OK, so it goes into effect next turn. Not great, but not crippling. Oh, and our Jarls will wear the Improved Scale Armor *now*, I'd assume, so we should be able to batter our happy ways through their phalanx and through their monks as well.
For this revision, my thought is pretty simple:
Hellbringers/Voiceguard Revision
A new division of the Voiceguard, the Hellbringers use Wind of Fire to scour the unworthy, the weak, and the foolish from the world. In battle, they focus on clearing out the enemy's unarmored units first, then move on to burn any exposed skin of the most tightly-packed portions of the enemy army. Right now, this means they should start by killing the unarmored monks before turning their flames onto the enemy's central phalanx.
EDIT: Added a bit about Windsinger adjustments. There's no reason for them NOT to be doing this already, save that we...didn't tell them to and our commanders didn't think about it despite it turning crossbows' slow firing rates into an advantage.
Flamebringers/New Section of the Voiceguard.
A new division of the Voiceguard, the Flamebringers use Wind of Fire to scour the unworthy, the weak, and the foolish from this world.
In large scale battles, they use their flames to purge the enemy's ranks, sweeping above from the head down, seeking paths of air to char and bursting eyeballs, and below to sear the feet and legs from beneath their shields. For those few fools who go unguarded, a wash of flames shortly ends their foolishness.
In these battles, working with the Windsingers, they will send an endless plane of flames onto the opposition.
When dealing with singular targets and groups, a number of strategies are employed. Most proficient is a whirling grasp of flames tracking along the ground, blocking paths, and seeking to grasp in it's embrace, circling in from all sides to enclose the weak. The other, often times far quicker method is a straight jet that encompasses the foes, burning their flesh and bone from their bodies. Of course, working together with other Flamebringers makes this a strategy that can often employ both at once.
Last is a far less used application. Heating the air into a wall of flames which burns the wood from arrows, even as that very flame seeks the archers' demise.
This is mostly less used because with ally archers, enemy archers really need to keep their heads down lest they suffer from a nasty counter.
On the whole, the Flamebringers bring to the battlefield pinpoint deletion of obstacles. ...Via overwhelming force most of the time true, but that comes with Burning the Unworthy. Whether they be unarmored heroes, enemy archers, or to enemies who group together, an End of Fire is all that awaits them.
Flamebringers(Voiceguard Addition)
Using Runes made of Windforged Steel and Fire Iron{respectively for each element} to power their chanting for each season, they take to the field.
Using the Flames of Wind, they use the Sphere as their Shape. This is useful in the cold mountains, as a Flamebringer is able to use Flames that keep the cold at bay on the march for long periods of time. They can also use Flame to light up the darkness at night.
In Battle, the Flamebringers use small balls of packed fire in simple volleys straight into and through the heart of enemy ranks. They can of course vary the size to medium or even large balls, as well as use multiple balls at will.
These prove useful for inciting panic in the enemy ranks, as the flames reach out to everything they can touch. As a Flamebringer can always release the tightly packed flames from their control, so that they lash out at everything in the vicinity.
Notes:
Fire Volley- A simple combination of multiple balls of flame shooting forward in straight lines and arcs. Good for burning straight through enemies, and in enclosed ranges. Can be Small or Medium sized.
Fire Encompassing- A large Sphere of Fire that comes down in an arc from overhead, either kept in Shape for continual burn, or released to lash out at surrounding targets. Can be Medium or Large sized.
Summer's Flame- Flames that provide great heating over an area. Good for the long march in cold conditions, keeping us fresh for battle. Can also light fires, boil water, and melt ice and snow when directed to. Also doubles as a light source at night.
Helios' Hammerblow- A Medium to Large ball of Fire, launched straight ahead signally. Breaks forward on contact with a target.
Hellbringers (Voiceguard Revision) (2) Madman, AC
Windy Sailcarts (-)
Flamebringers (Voiceguard Addition)(1) TricMagic