive fortified strongholds but are not as large or as imposing as a superior castle. Most castles incorporate at least one central keep and several towers connected by walls and surrounded by a moat. Example castles include Deepwood Motte, the Twins, and Riverrun. | |
Benefit: Units defending a castle gain a +8 bonus to their Defense. | |
Build Time: 96+10d6 Months | |
Small Castle | |
Investment: 30 | |
A small castle is simply a smaller version of a standard castle. It usually has no more than a single keep, perhaps two towers and a wall. Examples of small castles include Bronzegate, Honeyholt, and Yronwood. | |
Benefit: Units defending a small castle gain a +6 bonus to their Defense. | |
Build Time: 72+10d6 Months | |
Hall | |
Investment: 20 | |
A hall (or keep) is usually a small, fortified building. It may or may not be surrounded by a wall, and it could have a tower, though it’s unlikely. Examples of halls include Acorn Hall, Cider Hall, and Longbow Hall. | |
Benefit: Units defending a hall gain a +4 bonus to their Defense. | |
Build Time: 60+10d6 Months | |
Tower | |
Investment: 10 | |
Towers are single free-standing stone or timber structures that thrust up from the ground. If they have any outbuildings, they are small and unprotected. Petyr Baelish’s holdings in the Fingers included a single tower. | |
Benefit: Units defending a tower gain a +3 bonus to their Defense. | |
Build Time: 36+10d6 Months |
Gatehouse | |
---|---|
Investment: 15 | |
Consisting of two towers between a Gate, either free-standing of stone or timber that blocks a natural pass, the structures sometime thrust up from the ground or rest between natural elements. If they have any outbuildings, they are small and on the protected side of the gate. Requirements: Must have a Defense Resource of Hall or greater. The Bloody Gate in the Vale is and example of this type of structure. | |
Benefit: Units defending a gated battlement gain a +4 bonus to their Defense. | |
Build Time: 48+10d6 Months |
Influence | |
---|---|
Score | Description |
0 | The house’s name and history has been erased from all records, and no one speaks of them anymore. |
1–10 | Maximum Lord's Status 2. A minor landed knight or the equivalent. An example would be Craster. |
11–20 | Maximum Lord's Status 3. A greater landed knight or the equivalent. A sample house would include the Knotts and Liddles of the North. |
21–30 | Maximum Lord's Status 4. A small minor house. Examples include House Mormont and House Westerling. |
31–40 | Maximum Lord's Status 4. A minor house. Examples include House Clegane, House Payne, and House Karstark. |
41–50 | Maximum Lord's Status 5. A powerful minor house with colorful history. Examples include House Florrent and House Frey. |
51–60 | Maximum Lord's Status 6. A major house. Examples include House Tully and House Martell. |
61–70 | Maximum Lord's Status 7. A great house. Examples include House Arryn, House Stark, House Baratheon and House Lannister. |
Heir’s Status* | Example | Cost |
---|---|---|
Maximum–1 | First-born son (or daughter in Dorne) | 20 |
Maximum–2 | Second son (or daughter in Dorne), or first-born daughter | 10 |
Maximum–3 | Other children (not including bastards) | 5 |
Resource | Maximum Status |
---|---|
0–10 | 2 |
11–20 | 3 |
21–40 | 4 |
41–50 | 5 |
51–60 | 6 |
61–70 | 7 |
71+ | 8 or higher |
Lands | |
---|---|
Score | Description |
0 | Landless, the house has been completely stripped of its holdings. |
1–10 | A speck of land, no larger than a single town. |
11–20 | A small stretch of land, about the size of a single small island or small portion of a larger island, or a large city and its immediate environs, such as House Mormont. |
21–30 | A modest stretch of land or medium-size island, such as House Frey. |
31–40 | An area of land that includes several terrain features, islands, or large groups of islands, House Greyjoy for example. |
41–50 | A large area of land, that spreads across a great distance. This area likely includes a variety of terrain features. House Martell’s control of Dorne is representative of this level of resource. |
51–60 | A huge area of land representing a considerable portion of Westeros’ geography. House Stark’s command of the North is a good example. |
61–70 | Most, if not all, of the Seven Kingdoms, such as the holdings of King Robert and the royal branch of House Baratheon. |
Realm | Terrain | Features |
---|---|---|
Dorne | Hills, Mountains, Plains | Coast, Community, Island, Road, Ruin, Water |
The Reach | Plains | Coast, Community, Grassland, Island, Road, Ruin, Water |
The Stormlands | Hills, Mountains, Plains, Wetlands | Coast, Community, Grassland, Island, Road, Ruin, Water, Woods |
Terrain | Cost | Example |
---|---|---|
Hills | 7 | The Rills |
Mountains | 9 | The Mountains of the Moon |
Plains | 5 | The Reach |
Wetlands | 3 | The Neck |
Feature | Cost | Example | |
---|---|---|---|
Coast | +3 | Stony Shore | |
Community | Hamlet | +10 | Winter Town |
Small Town | +20 | Mole Town | |
Large Town | +30 | Gulltown | |
Small City | +40 | Lannisport | |
Large City | +50 | King’s Landing | |
Grassland | +1 | Much of the Reach | |
Island | +10 | Bear Island | |
Road | +5 | The Searoad | |
Ruin | +3 | Oldstones | |
Water | Stream | +1 | Much of the Riverlands |
River | +3 | Tumblestone | |
Pond | +5 | Much of the Neck | |
Lake | +7 | Long Lake | |
Woods | Light | +3 | Sunkenwood |
Dense | +5 | The Wolfswood |
Law | |
---|---|
Score | Description |
0 | Lawless, uncivilized land. You have no authority here—the lands beyond the Wall. |
1–10 | Bandits, raiders, and other criminal bands are afoot in your lands, causing mischief and trouble. |
11–20 | Lawlessness and banditry are a problem along the fringes of your lands. |
21–30 | The typical level of Law throughout much of Westeros. Crime is common but not out of control. |
31–40 | You exert a great deal of control over your lands, and crime is uncommon. |
41–50 | Such is your influence and devotion to maintaining the peace that crime is rare. |
51–60 | You have almost no crime at all in your lands. |
61–70 | There is no crime in your lands. |
Law Score | House Fortunes |
---|---|
0 | –20 |
1–10 | –10 |
11–20 | –5 |
21–30 | –2 |
31–40 | –1 |
41–50 | +0 |
51–60 | +1 |
61–70 | +2 |
71+ | +5 |
Population | |
---|---|
Score | Description |
0 | Barren. No people live under your rule. |
1–10 | Thinly populated. Tiny settlements are scattered throughout your lands. |
11–20 | Small population but no single community larger than a small town. |
21–30 | Typical population. Most smallfolk live on farmsteads or in hamlets, but you might have a couple of small towns and a community around your primary fortification. |
31–40 | Modest population. At least one town and several small hamlets. |
41–50 | Large population. You have a large number of people in your lands; many live in a large town or spread throughout a number of smaller towns. |
51–60 | Immense population. An enormous number of people live under your protection. |
61–70 | All or nearly all of Westeros. |
Population Score | House Fortunes |
---|---|
0 | –10 |
1–10 | –5 |
11–20 | +0 |
21–30 | +1 |
31–40 | +3 |
41–50 | +1 |
51–60 | +0 |
61–70 | –5 |
71+ | –10 |
Power | |
---|---|
Score | Description |
0 | Powerless, you have no troops, no soldiers, and none loyal to your family. |
1–10 | Personal guard only, with one or two sworn swords and a cadre of smallfolk warriors at most. |
11–20 | Small force of soldiers largely made up of smallfolk. |
21–30 | A modest force of soldiers, including some trained troops. |
31–40 | A trained force of soldiers, including cavalry and possibly ships. You may have the service of a banner house. |
41–50 | A large force of diverse, trained, and competent soldiers. You probably also have the services of a small navy as well. Several banner houses are sworn to you. |
51–60 | You can muster a huge force of soldiers, drawn from your lands and those from your numerous banner houses. |
61–70 | You have the strength of most of the Seven Kingdoms behind you. |
Banner Houses |
Cost: 20 for the first house, 10 for the second, and 5 for each additional house. |
Units |
Cost: Varies. See Below Unit Types |
Training | Base Power Cost | Discipline | Experience |
---|---|---|---|
Green | 1 | Challenging (9) | 20 |
Trained | 3 | Routine (6) | 60 |
Veteran | 5 | Easy (3) | 100 |
Elite | 7 | Automatic (0) | 140 |
Archers | |
---|---|
Key Abilities: Agility, Awareness, Marksmanship | |
Archers are troops armed with Marksmanship weapons. Typically lightly armored to move about quickly, archers are useful for softening up a foe, but they tend to be vulnerable in close combat. | |
Power Cost: +3 | |
Discipline Modifier: +3 | |
Cavalry | |
Key Abilities: Agility, Animal Handling, Fighting | |
Any unit that rides animals into battle counts as cavalry; thus, examples can include units of knights or bands of clansmen raiders mounted on garrons. Cavalry is often combined with other types. Dothraki raiders are units of cavalry raiders, while units of anointed knights are often cavalry crusaders. A cavalry unit that dismounts becomes infantry (though the cost does not change). Cavalry units use the Athletics and Endurance of their mounts in place of their own. | |
Power Cost: +5 | |
Discipline Modifier: –3 | |
Criminals | |
Key Abilities: Endurance, Fighting, Stealth | |
Units made up of criminals are cheap to field but are unreliable at best. Usually, such forces are dispatched to the Wall to fight the wildlings, but on occasion, desperate lords may empty their dungeons to field additional troops. | |
Power Cost: +1 | |
Discipline Modifier: +6 | |
Crusaders | |
Key Abilities: Athletics, Endurance, Fighting | |
Any troops formed around a political or religious cause count as crusaders. These zealots are fiercely loyal so long as they pursue their objective, but they are often undisciplined and difficult to control. | |
Power Cost: +4 | |
Discipline Modifier: +0 | |
Engineers | |
Key Abilities: Endurance, Fighting, Warfare | |
These specialty units exist to circumvent enemy defenses, and on the battlefield, they work to tunnel through walls, assemble and operate siege weaponry, and fashion scaling ladders, pavanes, and a variety of other useful equipment. Engineers tend to be lightly armed and armored, making them vulnerable if attacked directly. | |
Power Cost: +2 | |
Discipline Modifier: +3 | |
Garrison | |
Key Abilities: Awareness, Endurance, Fighting | |
A garrison is a unit of soldiers assembled to protect a community or fortification. Many garrisons perform double-duty as watchmen and enforce the lord’s peace. While often competent soldiers, garrisons are better at protecting their homes than fighting on a battlefield, a fact reflected in their poor morale when drawn into a more protracted war. When fighting on their lands, their Discipline Difficulty drops by –3. When away from their lands, their Discipline Difficulty increases by +3. | |
Power Cost: +2 | |
Discipline Modifier: -/+3 | |
Guerillas | |
Key Abilities: Athletics, Marksmanship, Stealth | |
Another specialized force, guerillas are trained to fight in specific terrain, exploiting the lay of the land to give them a strategic advantage on the battlefield. As one would expect, guerillas are less useful when fighting outside of their preferred terrain. | |
Power Cost: +2 | |
Discipline Modifier: +3 | |
Infantry | |
Key Abilities: Athletics, Endurance, Fighting | |
The most common unit, infantry consists of the common foot soldiers that form the spine of any army. | |
Power Cost: +4 | |
Discipline Modifier: +0 | |
Mercenaries | |
Key Abilities: Athletics, Endurance, Fighting | |
Mercenaries are soldiers hired to wage war, protect a fortification or community, or escort troops. While mercenary units are better trained, they are more expensive to field and can be unreliable in larger engagements. Mercenaries tend to fight better when they outnumber their foes. Special: Mercenaries are cheap to field in terms of Power, but they cost you in Wealth. Each unit of a particular training as shown reduces your Wealth. Green, +1; Trained, +3; Veteran, +6; Elite, +9. | |
Power Cost: +1* | |
Discipline Modifier: +3 | |
Peasant Levies | |
Key Abilities: Animal Handling, Awareness, Survival | |
Peasant levies are the rabble rounded up from your hamlets and towns. Each unit of Peasant Levies you field reduces your Population resource by –2. | |
Power Cost: +0* | |
Discipline Modifier: +6 | |
Personal Guards | |
Key Abilities: Athletics, Endurance, Fighting | |
One of the most expensive units in the game, a personal guard unit consists of expert warriors assembled to protect a commander, usually the noble that leads the force. A personal guard unit is disciplined and loyal and rarely breaks in battle. Special: A commander or sub-commander can attach himself to a personal guard unit and retain the ability to issue orders. | |
Power Cost: +6 | |
Discipline Modifier: –6 | |
Raiders | |
Key Abilities: Agility, Endurance, Fighting | |
Ironmen, wildlings, and clansman raiders are an undisciplined lot, a fighting force driven by greed and bloodlust. Designed to hit opponents fast and hard to crush their defenses and plunder their holds, they are wholly unsuited to sieges and any extended battles. | |
Power Cost: +3 | |
Discipline Modifier: +3 | |
Sailors | |
Key Abilities: Awareness, Endurance, Stealth | |
Whether pirates or smugglers, or members of the sea guard during the reign of the Mad King Aerys II, naval units include any force trained to fight at sea. | |
Power Cost: +4 | |
Discipline Modifier: +0 | |
Scouts | |
Key Abilities: Agility, Awareness, Fighting | |
Scouts serve as the forward observers, spreading out to gain intelligence about enemy positions and bringing back the information to their commanders. Typical scouts are not exceptional warriors, though when combined with other types, they can be an effective addition to any force. | |
Power Cost: +2 | |
Discipline Modifier: +3 | |
Special | |
Key Abilities: Any three | |
A special unit is a catchall for all other units. Special units tend to have a unique set of abilities and are formed to do a specific task, and do it well. | |
Power Cost: +4 | |
Discipline Modifier: +0 | |
Support | |
Key Abilities: Animal Handling, Endurance, Healing | |
A labor force is a unit that specifically works to erect fortifications and construct equipment for the larger force, including arms and armor, while also providing food, new clothes, and even working as medics. Labor units are support troops and are exceptionally vulnerable to attack. In addition to their abilities, support units are trained in caring for equipment, erecting tents, cooking, cleaning, and more. | |
Power Cost: +2 | |
Discipline Modifier: +3 | |
Warships | |
Key Abilities: Awareness, Fighting, Marksmanship | |
A unit of warships is a small fleet of combat vessels that can transport another unit into battle. To invest in a warship, you must have at least one domain with a coast, island, pond, lake, or river. Special: A commander or sub-commander can attach himself to a warship unit and retain the ability to issue orders. | |
Power Cost: +7 | |
Discipline Modifier: +0 |
City Guards | |
---|---|
Key Abilities: Awareness, Endurance, Survival | |
A city guard is a unit of soldiers assembled to protect a community. They perform as watchmen and enforce the lord’s peace. While often competent soldiers, they are better at protecting their homes than fighting on a battlefield, a fact reflected in their poor morale when drawn into a more protracted war. When fighting on their lands, their Discipline Difficulty drops by –2. When away from their lands, their Discipline Difficulty increases by +4. Each unit of City Guards you field reduces your Population resource by –1. Requirements: Must have Land Resource of Small Town or greater. Special: each unit of City Guards receives -1 Law per level of training
| |
Power Cost: +2 | |
Discipline Modifier: -2/+4 |
Wealth | |
---|---|
Score | Description |
0 | Destitute. Your family is penniless. |
1–10 | Impoverished. Your family lacks essential resources and struggles to make ends meet. |
11–20 | Poor. Your family has little excess. While they are able to sustain themselves and their holdings, they do not live in luxury. |
21–30 | Common. Your family has enough to get by. |
31–40 | Prosperous. Your family has the funds to live in accordance with their station. |
41–50 | Affluent. Your family has more funds than it needs and lives in comfort. |
51–60 | Rich. Your family wants for nothing. |
61–70 | Decadent. Your family is so wealthy, they can afford to have seventy-seven course feasts. |
Artisan | |
---|---|
Requirement: Hall or larger defensive structure | |
Your house acquires the service of a master artisan. Choose one of the following benefits each time you invest in this holding.
| |
Investment: 10 | |
Time: 2d6 Months | |
Godswood | |
Requirement: Realm (the North) | |
Your home has a godswood, a place sacred to the old gods. Having a godswood allows you to add 2d6–6 to the result when rolling House Fortunes. | |
Investment: 5 | |
Time: 24+2d6 Months | |
Guilds | |
Requirement: Small town or larger community | |
A Guild controls manufacturing and pricing of commodities. All members of the household gain a 10% discount on any goods purchased in their own lands. | |
Investment: 15 | |
Time: 2d6 Months | |
Maester | |
Requirement: Influence 20+ | |
All houses can benefit from the wisdom and learning of a maester. Gain a +3 bonus on House Fortunes rolls. In addition, your family acquires the service of a maester. This character can be a player character or a Narrator character. | |
Investment: 10 | |
Time: 1d6 Months | |
Marketplace | |
Requirement: Small town or larger community | |
A Marketplace facilitates trade and draws merchants from abroad. Each month, whenever your House Fortune would increase your Wealth resource, the Marketplace increases it further by +1. | |
Investment: 10 | |
Time: 1d6 Months | |
Mine | |
Requirement: Mountains or hills | |
You open mines on your lands to generate additional income. Owning a mine grants a +5 bonus on House Fortunes rolls. | |
Investment: 10 | |
Time: 24+2d6 Months | |
Port | |
Requirement: Coastline | |
A port enables merchant ships to come to your lands. Gain a +5 bonus on House Fortunes rolls. Also, if you have a Marketplace, whenever a House Fortune indicates you should increase your Wealth, add +1d6 instead of just +1. | |
Investment: 10 | |
Time: 3d6 Months | |
Sept | |
Requirement: Hall or larger defensive structure or small town or larger community | |
You erect a sept of the Faith to show your family’s piety. Gain a +3 bonus on House Fortunes rolls. In addition, your family acquires the service of a septon or septa. This character can be a player character or a Narrator character. | |
Investment: 15 | |
Time: 12+2d6 Months |
Master Shipbuilder | |
---|---|
Requirement: Wealth Holding: Coast or River (Shipyard) | |
Your house acquires the service of a master shipbuilder. Choose one of the following benefits each time you invest in this holding.
| |
Investment: 5 | |
Time: 1d6 Months | |
Master Builders | |
Requirement: Defense Holding: Hall or larger defensive structure | |
Your house acquires the service of a master builder. Choose one of the following benefits each time you invest in this holding. | |
Investment: 5 | |
Time: 1d6 Months | |
Metal Workers | |
Requirement: Wealth Holding: Mine | |
Your house acquires the service of a master metal worker. A master artisan in decorative objects, made of metal. Choose one type for worker each time you invest in a mine holding.
| |
Investment: 5 | |
Time: 1d6 Months |
Animal Husbandry | |
---|---|
Requirement: Grassland or Water | |
Your house acquires the service of a Family estate. Choose one type for worker each time you invest in this Wealth Holding.
| |
Investment: 5 | |
Time: 6+1d6 Months | |
Food Agriculture | |
Requirement: Hills or Plains | |
Your house has acquired the service of a family estate. Choose one type for worker each time you invest in this Wealth Holding. Food Agriculture Estates grants a +2 to House Fortune rolls.
| |
Investment: 6 | |
Time: 24+2d6 Months | |
Religious Settlements | |
Requirement: Any Community | |
Your house has acquired the service of a religious estate, an abbey, monastery, etc.. Choose one type for settlement each time you invest in this Wealth Holding. Gain a +2 bonus on House Fortunes rolls.
| |
Investment: 6 | |
Time: 12+1d6 Months |
Tincture | Common Meanings |
---|---|
Black (Sable) | Constancy, Grief |
Blue (Azure) | Loyalty, Truth, Service |
Purple (Purpure) | Justice, Sovereignty, Dominion |
Red (Gules) | Military Strength, Magnanimity, Noble Sacrifice, Warriors |
Green (Vert) | Hope, Joy, Devout, and Loyal in Love |
Orange (Tawny) | Worthy Ambition |
Maroon (Sanguine) | Patience and Victory in Battle |
Metal | Common Meanings |
---|---|
White or silver (Argent) | Peace or Sincerity |
Yellow or gold (Or) | Generosity |
Fur | Description |
---|---|
None | Your coat of arms does not have a fur |
Ermine | White with black spots |
Counter-ermine | Black with white spots |
Pean | Black with gold spots |
Erminois | Gold with black spots |
Field | Description |
---|---|
per Bend | The shield is divided by a diagonal line from the dexter chief to sinister base. |
per Bend Sinister | The shield is divided by a diagonal line from the sinister chief to the dexter base/ |
per Fess | The shield is divided across the middle. |
Chape | Similar to a chevron, except the point reaches the chief. |
Chape-ploye | As chape, but the lines curve inward toward the center of the shield. |
Chausse | Reverse of the chape. |
Chausse-ploye | Reverse of the chape-ploye. |
per Chevron | The field is split by a thick upside-down V shape. The point reaches the center of the shield. |
Solid | There are no partitions. |
per Chevron Inverted | As chevron, but upside-down. |
per Pale | The shield is divided down the center from the chief to the base. |
per Pall | The field is divided by three lines to form a Y. |
per Pall Inverted | As per Pall but upside down. |
per Pile | Two diagonal lines descend from the chief, coming together just above the base and forming a wedge shape. |
Quartered | The field is partitioned into four sections. Usually, diagonal sections match. |
Quartery of Six | The field is partitioned into six sections, three at the top and three at the bottom. |
per Saltire | The field is divided by two diagonal lines forming an X. |
Ant | Cockatrice | Fox | Mammoth | Spider |
Antlers | Crane | Goat | Mermaid | Squirrel |
Aurochs | Crow | Goose | Otter | Swallow |
Bat | Dog | Griffon | Owl | Stag |
Beaver | Dog | Harpy | Ox | Swan |
Bear | Deer | Hart | Pig | Tiger |
Bee | Dolphin | Hawk | Ram | Tortoise |
Boar | Dragon | Horse | Raven | Unicorn |
Buck | Duck | Leopard | Salamander | Vulture |
Bull | Eagle | Lion | Sea Horse | Wolf |
Butterfly | Falcon | Manticore | Scorpion | Wyvern |
Cat | Fish | Mastiff | Serpent |
Ordinary | Description |
---|---|
Annulet | As a roundel but hollow in the center. |
Bar | A thin horizontal strip across the shield. |
Bend | A thick diagonal stripe that runs from dexter chief to sinister base. |
Bend Sinister | As bend, but it runs from sinister chief to dexter base. |
Bendlet | As bend but with a thin stripe. |
Bordure | A band of color around the edges of the field, often containing other charges. |
Canton | A square charge, usually in the dexter chief region. Some cantons feature an additional charge inside. |
Checky | The entire field is a checkerboard pattern. |
Chevron | A thick, upside-down V shape, where the point ends at the center of the field. |
Chevronel | As chevron but with a thin line. |
Chief | A thick horizontal band that runs along the chief of the shield. |
Cross | Two thick stripes that converge in the center to form a cross. |
Escutcheon | A shield-shaped charge |
Fusil | A lozenge shape. |
Gyron | A wedge-shaped charge, the point ends at the center of the field and has a side common to the side of the shield. |
Lozenge | A diamond-shaped charge. |
Mascle | As fusil but with a hollow center. |
Pale | A thick band that runs through the center of the shield. |
Pall | Three thick stripes that converge in the center of the field to create a Y-shaped design. |
Pallet | As pale but with a thin vertical stripe. |
Pile | A wedge-shaped charge issuing from the chief. |
Pile inverted | As pile but issuing from the base. |
Roundel | A solid circle. |
Subordinary | Description |
---|---|
Bendy of X | The field is composed exclusively of 2 to 7 diagonal stripes. |
Bendy Sinister of X | The field is composed exclusively of 2 to 7 diagonal stripes. |
Barry of X | The field is composed exclusively of 2 to 7 horizontal stripes. |
Chevronny of X | The field is composed exclusively of 2 to 7 chevrons. |
Fusily | The field is made up exclusively of fusils. |
Gyronny of Six or Eight | The field is entirely made up of gyrons of two colors. |
Lozengy | The field is entirely made up of lozenges. |
Pilly of X | The field is composed exclusively of 2 to 7 piles. |
Paly Bendy | The entire field is composed of vertical lines and diagonal stripe, giving the appearance of being woven. |
Paly of X | The field is composed exclusively of 2 to 7 vertical stripes. |
Anchor | Column | Heart, Flaming | Saddle |
Anvil | Comet | Helmet | Scales |
Arm or Hand in Armor | Cornucopia | Horseshoe | Scourge |
Arm, Naked | Crescent | Hourglass | Ship |
Axe | Crossed Thighbones | Hunting Horn | Ship, Dismasted |
Banner | Crown | Jewels | Skull |
Baton | Dagger | Keys | Spear |
Beacon | Dice | Knight | Spear-heads |
Bells | Drops | Ladder | Seven Pointed Star |
Bones | Drum | Lance | Sun in Splendor |
Bow | Escallop | Leg | Sword |
Bow and Arrow | Eye | Level | Torch |
Bridge | Fetters | Lightning Bolt | Tower |
Buckle | Finger, Pointing | Man | Trident |
Caltrop | Fire | Moon | Trumpet |
Candle | Gauntlet | Mountain | Wheel |
Castle | Gem | Pillar | Wings |
Chains | Hammer | Portcullis | Woman |
Clouds | Hand, Dexter or Sinister | Rock | |
Coin | Harp |