Riders of Destiny
History of the Horselords
In times past. . .
. . . the tribes of the Horselords roamed the lands and had little or no consideration for their neighbors. If they had something you wanted you took it. There was much bloodshed and grief.
As these things go a great leader arose from the Zeif. Chara Khan led his people on a conquest across most of the lands of the Horselords Killing those that would not subjugate themselves to him. Eventually Chara died an old man in his bed and his two sons fought over his empire. With their attention focused on each other the other peoples took the opportunity to rebel eventually regaining most of their own territories back by working together.
No longer could they be enemies as before, so they all met on Council Rock, a large plateau in the Plains of the Paynim. Here they agreed that all disputes should be settled without open warfare if it could be avoided. So they hammered out a first mutual agreement that would reestablish territories and that all major disputes that could not be handled between two people alone would be brought before all the people every four years as they gathered again on Table Rock.
By the second such gathering the Zeif even asked to join the gathering as both brothers had mysteriously died in accidents and their youngest sister took over. Each people could of course settle any small dispute with their neighbor as they saw a need but for those disputes that could not be so easily settled, the issue was brought a council of all the peoples and decided there, usually in a trial by challenge or combat.
Over most of the land peace settled in but these trials often took their toll on the fittest and brightest of the tribe since many of them died in these challenges, resulting in a weakening of all the peoples.
It was after dozens such gatherings that a second great leader arose. This time not from the Horselords but from the untamed west. A great albino goblin on a winterwolf united the tribes of evil and rode to destroy the Horselords. He attacked the gathering at Council Rock and decimated those gathered there. It was then that he turned to attack those still in their traditional territories. Of the people remaining one was an old witch woman, not of any tribe and she told the council that one hero must step forward from each people and that only these seven riders would be able to stop the White Rider.
Seven people stepped forward and began their journey not knowing how they would stop an entire army, with just the seven of them. It was a long and perilous quest, with the peoples of the horse having to endure the onslaught of the White Rider, until at last word spread that the seven had killed the White Rider and his army was in retreat. When the dust settled only three had even survived the journey, but they returned the bodies of the other heroes to their people for proper funerals. Collectively these brave heroes became known as the Riders of Destiny and their legend is told to all children everywhere.
Not wanting to repeat the mistakes that led to this, the gatherings continued but now the competitions were deemed to be friendly, fun, and for bragging rights. All real disputes would be settled by a council of 14 people selected by their people, two from each group. Diplomacy and mutual aid were the lessons learned from these tragedies. It has been many more gatherings since and now the time has come for another, and you find yourself chosen as one to escort the council representatives your people selected. It is even likely that you will get to enter into the competitions if you should choose to.
These events are a month long not counting travel time and are grand affairs that those lucky enough to attend tell stories of their whole lives. There is food and drink from around the lands, trade, and if you are really lucky even a little companionship to be found. But mostly there are the games. To win at one of the competitions is to bring glory and honor to you and yours, and the prizes are always grand and wondrous.