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I don't see the problem with Hubert. He got good enough at flying that he flew through thousands of kilometers presumably without a miscast worse than cosmetic with a spell that lasts, IIRC, minutes?

He is essentially a junior fantasy superhero at this point- swooping through the skies with a sword in one hand and lightning on the other.

Honestly pretty damn sweet.

Also goddamn @MooseHowl past the initial marching boots that song is great.
 
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What's the primary reasoning against leading the Knightly Orders? People want to be more actively involved in the field ops, so would rather have less day to day responsibilities? I thought people we're planning on focusing on socials during the trip: if so the leadership position is probably really good for that.
 
Esbern, Magister of the Amber Order and a Knight of Taal's Fury
Armament: Bow, bare hands.
Speciality: Combat
Faith: Taalite

Brawler: Though his slight stature and preference for the bow would suggest otherwise, when required Esbern can tear opponents limb from limb.
Energetic: It is very rare that Esbern is not doing something with his hands, whether that be crafting, whittling, or weaving Ghur
Knight: Esbern is a Knight of Taal's Fury, and as such is mounted upon a fierce Demigryph.


Seija, Magister of the Amber Order and a Knight of Taal's Fury
Armament: Spear
Speciality: Animal handling

Knight: Seija is a Knight of Taal's Fury, and as such is mounted upon a fierce Demigryph.
Lancer: Between the Amber Order's own martial style and the teachings of the Taalite Knights, Seija's skill with her spear is terrifying to face.
Taciturn: Seija prefers to let Esbern do the talking for the two of them.
@BoneyM, I just noticed that Esbern and Seija don't have a list of known spells unlike the other Wizards on the expedition, is that an intentional omission? Also Seija is not listed as being a Taalite yet is part of a knightly religious order dedicated to Taal, though I'm not sure if that represents an error or an in-universe oddity.
 
@BoneyM, I just noticed that Esbern and Seija don't have a list of known spells unlike the other Wizards on the expedition, is that an intentional omission? Also Seija is not listed as being a Taalite yet is part of a knightly religious order dedicated to Taal, though I'm not sure if that represents an error or an in-universe oddity.

They had a spell list once but it got lost somewhere along the way and I wasn't feeling up to recreating it from memory, I'll take a swing at it at some point. Esbern's converted, Seija hasn't.
 
They had a spell list once but it got lost somewhere along the way and I wasn't feeling up to recreating it from memory, I'll take a swing at it at some point. Esbern's converted, Seija hasn't.
Courtesy of an old @Abby Normal diff, I have the old spell list for them.

Esbern, Journeyman of the Amber Order
Armament: Bow, bare hands.
Speciality: Combat
Spells:
Dispel
Glowing Light
Aethyric Armour
The Boar's Hide: Their skin grows tougher for several minutes; stacks with Aethyric Armour.
Claws of Fury: Can grow razor-sharp talons.
Crow's Feast: Can summon an enormous murder of supernatural crows to shred their foes.
Cowering Beasts: Panics a selected group of targets, or can be concentrated on a single foe with stronger results.


Seija, Journeywoman of the Amber Order
Armament: Spear
Speciality: Animal handling
Spells:
Dispel
Sleep
Sounds
Magic Missile
Calm the Wild Beast: Soothes and makes friendly a single animal; it can then be ridden as a mount.
Master's Voice: Gives a single command that must be obeyed to an animal.
The Beast Made Well: Heals a single non-magical animal.
The Talking Beast: Allows the caster to speak in animal form, or at medium range allows an animal the power of speech for several minutes.
 
Courtesy of an old @Abby Normal diff, I have the old spell list for them.

Esbern, Journeyman of the Amber Order
Armament: Bow, bare hands.
Speciality: Combat
Spells:
Dispel
Glowing Light
Aethyric Armour
The Boar's Hide: Their skin grows tougher for several minutes; stacks with Aethyric Armour.
Claws of Fury: Can grow razor-sharp talons.
Crow's Feast: Can summon an enormous murder of supernatural crows to shred their foes.
Cowering Beasts: Panics a selected group of targets, or can be concentrated on a single foe with stronger results.


Seija, Journeywoman of the Amber Order
Armament: Spear
Speciality: Animal handling
Spells:
Dispel
Sleep
Sounds
Magic Missile
Calm the Wild Beast: Soothes and makes friendly a single animal; it can then be ridden as a mount.
Master's Voice: Gives a single command that must be obeyed to an animal.
The Beast Made Well: Heals a single non-magical animal.
The Talking Beast: Allows the caster to speak in animal form, or at medium range allows an animal the power of speech for several minutes.

Excellent, I've updated the threadmark.
 
I don't see the problem with Hubert. He got good enough at flying that he flew through thousands of kilometers presumably without a miscast worse than cosmetic with a spell that lasts, IIRC, minutes?

He is essentially a junior fantasy superhero at this point- swooping through the skies with a sword in one hand and lightning on the other.

Honestly pretty damn sweet.
Yeah, he effectively has permanent flight, and from what we've seen, focusing to the point where you get a trait also tends to buff the side of your magic you can use.

Which interestingly, means he gets basically all the Azyr spells Ulric-as-Hubert-Sees-It could approve of(Flight, blasts of elemental weather) and none of the Azyr spells in conflict with Ulric(the whole precog and manipulating probability stuff)
 
Courtesy of an old @Abby Normal diff, I have the old spell list for them.

Esbern, Journeyman of the Amber Order
Armament: Bow, bare hands.
Speciality: Combat
Spells:
Dispel
Glowing Light
Aethyric Armour
The Boar's Hide: Their skin grows tougher for several minutes; stacks with Aethyric Armour.
Claws of Fury: Can grow razor-sharp talons.
Crow's Feast: Can summon an enormous murder of supernatural crows to shred their foes.
Cowering Beasts: Panics a selected group of targets, or can be concentrated on a single foe with stronger results.


Seija, Journeywoman of the Amber Order
Armament: Spear
Speciality: Animal handling
Spells:
Dispel
Sleep
Sounds
Magic Missile
Calm the Wild Beast: Soothes and makes friendly a single animal; it can then be ridden as a mount.
Master's Voice: Gives a single command that must be obeyed to an animal.
The Beast Made Well: Heals a single non-magical animal.
The Talking Beast: Allows the caster to speak in animal form, or at medium range allows an animal the power of speech for several minutes.


Speaking of diffs, have a diff comparing not the most recent change to the DP, but from the general "pre expedition" version from 8/19 to now:
www.diffchecker.com

Diffchecker - Compare text online to find the difference between two text files

Diffchecker will compare text to find the difference between two text files. Just paste your files and click Find Difference!

A little harder than most to spot the changes to characters since stuff moved, but stat changes:

Johann:
Diplo +1
Martial +2
Piety learned (was ??, now 14)
Learning +2
Dawonger status gained
Searing Doom Gained

Max:
Martial +1
Magic +1
Armour of Lead gained

Hubert:
Piety learned (18)
Magic +2
Knight(ish) gained
Stunted Magic "gained"

Also some fluff/descriptions and opinions changing
 
[X] Lead the Wizards, Knightly Orders, and Asarnil
I like this one the most. Mathilde oragnized getting these people and it makes sense to be put in a position of at least loose authority. I expect they'll mostly be working on their own and with any luck Mathilde won't need to use her position, but this will let Mathilde reign them back in if they try to do something crazy and arbitrate any problems.

[X] Lead only the Wizards
Alternatively we leave them be and just deal with the wizards.
 
Six, only one more than they had two years ago, but in the center of the column is one wider and taller than the others that you presume to be the newest addition. It lacks the swivel-cannon that the others have but more than makes up for it with the dragon that is perched atop it, watching the terrain crawl past with disdain.
Guess Asarnil changed his mind about meeting at the pass.

That or Deathfang was feeling particularly lazy and vain.
 
@BoneyM do the Knights of Taal's Fury use metal armour and weapons? If they do, how do they theologically justify that?
Pretty easily. They're not Taalite priests or Horned Hunters, they're ultimately a knightly order first and metal armour and weapons are very useful on a battlefield.

They're not even strictly speaking Taalite Templars like the Longshanks are.
 
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