Showing posts with label armour. Show all posts
Showing posts with label armour. Show all posts

Saturday, 14 July 2018

Return of the Reptilians



























This is a guide to lizard folk around the world. Some have exotic abilities.
My generic lizard men not as amphibious as standard dnd ones.
Might do a reptilian warzone post. Done reptilian mutations.
As my new setting im working on has reptilian remnants everywhere I thought this would be handy but it does overlap with my beastmen project.

Type
Colour/Markings
Features

Notes


Marine Iguana Folk
Green-blue warty hide with dorsal spines, some with red colour or with algae on skinHold breath for up to an hour, swim at normal movementThis ancient tribe live in basalt islands covered in ancient ruins they may have once built as slaves long ago. They are naive about affairs and people off shore but slavers have been kidnapping them to use as pearl divers.  Some islands are more wary. Some dwell in underwater caves often with pre human ruins in them. They do eat meat and shellfish but mostly subsist on marine algae, seaweed and cactai. Many think them hideous and monsterous but they are one of the friendlier breeds who can be convinced to help with underwater exploration or investigating ruins. They prefer tridents, nets and obsidian bladed daggers and war clubs but these are mostly stored in secret caves or used for fishing.


Thorny Devil Folk
Tan, some black and yellow or umber
Covered in thorny warty spikes, survive with 10% water of similar size creatures

This desert race look devilish but are mostly peaceful desert dwellers who make sand art and desert topographic art which they use as maps to locate tasty giant ants and water. Well concealed in desert areas especially rocky outcrops. Will eat other giant insects and people if given a chance as they waste very little and carry few tools. Most use throwing sticks, clubs, small wooden shields, boomerangs, javelins, darts and atlatl (woomeras, also a club, digging tool and bowl). They weep tears of blood if sad or wounded.

Gila Folk

Red and black or yellow and black mottled patterns
Large +1-2HD, with a venomous bite save or 2d4 necrotic damage over an hourLarge feared monsters dreaded by neighboring peoples but actually they are peaceful and exploited. Slavers enjoy their reputation and size as harem guards, pit fighters and gladiators. Some people recognise them as peaceful and respect their preference to be left alone. They often use spears, shields, huge war clubs and mauls. Some lick their weapon edges before combat.

Frill neck Folk
Tan, yellow or grey, some turn red or pink when angry
When enraged a large skin frill becomes erect making them look huge

Live in forests and deserts and mountain, they are quick runners on all fours 15" or two legs 12" and skilled at hiding. When defensive their frills erect, some change colour and they hold their mouths open and hiss. Mostly live in small families and use simple technology. 

Chameleon Folk
Often green but can change colour to hide, communicate or depending on mood
Independant moving eyes (being surprise 1in6) Stealth (Surprise on 1-4in6)

Sneaky forest and jungle hunting tribes some are quite civilized and also use magic with illusions being favorite spells. All types enjoy bows and blowpipes and prefer skirmish tactics to harrass enemies. Up close they use carved wooden war clubs for melee or throwing. Some use bolos also or javelins with atlatl.

Ghekko 
Various colour schemes depending of environment, soft skin, some partly transperant
Large padded toes  to cling to any service (Surprise 1-3in6), large eyes (surprised on 1in6)

Peaceful insect hunters often live in caves, cliffs and forests. AC one point worse than most lizard folk. Very nocturnal and hunt by night. Some more civilized ones enjoy wizardry also but thieves are quite common among them. Javelins, nets, clubs and atlatl most common weapons but some use blowpipes also. 

Goanna
Often coloured for camoflage in forest or desert,Expert trackers using large tounges, Diseased bites save or half STR and Mov for a d3 days
Often quite large +1HD. Mostly injure victims with bite then follow them by tracking when victim grows weaker then tear prey apart. Clubs, javelins and throwing sticks main weapons but also blowpipes poisoned with their spittle for smaller ones.

Turtle
Blue green scales some with algae for hair or shellfish growing on plastron
Plastron shell AC15, Swim at foot speed, hold breath 40 minutes 

Turtle folk can often be hundreds of years old, are very wise and patient. They can be a bit crabby and crotchety and absent minded when old. Some breeds are more maine oriented but tortoise folk are less aquatic often living in deserts and anywhere far from humans. Both types often live on islands building stone citadels where they keep their ancient knowledge. They enjoy singing but most other races don't appreciate it. Often use maces and spiked clubs.

Cobra
Mostly brown often with yellow or green diamond markings
Venomous bite, some breeds can spit blinding venom instead

Cobra men are a tropical serpent man race notorious for cults and their ancient jungle ruins. They are despicable vile evil creatures who unlike other breeds crave human slaves, cultists and hybrids. Like to use swords, daggers, bows and javelins.

Python

Varied colours from region to region some bright and colourful others are chamoflaged
Non venomous, large +1 HD, very strong 17, surprise on 1-3 

Python men are muscled silent killers who served as the muscle of the serpent empire of old. Less malicious than their kin. Feared as wrestlers who will eat humanoids their own size and sleep it off for a week. Use maces, flails and spiked clubs and javelins and bolos.

Viper (Horned Snakemen)
Various colours blending in with local climate with horn like thermal receptors
Venomous bite, thermal heat sensing vision Surprised only on a 1

Horned viper men were great wizards an priests and less sadistic than their kin. While they had human cults and subjects they preferred to be loved than feared and kept their subjects dependent on them. They acted as healers and prophets and providers of underworld wisdom and fertility. Like to use swords, daggers, bows and javelins.

Crocodile
Green or black some are more blue tinged 
2d4 bite, 17 STR, +1HD and AC13 Swim foot speed and hold breath 40 minutes in water
Huge lumbering creatures were greatly feared and used as elite guards and shock troops by ther reptilian empires of old. They would gobble up their enemies after battle and sleep for a week. They are not very bright or malicious just hungry and they serve other reptiles as troops because it always leads to a meal. Some worshiped them partly out of fear but also for fertility and their aquatic links. Prefer two handed weapons like mauls or long spears or axes.


Raptor
Various colour schemes depending on environment, some feathered
d6 bite and d4 claws, AC13, good trackers 

Aggressive pack hunters who enjoyed serving other reptiles, acting as scouts and elite troops. Very agile and ignore terrain while in pursuit of enemies. Like to us javelins, spears and darts.

Triceratops
Various colour schemes depending on environment
2d4 horns, +1HD, AC14 

Placid and slow to anger but when guarding families are very aggressive. They also act as guards. Stoic and peaceful grazers if left to own devices. As soldiers they are elite phalanx troops with shield and halberds. 

Stegasaurus
Various colour schemes depending on environment
2d4 tail attack +1HD AC7, Beserk +2 hit and damage
Mostly peaceful but easily angered by violence or threats to their children. Often act as individual elite troops and guards and gladiators. Like to use axes, flails, mails, bolos and spiked clubs.

d12 Common Mutations

1 Albino with infravision
2 Dwarf x1/2 HD
3 Huge +1-2HD
4 Two Headed, one always awake, could cast two spells at once
5 Metallic Scales +2AC
6 Shapeshifter from humanoid to beast form 1in10 human looking form
7 Magical with spell casting class abilities
8 Degenerate idiotic savages
9 Prehensile tail, useful for grappling or climbing
10 Hybridise with humans
11 Giant +2HD
12 Regeneration 1HP/round but not fire or acid damage

Thursday, 4 January 2018

No goat helm, no life: 13 Special Treasures


Inspired by this which has been riposted a bit on g+, possibly my snappy title
https://www.thevintagenews.com/2017/02/20/the-arms-of-skanderbeg-the-only-remaining-belongings-of-the-albanian-national-hero-gjergj-kastrioti-skanderbeg/

Sitting about unfinished for way too long
I hoped to do a hundred but failed and so you just get 13...

Am settling into new home possibly playing marvel superheroes and dnd soon
Living with professional biochemist and mathematician

So here are some magic helmets inspired by historical helmets I've seen but first some alternate forms in case you get sick of helmets.

d10 Alternate Forms+1AC is the basic ability of helm, but you could swap with other form and ability 
1 Helm +1 AC
2 Crown +1 CHA
3 Mask - magical disguise
4 Boots +1" Move
5 Scepter - is a fancy ceramonial mace makes loud banbing things noises
6 Belt +1 on STR
7 Medicine Bottle d4 hp cured per day
8 Armband +1 CON
9 Torc +1 WIS
10 Necklace +1 INT
11 Ring - stores a 1st level spell
12 Gauntlets +1 DEX
13 Cloak - 2 in 6 ambush
14 Broach +4 HP
15 Weapon +1 with +d3 once per fight
16 Shirt or Dress Always clean, repaired or dry by next day always comfortable
17 Heraldic Shield +1 Morale of hirelings
18 Horned Crown
19 Wreath of vegetation
20 Severed Hand or animal foot +1 HP

1 Goat Helm of Prince Rudolf
+1AC +1 Attack with a d6 headbutt. May speak to goats and climb as a goat. Gift of the goat king, son of Nanny Binx to human mortal leader who saved nation with goats vs chaos. Rudolf was a bandit who replaced his evil despot twin brother after years of adventures. Some say when he was crowned true king he was granted a magic scepre by Nanny Binx and was gives a sword by grass men. Some say all three would bring favour and interventions from the many goat gods and spirits

2 Bull Helm of he Minotaur
+1AC can make d6 headbutt or two separate d4 kicks. May speak to cattle and +1 STR and immune to fear. Worn by champion of maritime emperor an aeon ago. Occasional receive dreams from sea god every year or so of use. Wearer is highly fertile and can breed with most animals creating beast folk offspring or hybrid monsters.

3 Boar Helm of the Moon Sow
+1AC +6 HP +3" Mov when hp below zero go beserk as a beserker and can sense truffles within 3". Used by forest warlords of the past and made them rich, hero brought back from the pig dreamlands. The great sow had piglets taken by bad men and a good pigfriend mortal. Every time the heroic wielder produces offspring they have a thirteen healthy babies at a time and the mother may choose the gender of each.

4 Cat Helm of Black Tom
+1AC +1HP +4" Mov can see in the dark and speak to cats. Halves falling damage. Used by thief gangs for centuries and constantly stolen. The lightest of these items the helm is more a leather cap helmet with a mask. Cats treat the wearer well and offer unwanted advice and tips.

5 Dog Helm of the Good Dog
+1 AC +3 HP Alert senses of a hunting dog can track by scent, hear prey or sense danger, user and becomes and short sighted. The great jolly rescue dog gave to a rangers son for rescuing abandoned or about to be eaten puppies. The boy grew to a hero with lots of woofing friends and adventures protecting the commoners. Shrines to him are scattered over the country side and all good dogs woof at them in praise when passing and will try to urinate nearby.

6 Werewolf Helm
+1 AC +6 HP can smell blood from a mile away at night and can take a wolfs form one night a month of their choice but must see moonlight. The taint of evil is +1 for bearing this and activating the shapeshift ability for first time. A wolf demon lord or other beings like elves or devils might distribute them to spread fear among human kind.

7 Horse Helm of the Sky Ponies
+1 AC +3 HP  +4 Mov can smell fear very flighty 1in6 to be ambushed and can run a hour per level a day at full speed. Also wearer speak to all equines. The horse helm was warn by a rebel princess as a gift from the sky pony queen. She was the best at running away and wore down the bear demon

8 Rhino Helm of the Great Horned Ancestor
+2 AC +8HP ATT +1 d6 headbutt or double with charge. Increases smell but short sighted poor
quality vision. Dislikes fire and will want to stamp it out. Old man Rhino gave it to the first of the tribe who used it to drive the old beast lords into the north.

9 Stag Helm of the Golden Elk God
+1 AC +2HP +2 Mov  ATT +1d6 headbutt or double with charge. Can speak to deer and elk herd beasts and have +1" on all jumps. Given by lord of the hunt to a tribal ancestor hero king. A crown worn by warrior kings buried long ago but now has returned to light.

10 Great Bear Helm of the Ursine Ancestors
+1AC +5 HP When in werebear form Attacks Bite/claw/claw d8/d6/d6. Can turn into a bear for one round per level per day and used by barbarian chiefs when weapons lost. Wearer becomes able to find nuts and berries and dead animals to live off and can travel without penalty in wilderness terrain.

11 Gold Lion King Helm
+1 AC +4 HP +2 MOV +3 morale +1 of men under command and makes voice booming and loud useful for yelling orders a mile away or singing. This was worn by great Paladin of the second Empire a gift from the lion of heaven he used to destroy a demon tainted city. +1 Taint on Law and Good

12 Frog Helm of the Green Prince
+1AC +3" leap range, full move in waters and understand frog songs to learn local wetland secrets. Wearer can see under water and converse with aquatic humanoids and hold breath for CON in minutes. This was made by druid from face of a bad frog god who served chaos +1 Choas Taint and at the end of each year gain a chaotic amphibian minor mutation

13 Bird Helm of the the Feathered King
+1AC Bird device crest can turn into a bird scout once a day for 10 minutes and report back to wearer. Bird helm was used for kings to gain advantage over rival tribes and allows communication with starlings which can be amazing and boring "give us seeds or we will shit on you". The bird god Yurundoo granted it to a hero to win against the chaos raven and keep him humble after. Sometimes the bird god decides to carry a false vain hero close to heaven then hurl them to death before quite reaching it.

Wednesday, 22 November 2017

d100 Draconic Loot







When dragons become commonplace during a swarm or plague or planned invasion, draconic items become more commonplace and mostly cheaper. Except anti dragon relics and items they become more expensive. This is a list of the kind of crap in magic shops during such a event. Feel free to increase costs when dragons not under every rock or behind every cloud. Price varies from size and breed also. Prices here for shop price, they only pay about a third at best for dragon giblets and gore. Many Items are fit to be enchanted as if mithril or adamantine or meteoric steel. You might have a shop specializing in dragon gimmick stuff too. Some of these goods are actually from dragon cultists. Of course that guy has a dragon cult robe he bought it as a curio from the dragon shop, honest.

Will do draconic mutations, spells and missions yet as Im still feeling out my warzone tables concept more.

d10 Quick Dragon Item Types
01 Fresh body parts
02 Dragon taxidermy
03 Arms
04 Armour & Clothing
05 Dragon Fluids
06 Cult Items
07 Dragon artworks
08 Dragon texts
09 Draconic potions
10 Dragonbane relics 


d100
 Draconic Loot
01 Dragon Scales - a common souvenir 1sp-1gp depending on size and breed 
02 Dragon Tooth - on a leather cord, polished 40-200gp depending on size
03 Dragon Eye - pickled in fluid, eaten to cure eye disease or in see invisible potion 100gp
04 Dragon Penis - dried used as aphrodisiac powder or fertility charm 100gp
05 Dragon Skin - useful for leathercraft, clothes, +1 save vs dragon breath type 5gp/foot
06 Dragon Bones - make delicious soup or good for divination 10-25gp
07 Dragon Flesh - delicious rich meat, heals 1HP 20gp a meal or pound
08 Dragon Heart - if eaten makes consumer immune to fear 400gp
09 Dragon Brain - used in dragon control potions from 100gp depending on type
10 Dragonfoot umbrella stand - tasteless decor item 75gp also good for staves, wands, etc

11 Mounted Dragon Head - 300gp+ depending on type, popular in taverns or noble houses
12 Dragonclaw - often gripping a glass ball or a rail 75gp

13 Dragon Beard - in display box some think they have magic power 75gp
14 Dragon Tail - often used as door stopper or hung from roof 100gp
15 Dragon Horn - horns mounted on wood or used as military signal horn 100gp
16 Dragon Egg - insides removed, often decorated or carved by craftsmen 100gp 
17 Pickled Dragon Guts - leftovers from stuffing pickled in vinegar or brine 60gp
18 Stuffed Dragon Man -  often posed in various ways 100gp
19 Stuffed Baby Dragon - often posed in various ways 100gp
20 Stuffed Dragon -  will leave plenty of organs and meat to sell 100gp/HD
21 Dragon Claw Knife  - ornamental curved knife d3 30gp
22 Dragon Claw Dagger - ornamental curved dagger d4 45gp
23 Dragon Tooth Short Sword - ornate carved tooth with hilt d6 100gp
24 Dragon Tooth Spear - bone haft and carved tooth d8 250gp
25 Dragon Bone Light Mace - with carved head d6 100gp
26 Dragon Bone Heavy Mace - with imbedded teeth in bone d8 200gp
27 Dragon Tooth Arrow - made from bone and small tooth +1 hit and damage 25gp 
28 Dragonskin Shield - skin over wood and bone +1 vs dragon breath type 100gp
29 Dragonbone Axe - with dragon sinew fixed steel blade d8 200gp
30 Dragonbone Composite Bow - take several years with skilled crafter d8 1000gp
31 Dragon Skin Cloak - gives +1 save vs dragon breeds breath type 200gp
32 Dragon Shirt - attractive shirt or vest 85gp
33 Dragonskin Codpiece - hit with ladies, frowned by priests 75gp
34 Dragonskin Gloves - comfortable and durable 45gp 
35 Dragon Hide Belt - impressive strong belt for equipment 85gp
36 Dragon Hide Boots - durable, comfortable 100gp 
37 Dragon Trewes - comfortable dragon trousers 150gp
38 Dragon Helm - from head of small dragon +1AC & save vs dragon breath type 500gp
39 Dragon Scale Armour - AC+4 +1 save vs dragon breeds breath type 400gp
40 Dragon Bone Armour - AC+6 Mv9" +1 save vs dragon breeds breath type 650gp
41 Dragon Blood - various properties for potions or causes mutations 10gp bottle
42 Dragon Venom - causes disease if gets in open wounds as blade venom 50gp
43 Dragon Bile - stains flesh and stinks, toxic organ destroying ingested poison 100gp
44 Dragon Urine - smelly highly corrosive acid in glass bottle d6 damage 25gp 
45 Dragon Semen - preserved in chemicals can create dragon hybrids 100gp
46 Dragon Oil - rendered from fat and high quality lamp oil that is hard to put out 30gp47 Dragon Tears - makes drinker feel melancholy of dragon race, addictive 20gp 
48 Dragon Spittle - high quality lubricant 15gp
49 Dragon Ambergris - makes sweet smelling perfume 45gp
50 Dragon Sweat - feels stimulating sensation on skin 15gp
51 Dragon Cultist Cape - various colors one side, black on other 10gp
52 Dragon Cult Mask - various colours made of dyed leather 15gp
53 Dragon Lord Helm - worn by dragon cult warriors 25gp
54 Dragon Cult Prayer Scroll - illuminated vellum chant, various sects 10gp 
55 Dragon Cult Holy Text - illuminated vellum book, various sects 100gp 
56 Dragon Dung - highly flammable but smell, on a stick burns as torch 6 hours 10gp
57 Dragon Cult Coin - gold coin of ancient dragon empire used to identify members 5gp
58 Dragon Unguent - rubbed all over +1 save vs one type of dragon breath one hour 30gp
59 Dragon Oil Candle - scrapped off oil from dragon burns for 4 hours 20pg
60 Dragon Snot - in nugget or liquid form, must have some use 10gp
61 Tapestry - of a dragon fighting knights 30 foot long by 3 foot 100gp
62 Miniature Painting - fits in pocket 30gp
63 Oil Painting of Dragon - menacing chained naked youth 100gp
64 Wooden Dragon Collectible Statuette - wood or clay, fits in pocket 3gp
65 Dragon Anatomy Chart - butchery guide shows uses for body parts 50gp
66 Dragon Identification Chart - shows scouts how to tell types apart 10gp
67 Dragon Gold Pendant - decorative holding a crystal 100gp
68 Dragon Marionette - popular with the children, wooden and painted 12gp
69 Dragon Kite - popular with the children made from silk paper 5gp
70 Dragon Plush Dolly - popular with younger children, cloth and straw 1gp
71 Dragon Recipe Book - features recipes for cooking and utility 100gp
72 Dragon Fighting Manual - instructing one in combat methods 100gp
73 Dragon Language Text - from ancient times or dragon cult 100gp
74 Draconomicon - natural history of dragons by ancient scholar 100gp
75 Annals of the Dragons - history of last time dragons swarmed 100gp
76 Chronicle of Tiamat - story of dragon mothers war with  the gods 100gp
77 How to Serve Dragons - how to keep your dragon master happy 100gp
78 Lineage of the Reptilian Races -  natural history of reptiles and dragons 100gp
79 Vile Book of Dragons - stories and lewd pictures of dragon sex 100gp
80 Keeping Your Dragon - how to keep a imprisoned dragon in good health 100gp
81 Potion of Invisibility to Dragons - masks your scent from dragons not magical 100gp
82 Potion of Dragon Bait - smells delicious used to trap or on sacrifices 100gp
83 Potion of Dragon Bane - possibly smells revolting to dragons when burned 100gp
84 Potion of Bad Dragon Taste - possibly makes you taste unpleasant to dragons 100gp
85 Potion of Dragon Sleep - makes dragons feel like a nap after eaten 300gp
86 Potion of Dragon Detection - sense dragons within 300 yards (not in human form) 400gp
87 Potion of Dragon Speech - allows you to converse with dragons but not read 400gp
88 Oil of Dragon Breath Resistance - types for each breed of dragon 400gp
89 Potion of Dragon Breath - breath 2d6 dragon breath within 1" per round for a turn 400gp
90 Potion of Dragon Control - various types per breed of dragon for a 5d4 rounds 5000+gp
91 Lance of the Dragon - +1 vs dragons and draconic beings 1000gp
92 Lance of the Dragon Killer - +1+3vs dragons* 4000gp
93 Sword of Reptiles - +1 Sword +4 vs reptiles and dragons 4000gp
94 Shield of the Dragon Slayer - +1+4 vs dragons and +4 save vs dragon breathe 6000gp
95 Girdle of Dragon Friend - wearer can speak dragon and get positive reactions 4000gp 
96 Holy Symbol of Dragon Turning - lets a priest turn a dragon once per day 3000gp
97 Arrow of Dragon Slaying - kills one type of dragon once if it hits 2500gp
98 Dragon Blade - +2 and +d4 dam as if from type of dragon breath** 6000gp
99 Spear of Dragon Slaying - +2 +4 vs Dragons, double dam vs one colour* 4000gp
100 Sword of Dragon Slaying - +2 +4 vs Dragons, double dam vs one colour* 4500gp
*Intelligent, holds souls of fanatic dragon slayer who gives often unwanted advice
**Intelligent with soul of a dragon which might lie or advise depending on dragon type alignment

Saturday, 6 May 2017

d100 Knights of Exile Island





































I loved the Dragon Magazine #72 version of the cavalier. It got me playing knights for a few years. Pendragon too hard to beat. I love classic knightly fiction. I enjoyed the microprose darkland robber knights and reading about regional robber knight politics of ye olde england. And I like Moon Knight - probably the comic I have collected the longest and at a high point at the moment way beyond the shitty serial killer era. This is for
Courtney Campbell who has encouraged probably about 10% more out put from me and Patrick Stewart who deserves functional knight stuff from me after i sent him octopus doodles and kids books instead of the holy grail he wanted. And for the heraldry requests i have received. Also to my mum who was into King Arthur and LOTR which was probably a good start in life. I am currently with food and accommodation, work, art at a music festival gig and lots of brain damaging stress monkeys out of my life. My setting has needed this for a long time so here goes....


Exile Island is a crappy place between all the great empires and crawling with remnants of great evil empires from the pre flood era. There are so many dungeons here that farmers are always wary of digging up a cursed relic, a lost city or some horrible monster when all they want is turnips. The north is still wild and barbaric but the south has the barrony and a Colony of the Great Empire on the south continent. Both these lands produce knights but others come from far off lands to quest and kill monsters that are hard to find in less horrible lands.

A knight is basically a military aristocrat cavalryman who owes fealty to a superior lord all the way up to a king or emperor. Some which come to the Island are fairly exotic. Some weird non human knights also come. Undead knights occasionally roam the land too from when necromancers ruled man thousands of years ago.

D12 Knightly Types

01 Barrony where mostly evil knights robber knights near Shadelport come from
02 The Empire knights currently waged in a long civil war around the young tyrant
03 The Crusader knights who battle chaos eruptions in the name of the gods of Law
04 Templars knights are warrior priests who serve the gods in the crusades
05 Waerlund the misty mystic Islands where knights and wizards rule together
06 Dutainia the Iron kingdom who grind the weak and poor under hoof
07 Volnir, the frozen north kingdoms who wage eternal war against barbarians  
08 Sindra the desert kingdom who's curved swords serve a strange god of law
09 Lotus shrouded dragon kingdoms who seek salvation from desire and slavery
10 Cherry blossom islands who fanatically kill and die for their bloody honour code 

11 Paladins or holy champions of religion or state or order, on great quest to destroy evil
12 Obsidian knights who ride terror birds in the great jungle kingdoms

D10 Some strange knights

01 Lizard knights riding raptors or triceratops from monster island come to challenge man
02 Tako octopus riding flying sea horses have mass migrated to escape evil fish men 
03 Faerie knights ride unicorns (women) or stags (men) and hunt with werewolves
04 Doom Knights, servants of the long gone necromancer kings are up to something
05 Rowanac are chaos elf wizard knights who ride dragons, monsters and demons 
06 Giant knights ride mammoths and wooly rhinos from the glaciers to kill mankind
07 Mutant Knights are corrupted by chaos into parodies of knight hood
08 Changeling knights come from hidden courts of beast men and nature lords
09 Beast knights are mongrel tribes om beast folk who seve chaos
10 Witch knights are evil magical knights warped by forces of hell


D20 what are these knights up to

01 Exiles now mercenaries who hope to find a new patron
02 Robber knights have taken over a ruined castle or cave
03 Robber knights on borderland who profit from playing sides against each other
04 On a sacred quest seeking a relic
05 Hunting enemies or a criminal
06 Seek a important person to rescue 
07 Off to crusade killing anything they don't like look of on the way
08 Hunting a fanciful questing beast or famous monster
09 Seeking to carve out a territory on lawless frontier
10 Looking for deeds for fame and glory
11 Seek opponent to challenge for the glory
12 Blocking a road or bridge to challenge or tax passers by
13 Seek a traitor who possibly sent them here on wild goose chase

14 Cursed or damned on a doomed quest
15 Fleeing destruction of their lord and now deemed outlaws
16 Defending the common folk who have no justice
17 Seeking squires or mercenaries for a adventure since last ones all killed
18 Following leader who has shamefully led them all to tragedy and dishonour
19 Hunting a evil magician or evil priest raising hell the area
20 Escorting something or someone of great importance

D6 Knight Equipment

01 Ringmail AC+3, spear, shield, sword, helmet, light warhorse
02 Scalemail AC+4, spear, lance, shield, sword, helmet, light warhorse, baggage horse, squire
03 Chainmail AC+5 spear, lance, shield, sword, mace, helmet, medium warhorse, baggage horse, squire
04 Splint Mail AC+6, spear, two lances, shield, sword, mace, helmet, medium warhorse, two baggage horses, squire, courtly outfit, type one kit for squire or spare
05 Plate Mail AC+7, spear, three lances, shield, sword, mace, helmet, medium warhorse, three baggage horses, riding horse, luxury tent, squire, servant, two courtly outfits, type to kit for squire
06 Full Plate AC +8, spear, d4+1 lances, shield, sword, mace, helmet, light warhorse, two baggage horses, two squires (one young one older), d4 servants, bard, d4+1 courtly outfits, type three kit for old squire and type one for younger one

Lady Knights fine in my setting and amazons are pretty common - i guess there could be amazon knights. feel free to change genders and names.

D10 Quick Knight Types

01 Young Knights
02 Veteran Knights
03 Old Knights
04 Hopeless knights
05 Robber Knights
06 Wicked Knights
07 Foriegn knights
08 Hell Knights
09 Holy Knights
10 Strange Knights


d100 
Knights of Exile Island

01 Sir Everard a young knight seeking glory and adventure opportunities to make a name
02 Sir Aramor driven from home and his inheritance usurped seeks allies to help him
03 Sir Marat hopes to obtain some peasants and take them to claim frontier land
04 Sir Donal is being hunted by hired killers and cant get home he worries about
05 Sir Alek wants allies so he can attack humanoid villages on the frontier for glory
06 Sir Petar seeks to kill the man who killed his father
07 Sir Seramon looking for his sweetheart who was kidnapped by a wicked hag
08 Sir Fanilek is haunted by a evil spirit and has fled home to spare his family
09 Sir Danor who is secretly a lady in disguise trying to save her family and brother
10 Sir Radiment wants quick cash and experience is looking to join murder hobos for a bit

11 Sir Morngrim seems a gloomy down and out knight but secretly is a spy seeking bandits
12 Sir Ormond is looking for holy relics so gods will forgive his broken vows

13 Sir Dremond has returned from crusade to find everyone he knows is dead from plague
14 Sir Hillary secretly a templar is looking for signs of chaos in the frontier to destroy
15 Sir Lorien seeks elves or faeries to translate family documents for a inheritence
16 Sir Digby likes to drink and fight and likes to join murder hobo companies for fun
17 Sir Lor serves a dark cult and roams seeking suckers he can lure into cult dungeon
18 Sir Villimor looking for goblins who kidnapped a peasant girl 
19 Sir Arrant has become a desperate highwayman and hides his heraldry for the shame
20 Sir Kernu is a wild knight who has been impeding hunters and loggers on the frontier
21 Sir Tirion is world weary and seeks a just cause to die for
22 Sir Mardrak seeks magic to restore his youth chasing any story or lead
23 Sir Orlak seeks to start glorious war with humanoids to reignite the flower of manliness
24 Sir Firlion wants glory and fame after years of inglorious courtly administration
25 Sir Wadrak is a chaos agent and wants dupes to release demons trapped in a dungeon
26 Sir Curleon seeks secret decadent vice and inhuman pleasure often joins adventurers
27 Sir Garlan a tired almost broke old knight wants cash but really wants a home
28 Sir Karlid serves a vampire sorceress and lures young heroes to be her victims
29 Sir Glorion throws splendid decadent parties and secretly has links to many cults
30 Sir Kalidad killed his kin and now lurks country trails hoping to join robber knight band
31 Sir Glubfrey seeks young adventurers but really he works for goblins who pay him
32 Sir Arnold distracts travellers with colourful stories while his servants rob them
33 Sir Seran seeks brave warriors to join him because his cult needs them as sacrifices
34 Sir Corgan begs to join parties but he is vain, boastful and a bit of a coward
35 Sir Bendell is a washed up drunk but he joins adventurers to cook tasty monsters
36 Sir Viran brings his werewolf lover with him everywhere that usually ends in tragedy
37 Sir Corman is ill and wants to die fighting, his family will blame his companions
38 Sir Veritous is a hopeless black lotus addict and will do anything to get more 
39 Sir Bindle has inferior equipment and hopeless servants but wants to fight monsters
40 Sir Abanathy is insanely greedy and will join explorers but will try to steal treasure
41 Sir Doran leads a band of villains from a ruined keep and charges road tolls
42 Sir Malcombe leads brutal murdering bandits who kill all to keep his good name
43 Sir Toran has kidnapped many ladies to work looms and has ogres guarding them
44 Sir Voran leads bandits but they are also cultists who torment and sacrifice captives
45 Sir Kippel and his robber band have a ruined keep and command a long stretch of road
46 Sir Rendel and his robber band are actually were rats but they usually hide this fact
47 Sir Orzak is a robber and has recruited evil goat men who eat their victims
48 Sir Telran leads a robberknight band from a cave and they worship devils
49 Sir Malarous enjoys robbing with his band and taking hostages to their hidden dungeon
50 Sir Banlan the one eyed leads a band of cut throats and they impale captives for fun
51 Sir Zaran serves a witch who has brought him back from the dead several times
52 Sir Kerab rules a village of cultists off the main roads who worship demonic megaliths 
53 Sir Varas rounds up victims by force then tortures confessions from them for treason
54 Sir Korad works with witch hunters egging them on to atrocities while he worships chaos
55 Sir Malekor collects orphans and buys poor children he burns before a altar in a dungeon
56 Sir Vardel kidnaps and spoils maidens then feeds them to his wyvern in his tower
57 Sir Garad recruits commoners to the rebellion then captures and hangs them for rewards
58 Sir Kaldor lures victims into the forest ruled by his spider demon lover
59 Sir Tarump boasts about his deeds but actually works with hobgoblin chiefs in secret
60 Sir Marrus joins travellers and shares poison wine with them from his evil cult
61 Sir Erad is a swarthy strange knight with unusual weapons for a knight on a quest
62 Sir Tremour is a beautiful foreign knight that women harass and keep ruining his life
63 Sir Farziv is a foreign knight with spectacular decorations who is rude and superior
64 Sir Kalimar is a strange foreign knight actually a fishman hybrid seeking sea god relics
65 Sir Utilkar is a exotic feather plumed knight with a obsidian sword on a quest
66 Sir Barbar is huge foreign man with sharpened teeth who collects severed heads
67 Sir Kunlun is a strange foriegn knight with a jade sword and spectacular fighting arts
68 Sir Umbra is a dark skinned warrior from far away with odd customs but very noble
69 Sir Sharmar is a strange knight from far away seeking glory in combat and gold 
70 Sir Sir Hazran a knight from distant kingdom seeking prehistoric tomb  
71 Sir Kerull is actually a devil in human form seeking escapee criminals from hell
72 Sir Nimeon herding coffle of chained serfs to sell to raise funds for hell
73 Sir Viran with his men rounding up villagers for treasonously avoiding taxes
74 Sir Raddog with secret police and erinyes devil looking for traitors hiding from law
75 Sir Masterman with cultists looking for host body for devil promising superhuman powers
76 Sir Curmdgen looking for a hellmouth so he can deliver gifts to the dukes of hell
77 Sir Tradmere transporting naked criminals to deposit in hellmouth
78 Sir Mortlen seeking relics of hell sealed away by good long ago in dungeon
79 Sir Varan is actually a shape shifting devil trying to grant wishes four souls of knights 
80 Sir Orlok a vampire knight sent by hell to killl those trying to get out of serving hell
81 Sir Armelia a lady paladin seeking evils on backwood roads she has heard of
82 Sir Marlok a fanatic paladin seeks to destroy village of possible chaos cultists in area
83 Sir Tirion the paladin looking to challenge wicked knights and cults on the frontier
84 Sir Zabur hunting ogres on frontier who have preyed on villagers
85 Sir Marmad the paladin hoping to keep the peace on the frontier and preventing wars
86 Sir Cordelia a lady paladin who heals the poor and hunts plague spreading evils
87 Sir Curan a paladin seeking lost relics of good and hopes to destroy evil relics
88 Sir Prendal a paladin intolerant of druidry and non lawful cults who tolerate evil
89 Sir Korthal seeks to burn non lawful good holy places and kill non believers
90 Sir Marel the paladin kept busy rescuing maidens from harm
91 Sir Golan wears suit of decorated plate he never removes because he is a iron golem
92 Sir Boran is actually a revenant with cultist servants who work to kill knights
93 Sir Derleth scours the land seeking rival old ones cults to destroy for his master Hastur
94 Sir Baran roams the land collecting treasure for master is actually a dream emanation
95 Sir Viriam is actually a elf in disguise with druidic disciples as servants on elf quests
96 Sir Orlando is a ancient immortal knight who changes gender occasionally  
97 Sir Mortis is a flesh golem and his servants are really necromantic apprentices
98 Sir Perimore a famous musician and courtly lover but really he drains the life of his mates
99 Sir Grendan the Sea knight is actually a fishman hybrid serving dark sea god cults
100 Sir Vetrin is a imortal seeking a relic so the gods will finally let him die

d4 Heraldic Colours
1 Single colour
2 Two coloured halves split middle or centre
3 Three colours in horizontal or vertical or diagonal bands
4 Four colours divided into quarters or checkers

Sometimes heraldry seems to fit knights character sometimes it is a problem. My friends family coat of arms had three severed negro heads which family rightfully embarrassed by. Feel to pick something that suits the knight though. Pick a colours that seems to suit the knight. poses of beasts all have names and a easy way to distinguish between knights with same beast or you might have two or three of the same beasts on one design.


Creature Depiction
1 Head only front on
2 Head only side on
3 Laying down
4 Standing on fours
5 Standing on fours but face front on
6 Standing on fours one leg raised
7 Standing on fours one leg raised face front on
8 Standing on hind legs forelegs in air
9 Standing on hind legs looking behind
10 Two beasts Standing on hind legs facing each other

d100 Heraldic Creature Designs
01 Dog for loyalty
02 Cat for the crafty
03 Lion for the brave
04 Wolf for the fierce
05 Deer for lord of the woods
06 Boar for savagery
07 Bear for mighty
08 Fox for cunning
09 Goat for resilience
10 Bull for might

11 Falcon for alertness
12 Owl for wisdom

13 Rooster for protection
14 Puffin for fidelity
15 Raven for cunning
16 Peacock for splendour
17 Finch for industry
18 Swan for beauty
19 Duck for intuition
20 Eagle for freedom
21 Beaver for hard work
22 Mole for destiny
23 Rat for survival
24 Otter for creativity
25 Weasel for cunning
26 Bat for fearsome
27 Shrew for savagery
28 Hare for craftiness
29 Hedgehog for protection
30 Squirrel for preparation
31 Snake for fertility
32 Toad for longevity
33 Frog for opportunity
34 Newt for magic
35 Turtle for patience
36 Crocodile for devouring
37 Lizard for regeneration
38 Raptor for ferocity
39 Triceratops for defence
40 Tyrannosaur for might
41 Dolphin for helping
42 Shark for savagery
43 Pike for alertness
44 Whale for might
45 Swordfish for aggression
46 Barracuda for warlike
47 Catfish for longevity
48 Narwhale for nobility
49 Lobster for inscrutibility
50 Crab for determination
51 Octopus for cunning
52 Basilisk for lethality
53 Wyrm for wisdom
54 Dragon for wealth
55 Wyvern for determination
56 Salamander for invulnerability
57 Drake for cunning
58 Naga for mystery
59 Amphisbaena for eternity 
60 Cerastes for steadfastness (Ram horned snakes)
61 Unicorn for purity
62 Yale for preparation
63 Cateoplas for awfulness
64 Gorgon for fearsomeness
65 Peryton for deception
66 Leucrotta for duplicity
67 Manticore for mean spirited
68 Chimera for versatility
69 Sphynx for mysterious
70 Lamia for attrition 
71 Ogre for brutishness
72 Satyr for fertility
73 Mermaid for duality
74 Minotaur for guardianship
75 Goatman for virility
76 Cyclops for single minded
77 Centaur for ambiguity
78 Giant for appetite
79 Gigantes for strength (snake legged giants)
80 Apkallu for wisdom (Fish man sage)
81 Harpy for revolting
82 Siren for charming
83 Phoenix for immortality
84 Cockatrice for destruction
85 Griffon for ferocity
86 Hippogriff for loyalty
87 Hippalectryon for alertness (half rooster and horse)
88 Stymphalian Birds for steadfastness
89 Pegasus for loyalty
90 Winged snake for healing
91 Elemental for magic
92 Hag for terror (doing something like washing or holding something like broom)
93 Ankou for death (robed skeleton with lamp and scythe)
94 Vampire for eternal hunger
95 Werewolf for savagery
96 Hellhound for ferocity
97 Hellcat for duplicity
98 Demon for evil
99 Devil for domination
100 Angel for holiness

Bees, snails, rabbits, eels, kingfisher and anything really depending on climate, local industry and taste


d100 Heraldic objects
01 Holy symbol 
02 Book
03 Grail
04 Scales
05 Eye
06 Sword
07 Axe
08 Mace
09 Severed head
10 Bottle

11 Bunch of grapes
12 Head of wheat

13 Poppy head
14 Flower
15 Tree
16 Apple
17 Hammer
18 Waves
19 Crown 
20 Sceptre
21 Spear
22 Horn
23 Harp
24 Drum
25 Skull
26 Armoured knight
27 Candle
28 Lantern
29 Scroll
30 Fish hook
31 Anchor
32 Quill
33 Acorn
34 Mistletoe
35 Turnip
36 Onion
37 Tankard
38 Helmet
39 Bound faggots
40 Burning faggots
41 Noose
42 Coil of rope
43 Pick
44 Spade
45 Wheel
46 Tower
47 Castle
48 Crossbones
49 Open hand
50 Heart
51 Gem
52 Barrel
53 Ship
54 Anvil
55 Flail
56 Cat-o-nine-tails
57 Pitchfork
58 Portcullis
59 Needle and thread
60 Smoking pipe
61 Boot
62 Gauntlet
63 Chest
64 Chain
65 Hourglass
66 Star
67 Ring
68 Key
69 Sausage
70 Mortar and pestle
71 Wheat sheaf 
72 Cauldron
73 Beehive
74 Snowflake
75 Teardrop 
76 Seashell
77 Fist
78 Bell
79 Oakleaf
80 Pinecone
81 Arrow
82 Crescent
83 Full moon
84 Sun
85 Mountain
86 Volcano
87 Mushroom
88 Treestump
89 Sickle
90 Scythe
91 Shears
92 Comet
93 Jaws
94 Compass
95 Gate
96 Birdcage
97 Shepherds crook
98 Chariot
99 Hood or domino mask
100 Hat (chef, papal, mayor)


Handy articles
https://en.wikipedia.org/wiki/Lists_of_legendary_creatures
https://en.wikipedia.org/wiki/Attitude_(heraldry)
https://en.wikipedia.org/wiki/Portal:Heraldry






My players would run away from liverpool if they saw this Deepone Heraldry