Wednesday, April 23, 2025

Pentaquine


Ten good pentaquine words: imperial, consecrating, champ, stamp, reel, aloof, regard, writhe, tip toe, demand.

Her mother knew Pentaquine was special when she was forced to sorcerously bisect herself in order to birth Pentaquine's five foal heads. The filly, stood shakily, and spoke a divine phrase and reunited her mother's estranged halves, resurrecting her. She passed the first three tests of the Horse Celestium Club before marehood and was elected queen of the clubhouse at the minimum age of six.

Pentaquine is the five-headed queen of The Horse Celestium Club. She has never taken a stallion. She is pure and divine. Her voice is like a choir of angels, like thin glass wind chimes smashing mighty against themselves so as to break, but don't. In her presence, even lower horses are granted power to speak on her behalf—like as to translate her perfect words into common language. No human has ever shaved their patterns into her coat. No brand can brand her. Her wisdom and beauty are the subject of many minstrels musings. Even psionic horses respect her. She is above all horses, and they love her. 

And, secretly, she feels alone.

High Horses & The Horse Celestium Club

In order for a horse to prove itself a high horse, a horse must past any one of four tests. Without proof, a horse will never be granted club membership into Horse Celestium. The four tests, in order of least to most prestigious, are as follows: the testing and proof of great gifts test (which includes a basic mental aptitude subtest), the religious sense and attunement test, the greater oratory test (which includes a sort of "let's just double check they don't have any major problematic beliefs" subtest), and the run through the sound barrier test. 
The variety in these tests ensure that great horses of many power sources can attain membership. Most high horses pass only the great gifts tests, but others who can often attempt to pass multiple. No horse has ever passed all four, (only one horse, Furio Ponagio has ever succeeding in running through the sound barrier, and he died from heart explosion immediately after.)
This selection of tests preclude the acceptance of horses with psionic powers, which under the classical interpretation of "Great Gifts" do not qualify. This has led to the creation of a much less prestigious and more freaky rival club, known as "The Horses of Excellent Mental Endowment Club". High horses and psionic horses tend to think poorly of one another.

While there is a physical clubhouse for the Horse Celestium Club, most high horses have never been there. Visiting is a common bucket list item, even among lower horses.

Ambitions

Pentaquine has some ambitions for her rule, and for the preservation of the clubhouse's reputation—which is her foremost duty.
She is determined to keep her elected position as queen. To do this, she must continue to prove her majesty and power. This means performing various great works of dance, creating masterful works of art, and achieving impressive feats. 
She once ascended and descended the infinite spiral ramp of Sadlegrat in only 14 days. When she returned, her worshippers sought to collect a vial of her sweat as a relic, but not one drop was found.

She knows her destiny is to one day join the constellations as her final act as queen. She dreads the great solitude this will bring.

Pentaquine's Despair

Pentaquine has lived a life of loneliness. Her fans, worshippers, servants, and advisors are always near, but none provide her companionship. With each great act the distance between herself and them only grows.
Her greatest desire is to one day meet another horse who will love her. This might seem an immature dream for a divine queen, but it is nonetheless her greatest want—she desires another on whom she can rest. She is cursed with a distinctly mortal inability to see her own future. It is not her current longing which brings such deep despair; it is not knowing if it will end.

Using Pentaquine in Your Game

Pentaquine always appears with a padre of other horses—some higher, some lower. While her amazingness is legitimate, she is not unapproachable. She might be found nearly anywhere on the surface of the world where there is room for horses to run across the landscape. 
Pentaquine is ever on the lookout for ways to prove herself deserving of her title, and can be persuaded to assist characters in glorious acts. She will however demand a gift up front of 5x the amount of apples, carrots, and other horse treats a normal horse would desire. She also desires the rights to the glory of the accomplishment.
If Pentaquine is to providing a quest for the party—it must be something boring and unexciting. If it were interesting, she would do it herself, or ask one of her favored horses to accomplish it.

Some game stuff to properly reimburse you for your attention

d20 High Horses

  1. Verlia, a 2-dimensional horse. She can see religion represented in one-dimensional forms.
  2. Archlord Brob Gravitank, duke of Wompus and fine-tent critic. His gravikinetic cavalry units are renowned for their many victories in battle against the Nezzomere Necrostate.
  3. Derigible, a mini-mini horse with no legs and a hover pace of 4. He is very friendly, and talks about his disability so openly that it actually makes those around him more uncomfortable.
  4. Troy, a horse of wood that stands 40' tall. His hooves and charred by fire and stained by blood. He is a keeper of secrets and riddles. Threatening disposition. Similar in many ways to a Sphinx.
  5. Iron Steeple. Part horse, part church, all vigil.
  6. Muzzlebluff, who speaks only lies, but the lies are beautiful and partially binding.
  7. Hesperadel the Unshod, who claims the earth herself is her hoof. Hesperadel cannot be ridden by any creature except other horses.
  8. Cymbrial, the Deep-Furred, who hides the light of stars in her undercoat.
  9. Panopticine, she sees all the deeds of equine shame. One eye weeps continually while the other is turned blind.
  10. Hayzen. He is stitched together from a dozen prize-winning bloodlines. He is brilliant and mad.
  11. A stillborn colt with no name and which never decays. Whose ghost is a high horse in the incorporeal stables under the moon.
  12. Wickermane. Her body is of woven reeds, filled with bees, answers questions only through interpretive swarming.
  13. Cantrope. Cannot or will not speak. Nearby mundane animals often develope minor magical powers over which they exert no control.
  14. Shalea. Unconsciously speaks your secrets at inopportune times. She never remember's speaking them.
  15. Golden Glue, who's hairless coat exudes a sticky white adhesive. Not a pleasant personality. Makes lots of off-color jokes.
  16. Fralde Shane. Her coat appears totally different to every person who sees her. None can agree on what she looks like. She loves attention, and will be obnoxious to get it.
  17. Tackless Wonder. Cannot be saddled, bridled, or emotionally manipulated. Very talented therapist. Tries providing therapy in subtle ways.
  18. Embermane the Herald. Runs before the sun's solar flares. A witness to the sun god's judgement. All fear her path.
  19. Dr. Horse. Medical degree confirmed. Refuses to treat anyone. Does not practice horse medicine.
  20. Horse Mode Activated, who has other modes which have never been witnessed by any except Pentaquine herself. Doesn't like to talk about himself and is extremely self-conscious. 

d6 High Horse Storyhooks

  1. A mad scientist has discovered evidence that all horse brains are exactly the same (this is true). He is willing to pay top dollar for the fresh, undamaged brain of a high horse of exceptional prestige in order to prove his hypothesis, win a research prize, and pay off his debtors. Those he is indebted to will try to steal or destroy the brain.
  2. Pentaquine needs human dancers for specific parts of her impending 21-part ballet by which she hopes to make peace with The Horses of Excellent Mental Endowment Club. These parts, while scripted, will be demanding and dangerous. 
  3. A mare has birthed a new foal with five heads. She wishes for the party's help in bringing it secretly to the Horse Celestium Clubhouse, to Petraquine. She fears what the other high horses might do if they learn of her filly.
  4.  A donkey has broken the sound barrier. It desires a neutral party to lobby on its behalf for entrance into The Horse Celestium Club.
  5. A cursed golden horseshoe grants any horse the ability to speak perfect legalese. Now, a legal horse cult has formed, suing farmers for emotional bridling. The farmer's have placed a hefty bounty one the cult leader's head.
  6. The Horses of Excellent Mental Endowment Club has begun astrally kidnapping foals and testing them for "unacceptable levels of instinct." They are forming a think tank.

Pentaquine stats for SWADE

Pentaquine

Attributes: Agility d12+2, Smarts d8, Spirit d12, Strength d10, Vigor d10
Skills: Athletics d10, Battle d6, Faith d12, Fighting d8, Persuasion d8
Pace: 12 (Running d12), Parry: 4, Toughness: 10, Size: 3
Hinderances: Ruthless
Edges: Command Presence, Inspire, Holy, Strong Willed, Champion
Powers: Horse Resurrection, Mass Hands to Hooves, Biting Grain Rain, Gastrocrush, Galesong, Greater Galesong

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