Paladin's Warhorse
The paladin's warhorse, also known as a "meara," is an unusual breed of wild horse, the largest of which are chosen to be worthy of paladins by holy spirits called "a luris," or beings of light. Upon entering the meara, the spirit acts as a familiar within the warhorse; it and the warhorse together await the paladin whom they are destined to serve.
This explains the meara's intelligence and long life (it won't die before the paladin does), as well as the warhorse's eternal service to the paladin once his or she has reached the 4th level of experience.
Communication
Upon reaching that milestone, the paladin's warhorse shall present itself and the first opportunity, usually within 3-12 hours — unless the paladin is in a place that horses cannot enter, such that might be the case within an underground dungeon. Thereafter, the warhorse acts as companion, mount and protector, not only of the paladin but also of anyone the paladin loves. It shares an understanding of the paladin's needs that resembles ESP ... but while the warhorse may understand the paladin perfectly, this communication isn't reciprocal.
The paladin must somehow communicate with the warhorse as he or she would any other equine — though naturally, the warhorse can express its thoughts intelligently through body language. As the warhorse understands the paladin's spoken word, it can also be asked questions, to sort out what the warhorse might know. Of course, if the paladin finds a way to speak with animals, a full understanding can be reached.
Allies
The warhorse will likewise recognize the value of the paladin’s companions, and will seek to protect them also. It will not, however, abandon the paladin while doing so. The warhorse will allow any rider whom the paladin directs, and will actively take care of such persons to the best of its ability. This will be true even if the warhorse is not in the paladin’s company. For example, if the paladin indicated that the warhorse should bear the party’s mage to another land or region, the warhorse would willingly do so, for as long as it took, thereafter returning to the paladin (which is enabled with a magical knowledge).
Description
The warhorse is almost always a destrier, or heavy warhorse, of enormous size, 17 to 18 hands tall, with flanks that make for easy riding and a steady, smooth and even bearing, regardless of what particular gait being taken. If the paladin is too small in stature for such an animal, the paladin’s warhorse may be a medium warhorse that is 16 hands high and only 1,900 lbs. The horse's details shown on the table, however, are the same.
The warhorse will appear fine and very strong, and will be most commonly of a colour that best suits the paladin's taste. The player is free to choose. The gender may also be chosen. Males will always be geldings.
The paladin’s warhorse will have powerful hindquarters, so that it may easily react and spring, to stop, spin, turn or sprint forward. They have a short back and well-muscled loins, strong bones and a well-arched neck. The mane and tail hair is typically lush and quite long, though it can be trimmed if desired. Overall, the warhorse’s colour is startlingly rich, and at night the animal has been seen to shine with a glisten that resembles the surface of frost or rime in moonlight, though no light-source is present.
Advantages
When defending itself without a rider, the warhorse will rear upon its hind legs and kick forward, or kick backwards with its hooves. The warhorse can attack either forward or backward in a given round, but not both. If bearing a rider, the animal will be able to attack with its teeth.
In caretaking a rider, the warhorse doubles the amount of horseback riding knowledge possessed by whatever rider is mounted. This is true with regards to horse handling or horse-mounted combat. If the rider has less than 10 points of knowledge, and depends upon assisted riding, the warhorse will gently carry the rider as a passenger.
Other Notes
The warhorse cannot be sold or given permanently to other persons. When its tasks are done, it will always return to its liege paladin. If the horse is deliberately sent away forever, it will wither and die within 60 to 90 days.