Horses: General Information in Gê-Zemja | World Anvil
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Horses: General Information

General Horse Characteristics & Mechanics

 

Mounted Combat

Combat can unnerve a horse and not every horse is suited to be used in combat. At the start of combat a horse that is being used has to roll a Combat Fear Check (Spirit Roll). This check may be modified. Particularly intense combat with cannon fire and smoke may impose a serious penalty. Failure means the horse becomes panicked and tries to flee the battle. The rider can decide to dismount without penalty after which the horse flees until the end of combat. If the riders remains mounted he/she has to make a riding roll every round to see if the mount runs or not. Failure means the horse runs its full pace + running die away from the most intense source of ‘combat fear’. A critical failure results in the rider being bucked off the horse (see falling on p103), before the horse runs off. Success means the rider controls the horse, but pace is halved. Success with a raise means pace is not halved. A success on the initial Combat Fear Check means the horse can participate in combat. No additional Combat Fear Checks have to be made either until the horse receives damage, or when the Marshall deems it appropriate, for example because of intensifying combat. A success with a raise means the horse will see combat through no matter what, even when it gets hurt or when combat intensifies.  

Old Nags

A player can buy an old horse at the stables. Old Nags are horses well over the prime of their life. They are generally cheap (~50% of the usual costs), but don’t perform as well as horses in their prime. Old Nags get the ‘Elderly’ hindrance (see below). Old Nags keep edges they obtained as part of their Nature or that were part of Training.  

El Cheapo Horses

El Cheapo horses gain two minor hindrances or one major hindrance. Some may be directly visible when purchasing the horse, while others may only become clear to its owner later on.  

Draft & Trail Horses

Draft and Trail horses have specific purposes. Still a Draft horse can be Trail Trained, and a Trail horse can be Draft Trained. However, a horse that is pulling a cart always loses its Trail abilities.  

Bonding

After owning your horse for a while, you can bond with it. This is really your horse and you’ll take it with you wherever you can. Your horse becomes resilient (p178, can take one wound before they’re incapacitated). It becomes Very Resilient after a triumph (p136) that both you and the horse are part of. When it dies however, you’ll enter a stage of grieve.  

Catching and Taming wild horses

Wild horses can be caught and tamed. The expedition to find the horse requires equipment and travel and thus costs money. During a campaign this process is to be roleplayed, however either before a campaign has started or when setting up the entire expedition to roleplay finding and catching the horse is considered too demanding, the costs of finding and catching a horse starts at around 30% of the horse's usual costs and takes 10 days. You will be able to attempt to catch the horse with an Athletics, Fighting (Lariat/Lasso) or Riding roll, based on the horse's characteristics the GM will provide the bonus or penalty on the roll. For every failed attempt catching the horse costs an additional M 10,- and 2 days (for rations, damaged gear and equipment, dealing with bumps and bruises or injury, etc). Upon success you catch the wild horse. A wild horse starts with the 'Very Stubborn' major Hindrance and the 'Untrained' minor Hindrance (see below). If the rider treats the animal well and shows attempt to earn its trust and bond with it, the horse then becomes 'Stubborn'. Continued bonding removes this hindrance altogether. Any completed training (see below) will remove the 'Untrained' hindrance, however Race Training, Trail Training and War Training can only be undertaken once Riding Training has been completed. You can always let someone else take care of training for you (see Horse Gear & Services).  

Training a Horse

Once per week you are allowed to make a Riding roll to train a horse. Untrained and Stubborn penalties apply as usual (thus it may be better to bond a little before starting training). Riding Training requires a total of three successes. Draft, Trail and War Training require a total of four successes. Race Training requires a total of six successes. When you have collected sufficient successes over the span of multiple weeks, training is completed. Draft Training and Riding training cost M 4,- per week to undertake. Race Training, Trail Training and War Training cost M 5,- per week to undertake.  

Horses and Wagons in Chases

When determining during a chase whether you get a Speed Bonus during the 'Change Position' action (p115), rather than using the vehicle's Top Speed use the horse's or wagon combination's Pace to determine whether you are faster than your fastest rival. When your Pace is 2 to 4 higher than your fastest rival's, gain a +1 bonus. For every 2 to 4 Pace difference on top of that gain an additional +1 bonus.     To see the above mentioned hindrances, open the spoiler below.
Show spoiler
Elderly - Major Hindrance: Horse loses Fleet-Footed Edge (-2 pace, lowered running die). Agility, Strength, Vigor and Athletics reduced 1 die type. Daily Travel Distance -6 miles.
Very Stubborn - Major Hindrance: This animal has its own will and is unpredictable. Whenever the rider is attempting to controll a very stubborn animal, the rider has to make an opposed Riding Roll against the animal’s Spirit Roll (+2).
Stubborn - Minor Hindrance: This animal has its own will and is slightly unpredictable. Whenever the rider is attempting to controll a stubborn animal, the rider has to make an opposed Riding Roll against the animal’s Spirit Roll.
Untrained - Minor Hindrance: Riding rolls are made at a -2.
   

Travel Distances & Fatigue

While horses are slightly faster than humans, they cannot trott or gallop long distances. If you take your horse on a long ride without changing horses half way, you'd best take it slow. In general a horse can travel 30 miles per day on roads and highways. That distance is decreased by 6 miles (Trail Penalty) when travelling on trails. The exception to these rules are Trail Horses (either by nature or trained). Trail horses can tavel 36 miles a day regardless of the type of path or road they travel on. You can force your horse into speeding up to cover a longer distance. By covering 75% of the day walking and 25% of the day in a trott, you can travel 45 miles in a day. Your horse will suffer fatigue after that however and will need at least a full day of rest to recover.   Alternatively you can travel by Stagecoach or Mud Coach. Companies offering these types of transport often have stations or stops along the route to change horses. As a result, your average Stagecoach will cover 70 miles a day, with the most renowned companies covering as much as 100 miles in a day (given that they have frequent stops for a change of horses along the route). Note that the longer the distance they promise to cover in a day, the more expensive the service generally is.    

Horse Speed Summary


Horse/Transport
Travel Distance
Common Horse30 Miles/Day on roads and highways, 24 Miles/Day on trails
Trail Horse36 Miles/Day on any path
Swift Ride45 Miles/Day on roads and highways
Avg Stagecoach70 Miles/Day (w/ 15-20 Mile change of horses)
Best Stagecoach100 Miles/Day (w/ 15-20 Mile change of horses)
 

Rider Fatigue


Riding Type
Fatigue Roll
Fail Result (Recovery)
Crit Fail Result (Recovery)
Horse Riding - NormalRiding Roll (-2) after 7 days+1 Fatigue (1d4 Days recovery)+2 Fatigue (1d4 Days recovery)
Horse Riding - SwiftRiding Roll (-2) after long trip+1 Fatigue (1d4 Days recovery)+2 Fatigue (1d4 Days recovery)
Coach/Carriage RidingVigor Roll (+2) after long trip+1 Fatigue (1 Day recovery)+1 Fatigue (1 Week recovery)
 

Horse Fatigue


Riding Type
Fatigue Roll
Fail Result (Recovery)
Crit Fail Result (Recovery)
Common Horse - NormalVigor Roll after 3 days+1 Fatigue (1 Day recovery)+2 Fatigue (3 Days recovery)
Trail Horse - NormalVigor Roll after 5 days+1 Fatigue (1 Day recovery)+2 Fatigue (3 Days recovery)
Any Horse - Swift+1 Fatigue + Vigor Roll after trip+1 Fatigue (1 Day recovery)+2 Fatigue (3 Days recovery)
After ChaseVigor Roll (+2 for Race Horse)+1 Fatigue (1 Hour recovery)+2 Fatigue (1 Day recovery)
Horse pulling Cart/WagonVigor Roll after long trip+1 Fatigue (1 Day recovery)+2 Fatigue (3 Days recovery)
   

Horse Types

Horses come in four main types: riding horses, draft horses, war horses and trail horses. Each type has its own characteristics and will be explained below. Small and medium built horses are regarded as light Horses, while larger horses are considered Heavy horses. Riding and war horses can additionally be trained as race horses. While not a type in itself, the training grants the horse and rider advantages. The race horse will therefore be explained as a 'fifth type'.  

Riding Horses

Horses with a Riding Nature are suitable to be ridden by a rider. Still, they can only be riden after being trained so. Even a wild horse with a Riding Nature is not immediately ready to accept a rider. A Riding Nature simply indicates that the purpose most suitable for the horse is to be ridden by a rider.  

Draft Horses

Draft horses are born for heavy work or pulling carts or wagons. Horses with a draft nature may require a bit getting used to humans, but otherwise don't require training to be set to work or pull a cart or wagon. Any horse without a Draft Nature can be Draft Trained and thus set to pulling carts and wagons. However, a horse that is pulling a cart always loses its Trail Nature or Trail Training abilities.  

War Horses

War horses are born to take their riders into armed conflict, mostly because they don't scare from combat related scares as easily. Any horse that does not have a War Nature can be War Trained. War horses roll Combat Fear Checks with a +2 bonus.  

Trail Horses

Trail horses are better adapted to uneven ground, narrow paths and steep slopes. As a result they don't suffer a penalty to the daily distance they can cover while travelling on trails. A horse cannot have a Trail Nature or be Trail Trained and also receive Race Training. This horse is made for endurance, not for sprinting. A horse with a Trail Nature or with Trail Training has a number of advantages:
  • Daily Distance travelled: +6 miles;
  • No Trail Penalty when travelling on trails;
  • Can travel two additional days without suffering fatigue (for a total of 5 days).
  •  

    Race Horses

    Race horses are not born this way. All horses except Trail Horses can be trained to be race horses however. These horses are trained to sprint. As a result, when performing the 'Change Position' action, consider your Pace to be 2 higher than its actual value. After the chase make the fatigue (Vigor) roll at a +2 bonus.    

    Horse Statistics

      For Riding Horses, War Horses and Trail Horses the mentioned prices include the Riding Training, making it possible to ride these horses straight away. Draft Horses may be offered with Riding Capablities, however this is not included in the prices mentioned below. Prices are average prices, given that each horse has different characteristics.   Some horses may be of an exceptional blood line and be stronger or better than others. Usually they cost a whole lot more as well though and can only be bought from specialized breeders.  

    Horse Attributes


    Type
    Agility
    Smarts
    Spirit
    Strength
    Vigor
    Costs
    Mule (Size 2)d4d4d6d8d8₵ 10,- / M 50,- / R 2000,-

    Light Riding Horse (Size 2)d8d4d6d12d8₵ 28,- / M 140,- / R 5600,-
    Light Draft Horse (Size 2)d8d4d6d12+1d10₵ 24,- / M 120,- / R 4800,-
    Light War Horse (Size 2)d8d4d8d12d8₵ 40,- / M 200,- / R 8000,-
    Light Trail Horse (Size 2)d8d4d6d12d10₵ 36,- / M 180,- / R 7200,-

    Heavy Riding Horse (Size 3)d6d4d6d12+1d10₵ 34,- / M 170,- / R 6800,-
    Heavy Draft Horse (Size 3)d6d4d6d12+2d12₵ 30,- / M 150,- / R 6000,-
    Heavy War Horse (Size 3)d6d4d8d12+1d10₵ 48,- / M 240,- / R 9600,-
    Heavy Trail Horse (Size 3)d6d4d6d12+1d12₵ 40,- / M 200,- / R 8000,-
     

    Horse Skills & Derived Statistics


    Type
    Athletics
    Fighting
    Notice
    Pace
    Parry
    Toughness
    Mule (Size 2)d4-d46 (d6)28

    Light Riding Horse (Size 2)d8d4d612 (d8)48
    Light Draft Horse (Size 2)d8d4d612 (d8)49
    Light War Horse (Size 2)d8d8d612 (d8)68
    Light Trail Horse (Size 2)d8d4d612 (d8)49

    Heavy Riding Horse (Size 3)d6d4d610 (d8)410
    Heavy Draft Horse (Size 3)d6d4d610 (d8)411
    Heavy War Horse (Size 3)d6d8d610 (d8)610
    Heavy Trail Horse (Size 3)d6d4d610 (d8)411
       

    Horse Breeds

      To see the horse coats, open the spoilers below.  

    Riding Nature

     

    Thoroughbred (Light)

    The Thoroughbred is a smaller than average Riding horse originating in Sinisterra. Its gentle nature makes it a popular riding horse amongst beginners, while its higher than average top speed has made it one of the most popular racing horses around Sinisterra. Usually best acclimatized to temperate to warm climates, most Thoroughbreds operate well in most temperatures. More often than average Thoroughbreds tend to dislike water.
    Coats: Bay, Blood Bay, Flaxen Chestnut, Liver Chestnut.
    Wild: Cannot be found in the wild.
     

    Aubignyan Warmblood (Light)

    Aubignyan Warmblood are a medium sized Riding horse best suited to the more experienced rider. For its size its got a stocky build and tough look. Looks can be deceiving however. While very aware of their environment, they also tend to be somewhat skittish and get frightened more easily than average. Aubignyan Warmbloods come in a wide variety of coats and can be found in the wild, roaming some coastal areas of Sinisterra.
    Coats: Bay, Blood Bay, Chestnut, Dark Bay, Flaxen Chestnut, Liver Chestnut, Rabicano.
    Wild: Can be encountered on the plains and around the forests of the Kingdom of Aubigny.
     

    Suvara Stock Horse (Heavy)

    The Suvara Stock Horse is a slightly larger than average horse commonly trained as a riding horse. It is a suitable horse for leisurely and casual travel, which is where it finds it use most often. It is slightly less athletic than other horses, so don't expect it to run races or jump obstacles. It has a rather heavy trott and an easygoing nature. It adapts well to changes in weather and temperatures, although feels often more at home in colder and temperate climates than in warm or hot climates.
    Coats: Buckskin, Cremello, Dun, Grey, Black.
    Wild: Can be encountered on the central plains of the Republic of Estrelonia.
     

    Standardbred (Heavy)

    Though large and stocky, the Standardbred is a popular race and riding horse, and frequently has seen use in war or as a draft horse with some additional training. It's more of a sprinting horse than an endurance horse however. If you plan on often travelling long distances, the Standardbred might not be the right horse for you. If you plan on taking some extra items or goods with you, Standardbreds will often accept the extra load with less protest than other horses. The Standardbred is probably one of the most versatile horses when it comes to training it for multiple purposes.
    Coats: Black, Brindle, Chestnut, Dapple Grey, Liver Chestnut.
    Wild: Cannot be found in the wild.
       

    Draft Nature

     

    Marisol Bay (Light)

    The Marisol Bay is a brawny and strong horse well suited to heavy work and pulling carts. They are easily trained as draft horses, but take a little more effort to be trained to accept a rider. Once trained however, they make for a pleasant riding horse. Marisol Bays are very aware of their surroundings and are somewhat light sleepers. Their average pace is slower than other light horses, but on average still faster than most heavy horses. Additionally they are more likely to be spooked by water than other horses.
    Coats: Bay, Blood Bay.
    Wild: Can be encountered on the plains and in the hills on the Southern shores of the Lago de Dos Vías.
     

    Charmelan Draft Horse (Heavy)

    Though their large builds and strength make them well suited to pulling carts, you won't often find the Charmelan Draft Horse pulling carriages of the well-off classes of society. They'll most definitely manage to get you anywhere you want, however their gait is widely considered to be a little less gracious and clumsy looking. On top of that they tend to frighten more easily than other draft horses, making them ill-suited for manoeuvring through large crowds. That's why you'll find them out in the country side most of all. Some bloodlines of the Charmelan Draft Horse are known to deal slightly better with changing weather and temperatures.
    Coats: Dapple Grey, Grey, Smoky Black, White.
    Wild: Cannot be found in the wild.
     

    Agir Liman Draught (Heavy)

    Agir Liman Draughts are the largest horse you will find in Sinisterra, that is in stables or on farmes. Originating from a now extinct Charmelan breed, you won't encounter these huge beasts in the wild. Much effort is put into keeping the breed pure however, as their large and tough build as well as adaptability in both heat and cold make them excellent year-round working horses. Don't expect to win any races however, be it endurance or sprint. These animals are slower and need more frequent rests than most other horses.
    Coats: Black, Dun, Grulla, Red Dun.
    Wild: Cannot be found in the wild.
       

    War Nature

     

    Rogusa Warmblood (Light)

    The Rogusa Warmblood is a popular horse for patrol regiments. It is very aware of its surroundings and known to alert its master of a threat before he or she ever had a chance of spotting the threat themselves. It does not operate as effectively on the frontlines however, given that its endurance to travel long distances is less than that of most other war horses. On the upside it can stand both the heat of the day and cold of the nights on the plains, making it an excellent horse to operate out of frontier forts.
    Coats: Leopard, Smoky Black, Smoky Cream, Varnish Roan.
    Wild: Can be encountered on the plains along the Northern shore of the Lago de Dos Vías.
     

    Southern Courser (Light)

    The Southern Courser is an exceptionally versatile war horse. It's slightly faster than most other horses, a great logistical animal often able to carry more than other light horses and does well in both cold and warm weather. As long as you don't have tons of river crossings along your path or on the battlefield, this horse will see you through plenty of battles. It's light nature makes it popular as a cavalry horse in many units that value speed over toughness.
    Coats: Black, Chestnut, Liver Chestnut, Palomino, Pearl, Perlino.
    Wild: Can be encountered along the entire Southern shore of the Imperial Federation of Novaris as well as the North-Western part of Frost Bay Colony.
     

    Palmatian (Heavy)

    The Palmatian is basically a heavier version of the Rogusa Warmblood. It's got similar awareness as well as ability to acclimatise to changing temperatures. It had been bred to endure longer distances of travel, however has lost some of the athletic characteristics of its lighter sister. Additionally it is a very lively horse that will make its presence known to others, making it ill suited as a scout, but excellent as a heavy charger on the battlefield.
    Coats: Cremello, Dapple Grey, Flaxen Chestnut, Liver Chestnut, Piebald
    Wild: Cannot be found in the wild.
     

    Gallago Coldblood (Heavy)

    Gallago Coldbloods are an old breed that is known to have been used as a heavy cavalry horse for over two centuries now. Soldiers that once rode it stick to it for its toughness, ability to carry some extra weight, as well as its adaptability in different weather conditions. On the downside it is amongst the slower horses around and will be outrun by horses of many other cavalry units. If you take it into combat you have chosen a reliable horse, however you'd best win cause retreat isn't a great option for riders of this horse.
    Coats: Brindle, Grey, Red Dun, Rose Grey.
    Wild: Cannot be found in the wild.
       

    Trail Nature

     

    Novari Ranger (Light)

    The Novari Ranger is a horse that excels in warm and hot climates. Without exception this horse will stand a hot day like no other. Some of this breed dislike the cold as a result, but a majority will still take you into colder colder areas. The Novari Ranger is a real frontier horse that will take you up hills and mountains and over narrow trails. The only thing it might shy away from is crossing water, which is something the Novari Ranger is simply not a fan of. If you're looking for a reliable and well behaved horse that'll take you through the hot valleys of inland Novaris, the {Name} is the horse for you.
    Coats: Buckskin, Cream, Dun, Grulla, Pinto, Red Dun.
    Wild: Dry plains and valleys in the North-East of the Imperial Federation of Novaris and the adjacent plains to the East in unincorporated territory.
     

    Estrelonian Ranger (Light)

    The Estrelonian Ranger is a breed that has come forth from the Novari Ranger. Like its original it performs exceptionally well in hot climates, though may sometimes have a dislike for the cold. It was bred for the wetter areas of Estrelonia where it simply became too much of a fight to take it across rivers and wetter plains. It is now seen all over the frontier, taking its riders even through the most challenging of environments. It is slower than most other light horses in a trott or faster, but has the endurance you would wish and expect of a trail horse. It's got a slightly stronger character than its fellow Ranger, making it ill suited for beginning riders. Experienced riders will not wish for anything more once they've riden the Estrelonian Ranger though.
    Coats: Piebald, Pinto, Rabicano, Skewbald.
    Wild: Cannot be found in the wild.
     

    Frostlund Highlander (Heavy)

    If you plan on taking a horse on a cold climate expedition, the Frostlund Highlander is the foremost suitable horse for this purpose. Originally bred in Aldion and imported to Sinisterra by the Sørsk, the Frostlund Highlander now has become a popular horse for frontier expeditions in the Southern parts of the continent. Though of medium height, the Frostlund Highlander has an exceptionally stocky build that protects it well from the cold. As a result it will not perform as well in the heat. With that, you get exactly what you expect from a trail horse made for colder climates.
    Coats: Liver Chestnut, Perlino, Snowflake, White.
    Wild: Cannot be found in the wild.

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