For GLOGtober, I've decided to make a setting, one week at a time. I don't know if this is a good idea, but it's certainly... an idea.
Note that this is done in sections - I haven't read any of the prompts past week 1, so the setting may shift as I take later prompts into account. Buyer beware, Saturn reigns, etcetera.
Day 1 - Guns
Guns are a modern invention, their use spreading from the Sunset Isles and across the lands of the Empire. Currently, there are only two: heavy, long cannonets, and light single-shot derringers.
These are both wheel-locks, limiting their use by the Empire's military due to their expense. However, this makes them more useful for the few that own them, as armor hasn't advanced enough to protect its wearer.
Both have been made illegal throughout the Empire after a spike in assassination attempts, including one on the Empress herself.
Derringer
4d6 damage, one slot, all enemies and hirelings must make Morale saves. 20' range, advantage to hit. Illegal.
Cannonet
4d6 damage, 3 slots, all enemies and hirelings must make Morale saves. 300' range, disadvantage to-hit within 30', advantage past that. Illegal.
Day 2 - Blood
Blood is the seat of the soul. Without it, the body is only a husk. When someone dies, their blood pulls itself out of their body and ascends to Heaven, as the body hopefully reduces itself to dust.
Of course, sometimes the body does not. Then, it reverts, driven only by the base impulses written on humanity's bones. These Geists stalk the wilderness like animals, hunting for humans. (Just stat them as zombies, minus any infection chances.)
Some magicians of the Lamb's Continent have managed to die, releasing their blood, then control it, pulling it from its path to Heaven and using it as a tool before returning it and living again.
Hemopath
Starting equipment: a pendant token of your order, a katar (light), ritual equipment (six candles, a vial of sparrow's blood), a short magnetic bar (used to test the iron content of blood, which is thought to correlate to moral purity)
A: Motility
B: Condensation
C: Blood & Bone
D: Twist the Path
Motility: Through a short ritualized "death", you convince your blood to emerge from your body in an angelic form, bringing your consciousness with it. The blood can move at twice human speed, and fly. While your blood is gone, your body cannot move, and you take 1 damage each minute. The blood is too diffuse to move anything more than a pound, and too condensed to move through walls.
Condensation: You can shift the blood, making more or less condensed. When condensed, it is solid enough to hold as much a person or even attack, but cannot fly. If hit, it will dissolve. When diffused, it can slowly move its droplets through walls, but cannot hold anything. You must choose how dense your blood is when you release it.
Blood & Bone: You have reached inwards, reinforcing the instructions carved on your bones. When you release your blood, you can also raise your body as a Geist.
Twist the Path: When you die, your control continues, counting down from full health. When time runs out, you're dead. You can't return your blood during this time - it won't let you.
Day 3 - Goblins
Goblins do not exist. Despite this, it's normal to see about one a week. They are emanations from the noosphere, said to be responsible for bad luck. They knock over shelves, hide things, trip people, and all the other things that would be caused be random chance.
Hobgoblins and Bugbears are manifestations of even worse luck - a Hobgoblin will break your sword over its knee, then run into the forest. A Bugbear will burn down your house.
Day 4 - Swirling Rainbow Vortices
Above the world is a gateway. It does not circle the world like the Sun and Moon. It sits, perfectly still. When the sun crosses it around noon, this is the Short Night, where work ends and people return to bed. When the moon crosses it around midnight, this is the Witch Hour, where monsters meet under unnatural darkness.
This is the gate to Heaven, where blood crosses into that prismatic city. The observatories of the Guild of Astronautics have peered through it, and now plan to build a great machine with which they can shuttle themselves (and their patrons) into Heaven without being judged.
Day 5 - Map
Here's an early map of the setting. I have no idea what any of this stuff is, but this'll remind me to figure that out later.
Day 6 - Food- A heavy meat stew served over dumplings - traditional during the winter holidays.
- Smoked fish, preserved and buried for emergencies.
- Pickled vegetables.
- Sweet wine, imported from the Lamb's Continent.
- Small, bitter berries hardy enough to survive the droughts. Slight stimulants.
- A thin syrup made of those berries. Strong stimulant, usually mixed with water or wine to weaken the taste.
- Hard seeds, ground into a paste. Usually served on bread.
- Clams, pulled from the pools they hide in.
- Small soft cookies, shaped into spheres and stamped with (usually romantic) messages.
- A light salad of bitter greens.
- Raw fish, rubbed with hot herbs.
- Thinly sliced meat, seared quickly.
7. Adventure
1d6 Reasons to Adventure
- Your home in the Hive-Cities is suffering a drought. You want to find some way to alleviate it.
- The Imperial Guild of Astronautics has sent you to map the stars from all the corners of the world. You faintly suspect this is because they wanted to get rid of you.
- A border skirmish in the Lamb's Continent ended recently. Now you (and hundreds of other soldiers) have no work.
- You and the rest of your cell were caught on your way from the Bitter East, your assignment burned out of your heads. The Empire has given you a deal - work for us, or die.
- When your mother died, her blood streamed to the south. No one could tell you what happened to it.
- You want money. A lot of money.
I like the image of dramatically firing a pistol and having all of your own hirelings break and run
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