Mounts

A Practical Guide to Mounts, by Ralvo of Bridlewell, Stablemaster & Frontier Veteran

“You’ve got your blades sharpened, spells memorized, and coin jingling with purpose. But none of that will carry you through sandstorms, ambushes, or hundred-league marches faster than a pair of good legs under you—and I don’t mean your own.”

Why Mounts Matter

Mounts are more than a way to travel. They're partners, lifelines, and sometimes lifesavers. The right mount can speed up your journey, carry your loot, tear into enemies, or drag your bleeding body to safety.

Choosing a mount is like choosing an ally: each one has strengths, limits, and personality. A loyal beast might be the difference between a glorious charge and a lonely death in the mud.

Mount Tier System Overview

Mounts in this world fall into five broad tiers. These reflect a creature’s training, magical nature, combat usefulness, and the kind of bond you can build.

Tier 0: Common Beasts

Simple animals for travel and hauling.

  • Examples: Riding horse, mule, draft horse, mastiff
  • Speed: 40-50 ft
  • Combat: Minimal, likely to flee or panic
  • Utility: Excellent for pack animals, carts, and everyday travel
  • Cost: 15-75 gp
  • Note: Not combat-ready, but flavorful companions with narrative charm

Tier 1:  Trained Combat Mounts

Battle-hardened and bred for loyalty under pressure.

  • Examples: Warhorse, camel, giant goat, riding lizard, elk, worg (evil-aligned)
  • Speed: 50-60 ft
  • Combat: Capable in battle with proper training or rider feat
  • Special Traits: Dash, Charge, Multiattack (varies)
  • Cost: 200-500 gp or reward
  • Rider Tip: Use "mount commands" as bonus actions: Charge, Circle, Flee

Tier 2: Specialized or Magical Mounts

Exotic creatures with talents beyond the mundane.

  • Examples: Striderbeak , giant eagle, Direfang Saberlion , Pale Howler , nightmare (evil), minor constructs
  • Speed: 60+ ft; may include flight, blink, or phasing
  • Combat: Reliable allies with magic, resistances, or mobility features
  • Special Traits: Fly, teleport, vanish, elemental resistance
  • Acquisition: Gained via quests, factions, or magical bonding
  • Bonding: Develops connection, shared senses, emotional empathy, or minor magical sync

Tier 3: Legendary or Sentient Mounts

Creatures of legend, with thoughts, goals, and powers.

  • Examples: Griffon, celestial charger, spirit elk, mechanical dragonfly, phase panther
  • Speed: 70+ ft; includes hover, climb, swim, or plane shift
  • Combat: Acts independently or alongside you
  • Special Traits: Minor spellcasting, phasing, battlefield advantage
  • Bonding: Sentient or semi-sentient with evolving relationship and limited communication

Tier 4: Mythic Mounts / Artifact Companions

Myth-born beasts or world-walking constructs bonded for life.

  • Examples: Phoenix, nightmare beast, astral whale, construct titan, ancient dragon steed
  • Speed: Variable, often includes teleportation, planar travel, or astral drift
  • Combat: May function as a full ally (CR 10–16), acting on its own turn
  • Special Traits: Spellcasting, aura effects, battlefield control, resurrection tie
  • Bonding: Psychic link, cross-planar empathy, shared abilities, or HP pool syncing

Mount Mechanics

1. Bonding & Training System

Your relationship with your mount determines its usefulness. Bonding occurs over time through care, consistent riding, and downtime effort (tracked via Animal Handling or story milestones).

  • Bond Level 1: Basic commands – Go, Stay, Come, Flee
  • Bond Level 2: Gains obedience under duress, syncs with rider intentions
  • Bond Level 3: Unlocks special actions, minor magical or empathic traits, battlefield maneuvering

2. Mount Gear (Modular Upgrades)

  • Saddles: Travel, military, or exotic (flying/hybrid mounts require special rigging)
  • Armor: Available for most war mounts (light, medium, or barded variants)
  • Construct Upgrades: Socket spell gems, elemental cores, or control runes
  • Combat-Trained: Channels touch spells, auto-casts limited abilities (1/day)

Final Word from Ralvo:

“A sword can be reforged. A spell can be re-learned. But a mount that’s bled beside you, carried you home, or died under you? That’s something you’ll never replace. So choose wisely. Feed them well. And don’t forget to name ‘em.”

Comments

Please Login in order to comment!