[X] Goldfish

I like this approach more than the other. I agree with Azel in that we should aim towards it at some point. But right now is megalomaniacal in nature. We are taking for certain that we will win the war and force the Efreeti into peace with us before even starting the war.
 
Inserted tally
Adhoc vote count started by TotallyNotEvil on Aug 3, 2018 at 10:56 PM, finished with 211769 posts and 20 votes.

  • [X] Plan Planar Conference Mk II
    -[X] The conference will be hosted in a location on the island of Sorcerer's Deep selected for its natural beauty, preferably with Narrow Sea in view. If not already home to bountiful plant life, steps will be taken by our Druid Treants and Leshy, Vee, and Viserys if necessary, to turn the area into a close approximation of a botanical paradise.
    --[X] The designated meeting area will be warded with a Forbiddance spell cast by Dany while affected by Lya's Harmonic Chorus and Moment of Greatness spells in order to boost her caster level to 17th level. A password will be added to the effect in order to allow the genie and other attendants safe passage into the Forbiddance area without harm. Dany will also use her Half-Celestial form's Hallow spell like ability to ward the area, tying a Freedom of Movement spell to it as both a precaution and a promise that we would never seek to bind our Genie allies.
    --[X] Lya will place a Mage's Private Sanctum spell over the area, along with layered Refusal spells, also password coded to allow the Genie's unfettered access. Tyene will add her own False Vision spells to the meeting site to further obscure the location from any attempted Scrying.
    ---[X] The meeting site itself will be located out in the open in an area constructed to conform to a mix of observed Djinni and Shaitan aesthetics, and using any insights gained from books and other lore pertaining to Genie construction practices.
    ----[X] The weather will be perfect on the day of the meeting, even if Dany or Malarys need to prepare and cast multiple Control Weather spells.
    ----[X] Each delegation of Genies will be provided with extraplanar accommodations created by Lya's Magnificent Mansion spells, with internal dimensions and layout tailored specifically to their desires. This not only provides the most comfortable possible lodging for the Genies, but adds an additional layer of security which cannot be easily bypassed.
    -[X] Invite a few people on your side:
    --[X] The Creek-Caliph for Braavos.
    --[X] Lady Uraka for the Iron Bank, specifically request her, just in case the higher ups think this above her pay-grade.
    --[X] Inform House Adjar ahead of time, so that they might have a chance to attend on the Shaitan side. Being friends with us has a tendency to pay for you.
    --[X] Doran Martell as a Lord directly sworn to Viserys. If he aids us here to get everything in order, the planar markets are wide open for him.
    --[X] Velen as one of our oldest friends and allies, as well as a benevolent representative of the Plane of Fire.
    --[X] Breath-Taker as the representative of the nearby Tritons, the Merling King, and the Plane of Water.
    --[X] Relath as a Lord directly sworn to Viserys. The same as Doran. Play ball, gain a slice of the cake.
    --[X] Meet with Yrael to talk about the future. Depending on the outcome of this discussion, maybe invite him to the conference.
    --[X] Soft Strider as a representative of her people, and an ally against the coming darkness of the Others.
    --[X] Bronze Yon as Lord sworn to Viserys and future LP of the Vale. If nothing else, he could spend some time with his daughter.
    ---[X] If he comes, brief Ysilla to not mention Azema. At all.
    --[X] If Zherys has the time to attend and the Divinations to check on his truthfulness after the coup come up green, invite him too. He would be a junior partner in all of this, though Volantis can profit greatly from the deals we strike here.
    --[X] Salladhor Saan as a Lord directly sworn to Viserys. Remind him that these are the big leagues, so he should try to tone down his roguish charm.
    ---[X] Appraise him of the future of his raiding fleet. It is untenable to keep raiding in the Narrow Sea, for pickings are getting slimmer and political developments in the near future may or may not dry up completely. We have two options for him:
    ----[X] 1. He heads a military campaign to claim the Basilisk Isles for us. He renounces his claim on Port Sorrow or passes it on to another Saan and instead gets the whole Basilisk Isles. The islands are currently poor in anything but slaves and pirates, but we have grand plans for the area and Sothoryos. Furthermore, it puts his ship in reach of Ghiscary shipping lines.
    ----[X] 2. He strikes a side-deal with the genies and hire himself and his crews to them. They have sky-ships, not sea-ships, but we trust him to none the less have a very productive privateer career against the Efreeti.
    --[X] Lords Brune and Velarion, due to being directly sworn to Viserys. While there are not many thinks they could gain from interacting with the genies, they shouldn't be left out and it is a good chance to rub elbows with the other people around.
    -[X] Further attendants:
    --[X] Malarys as legal aide to Viserys
    --[X] Richard as Viserys bodyguard.
    --[X] Maelor as Viserys gofer, so that he can learn something.
    --[X] The rest of the companions will not be part of the actual meeting, but can freely chat with everyone attending as they please.
    --[X] Put Rhealla and Lya in charge of accommodating the guests. Rhealla because she has experience in these things, Lya because she has the planar lore necessary to understand this particular batch.
    -[X] Security
    --[X] In addition to previously mentioned warding, run regular and spontaneous divination's to make sure there are no interruptions for this meeting. None. Incoming Divinations should clearly show that any attempts to interrupt, let alone attack this meeting will result in a fate worse then the torments of the pit for any who dared it. This includes our old friends the Lannisters. If they try to interrupt this, Casterly Rock will be nothing but a glass stain on a pile of rubble that was once a mountain.
    -[X] Next Action:
    --[X] Fetch Xor before returning to Oddo's. He might like to meet another apparently benevolent being who originated in the Far Realm.
    --[X] Buy books as planned. Add a few volumes on Genie culture and architecture, primers on Genie laws and legal practices, and any tomes related to Dungeoneering, Nature, or War.
    ---[X] Buy common and inexpensive books
    ---[X] Buy a book on cryptography.
    --[X] Attempt to purchase Call the Void, Cyclic Reincarnation, Psychic Asylum, Ruin Delver's Fortune, Spell Enhancer, Scribe's Binding, and Wall of Eyes spell scrolls.
    [X] Plan Planar Conference With Actual Conference Center
    -[X] Host the conference in a purpose built facility on the island of SD, somewhat away from the actual city.
    --[X] Do not bring the two new sets of Megaproject tools into use for the Tyrosh - SD Highway, instead use them to build a meeting facility and two manses to host your guests from Amun Kelisk and the Opaline Vault
    --[X] Use your books (see last line of the vote) and ask Embra and House Adjar for input on the designs.
    --[X] The main meeting room should incorporate all elements in its construction. Pilars of finely worked, yet natural looking stone, a few tasteful artificial waterfalls, the roof resting on pillars, leaving room for huge windows, decorations in finely carved wood and large braziers illuminating it all. The message here is the unity and balance between the elements.
    --[X] The two manses should be opposite each other on a circular road enclosing the meeting facility. Leave enough room that it is obvious that you left space for a Fire and Water manse, to signify your commitment to hopefully host gatherings between all kinds of genies in a brighter future when there is peace between them again. Aim for quality here, but to not try to be too gaudy or ostentatious.
    -[X] Invite a few people on your side:
    --[X] The Creek-Caliph for Braavos.
    --[X] Lady Uraka for the Iron Bank, specifically request her, just in case the higher ups think this above her pay-grade.
    --[X] Inform House Adjar ahead of time, so that they might have a chance to attend on the Shaitan side. Being friends with us has a tendency to pay for you.
    --[X] Doran Martell as a Lord directly sworn to Viserys. If he aids us here to get everything in order, the planar markets are wide open for him.
    --[X] Velen as one of our oldest friends and allies, as well as a benevolent representative of the Plane of Fire.
    --[X] Breath-Taker as the representative of the nearby Tritons, the Merling King, and the Plane of Water.
    --[X] Relath as a Lord directly sworn to Viserys. The same as Doran. Play ball, gain a slice of the cake.
    --[X] Meet with Yrael to talk about the future. Depending on the outcome of this discussion, maybe invite him to the conference.
    --[X] Soft Strider as a representative of her people, and an ally against the coming darkness of the Others.
    --[X] Bronze Yon as Lord sworn to Viserys and future LP of the Vale. If nothing else, he could spend some time with his daughter.
    ---[X] If he comes, brief Ysilla to not mention Azema. At all.
    --[X] If Zherys has the time to attend and the Divinations to check on his truthfulness after the coup come up green, invite him too. He would be a junior partner in all of this, though Volantis can profit greatly from the deals we strike here.
    --[X] Salladhor Saan as a Lord directly sworn to Viserys. Remind him that these are the big leagues, so he should try to tone down his roguish charm.
    ---[X] Appraise him of the future of his raiding fleet. It is untenable to keep raiding in the Narrow Sea, for pickings are getting slimmer and political developments in the near future may or may not dry up completely. We have two options for him:
    ----[X] 1. He heads a military campaign to claim the Basilisk Isles for us. He renounces his claim on Port Sorrow or passes it on to another Saan and instead gets the whole Basilisk Isles. The islands are currently poor in anything but slaves and pirates, but we have grand plans for the area and Sothoryos. Furthermore, it puts his ship in reach of Ghiscary shipping lines.
    ----[X] 2. He strikes a side-deal with the genies and hire himself and his crews to them. They have sky-ships, not sea-ships, but we trust him to none the less have a very productive privateer career against the Efreeti.
    --[X] Lords Brune and Velarion, due to being directly sworn to Viserys. While there are not many thinks they could gain from interacting with the genies, they shouldn't be left out and it is a good chance to rub elbows with the other people around.
    -[X] Further attendants:
    --[X] Malarys as legal aide to Viserys
    --[X] Richard as Viserys bodyguard.
    --[X] Maelor as Viserys gofer, so that he can learn something.
    --[X] The rest of the companions will not be part of the actual meeting, but can freely chat with everyone attending as they please.
    --[X] Put Rhealla and Lya in charge of accommodating the guests. Rhealla because she has experience in these things, Lya because she has the planar lore necessary to understand this particular batch.
    -[X] Security
    --[X] In addition to previously mentioned warding, run regular and spontaneous divination's to make sure there are no interruptions for this meeting. None. Incoming Divinations should clearly show that any attempts to interrupt, let alone attack this meeting will result in a fate worse then the torments of the pit for any who dared it. This includes our old friends the Lannisters. If they try to interrupt this, Casterly Rock will be nothing but a glass stain on a pile of rubble that was once a mountain.
    -[X] Next Action:
    --[X] Fetch Xor before returning to Oddo's. He might like to meet another apparently benevolent being who originated in the Far Realm.
    --[X] Buy books as planned. Add a few volumes on Genie culture and architecture, primers on Genie laws and legal practices, and any tomes related to Dungeoneering, Nature, or War.
    --[X] Attempt to purchase Call the Void, Ruin Delver's Fortune, Spell Enhancer, Scribe's Binding, and Wall of Eyes spell scrolls.
    --[X] Buy a few common and inexpensive books.
    --[X] Buy a book on cryptography.
    -[X] 2. He strikes a side-deal with the genies and hire himself and his crews to them. They have sky-ships, not sea-ships, but we trust him to none the less have a very productive privateer career against the Efreeti
 
I suppose it should be highlighted that Goldifish is proposing we do build a place, it's just that it's a place to appeal to a Shaitan-Djinn Alliance set to the background of the majesty of the plane of balance.

Knowing how we operate, and that we ain't stupid, it will certainly be a multi-tiered structure as to allow for subordinates and lesser lords to mingle and negotiate, as well as all other sundry.
 
I was just looking at the schedule for the next few days and I've realized that we have an issue with the upcoming Sothoryos action.

The first day in Sothoryos will include Viserys, Dany, and Richard, who will just be there for one day before heading to Volantis for the coup, along with Vee, Xor, Maelor, and Malarys who are scheduled to remain for the entire mission.

That is a poorly balanced group for the kinds of encounters we should expect them to experience in that nightmare jungle. Unfortunately, we don't have a lot of relevant options for additions to that group. Bronn is in the middle of an assignment, but he's not essential for it, and he definitely has the chops to hang with the rest of the Sothoryos party since his retraining.

We could also cancel Waymar's Tools of the Trade (Cursed Athame) research action so he can tag along, then sub in Richard in a few days after Volantis settles down, though that would be kinda cheesy.

What do ya'll think?

EDIT: That said, the long-term group is hardly handicapped. They have a lot of spellcasting power and a variety of movement options. I just get antsy due to the lack of a dedicated melee-focused team member, though Vee's summons can fill in well enough if she has time to call them up.
 
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[x] Goldfish
I kinda agree with Azels initial idea of creating an embassy and or hotel area where visiting dignitaries and similar visitors can hang out, but as Goldfish and TNE state we can do that after the first meeting on the PoB
 
I was just looking at the schedule for the next few days and I've realized that we have an issue with the upcoming Sothoryos action.

The first day in Sothoryos will include Viserys, Dany, and Richard, who will just be there for one day before heading to Volantis for the coup, along with Vee, Xor, Maelor, and Malarys who are scheduled to remain for the entire mission.

That is a poorly balanced group for the kinds of encounters we should expect them to experience in that nightmare jungle. Unfortunately, we don't have a lot of relevant options for additions to that group. Bronn is in the middle of an assignment, but he's not essential for it, and he definitely has the chops to hang with the rest of the Sothoryos party since his retraining.

We could also cancel Waymar's Tools of the Trade (Cursed Athame) research action so he can tag along, then sub in Richard in a few days after Volantis settles down, though that would be kinda cheesy.

What do ya'll think?

EDIT: That said, the long-term group is hardly handicapped. They have a lot of spellcasting power and a variety of movement options. I just get antsy due to the lack of a dedicated melee-focused team member, though Vee's summons can fill in well enough if she has time to call them up.
I agree with sending Waymar with them. The group having a proper tank is a lot more important than item identification.
 
We really need to get around to making/getting an item of Phantom Steed at will, though. Seriously. This turn especially highlighted how restricted we are in adventuring, and how every group sent out needs either Viserys or Maelor when simply teleporting to the destination isn't an option.
 
We really need to get around to making/getting an item of Phantom Steed at will, though. Seriously. This turn especially highlighted how restricted we are in adventuring, and how every group sent out needs either Viserys or Maelor when simply teleporting to the destination isn't an option.

Speed, Waterwalk and flight all depend on Cl.
 
Speed, Waterwalk and flight all depend on Cl.
Even at the weakest CL possible for the enchantment (CL 5), that's still a speed of 100 ft. on a steed that's incapable of tiring. To give some perspective, normal horses have a speed of 50 ft. The freaking Istaheq (before he gets the Horseshoes of Speed) has a base speed of 60 ft. Waterwalk and flight are nice benefits, but having a tireless and ridiculously fast mount is the real prize here.
 
We really need to get around to making/getting an item of Phantom Steed at will, though. Seriously. This turn especially highlighted how restricted we are in adventuring, and how every group sent out needs either Viserys or Maelor when simply teleporting to the destination isn't an option.

The situation isn't quite that dire. Dany, Malarys, and Rina can all prepare and cast Wind Walk, which lasts one hour per level and grants a flight speed of approximately 60 mph to one person per three caster levels.

Lya can use her Overland Flight SLA on up to three people. That's also good for an hour per level, though the speed is pretty shitty.

Teana's Ghost Wolves are even better than Phantom Steeds.

We're also bringing 30 Air-Infused Griffons back to SD. They will help a lot with mobility, though Teleporting will be a hassle if they also need to be transported.
 
The situation isn't quite that dire. Dany, Malarys, and Rina can all prepare and cast Wind Walk, which lasts one hour per level and grants a flight speed of approximately 60 mph to one person per three caster levels.

Lya can use her Overland Flight SLA on up to three people. That's also good for an hour per level, though the speed is pretty shitty.

Teana's Ghost Wolves are even better than Phantom Steeds.

We're also bring 30 Air-Infused Griffons back to SD. They will help a lot with mobility, though Teleporting will be a hassle if they also need to be transported.
True, it isn't dire, but it is getting noticeably annoying. With the Wind Walk option I'd prefer not to have to waste precious cleric spells on that when it could be reserved for combat.

That said, don't worry, I'm not going to push for this now. I'll try to campaign for it around three or so months from now.

EDIT: Teana's wolf spells are nice, but again, the issue is that we need to be able to send out parties and not rely on Viserys, Maelor, or Teana for this particular spell.
 
While I'm hesitant to step into the quagmire of the vote, I will note that it's Velaryon, not Valerion. :p

House Velaryon

EDIT: Oh, and Bronze Yohn instead of Yon, cause John is just too plebian for GRRM's tastes.
 
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@Goldfish, last poke tonight about the vote, I promise.

On the off-chance that this vote is what decides everything we do to finish up in Armun Kelisk, there are a few more things we need to do aside from scroll hunting.
[] Finishing up
-[] Look for someone to sell us a scroll of Scribe's Binding
-[] Visit wherever they sell magical beasts
--[] Buy Hippogriffs in bulk
--[] Also take a look at their stock to get an idea for later purchases
-[] Poke at middling crafters in hopes of hiring some
Buy hippogriffs in bulk, and also poke around to hire some middling crafters.
 
@Goldfish, last poke tonight about the vote, I promise.

On the off-chance that this vote is what decides everything we do to finish up in Armun Kelisk, there are a few more things we need to do aside from scroll hunting.

Buy hippogriffs in bulk, and also poke around to hire some middling crafters.

I thought Hippogrifs had been put aside due to budget issues? And what kind of middle crafters are you talking about? Are they supposed to come to SD? If so, that should be something arranged after the meeting.
 
I thought Hippogrifs had been put aside due to budget issues? And what kind of middle crafters are you talking about? Are they supposed to come to SD? If so, that should be something arranged after the meeting.
I just realized we can buy the hippogriffs when we pick up the soulfire and mind blank items, so never mind.

As for the crafters, yeah, they were meant to come to SD, swear fealty forever, and work in the Scholarum. One or two would augment our crafting capabilities quite a bit. Craft Wondrous Item is a given, but more crafting feats after that is definitely a plus.
 
Canon Omake: Desert Wind

Once we had ruled over the province, our word law and our ways followed by all.

Once we had been a laughinstock, thought liars and fools.

Once we had been defeated during the Year of Bladed Petals. And the Year of the Blood Storm. And the War of the Three Emperors. And by challengers from seven of the other eight schools. And by time itself, wearing down our numbers and walls until naught but a handful of us remained. A handful of half-mad old men and young idiots who'd come here hoping to escape some irrelevant trouble and not to learn the arts of fire and death as initiates had in ages past. Or so the old tales said, at least... Now only a few of the stances were ever seen outside of musty old scrolls, and even those were unreliable. While the Iron Heart school crushed its enemies beneath steel and wrath, the remaining adepts of the Desert Wind could barely light a candle. Fools clinging to mad dreams we were called, following traditions resting upon hodgepodge stolen from true mages and not the wisdom the the desert itself. Our histories, lies?

Never.

But they were cowards, craven to the last. Unwilling to leave the rotting compound and face the world that scorned us, seeking truth in scrolls rewritten so many times they barely held any resemblance to the wisdom of our ancestors, and afraid of once again showing the "weakness" of our arts against the strength of the other schools.

Yet I knew the truth. Some of our ways may have been twisted, some secrets forgotten. Our fire no longer came when called, the risks we took in battle no longer scorched our enemies. But speed and skill could carry the day against all!

And so I left.

All men in this land know to fear holy men who walk without blade or shield, for all have heard of the Way of the Open Hand. But none fear the Desert Wind - nor do they recognize its followers or its symbol. And so I was thought nothing but another wandering beggar who'd stolen a blade from a corpse, and allowed to wander as I wish. Those brigands of country roads who opposed me learnt that my sword bites flesh as well as arrows, but I learnt little. The lordlings who rewarded me had to learn that my school still existed, but again I learnt little. The cutpurses in cities who went after my meager possessions learnt that my senses are honed beyond those of most men, but again I learnt little. The singer who mocked our greatest defeat learnt that reading a room means keeping his hands, but again I learnt little. The guards who hunted me down learnt that numbers and not armor will save them from greater swordsmen, and this time I learnt why the arts of stealth and subterfuge had been so important in the teachings of my school.

And so I fled. Pursued by an imbecile's armsmen for the "crime" of defending myself and my name, forced to flee the very civilised lands I had wanted to roam. I wandered the desert, alone and wounded.

I believed that here I would neither grow nor die. I had already been taught the secrets of the desert wind, its arts of battle and the hidden ways by which men could endure its hardships. Here there was nothing new for me to experience, no-one for me to school in the might of the Desert Wind school.

I was wrong.

Deep in the forgotten sands, far further in than I had ever been before, I found the impossible. It started when the impossible found me. A beast that would not die and hungered for flesh, like the dreams of the Sorcerer-Kings of old. Its thick hide and ever-healing flesh could not be felled by the arrows of my pursuers, and even the Diamond Mind trained lordling who led them could not stand against it.

Then it came for me.

Roaring jaws, crushing grasp, snapping teeth. None could harm me. Cunning no wolf could match, tricks and feigned weakness. None could catch me. We fought atop the dunes, windswept sands beneath our feet. The sun's glare in our eyes, its ever-beating heat heavy upon our shoulders. Eight times I cut it deeply, and eight times it rose again and struck. Eight times I fled, swift upon the shifting gold of the true home of my school's oldest teachings. Here what had seemed useless saved my life again and again. Pointless showing off twisted me out of the thing's reach. Irrelevant footwork requirements served me well against it's inhuman twists. Seemingly odd forms suddenly became real again as I fought a man-shaped thing that stood twice my size. Understanding came to me then, knowledge of myself and knowledge of the most fundamental of the secrets of this world.

We were one, and I was part of the dance. Dancing with the wind let me wield it. Breathing the fire let my blade sing with it.

And just as it had felt the sun's glare and the desert's heat, the thing felt its flame's bite.

My blade blazed. Every swing awoke something more inside me. Something greater than the fool I'd been. Glory? Respect? Power? Those things would come in time. There was a better path before me, and I would ride the burning winds to follow it.

I took my first steps atop the ashes of the beast I had slain. Then I hunted down its mate, and its spawn. These hunts taught me further. And from then on, the beasts of the deep desert had a new hunter. The flaws that had crept into the old teachings would be found in the struggle against the things the Desert Wind school had trained to fight against. The monsters were real, and our power was too.

----------

When I finally returned to me school, I found the world much changed. The spirittalkers had found real power and were fighting the lords of the thousand spears, the northern provinces were at war, and the Devoted Spirit School had gained the Emperor's patronage as their teaching had begun to heal the body in battle and not just the spirit.

I became teacher upon the broken bodies of my predecessors.

Tomorrow I will lead my students further into the desert, to the ruins behind the horizon. Those who learn and master the stance of Flame's Blessing will live, and learn further. Secret arts discovered anew, old power mastered once again, and traditions fueled by new blood called to power and fame: the Desert Wind school will rise again!

tl;dr:
A proud Chaotic Evil Swordsage travels, kills a bunch of people, is chased into the desert, and kills a few trolls. She levels, and her blade sings the fire's song. The Desert Wind school is on the way to becoming important and influential in Yi-Ti again!
My hombrew is ready!!!!!!! I scrounged up a lot of Martial Disciplene material and it's FUCKING Canon too!!!?!?:o:lol:rofl:
 
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Maybe we should let loose some beast or someone to sow some discord and chaos in the Westerlands while the meeting happens to keep the Lannister mages occupied?

Don't we have a devil or demon that said she'd work for us if we didn't use her for pieces and spare parts?

Maybe tell her we'll pick her up at a certain time. If she survives we would reward her considerably.
 
You are too focussed on Epic levels.
It will take years, IC and OOC, to reach them, if it is at all in the scope of the quest.
Making or commisioning a nice set for him made from Elysian Bronze can be done long before.
A man can dream, but also won't complain with getting what he wants sooner than he thought. :p

@TotallyNotEvil
But really, thinking about it, a Knight Wing of 12 would be pretty awesome and likely effective as a unit. 10 Knights and a Knight-Sargeant on Warbeast Hippogriffs, the Sargeant possibly with a +1 weapon with a crytal, the Knight-Captain on a Magebred Warbeast Griffon with a +1 Valorous Lance.

Get them composite longbows, a lance, a thinblade and heavy shield, and they are a supremely versatile unit. Especially if you mix in some mages of either stripe.

The specialization means they'd be able to punch way above their weight when using Lances, have their mounts take Fly-By-Attack and the riders Ride-By-Attack, they can deal double damage on a melee attack, have their mounts attack, and be far, far away from retribution by the end of their turns.

Said Knight-Captain would be doing a whopping quintuple damage with a Valorous lance. Say he has 18 STR to make things easy on the math, so something to the tune of 5d8+35 damage on each pass.

That's enough to drop a lot of stuff in one hit. Especially if he adds, say, a 5d6 Shocking Grasp.

Meanwhile, for fighting landbound foes they can just rain arrows with impunity on them.

So, what do you guys think about this concept, @Duesal , @Artemis1992 , @Azel , everyone else, maybe as a subset of Waymar's Knightly Order:
Winged Knight Company
- Each Company consists of twelve men, ten knights, a sargeant and a captain. They are built and supplied as to be able to operate on their own for long periods, if necessary. This group of special operations agents has their skillset tooled as to be able to, as a unit, solve a myriad of different challenges, and their composition reflects such.
- The Knights and the Sargeant are mounted in Warbeast Hippogriffs, while the Knight Captain is given the great honour of riding a Warbeast Magebred Griffon, a noble companion that may follow him through life, and may even accompany his descendants in the skies.
-- The members may also employ their own mounts, if so desired, as long as they fulfill adequately fulfill the role of, at least, an Hippogriff. Fine warhorses are also availble if the mission demands so.
-Unit Composition:
-- Lancers:
Human Fighter 4 (STR 16 [15+1]/DEX 12/CON 16/INT 8/WIS 10/CHA 8) - Power Attack, Mounted Combat, Ride-By-Attack, Spirited Charge, Furious Focus
--- Equipment: MW Lance, +1 Breastplate w/ Least Crystal of Arrow Deflection, backup thinblade and heavy shield.
-- Archers: Human Fighter 4 (STR 8/DEX 18[17+1]/CON 16/INT 8/WIS 9/CHA 8) - Deadly Aim, Weapon Focus (Great Crossbow), Crossbow Sniper, Improved Critical, Rapid Reload
--- Equipment: MW Repeating Greatcrossbow, +1 Breastplate w/ Least Crystal of Arrow Deflection, backup MW light crossbow, backup thinblade and buckler
-- Mages: Hedge Mage 4 (STR 12/DEX 14/CON 14/INT 16 [15+1]/WIS 8/CHA 8) - ???; ???; Fiery Burst - Spells known: two cantrips, two level 1 or lower spells, three level 2 or lower spells. One bonus level 1 and 2 divine spells known, from their god's domain. Spells slots: 3/3/1
--- Equipment: Backup MW Lance, MW Repeating Light Crossbow, MW thinblade, ???, Scrolls (???)
-- Ecclesiarchs: Adept 4 (STR 8/DEX 10/CON 14/INT 8/WIS 18 [17+1]/CHA 12) - Zen Archery; ???; ???; ??? - Spell slots: 3/3/1
--- Equipment: +1 Fullplate w/ Least Crystal of Arrow Deflection, Heavy Shield, backup MW Repeating Light Crossbow, MW Thinblade, MW Lance, Scrolls (???)
--Sargeants: Expert 2/Marshal 2

Needs more work, but it's late. Suggestions?

So, expanding on this idea, there are the mounts the theoretical Griffon Knights would use:
Order's Hippogriff
Warbeast Hippogriff
Size/Type: Large Magical Beast
Hit Dice: 4d10+20 (46 hp)
Initiative: +2
Speed: 60 ft. (12 squares), fly 110 ft. (Good)
Armor Class: 20 (-1 size, +2 Dex, +4 natural, +5 Armour), touch 11, flat-footed 18
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d4+5)
Full Attack: 2 claws +9 melee (1d4+5) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 21, Dex 15, Con 20, Int 2, Wis 15, Cha 8
Skills: Listen +6, Spot +11
Feats: Fly-By-Attack, Improved Flight
A careful exercise and diet regimen during their formativo years, paired with harsh and meticulous training made these Hippogriffs far deadlier than your usual specimen, boasting improved strenght and hardiness, but most importantly, they are specially trained in order to assist in their rider's swooping charges or to act as mobile platforms for spell slinging and arrow shooting.

Equipment: Military saddle, breastplate-level barding, ample saddlebags.
Together with the saddle, riders have +4 bonus to their Ride checks.

The Order's Hippogriff supports up to approximately 210 Kg as a light load, 420 KG as medium loads and 625 Kg as heavy loads.

A common upgrade for their riders is a simple enchanted collar, providing their mounts with +1 Enhancement to strenght, which can be commissioned by as little as 100 IM from the Royal Artisans, if they manage to bargain or charm their way into an Artisan's crowded schedule.

Knight-Sargeants automatically gain such upon their promotions, often accompanied by a full Least Collar of the Beast and a simple +1 enhancement to their mount's barding.

These beasts can live as long as a human.

Order's Griffon
Warbeast Magebred Griffon
Size/Type: Large Magical Beast
Hit Dice: 8d10+48 (90 hp)
Initiative: +4
Speed: 40ft. (8 squares), fly 100 ft. (Good)
Armor Class: 30 (-1 size, +4 Dex, +10 natural, +65 Armour), touch 13, flat-footed 26
Base Attack/Grapple: +8/+20
Attack: Bite +15 melee (2d6+8)
Full Attack: Bite +15 melee (2d6+8) and 2 claws +13 melee (1d4+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+4
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +12, Ref +9, Will +6
Abilities: Str 26, Dex 18, Con 22, Int 5, Wis 15, Cha 8
Skills: Jump +8, Listen +8, Spot +12
Feats: Fly-By-Attack, Improved Flight, Multiattack (B), Diving Charge
On top of the careful training received by the Order's Hippogriffs, these majestic creatures are given specially made magical supplements, being alchemically enhanced often during their very conception.

They are Magebred animals with extraordinarily tough hide and high strenght, their leonine instincts allowing them devastating diving charges even as their rider runs their opponent through with an enchanted lance.

Together with the saddle, riders have +4 bonus to their Ride checks.

Equipment: Military saddle, breastplate-leve barding +1, Least Collar of the Beast (+1 Str, +1 Dex, 200 IM).

The Order's Griffons can carry up to approximately 420 Kg as a light load, 835 Kg as a medium load and 1250 Kg as a heavy load.

These throughbreds often live to see hundreds of years, being capable of accompanying a single lineage for many, many generations.

Due to their lifespans, it's a great honour to bond with a Griffon, as it means such magnificent creature is likely to accompanying one's great-great-grandsons into battle, given the adamantine quality of their loyalty, hard-earned as it may be. It's one of the highest forms of Knighthood one may earn.

A Griffon that advances to 9HD is often able to manifest the Air Heritage feat due to their modified genetic code. By then, it's an herculean effort to create a new rider-mount bond if there is no previous connection with their creatures.

Thoughts?

@DragonParadox ?

How soon until we can get going on this? What do we need to do? I'm guessing this would need quite a bit of Waymar and Ser Richard time to whip recruits into shape?
 
Jon Arryn isnt it or is he dead? Hard to tell these days who is and isn't
DEAD. MEN. WALKING.

My hombrew is ready!!!!!!! I scrounged up a lot of Martial Disciplene material and it's FUCKING Canon too!!!?!?:o:lol:rofl:
I admit that I got the idea to write that when I woke up to a million alerts going "@Wheel of time liked 34 of your posts".
Congratulations, you have produced an Omake without having to actually post it!
 
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