|The Horseman examines a Jack O'Lantern left along the Northern Downs|
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d6, Riding d10
Traits: Pace: 6; Parry: 7; Toughness: 11 (2 - Chain)
Edges: Block, Cavalier, Frenzy, Level Headed, Martial Artist
Extras: Damage Resistance (Can only be wounded with magic or silver weapons), Undead (+2 Toughness, +2 Recovery)
Saber: Str+d6 / Lance: Str+d8, AP: 2
-The 'Horseman' is both a terrifying and tragic figure. A Thonian cavalier whose bloodline was cursed by a Cumasti Elf Sorceress during a brief period of war between the Thonian colonists and the Elves of the east. She swore the cavalier, who rode down her son, would never find rest in death. The Horseman was slain soon after by brigands along the Northern Downs.
-Every night the figure of the dreaded Horseman is conjured from the very air. He appears as a headless Thonian lancer riding upon a steed whose fur color is midnight and whose eyes burn green. The Horseman will lance or slash travelers along the Northern Downs, hoping to find the Elf who cursed him.
-'Killing' the Horseman merely destroys his body. In a fortnight the Horseman will return again to plague the roads. Adventurer's wishing to rid the world of the horseman must either find the Elf who cursed him (she is a minor figure in the Elven court, she is also bitter about the loss of her son). The party may also attempt some ritual to banish the Horseman's spirit from the prime material plane. That may come back to haunt them, especially if they travel the ethereal plane and come across the banished (and angry) horseman.