While the ork Cavalryman is the most iconic example of the discipline, the windling Cavalryman is by far the most practical. It can be argued this character is the only way to play a Cavalryman in a typical Earthdawn game. It would also be a pretty short argument.
Each Circle saw this character improve one attribute and take a new Talent Option. There are no Thread Items on this character, however unlikely it may be.
Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.
DEX: 19 (8) STR: 9 (4) TOU: 13 (6)
PER: 14 (6) WIL: 10 (5) CHA: 19 (8)
Initiative: 7 (Recommended: Hide [-1])
Physical Defense: 17 (Recommended: Crystal Buckler [+1])
Mystic Defense: 9 (Recommended: Crystal Buckler [+1])
Social Defense: 12
Physical Armor: 10 (Recommended: Crystal Ringlet, Forged +5 )
Mystic Armor: 6 (Recommended: Crystal Ringlet, Forged +3 )
Damage: 15 (Recommended: Windling Sword, Forged +8 ); 29 (with Charge)
Wound Threshold: 8
Recovery Tests: 4
Karma: Attack tests while charging and mounted Damage tests.
Animal Bond: 9 (17)
Charge: 9 (13)
Melee Weapons: 9 (17)
Mount Weaving: 8 (14)
Trick Riding: 8 (16)
Astral Sight: 4 (10)
First Impression: 8 (14)
Animal Training: 9 (15)
Battle Shout: 8 (15)
Enhance Animal Companion: 9 (14)
Conversation: 8 (16)
Call Animal Companion: 8 (16)
Blood Share: 6 (12)
Armor Mount: 8 (13)
Fearsome Charge: 8 (16)
Wheeling Attack: 9 (17)
Animal Companion Durability: 8
Wheeling Defense: 8 (16)
Etiquette: 8 (16)
Double-Charge: 9 (17)
Lion Heart: 8 (13)
This version of a Cavalryman plays to the strengths of a windling, which is not a high strength. It prioritizes being competent in more than one area over utter dominance in the saddle. The specific other area is social interactions. This adept can easily be the primary social character for a group if they lack a Troubadour or social Swordmaster.
Their small size allows them to bring their mount everywhere and this character uses a zoak, because every windling PC ever wants a zoak over a kue. Being on a flying mount gives them incredible mobility and Charge increases their damage to "normal" levels. At lower Circles, they will probably be the biggest hitter in the group.
For their equipment, a Step of damage was sacrificed by choosing a sword over a polearm. This gives a little more versatility in allowing them to fight with their equipment even when not mounted; the benefits from a crystal buckler far outweigh a single damage. Keeping Initiative penalties on the low side is also going to be important to get the most out of Wheeling Attack. The ability to fly makes this extremely important in the defensive suit at their disposal.
In combat, picking on a target going after you will make life easier to make an escape after your attack. Battle Shout is going to help prevent an effective counterattack in situations where this isn't possible, or against opponents who can attack at a range. Despite the high Physical Defense, this adept is fairly vulnerable to attack, particularly Knockdown.
Compared to the ork Cavalryman, their mount is less impressive in a fight, but can easily be used for activities beyond just running the pointy bit into the fleshy bit which bleeds and screams. Since it is smaller, protecting it will also be more of a priority. In all, when in a fight a windling Cavalryman lives on their mobility and ability to take the fight into unexpected areas.