Equestrian
Masters of
livadi who use their command of the plans to become the greatest riders of horses in the world. They carry horsebows and whips and ride the finest horses in the world.
Horses
Equestrians bonds with their mounts to a profound depth, becoming as one in thought with them. It is said the horses choose the equestrian, not the other way around.
Types of Horses
Different horses have different difficulties to bond with:
- Aloga: aetherial horses are the primary horses ridden by equestrians. They have +3 to bonding with them, +6 with true herd.
- Chevaux: infernal horses of Jesenya are nearly impossible for equestrians to bond with or ride; they have -6 to ride then.
- Eohippus: these ancient ancestors of horses are as easy to bond with as aetherial hjorses, giving +3 to bond with them.
- Equos: Stayflian horses are very different in their energies and roles; pax equus are easy to bond with (+3) and bigequus are extremely difficult (-6).
- Fairy horses: the horses of the fey are modreately easy to bond with (+2).
- Giant horses: these powerful, independent horses are difficult to ride and bond with for average-sized equestrians (-2).
- Horned horses: horned horses vary greatly by different species; karkadanns, nillekmas, and abadas are easier (+1), taltos steeds and arases are harder (-1), and the shadhavars are impossible to bond with.
- Meirch: these infernal horses are extremely difficult to bond with (-5).
- Susim: the extremely powerful susim are nearly impossible to bond with (-7).
- Tarpans and other eastern horses: these greatly vary, but their common ancestors the tarpans make it slightly easier (+1) from their expected base.
- Water horses: water horses have neither bonus nor penalty to bonding or riding.
- White horses: celestial horses are all +3 to bond with.
- Winged horses: flying horses vary, but tend to be +1.
Chosen Rider
The first time an equestrian rides the mount who has chosen them, the bond begins. Equestrians usually grow up around horses, often from families or in cultures where horses are important facets of their lives. Some, however, are simply people who find they have an affinity for horses when they are around them. They are not fated - it is entirely possible for them to refuse the bond - but few do not become an equestrian. After some years of working with or being around horses, or even spontaneously, a horse will approach them while they are on or near open grasslands and allow them to ride, undressed. If they accept the ride, they will form a bond as they move over the plains.
Mounts seek riders who care about horses, who respect the environment and want to see the grasslands flourish, and who are willing to fight to protect them.
First Ride
The first ride is often exhilirating for the equestrian, though some who are not as experienced as others may find it more scary than others. It always takes place over a six mile stretch, even if that means going over the same ground. When the ride is finished, the rider and the mount can sense one another's thoughts, feelings, and instincts.
Winds of the Plains
When equestrians ride, they pull
livadi with them, drawing the winds of the plains along with them. The longer, faster they ride, they longer and faster they are able to ride, up until they are overcome by the energies around them. Most equestrians learn where the barrier between life and death is and ride very close to it. As they gather livadi to them during their rides, they may draw upon some of it for various powers, stat boosts, or attacks,
Riding
The general equation is 1 point of livadi to use per every 5 miles per hour pace per hour run. So an equestrian riding at 30 mph for six hours would gather 36 points. Most of those points would be spent to give the horse the ability to keep running after the first few miles; most of the time, equestrians do not push that hard. More likely is a rider going 10 mph for two hours, gathering 4 points and distributing them as they please.
Second Ride
Their metaphorical second ride is the next horse they bond with. An equestrian can bond with up to 10 horses at once, releasing them as needed (they cannot release their original mount unless it dies). They can only ride and draw power from one at a time, but the extra mounts often form a herd.
Powers
Their powers include
- Stats: an equestrian can boost their stats or that of their horse, but only ATH, endurance, riding, jumping, speed, STR, PRO, archery, hearing, smell, vision, AWA, STH, or PRS.
- Lightness: an equestrian can make themselves and/or their horse physically lighter at the cost of 1 point per 5 pounds for an hour. An extra point is added per 5 pound or per hour.
- Whisper: an equestrian can send a whispered message only to other equestrians at the cost of 1 point per mile for a 10 second message. An extra point is added per mile or for every extra 10 seconds of the message.
- Entangling: an equestrian can spend 5 points to create strands of grass that form living ropes or vines to grab targets, strength of 13. Every point of strength costs another 3 points past that, and every extra target costs another 5 points.
- Blades: an equestrian can turn the grass around them into literal blades for a single round of movement for 5 points per 10' diameter.
- Battering Wind: an equestrian can pummel pursuing foes with winds of strength 13 to slow their approach for 5 points per round per target. An extra three 3 points must be used per extra strength point.
Inventory
Equestrians have three main tools, besides their mount:
- Horsebows: as they are almost always in the saddle, horsebows are their primary weapon. The winds of the plains carry their arrows with force and accuracy.
- Whips: they wield whips, which will never touch the flesh of a horse, for closer ranged combat, with the same bonuses from the winds of the plains.
- Armor: their armor is light, usually leather, and it helps them resist the force of winds and riding.
Variations
Some common variations include
- Epidromeas: equestrians who take to banditry.
- Gunrider: equestrians who replace horsebows with rifles.
- Pony relay: equestrians who work in a relay to deliver messages.
- Stunt rider: equestrians who do tricks and stunts for pay.
Specializations
Some notable specializations by horse species:
- Arion: the fastest horses in the world are well prized by equestrians. Though they are beings of momentum, their riders rarely also use that power. They are called ippikos.
- Aisoyimstan: the snowy horses of southern Palhur dwell on the cold plains, the tundra and prairie, and their riders often also wield hvittdogg. They are called ota's.
- Chalk horse: the beautiful white horses of the rolling chalk are beings of banaru, and their riders often bond with that as well. They are called stigend.
- Chollima: the storm herd of eastern Dabusen is the sound of thunder, and their equestrian riders sometimes wield bijlaee. They are called seungmaja.
- Feresi: the arid plains and plateaus of eastern Taggarus are home to these winged horses, who respond to and understand the First Language. They are called feresenya.
- Kintrinalogo: the fields and meadows of arable land are home to these Demetrian horses in Stayflies, and their riders usually wield Tmakikan. They are called kavalaris.
- Pax equus: the horses of peace are more attuned to pax riders, but they are sometimes ridden by equestrians who seek to be a little of both. They are called equestris.
- Takhi: the massive warhorses of Ladrya are very difficult to bond with, but those who do are the finest mounted warriors in the world, rulers of the steppes. They are called avarga moriton.
- Wind horse: the swift, fleet horses of the deserts of northern Taggarus are wielders also of kiiric yihi. They are called furusia.
Societal Role
Equestrians are often sought out for their skills and employed by states and companies, but they rebel against those who endanger the grasslands. This leads to conflicts and persecution. There is a stereotype of equestrians having a wry sense of humor, which is often called "horse humor".
Skills
Some common skills include
- Riding (usually no less than 16)
- Horse care
- Direction sense
- Travel survival
- Hunting
- Tracking
- Racing
- Cartography
Stats
Modifiers from base of species/nation:
PRO +3
ATH +6
STR +3
AWA +2
WIL /
STH +1
PRS +1