To Save A Kingdom: Ostinad Horselords

While our upcoming adventure hardcover To Save A Kingdom is primarily an adventure rather than a rulebook, it does contain a handful of new player options. One of these is the Ostinad Horselord culture.

Ostinad Horselord

The wide sweeping plains and grasslands of Ostinad are home to the horse lords of Elissar, but this place southeast of Endora is a region and not a nation—there is no capital or king or even an army, only the swords pledged to each horse lord. Ostinads lead free and semi-nomadic lives that are as harsh as they are rewarding, any disputes between different groups won out with contests that demand the best of all participants. Within the meadhalls of the few small towns scattered across the gentle hills and flatlands however, the camaraderie, mirth, and trust encouraged by this rigorous equestrian way of life are all too clear to see.

Wherever they roam the horse lords of Ostinads are accompanied by their beloved mounts. In Ostinad a horse is more than a beast of burden or means of travel, it is as much a member of the family as a sibling or parent. Ostinad equestrians cherish their horses and the bonds they forge are extraordinary, likened to that of a mother andbchild—and bore out in many legends of steedsbthat proved to be just as courageous and noblebas the Ostinad warriors that rode them.

Characters raised in the Ostinad Horselord culture share a variety of traits in common with one another.

Animal Handling. You gain proficiency in Animal Handling and an expertise die on Animal Handling checks.

Mount. You gain a draft horse or riding horse.

Rider’s Bond. Once you have spent a week with a creature trained to be a mount, at the end of a long rest you may forge a special bond with it. This bond lasts until your mount dies or you use this trait on a different creature. While you have this special bond, you know what direction your mount is as long as you are on the same plane, your mount has advantage on saving throws against fear, at the end of each short rest your mount heals an additional 2d8 hit points, and as long as it is not fatigued at the end of a long rest your mount regains all of its hit dice.

Spirited Soul. If you learn combat maneuvers, you may always choose from the Spirited Steed tradition. In addition, it costs 1 less exertion point for you to activate Spirited Steed combat maneuvers (minimum 1 exertion point).

Languages. You can speak, read, sign, and write Common and one additional language.

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Against the Dragonlords