Horse Gait
Horse gaits describe the natural and trained movement patterns by which a horse travels, each with its own rhythm, speed and level of exertion for both mount and rider. These gaits determine not only how much ground a horse can cover in a given span of time, but also how effectively the animal can be used in different contexts — combat, travel, labour or performance.
Contents
Within the ruleset, understanding and employing horse gaits is a specialised skill. Only characters who possess the sage ability horse handling I are capable of selecting and managing the ordinary gaits listed below. Those with horse handling II are able to manage complex gaits as well. Without this knowledge, a rider may sit atop a horse, but they must rely upon assisted riding in travelling.
Gaits are defined by the purposes to which they're put and the stride each gait allows within a combat round. This system focuses on the utility of each gait rather than its biomechanics. Riders familiar with real-world equine behaviour will recognise many of these terms, but detailed descriptions of each gait are omitted here in favour of function.
Ordinary Gaits
These are the most basic, natural movements of a horse that any trained mount is capable of performing, without requiring specialised breeding or advanced rider expertise. These gaits — walk, trot, canter and gallop — are instinctive to the horse and manageable by riders who possess the sage ability horse handling I. Each gait varies in terms of speed, endurance and suitability for combat or travel, offering different tactical advantages depending on the situation. Characters with this level of knowledge can actively choose among these gaits during movement, directing the horse to adjust pace fluidly in response to terrain, urgency or threat.
- Walk (stride 1-6). The walk is a slow, four-beat gait in which each hoof strikes the ground separately in a steady rhythm: left hind, left front, right hind, right front. This movement keeps at least two hooves on the ground at all times, making it the most stable gait available. It is comfortable for long travel, ideal for leading or assisted riding, and provides the rider full control for mounted combat or observation.
- Trot (stride 11-12). The trot is a brisk, two-beat gait where the horse moves in diagonal pairs: left front with right hind, followed by right front with left hind. The rhythm creates a noticeable bounce, which often requires the rider to post — rising and falling in time with the movement — to avoid fatigue. A healthy horse can maintain a trot for 2 to 5 hours, making it the most efficient gait for long-distance travel when speed is balanced with endurance.
- Canter (stride 14). The canter is a smooth, three-beat gait used for moderate speed and agility, necessary for jumping and shifting direction quickly. In a left-lead canter, the hooves strike in the order: right hind, then left hind and right front together, followed by the left front. This gait produces a rocking motion and includes a brief moment of suspension, offering a balance of speed and control that is useful in skirmish combat or navigating difficult terrain over short distances.
- Gallop (stride 17). The gallop is the horse's fastest gait, a four-beat movement with a final moment of suspension. In a right-lead gallop, the hooves strike in rapid succession: left hind, right hind, left front, then right front, after which all hooves leave the ground briefly. The gait delivers explosive speed but is extremely taxing, limiting the horse to one or two miles of movement before exhaustion begins to set in. A full charge in combat requires a horse to be moving at this pace.
Complex Gaits
These are specialised patterns of movement beyond the four ordinary gaits, typically requiring specific breeding, training of the horse as well as the rider to perform. These gaits offer specific advantages related to comfort, manoeuvrability or long-distance endurance, and are often used in situations where ordinary gaits are less effective.
- Singlefoot (slow amble) (stride 7). The singlefoot is a smooth, four-beat gait that resembles a quicker, more balanced walk. Each hoof lands independently in even succession, providing a remarkably steady ride with little vertical motion. Riders can maintain this gait for 1 to 4 hours, making it ideal for long-distance travel where comfort is prioritised. It is also the preferred gait for assisted riding, offering consistent pace and minimal disruption for untrained passengers.
- Fox trot (stride 9). Despite the name, the fox trot is not a true trot but a broken amble, where the front hoof lands slightly before the diagonal hind. This creates a four-beat gait that maintains speed while reducing bounce, resulting in a smoother ride than a standard trot. Especially well-suited for uneven trails, this gait allows the horse to navigate forward, backward or laterally with control, and to step over or around natural obstacles. It can be sustained for 1 to 2 hours.
- Slow pace (stride 10–12). A lateral two-beat gait in which the horse moves both legs on the same side together — left front and hind, then right front and hind. Though the speed matches that of a trot, the ride is smoother for those on pacing horses, which rock side to side rather than jolt up and down. This removes the need for posting and allows longer travel without fatigue. However, trotters cannot sustain this gait. Pacing horses are less common, but the stride is otherwise equivalent in range and endurance to a standard trot.
- Fast pace (stride 13). A quicker, more forceful version of the slow pace, uncomfortable to ride but excellent for pulling small, balanced vehicles such as chariots or light carriages. Like the slow pace, it is a lateral two-beat gait, but performed with greater drive. Only pacers are capable of maintaining this gait. If the load is under 150 lbs. and evenly distributed, the vehicle does not reduce the horse’s effective speed.
See also,
Horseback Riding (sage study)
Horse-mounted Combat I (sage ability)
Paladin's Warhorse