Difference between revisions of "Known Diseases"

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== Shard Blight ==
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[[File:Shard-blight-girl.png|300px|thumb|right|Girl afflicted with Shard Blight]]
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''“It doesn’t kill you all at once. It reshapes you. And it never reshapes you the same way twice.”''
  
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Shard Blight is a chaotic magical affliction born from prolonged exposure to raw, unrefined [[Shardisite]]. While known throughout the world, it is most common—and most feared—near the cursed waters of the [[Sea of Ghosts]], where the highest Shardisite concentrations seep into the land, sea, and air.
  
==Shard Blight==
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Unlike early descriptions that framed it as a slow crystallization, Shard Blight is now understood as wildly unpredictable. No two victims transform the same way. One may sprout jagged crystalline spines from the spine and shoulders; another may develop translucent skin crawling with green light; a third may warp into something unrecognizable, half-flesh, half-mineral, writhing and humming with unstable magic.
[[File:Shard-blight-girl.png|300px|thumb|right|Girl infected with Shard Blight]]
 
''“It starts as a shimmer beneath the skin… and ends as a statue no one dares bury.”''
 
  
Shard Blight is a magical affliction caused by prolonged exposure to raw [[Shardisite]]. Often compared to a kind of arcane radiation sickness, it is both a disease and a curse—an unraveling of the body and soul by forces not meant to be touched.
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Symptoms often begin subtly: flickers of green light under the skin, disjointed thoughts, or the sensation of something humming in the blood. But within days, the body begins to break its own rules. Limbs twist. Bones elongate. Eyes multiply. Voices crack into harmonics. Some victims collapse into convulsions; others wander off, drawn by unknown forces toward the ocean.
  
The early stages manifest subtly: headaches, fevers, and strange dreams of light and static. But soon the signs become unmistakable—greenish veins that pulse beneath the skin, a faint glow that never fades, and crystal growths that form around the face and hands. These luminous lesions hum softly in the dark and mark the afflicted as untouchable in many cultures.
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Shard Blight is not merely a disease—it is a curse of place, a mutation of being. There is no known cure, only containment or mercy.
  
As the condition worsens, the body begins to calcify. Flesh hardens into translucent crystal. Voices fracture. Minds slip. The infected are feared not only for the sickness but for the unpredictable magical surges that often accompany their decline.
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The afflicted are often feared not just for their appearance but for the magical disturbances they radiate. Entire villages near the Sea of Ghosts have been abandoned after a single outbreak, leaving behind only the faint glow of the blighted in the dark.
  
If left untreated, the blight runs its course in a matter of days or weeks, ending with the victim fully crystallized—frozen in place, forever aglow. These bodies cannot be buried or burned. They remain—monuments to human hubris and the price of touching raw magic.
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== Cackle Fever ==
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This affliction is infamous for driving its victims into uncontrollable fits of laughter, earning it grim nicknames like “the shrieks” or “the madness dance.
  
==Cackle Fever==
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The disease begins with fever and disorientation but quickly warps the mind. Victims are prone to sudden, violent laughter that can erupt without warning, often in moments of fear or stress. Over time, the laughter becomes less human, echoing with something hollow and cruel. Entire villages have fallen silent after outbreaks, their survivors too haunted to speak of what was heard.
This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks."
 
  
===Effects===
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== Sewer Plague ==
Symptoms manifest 4 hours after infection and include fever and disorientation. Any event that causes the infected creature great stress (entering combat, taking damage, experiencing fear, having a nightmare, etc..) forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.
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Known by many names—gutter rot, slop fever, or simply “the stink”—sewer plague is a cluster of diseases spread through filth, stagnant water, and the bite of creatures dwelling in refuse.
  
Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.
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It strikes hardest in crowded slums, mining camps, and battlefield trenches. Victims experience creeping exhaustion, body cramps, and a wasting weakness that saps their ability to heal or recover. Without proper care, the afflicted wither away, becoming hollow-eyed shells unable to rise from their beds.
  
At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined, indefinite madness.
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== Weeping Death ==
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This agonizing infection is marked by one unmistakable sign: bleeding from the eyes.
  
==Sewer Plague==
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Victims contract the disease from tainted water, usually in war zones or after floods. Within days, their vision blurs, their eyes weep crimson tears, and they gradually lose sight altogether. The infection works its way inward, disrupting balance and coordination. Without magical intervention, those who fall blind from Weeping Death rarely recover.
Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and latrines which are sometimes transmitted by creatures that dwell in those areas.
 
  
===Effects===
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== Blood Fungus ==
When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.
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A parasitic mushroom that feeds on the body from within, Blood Fungus spreads through exposure to its spores or through contaminated wounds.
  
It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.
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The infection remains hidden for several days before erupting in grotesque fashion: fungal stalks burst from the skin, blooming along the limbs. Victims experience strange calm or even euphoria in the early stages, but as the fungus matures, it consumes the body, warping flesh into a towering fungal mass. Travelers speak of forests dotted with these “mushroom men,” their features barely recognizable beneath moss and cap.
  
At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.
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== Vampiric Porphyria ==
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This rare but feared affliction has been whispered about for centuries. Often confused with inherited vampirism, Vampiric Porphyria is a blood disorder triggered by exposure to dark magic, cursed artifacts, or the bite of certain night-dwelling creatures.
  
==Weeping Death==
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Victims develop an acute sensitivity to sunlight, intense cravings for blood, and a gradual loss of humanity. Their reflection fades from mirrors, their pulse slows, and their teeth lengthen. While many fall into madness, some victims embrace their new state, walking a fragile line between predator and person.
This painful infection causes bleeding from the eyes and eventually blinds the victim.
 
  
===Effects===
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== Lycanthropic Porphyria ==
A beast or humanoid that drinks water tainted by weeping death must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a −1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is blinded until its sight is restored by magic such as lesser restoration or heal.
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Known simply as lycanthropy, this curse-born disease transforms humanoids into ravenous beasts. It was first unleashed upon the world by the demon-wolf [[Shusiva]], and its spread has never been fully contained.
  
==Blood Fungus==
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The afflicted begin to show subtle signs—sharpened teeth, heightened senses, violent outbursts—but under a full moon, their transformation is complete. Those who master the condition can shift at will between human, hybrid, and beast. Those who fail become slaves to the moon, losing control and leaving trails of slaughter in their wake.
A parasitic mushroom spread by internal contact with spores, Blood Fungus grows mycelium throughout the body, feeding on the nutrients passed through the digestive tract and blood stream. After 3 days of relatively silent incubation, the mycelium will flower, bursting small fruiting-body stalks the size of an index finger from the skin along the afflicted's appendages, which flower within a day and quickly begin to release highly infectious spores.  
 
  
===Effects===
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A humanoid creature that is infected with Blood Fungus, but the spores have not bloomed yet, finds that they are strangely immune to Fear, Paralysis, and the Charmed conditions. When the fungus blooms, the victim suffers permanent reduction to their armor class by 1d4-1. Every day at dawn, the victim must succeed a CON13 saving throw or suffer another permanent reduction to their armor class by 1d4-1 as their body is slowly consumed by the growing mushrooms. If the victims AC drops below 0, they are overcome by the fungus and become a giant mushroom in the rough shape of their former self.
 
  
==Vampiric Porphyria==
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[[Category:Diseases]]
 
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[[Category:Magic]]
 
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[[Category:Threats]]
===Effects===
 
 
 
 
 
==Lycanthropic Porphyria==
 
One of the most feared of all diseases, lycanthropy can transform the most civilized humanoid into a ravening beast. Designed and spread by the Demon-wolf [[Shusiva]], lycanthropy spreads by being bitten by an infected creature. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, many lycanthropes acquire features suggestive of their animal form. A lycanthrope who has mastery over his condition can transform into a half-man, half-wolf hybrid or a full wolf during a full moon, but otherwise they are bound to their natural humanoid forms. A lycanthrope who does not have mastery over their condition, completely loses control of themselves under a full mooon.
 
 
 
===Effects===
 

Latest revision as of 15:55, 1 May 2025

Shard Blight

Girl afflicted with Shard Blight

“It doesn’t kill you all at once. It reshapes you. And it never reshapes you the same way twice.”

Shard Blight is a chaotic magical affliction born from prolonged exposure to raw, unrefined Shardisite. While known throughout the world, it is most common—and most feared—near the cursed waters of the Sea of Ghosts, where the highest Shardisite concentrations seep into the land, sea, and air.

Unlike early descriptions that framed it as a slow crystallization, Shard Blight is now understood as wildly unpredictable. No two victims transform the same way. One may sprout jagged crystalline spines from the spine and shoulders; another may develop translucent skin crawling with green light; a third may warp into something unrecognizable, half-flesh, half-mineral, writhing and humming with unstable magic.

Symptoms often begin subtly: flickers of green light under the skin, disjointed thoughts, or the sensation of something humming in the blood. But within days, the body begins to break its own rules. Limbs twist. Bones elongate. Eyes multiply. Voices crack into harmonics. Some victims collapse into convulsions; others wander off, drawn by unknown forces toward the ocean.

Shard Blight is not merely a disease—it is a curse of place, a mutation of being. There is no known cure, only containment or mercy.

The afflicted are often feared not just for their appearance but for the magical disturbances they radiate. Entire villages near the Sea of Ghosts have been abandoned after a single outbreak, leaving behind only the faint glow of the blighted in the dark.

Cackle Fever

This affliction is infamous for driving its victims into uncontrollable fits of laughter, earning it grim nicknames like “the shrieks” or “the madness dance.”

The disease begins with fever and disorientation but quickly warps the mind. Victims are prone to sudden, violent laughter that can erupt without warning, often in moments of fear or stress. Over time, the laughter becomes less human, echoing with something hollow and cruel. Entire villages have fallen silent after outbreaks, their survivors too haunted to speak of what was heard.

Sewer Plague

Known by many names—gutter rot, slop fever, or simply “the stink”—sewer plague is a cluster of diseases spread through filth, stagnant water, and the bite of creatures dwelling in refuse.

It strikes hardest in crowded slums, mining camps, and battlefield trenches. Victims experience creeping exhaustion, body cramps, and a wasting weakness that saps their ability to heal or recover. Without proper care, the afflicted wither away, becoming hollow-eyed shells unable to rise from their beds.

Weeping Death

This agonizing infection is marked by one unmistakable sign: bleeding from the eyes.

Victims contract the disease from tainted water, usually in war zones or after floods. Within days, their vision blurs, their eyes weep crimson tears, and they gradually lose sight altogether. The infection works its way inward, disrupting balance and coordination. Without magical intervention, those who fall blind from Weeping Death rarely recover.

Blood Fungus

A parasitic mushroom that feeds on the body from within, Blood Fungus spreads through exposure to its spores or through contaminated wounds.

The infection remains hidden for several days before erupting in grotesque fashion: fungal stalks burst from the skin, blooming along the limbs. Victims experience strange calm or even euphoria in the early stages, but as the fungus matures, it consumes the body, warping flesh into a towering fungal mass. Travelers speak of forests dotted with these “mushroom men,” their features barely recognizable beneath moss and cap.

Vampiric Porphyria

This rare but feared affliction has been whispered about for centuries. Often confused with inherited vampirism, Vampiric Porphyria is a blood disorder triggered by exposure to dark magic, cursed artifacts, or the bite of certain night-dwelling creatures.

Victims develop an acute sensitivity to sunlight, intense cravings for blood, and a gradual loss of humanity. Their reflection fades from mirrors, their pulse slows, and their teeth lengthen. While many fall into madness, some victims embrace their new state, walking a fragile line between predator and person.

Lycanthropic Porphyria

Known simply as lycanthropy, this curse-born disease transforms humanoids into ravenous beasts. It was first unleashed upon the world by the demon-wolf Shusiva, and its spread has never been fully contained.

The afflicted begin to show subtle signs—sharpened teeth, heightened senses, violent outbursts—but under a full moon, their transformation is complete. Those who master the condition can shift at will between human, hybrid, and beast. Those who fail become slaves to the moon, losing control and leaving trails of slaughter in their wake.

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