Hyalor

The Breaker


History :


One day, Hyalor, a famous hero, saved from death Hippoi, the wounded spirit of Hyppogriffin, daughter of king Griffin. Hyppogriffin was laying down fangless, clawless and wingless, pulled off by Storm Bull, Maran Gor and Zorak Zoran during Gods War and Great Darkness. To thank him, Hippoi accepted to create an alliance with his rescuer. She changed her name and identity, and henceforth called herself Horse. And she promised that all her descendants will serve men. Since that time, Hyalor is also known as The Breaker. Hyalor is generally represented riding a horse, holding in his hand the bridle he used for breaking Hippoi.

Runic Association :


Mastery, Beast and Movement.

Initiation :


Candidates must pass the normal test in Ride, Ceremony, Jump, and one weapon skill among Lasso Attack or One Handed Spear Attack or Bow Attack.

Spirit Magic : Heal, Coordination, Endurance and Mobility.

Special Skills : Horse Care, Train Horse, Horse Lore.

New Skills :

(Animal) Care : Knowledge skill, 00%
This skill allows to heal, feed, and more generally breed the animal with harmony and health.

Train (Animal) : Knowledge skill, 00%
This skill allows firstly to train the animal in obeying basic order, then to train it in attack and maximum use of its skills.
The duration of training is animal's POWERx5 in days. At the end of that period, the trainer must roll his Train skill or less. In case of failure, training must go on for animal's POWER days, with another roll at the end, and so on. If the roll is successful, the trainer will be obeyed by the animal, for any reasonable order, after a normal roll of Train skill (and a roll of animal's INTx5 if the animal has a fixed INT).
A more complete training may be carried out, with the same supplementary duration (animal's POWx5 days) and the same modalities. If successful, the animal will obey trainer's orders without any roll. Furthermore, the animal will be able to use its natural weapons to help trainer in combat. Finally, trainer will be able to train this animal in the use of its skills, up to the percentage of Train skill of the trainer (normal rules of training).

Restrictions :


A member of this Cult can not use Two Handed Axes and Two Handed Maces. He never shall hurt a horse. The Cult is strongly hostile to Lunar Cult of Yara Aranis.

Runelords : The HorseMasters :


Candidates must have 90% in Ride, Jump, One Handed Spear Attack. The initiate must also capture and break a wild horse, the animal becoming his.

Breaking a wild horse : A wild horse is broken if its rider stays on its back until the horse has negative fatigue points. Each round, the horse spends 2D6 fatigue points (and the rider 2). The rider must roll a Ride skill minus (FP spent by the horse that roundx5%). Fumble: the rider falls (2D6 damage points). Failure: the rider falls if fails DEXx3 roll. Special: the horse spends an additonal 1D6 FP. Critical: As special, but the horse is immediately broken if it fails POWx5.

Benefits :
Allied Spirit in his horse's mane.

Divine Magic :
Common: no.
Special: Unity, Command Horses.

RunePriests : The HorseBreakers :


Candidates must have 90% in Horse Care, Train Horse and Horse Lore, and must have 50% in Ride and Ceremony.

Divine Magic :
Common: Heal Wound, Worship Hyalor.
Special: Speak With Horses, Breaking, Call Horses.

Associated Cults :

Chalana Arroy : gives Regrow Limb to Priests.

Voria : gives Invigorate to RuneLords.

Yelmalio : gives Sunbright to RuneLords.

Yamsur : this friend of Hyppogriffin gave her hooves to replace her pulled off claws. He gives to cult members the spirit spell of Ironhoof.

Special Divine Spells :

Speak With Horses : 2pts, Touch, Temporal, Non Stack, Reusable.
This spell allows, during 15 minutes, to speak with one horse on which the spell is cast. The horse cannot answer back but understands what is being said, and will act according to its natural awareness.

Breaking : 1pt, Touch, Ritual (ceremony), Temporal, Stack, Reusable.
The rider on whom the spell is cast has his Ride skill doubled for purpose of breaking a horse only. This spell lasts for the duration of the breaking, but not more than 15 minutes.

Call Horses : 1pt, Self, Instant, Stack, Reusable.
This spell sends a signal only hearable by a horse, in a 1 kilometer radius. Any horse failing its resistance roll will be strongly attracted to the caster (normal speed of the horse). The spell will end for that horse when it enters a 50 meters radius of the caster. Only a spell of command will permit to control the horse, but the horse may anyway react according to its natural awareness. Each point of spell doubles the range of the signal.

Unity : 2pts, Ranged, Temporal, Non Stack, Reusable.
During 15 minutes, the rider and the horse will be in full symbiose: no Ride skill roll for the rider, the use of skills by the rider is not limited by his Ride skill, and the horse ignores the encumbrance of the rider for the use of its skills. Furthermore, any spell cast on the rider or the horse will be resisted by adding magic points of the rider and the horse (for spirit combat too). Unity does not affect spells in effect when cast.


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