Thunderhorseman

A unit of elite cavalry in the Northern Protectorate, these are the riders of the thunderhorses. These beasts are descendents of demonic horses from the haunted James Forest in the Darkmouth Emirate. Charging into battle seemingly out of nowhere, thunderhorsemen crush their enemies, their hearts as cold as their hooves.
Codicil cost: 5
Requirements: Empty hearted: Thunderhorses only bond to someone who has been betrayed by some lying backstabber they loved—someone who they trusted completely and thought cared for them in return—who left the future thunderhorseman abandoned and alone. 
Training time: Two months
Bonus: Bonded to a thunderhorse	
==Skills==
Melee Weapon (mass or medium) I
Medium -OR- Heavy Armour Use
Mounted Leap -OR- Spring Mounting (if you also have Jumping I)
Boasting
Conversational Dominance I
Horsemanship: Cavalry apprentice
Wayfarer apprentice
Any Lore skill
==Level bonuses==
II. True Name: Though the thunderhorses are deaf, they can mystically hear when their riders summon them. This requires knowledge of the beast's true name, though you may call out it's common name instead. The range of this summoning is about a league, and the thunderhorse must physically travel to you. 
III. Statuses: Vengeful and pick two: Enraged, Feared, Triumphant, Trouble Magnet, Unholy, Warrior; +1 to all martial proficiencies
V. Run Over Anything: You can enable your thunderhorse to travel over smoke, water, caltrops, fire, up a wall, or even across a ravine. The animal cannot do this on its own; it requires a sufficiently talented rider, or when being summoned by such. Together you may cross open air or scale a wall one yard per codicil level, triple that over anything ephemeral (such as a fog bank), or ten yards per level over anything more substantial. Note that the thunderhorse cannot move up or down unless the surface allows it. That is, you cannot just run straight up into the sky. You must be running/galloping to use this ability.	
==Level bonuses==
II. True Name: Though the thunderhorses are deaf, they can mystically hear when their riders summon them. This requires knowledge of the beast's true name, though you may call out it's common name instead. The range of this summoning is about a league, and the thunderhorse must physically travel to you. 
III. Statuses: Vengeful and pick two: Enraged, Feared, Triumphant, Trouble Magnet, Unholy, Warrior; +1 to all martial proficiencies
V. Run Over Anything: You can enable your thunderhorse to travel over smoke, water, caltrops, fire, up a wall, or even across a ravine. The animal cannot do this on its own; it requires a sufficiently talented rider, or when being summoned by such. Together you may cross open air or scale a wall one yard per codicil level, triple that over anything ephemeral (such as a fog bank), or ten yards per level over anything more substantial. Note that the thunderhorse cannot move up or down unless the surface allows it. That is, you cannot just run straight up into the sky. You must be running/galloping to use this ability.
Category:Codicil
Category:War
Category:Northern Protectorate