Horses

Terrain

Horse Equipment

Summary

There are many different types of steeds throughout the world, from the basic gray palfrey, to the majestic warhorse, to the elegant white-maned ponies. This report will detail every horse, how far it can travel, how quickly it can regain its stamina. It will also outline the different horse equipment one can use, and benefits of each type.


Testing Conditions:

All horses were tested by me, with level 6 ride. My weight plus weight of my equipment would have been approximately 180-200lbs.
All road testing was done running south along Tar Valon Road until the horse becomes haggard, and double checked by running around the streets of Tar Valon, starting at Southharbour then running in an anti-clockwise direction north along Osendrelle Way, west through the northern wharf, south along Alindrelle Way, then back along the Southern Wharves, continuing until the horse was exhausted.
All mountain testing was done in the Spine of the World, running between 2 rooms called 'A passage over the Steep' and 'End of a Mountainshelf'. This would ensure that both rooms contain enough mountains to ensure that my results aren’t too varied.
Grassland testing was done east of Tar Valon, running back and forth between the rooms 'Grassy Plains' and 'Grassy Plains'.
This was to allow for thorough testing within a relatively safe location.
Forest testing was done using the rooms to the east of Tar Valon known as ‘A Dense Forest’ and running back and forth between them.


The Horses

The Warhorse
The warhorse is easily the best horse any human can ride, while having enough strength to run 50 spans along a road in one hour, then after a short break, can run another 32 spans. This is clearly the best regeneration by any steed. Another bonus is that warhorses can be stabled, and any hand that is paid his 15 copper will gladly give a white stable ticket for one. They can be quiet pricey however, ranging from 30 crowns to 50 crowns, depending on location. However if you are lucky enough to find one in the stables at Cairhien, or roaming around Toman Head Road, they are well worth the effort. Once a warhorse is exhausted, it can take 2 hours for it to be completely fresh again.

The Tairien Bloodstock
This large horse is found in the southern lands of Tear, where they are breed to be used by the Tairien Armies. It also can run 50 spans along a road in an hour before being exhausted, then after a brief rest, it can run another 24 spans. Bloodstocks can be stabled anywhere and the stable hand will trade a black stable ticket for it. They are usually only found within Tear, in one of the yards close to the stables. It takes 3 hours for a bloodstock to regain its breath from exhausted to fresh.

The Dust-Covered Gelding
This horse is similar to the Bloodstock, except are found farther north, around the Cairhien Area. They are able to run 50 spans from fresh to haggard, then another 24 after a rest. When stabled a stable hand will give a brown stable ticket for them. They are usually found in the stables of Cairhien, or ridden by the commander of a patrol in the area. Like the Bloodstock and Illianer Steed, it takes 3 hours for the gelding to regain its full breath back.

The Illianer Steed
The Illianer Steed is a mount used by the Illianer Companions. They are found around the city of Illian and its surrounds. Similar to the Bloodstock and Gelding, it can run 50 spans within an hour from being fresh, then after a short rest it can run another 24 spans. These mounts can be stabled anywhere, and are the equivalent of a yellow stable ticket. The Steed can be rested for 3 hours to allow it to regain all of its strength back.

The Palomino Mare
This horse is known to be the horse of the seanchan. It can only be found on the Seanchan continent or inside the city of Falme. This means that the Palomino is rather rare on the east side of the Aryth Ocean. They are able to run 50 spans from fresh to haggard within an hour, and then continue for another 22 spans the following hour. Should one of these horses be stabled the stable hand shall return a blue stable ticket to the rider. The palomino can regain its strength in 3 hours.

The Gray Palfrey
This is one of the most common horses throughout the World. It can be found in many places around the world, and is generally a good horse to run short distances with before swapping horses. They can run 50 spans along a road and another 20 spans after regaining some of its breath. The gray stable ticket is what will enable the stable hand to retrieve your horse. The gray palfrey takes 4 hours to regain its full strength back after being exhausted.

The Wild Stallion
Like the Gray Palfrey, these horses are very numerous. They run 50 spans in an hour, similar to the palfrey, and then continue another 20 spans after the hour. These however, cannot be stabled anywhere in the world. They are too wild and untamed for city living. Similarly to the gray, it also takes 4 hours for a wild stallion to regain its full strength after being haggard.

The Black Stallion
The black stallion is a horse which starts the lower end of the scale. While these horses are useful for swapping between, as a horse for long distances they may not be best suitable. The can run for 50 spans within an hour on road, and then will run another 18 spans the following hour. They are not bound to certain corners of the land, and can be found just about anywhere. The black stallion requires 4 hours of rest after being exhausted to regaining its full strength.

The White-maned Pony
The ponies of Tremalking are extremely rare, as they are only found on the island of Tremalking, both inside and outside the city of Samarin. They can run for 50 spans before needing a rest, and then can move another 16 spans before tiring again. Unfortunately, these lovely animals cannot be stabled, and as horses are not allowed on the ships, it is quite hard to get them off the island, though there are a couple of ways. Once a pony is exhausted, it requires 4 hours of resting to regain its full strength.

The Roan Charger
The weaker of the two warhorse breeds, this horse is usually used by Andoran Cavalry Patrols, though has been known to be roaming the road south of Luggard. They can run for up to 50 spans without a rest, then, similar to the white-maned pony, will move another 16 spans after a short rest. These horses can be turned in at a city stable, where a green stable ticket will be returned to the rider. After waiting 4 hours, a Roan Charger that was haggard would be fresh and ready to go.

The Dun Mare
This steed is definitely better then it sounds, yet still can't keep up with some of the other steeds in the world. It had good short range potential, allowing one to run 50 road spans quickly without rest. However, once it has been exhausted, it can only run another 12 spans before exhausting itself again. These horses cannot be stabled. This mare requires 5 hours to regain its full strength after being ridden haggard.

The Draft Horse
Similar to the dun mare, the draft horse can run along a road for 50 spans going from fresh to exhausted. Once the hour has ticked over, it can run for another 12 spans. These horses cannot be stabled. These can be found all over the world. Upon complete exhaustion, a draft horse requires 5 hours to regain its full strength.

The Spotted Horse
The spotted horse is used by the minor members of a Rising Sun patrol, and is also found close to the blight. They can run 50 spans without a rest on a road, though after exhausting themselves they can only move 10 spans after an hour. They cannot be stabled. The spotted horse requires 5 hours to regain its strength.

The Shaggy Brown Mare
Similar to the spotted horse, but a lot more common, the shaggy brown mare is able to run 50 spans before exhausting itself. They then can run another 10 spans after an hour. They can usually be found hiding in barns just off roads. They cannot be stabled. The shaggy mare needs to be rested for 5 hours to regain its original stamina.

The Brown Stallion
The brown stallion is not a strong horse. It would prefer to be left alone, munching on grass all day. They can be quite hard to find, if you do not know where to look. They can run 50 spans from fresh to exhausted, then after a rest, another 8 spans, similar to the shaggy brown mare. The brown stallion cannot be stored at a stable. The brown stallion requires 7 hours of eating grass to allow it to be at its best strength again.

The Stubborn Mule
Closing off the bottom of the chain, the stubborn mule is definitely a short distance horse. It can run across 50 spans before exhausting itself, however has the worse regeneration of all the horses so far, only being able to move another 8 spans after being rested for an hour. These animals do not respond to horse, which is also a major drawback. This steed cannot be given to a stable hand. Like the brown stallion, the stubborn mule needs 7 hours of rest before being at its full strength.

The Playful Colt
The colt is...definitely a horse for the desperate. It has half the strength of all the other horses, only being able to run 25 spans, and then has the appalling regeneration of 2.5 spans (2 after 1 hour, 3 after the next) per hour after being haggard. Definitely a horse you would use in the direst of circumstances. These horses are also known to wander quiet frequently. They cannot be stabled. The pitiful colt needs to sit still for 11 hours for it to be able to be fresh again…if it is possible to keep them in one spot for that long.


The Terrain

Roadways
Whilst paying attention to the surroundings, the rider will have his moves dripping away at 1 move for every road span a horse runs. This was the same for every breed of horse.

Grassland
Upon testing the above 17 horses in the grassland, the results were identical to that found on roads. Also, when attention was paid to the surrounding areas, the results were also identical to the tests completed on Tar Valon Road and within the city.

Forest
When all the horses tested in the dense forest, the horses still moved the same distance they could travel on road, except rather then the rider not tiring, they now tire at 1 move per room. Therefore a full spam from a warhorse will be 50 spans, and take 50 moves from the rider, and after an hour it would be able to move 32 spans and take 32 moves from the rider. However, once the rider was paying attention to the surrounding areas, the horse could only go half its normal distance through the forest. The tiring affect on the rider is the same however; they still lose 1 move per span.

Mountains
When the steeds were taken to the Spine of the World, the results showed that a horse that can move 50 spans while fresh on road could only move 25 spans in mountainous terrain. Then after being exhausted and waiting for the hour to pass by, a horse could only move half its normal regeneration rate. Similarly to forests, the rider will tire whilst riding through mountainous terrain, at a rate of 1 move per span. However, with the rider paying attention to the surrounds, a horse can only move 1/3 of its moves it can on a road. Therefore a horse with enough energy to run 50 spans will only make it 17 spans. Then after resting for the hour, it can move only 1/3 of its moves again, however the rider will take a lot more energy searching the area, costing them 2 moves per span. This can lead to a rider becoming exhausted a lot faster then its horse if they aren’t careful.


Horse Equipment

Through equipping a steed with horse equipment, it allows the maximum moves of a horse to increase, however does not affect the regeneration rate of the steed. Also, horse equipment is used to increase the chances of a safe return of one’s steed during the dark times. All spans mentioned are on road rooms.

Iron Horseshoes
Whilst paying attention to the surroundings, the rider will have his moves dripping away at 1 move for every road span a horse runs. This was the same for every breed of horse.

High-cantled Saddle
Putting this saddle onto your horse will allow it an extra 10 spans if it is rested first.

War Saddle with Stirrups
Whilst paying attention to the surroundings, the rider will have his moves dripping away at 1 move for every road span a horse runs. This was the same for every breed of horse.

Bridle
Equipping your horse with a bridle will give it enough strength to run 5 more spans.

Hitching Harness
This doesn’t affect how much your horse can travel at all, yet can be useful for keeping track of horses as mentioned at the start of this section.

Saddlebags
A horse can carry two of these items, and they are useful for storing extra equipment in for when longer journeys are made, or when the rider does not wish to be weighed down. Saddlebags need to be attached to a saddle.

Horse Donning
This is useful for covering up the items you have equipped your horse with, as it will hide anything except horseshoes. It also adds more strength to the horse, allowing it to run an extra 10 spans.

Note: No matter how much horse equipment you load your horse up with, the most spans your horse will go is 20 plus the original 50 (or 25 if you have a colt).


Summary

Warhorse:
Base Moves: 50              Regeneration: 32

Tairen Bloodstock:
Base Moves: 50              Regeneration: 24

Dust-covered Gelding:
Base Moves: 50              Regeneration: 24

Illianer Steed:
Base Moves: 50              Regeneration: 24

Palomino Mare:
Base Moves: 50              Regeneration: 24

Gray Palfrey:
Base Moves: 50              Regeneration: 20

Wild Stallion:
Base Moves: 50              Regeneration: 20

Black Stallion:
Base Moves: 50              Regeneration: 18

White-maned Pony:
Base Moves: 50              Regeneration: 16

Roan Charger:
Base Moves: 50              Regeneration: 16

Dun Mare:
Base Moves: 50              Regeneration: 12

Draft Horse:
Base Moves: 50              Regeneration: 12

Spotted Horse:
Base Moves: 50              Regeneration: 10

Shaggy Brown Mare:
Base Moves: 50              Regeneration: 10

Brown Stallion:
Base Moves: 50              Regeneration: 8

Stubborn Mule:
Base Moves: 50              Regeneration: 8

Playful Colt:
Base Moves: 25              Regeneration: 2.5


When it comes to working out the affect terrains have on ones steed and themselves:

Road without notice on: -1 horse move per span, no cost to rider
Road with notice on: -1 horse move per span, -1 move to rider per span
Grassland without notice on -1 horse move per span, no cost to rider
Grassland with notice on -1 horse move per span, -1 move to rider per span
Forest without notice on -1 horse move per span, -1 move to rider per span
Forest with notice on -2 horse moves per span, -1 move to rider per span
Mountains without notice on -2 horse moves per span, -1 move to rider per span
Mountains with notice on -3 horse moves per span, -2 moves to rider per span


Therefore when establishing how far a horse can carry someone then the horses moves would be established then the terrain and a rough figure should be able to give an indication on how far the horse can go. Remember though, terrain can change quickly within a few spans.

Unfortunately there were some mounts that could not be covered in this research, due to their violent nature or being used as tools of the shadow. These include the beasts known as torm, the winged creatures known as raken, and the horses known as Shadow Stallions. Also research was unable to be done on a morat’raken saddle, used by the scouts of Imperial Army, nor gleaming horseshoes, which are tools of the Dark One and his followers.