Decided to do Tabletoptober, using this prompt list by @revisitnormal and sending that to my friends each day. Now that I've sent them the final day, I'm gonna shove it all into one post.
All this stuff is canon to my homebrew setting, Aleitse. Most of it is set in the Tyran Kingdom, with Periplanisi (a fey colony mostly cut off from the feywild) to the north and the Shakhte Federation (the only Underdark faction that maintains a surface presence) to the south.
Day 1: Heroes' Gluttony
This spell is a corruption of Heroes' Feast. First made by the order of a cruel duke, this spell creates an enthralling feast. The unfortunate victims eat for hours and days without rest, until either they die or the curse is broken.
Day 2: Hall of Heaven
Deep in the Underdark, in the grand palace of Valestra, is the one place where sunlight shines free. Mirrored tunnels travel miles from the surface to bring sunlight to a vast cavern known as the Hall of Heaven. It is a place of worship for those that still trust the gods, even so far from their light.
Day 3: The Divine Decree
The monarch of the Tyran Kingdom is chosen by the will of Tyr himself. His voice speaks clear to every cleric of his kingdom, declaring the name of the one who shall inherit the throne. This is the Divine Decree, first heard when Tyr spoke a kingdom into existence. He is Law, and his word is supreme. Even the bones and body of the earth bend to his command.
Day 4: The Tree of a Thousand Fruits
Hidden at the heart of the Feywild is an ever-bright glade, empty save for a grand tree. The Tree of a Thousand Fruits is resplendent, its majesty tended to by the various nature gods. Within it is knowledge of all things, and it imparts a glimpse of understanding to those that accept its gifts.
Day 5: Cleaving Blade
This greatsword courses with the energy of rivers and winds, ancient trees and crossroads. It is never built, not forged or enchanted. Instead, a fortunate adventurer will find it at the junction of two rivers or the crack that becomes a ravine, anywhere where one has been split into two. It remembers its past, and its wielder can call back its former glory.
Day 6: Duskblade
The paladins of Lathander hold their oath above all else, and one who breaks that oath is exiled from their Order. There is, however, a chance at redemption for these oathbreakers: the Duskblade. Accepting this cursed blade begins a trial that ends in death or redemption. The wielder cannot set the glaive down and it slowly drains their life, giving them only a few months to prove themself. Lathander himself watches anyone who wields the blade, and only he can break its curse.
Day 7: Pluck
Invented by a cunning thief adept in the arcane, Pluck is a simple spell that lets you quickly grab things from afar. You target an object up to 60 feet away, and it flies through the air into your hands. Popular among criminals, it's often used to snag a key off a jailer or disarm an enemy mid-combat.
Day 8: Circle
The runes that determine the destination of a teleportation circle are part of a complex language, derived from old Draconic. The basic function of the runes is always the same, but circle-scribes take great pride in developing a signature style. The various cultures of Aleitse craft circles differently: the fey of Periplanisi define where the destination is not, while the ancient Elians sought to use only a single rune, and the dwarves of Shakhte carve their runes into songs.
Day 9: The Lake
The lake is placid, perfectly still. It should be peaceful, serene, but you can feel it too, can't you? The rage, simmering deep within you, within it. You want to shout, to let this hatred pour out of you and back into the lake, but you can't. Not yet. The lake is perfectly still, but a single drop of water, a single ripple across its surface, and all that rage will come flooding out.
Day 10: Crown and Elios
Little is known about Crown, not even its location, but an Elian text speaks of four warriors being sent from Thrin to Aleitse to end a war. The arrival of these four warranted an order for the construction of 5 legions, totalling 15,000 automata, but while Elios was clearly expecting a grand battle it's unclear if it ever happened. Surely we would have found some record of it by now? - Grand Archivist Alistair, on the fall of Elios
Day 11: The God of Rest
His kindness is felt in many ways: the warmth of the campfire as you lay to rest, and the softness of the blanket you lay on; the innkeeper that welcomes you in after a weary day, and the quiet moment that follows as that day ends; the scars of battle being forgotten in dreams, and the pain fading day after day. All things must rest, even the sun and the stars, and all rest is blessed by his divinity.
Day 12: Storm Song
The bardic magics were all born from a singular source, the primordial Storm Song. Now, a select few can learn to channel that ancient energy to great effect. Storm Song is a versatile spell, capable of producing a variety of powerful effects, but controlling it is a demanding and difficult task.
Day 13: Follyfond Coin
Follyfond coins are dangerous and powerful trinkets, given out by trickster gods as curses and boons in equal measure. When flipped, the coin pushes luck to its limit whether for good or ill. Using it is simple: you make a request, call heads or tails, and flip the coin. If you guess right your request is granted, but if you guess wrong then prepare for dire consequences.
Day 14: Drift
Drift is a simple spell, but no the less useful for it. It calms rapids and moves still water, allowing the target of the spell to drift calmly along in their desired direction. Lasting a full day, the spell is extremely useful for long travels as it ensures that even the roughest seas pose no risk.
Day 15: The Seventh Star
Known by many names across many worlds, the Seventh Star heralds its arrival with a blinding yellow light. It lends its aid to scholars and researchers, apathetic to morality and law, through strange visions and dreams. Some believe it to be a disguised god, others think it's something older and more esoteric, a primordial entity that remembers the birth of the gods.
Day 16: Bon's Nifty Necklace
Bon the alchemist is a career criminal with a wide variety of tools at her disposal, but one of her favourites is her necklace. It's enchanted to appear nonmagical but it's made of a cloth that unravels into a extradimensional space, akin to a Portable Hole. The space is two feet wide and ten deep, big enough to hold her tools and any ill-gotten gains, and it's helped her get away from quite a few heists without getting caught.
Day 17: Zulvhir the Firstborn
The archdragons of Aleitse were, if they're to be believed, the first creatures to see the land and the stars. Zulvhir holds the title of Firstborn, older than any other, and while the others die and are reborn he is truly immortal. As he was the First, so too shall he be the Last, and it is only in the shadow of a starless sky that he will die.
Day 18: The Legions
The Tyran Kingdom maintains a small standing army of four legions, one for each of the four largest cities. In peacetime each legion consists of only 71 soldiers, but in wartime the lower ranks are filled out for a total of 611 soldiers. A general leads each legion, commanding their soldiers as they see fit, only outranked by the king. This structure allows the legions to respond quickly to anything that threatens their city, but discourages cooperation on a larger scale.
Day 19: The Shakhte Federation
The Shakhte Federation owns a pair of cities, Podgor'ye and Torgovaya. These two cities act as the sole connection between the surface and the Underdark, enabling trade above and below the surface. Most metals and gems originate from the Underdark, passing through Podgor'ye, Torgovaya, and Tochka to make its way to the Tyran Kingdom and Periplánisi.
Day 20:
Two tolls were demanded: flesh and mind. One was paid, one was not. It will be paid in full. The pact was made, the promise fulfilled, and the cost was clear.
Day 21: The Revelry
A loose group of bards and musicians, the Revelry travels Aleitse with stories and songs of fantasy and adventure. When they pass through a city there's a great festival, lasting just under a week before they head out again.
Day 22: Bottle of Holding
This small bottle looks no different to your ordinary potion flask, but it is actually connected by a portal to a vault, enabling it to hold up to 25 doses of a single type of potion. You can, as a bonus action while holding the bottle, command it to drain or fill completely. Due to using teleportation magic rather than an extradimensional space, the Bottle of Holding is safe to store in Heward's Handy Haversack and other such extradimensional spaces.
Day 23: The Solstice of Planes
Records from 2500 years ago speak of the Arcane Equinox, a day in which magic surged to immense power, enabling many great feats that would now be impossible. Looking back 2500 years further, there are rare mentions of the Immaterial Solstice, as well as the prediction of a Solstice of Planes 5000 years in the future. Now, that date approaches in less than a year, and some are preparing to celebrate what may be a day of great importance.
Day 24: Body and Mind
Ancient tomes speak of two groups that aimed to become dragons: one focused on perfecting a draconic body, the other a draconic mind. The former group were based in a city on the western coast of Dracolimni, and through their research they developed a ritual that would turn them into dragons. The ritual was flawed, missing some key element, and so instead of dragons they created the dragonborn. Nothing is known about the latter group.
Day 25: Ironbark Blades
In the Feywild there exists a forest of trees with bark stronger than any steel. Due to the fey aversion to cold iron, many feywild warriors wield weapons carved from the bark of these trees, known as Ironbark blades. These blades are lighter than usual while still being as sturdy as a standard steel sword.
Day 26: The Questing House
The Adventurer's Guild in the Tyran Kingdom is run from the Questing House, a vast hall where heroes come to take quests and claim rewards. There are tables scattered about, free to use for anything from food and drink to surgeries, and the centerpiece of the hall is a long arena that sits ten feet lower than the rest of the room. The Guildleader takes that title through a trial by combat, and their duty is to step in if ever there is too great a threat.
Day 27: Feywild Dawn
The position of the sun in the Feywild is not a function of time but of place: as you travel the sun may rise and set as normal, but if you stand still the sun will never move. Thus, many of the fey courts are named after the time of day, such as the Dawn and Midnight Courts. Dawn courts are the grandest of all the courts, and archfey are born in glades bathed in dawn's light.
Day 28: Cold Iron Crown
This jagged iron crown was commissioned by Constantine Petraius, champion of the Fourth Legion of the Tyran Kingdom, 190 years ago during the war against Periplanisi. It was an evil and twisted thing. The crown burned the blood of fey, turned their skin to stone, and tore at their very souls. Constantine was driven to madness by its relentless hatred, nigh unkillable with its aid, and his bloodlust only ended when the Raven Queen herself cut his head from his shoulders.
Day 29: Jaina
A young half elf raised in Hazeldenn, Jaina took up hunting to earn money for her and her sister. A local bandit crew recruited her with the promise of wealth enough to never have to hunt again. Her first attempt at highway robbery ended with her arrest, unfortunately. Only a day after, Hazeldenn was beset by gnolls, and she fought them until she was forced to flee. Now, she helps out with rebuilding the town.
Day 30: Plane's Blood
Devils, being creatures of Law, are born through contracts. Demons, on the other hand, are born of Plane's Blood. This is the name given to the blood of a Demon Lord of a plane of the Abyss, and it is a powerful and deadly thing. A sip can burn through a person's tongue, and even diluted it stings your throat and mouth. If even a single drop is spilled in the Lord's plane it will birth a demon, and in the heat of battle hundreds might be born.
Day 31: King's Mask
One of the major flaws of illusion magic is the incorporeal nature of it, and so a bard developed a simple spell to help sell his illusions. King's Mask enabled him to transform his outfit to match his illusions, and sometimes even forgo illusions entirely. This spell is versatile, able to transform threadbare clothes into an outfit rivalling the king's or vice versa.












