One post in particular grabbed my attention. In it he sets forth a premise, that being:
"Blood is life, life is sentience, thus blood is sentient. That which is imbued with blood, is alive."He then goes on to set up some game rules by which blood splashed on an object in the course of a physical attack against a living being causes said object to become sentient. The idea intrigues me; Jez then proposes applying it to a setting, whether that be a castle, a city, a region, or a world.
I like the idea, but I'm not sure I want it to be an entire setting, even if only a castle or keep. Instead, I like the idea of it being imbued as a curse (or a boon, depending upon one's perspective) on an edged-weapon. Imagine the wielder's surprise as he stands over a fallen foe, when suddenly: the neighboring statue--now blood soaked--moves to attack him; the nearby urn (also blood soaked) speaks to him; and the now-gory carpet begins to sing bawdy ditties from beneath the corpse. The role-playing angles and opportunites are countless! And it's not just a one-time effect, either. Played well, the DM could keep the players' suspense and confusion going for quite a while. It's not going to happen all the time, after all.
On a side note, each time I've read and re-read Jez's proposal, I've taken it for granted that the blood-soaked object in question would be an inanimate one. However as I was writing this entry (and post-item creation below) it occurs to me that it could just as easily be an animate creature, but non-sentient, e.g., dog, cat, beetle, bird, etc.) I suppose a lot depends upon your idea of "sentience" and one of many different tests therefor. Take that idea for what it's worth.
Lifebringer, +2 Greatsword (with a hat-tip to Jez over at http://gibletblizzard.blogspot.com)
This greatsword is, for most wielders, simply a +3 greatsword. However, the sword carries with it a special ability; this ability is both a curse and a benefit, depending on the wielder’s perspective. The average wielder will notice that the blade is crafted so that there is a prodigious blood-spray created with even the merest successful strike of the blade.
When a killing blow is made with this weapon, the attack sends a splash of blood and gore in a 5'-radius area around the vanquished foe. Any inanimate object coated in this gory spray must then make a Fortitude save equal to or greater than the total damage done with the single killing attack. Should the object fail its save, the magic of the sword causes the object to become sentient and animate. The number rolled as its save is then assigned between the six base attributes and the newly-aware “creature” gains the dominant attitude of the vanquished foe, or “bloodgiver,” as a basis for its personality.
The newly-aware creature will gain the ability to communicate in (at least) those languages known by the vanquished foe. Should the newly-aware creature have a “natural” means of locomotion (e.g., a humanoid statue has legs and a bird statue has wings), the object gains a movement speed of 10. There is also a 50% chance that the newly-aware creature will animate sufficiently to attack Lifebringer’s wielder.
Legend holds that there exist other similar life-bringing edged weapons in the world; stories abound of a great-axe as well as a dagger. Any other such weapons appear, for now, lost to history.
**Image courtesy of http://www.freeclipartnow.com.