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Plagues & Diseases

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Plagues & Diseases

98999

99000

Set in the Medieval times where sickness is prominent, the average Alteran is known to catch and die from natural illnesses of flues and colds. Healers, Scholars and Formists alike have learned to keep such diseases at bay. Certain plagues and illnesses have made their harsh marks in our history books. Such have been named and recorded accordingly in scriptures new and old. Others have been lost to time and locked away behind the God of Secrets and Knowledge. To the benefits of the Medical path and population as a whole, these diseases don’t seem to be at the peak of their abilities as their epidemics have been thwarted and their controlling transmitters have been stopped. For the stray Alteran, if they come into contact with a source of these illnesses, they’ll feel a milder form of their symptoms.

The following are known diseases that scholars have managed to record for existence.
 

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Skraag’s Touch

Skraag’s Touch is an illness with rather slow acting symptoms. Bites from the un-dead are currently the only way to contract the disease itself. It is not contagious from one living to another. Originating from the undead of the Sorrowlands, left to fester for unknown periods of time, it can be dangerous.

Notes:
- Each bite requires a roll. /statroll body fortitude. 2 successes or less for the disease, 3 successes or less for generic infection.

Symptoms
  • Yellowing of the eyes
  • Feverish symptoms
  • High temperatures
  • Sickness
  • Rash near the bite
Progression

Within 24 hours of contracting the disease, the victim will begin to feel feverish and unwell. Some initial symptoms are flushed cheeks, and sore throat. The second day, a light rash spreads from the bite’s location. It is only mildly itchy. The rash feels like sandpaper to touch, and is pinkish in colour. The third day is when the eyes begin to take on a yellowish hue. Heavy sweating, rapid breathing are also symptoms at this point. The victim is extremely thirsty. The itching gets worse. By the fourth day, the victim will begin to suffer from confusion or seemingly intoxicated behaviour is common. The rash spreads over most of the body, causing discomfort. Within the next few days, the symptoms may begin to pass.Victims are left weak but completely normal, with no long term effects.

The faster one cures it, the faster they'll heal.


Treatment

Infection occurs through a bite from an undead corpse out of the Divine Wards.Upon the bite, the bacteria has already began it’s traversing of the body and the symptoms will progress unless it’s treated properly with reasonable medical aid. Herbal tinctures may assist in their own ways, keeping the patient calm and cool. Disinfecting the area and treating the wound through its symptoms would be a reasonable way to cure the sickness.

Credit:
Elz for original Lore
Solus for edits to make current
 
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Ashen Blight

Ashen Blight is a disease that is caused by the inhaling or consuming of the Ashen Blight Fungus’s dust first found in the lower cave systems and networks within the ground, namely ones inhabited by minions of the Deep One, Qlippoth. Inhalation or fungi dust puts the individual at a greater risk of infection, despite it not spreading past it. It can affect all races and most animals. Unlike it’s known past epidemic scouring the whole of a continent, the Ashen Blight does not actively spread and only infects those in direct contact with it.

Symptoms
  • Hallucinations
  • Fever
  • Sweating
  • Light Sensitivity

Progression

The infected initially feel irritation in their bodies, prolonged exposure additionally seems to drain the individual of energy with their shortness of breath. This later develops into a fever (which makes the throat sore). Hallucinations often accompany symptoms but not in all cases. Several victims seem to become increasingly more sensitive to light. Continued exposure or repeated exposure to the fungi makes symptoms advance quickly. They do not enjoy being in the sun, and they will actively avoid fire.

Symptoms fade within a few days if they are not continuously exposed.


Treatment

Several herbal remedies alleviate symptoms such as the body irritation (or itching) of the skin or the fever, much like a standard cough or illness. Hallucinations take a few days to ease the sick.

Credit:
Elz for original Lore
Squidziod for fungus lore {Here}
Solus for edits to make current
 

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Storm Sickness

A strange illness recently arisen among the denizens of the Landing, transmitted through the bites of undead. The Sickness is not contagious among mortal races, except through the ingestion of infected blood. The afflicted find an inky blackness spreading through their veins from the site of infection - as the Sickness worsens, it creeps towards their heart.

Symptoms
  • Blackened veins around site of infection.
  • Clammy skin.
  • Intermittent violent shakes and trembling.
  • 'Absent' heartbeat.

Progression

Stage One

Derived from undead bites, symptoms present themselves within a few hours; Most notably, blackened veins around the area of infection, as well as clammy skin and intermittent violent shakes that recede over a few days. Unnervingly, the infected may discover that their heartbeat is absent.
The infected dream of blackness and rushing water. They find themselves prone to paranoia, unwilling to turn their backs on even close acquaintances. They swear they can hear the heartbeats of those around them. Pulsing.

Stage Two

[Notify Magic Intern should your character reach this stage.]

If left untreated for two OOC days, the disease will progress to its second stage; The inky black veins begin to creep down extremities towards the heart. Skin is clammy with a constant sheen of perspiration, shakes persistent. Heartbeats can still be heard - now they come with malignant whispers in the voices of those nearby, promising you harm. Mistrust in others deepens; letting a stranger within a few feet of you is unthinkable, and inspires panic, making treatment difficult.

The infected dream of darkness, rushing waters - and something else. The afflicted find themselves unwilling to leave Storms - they feel certain they will die if they do. The urge to descend below is constant, and the infected will be at their most calm in the cellars and sewers of the Landing. Should they evade treatment another two OOC days, the disease will reach it's final stage ...

Stage Three

???

Treatment
Treatment of wounds as regular will cause symptoms to abate within two OOC days. Holy Water will dispel symptoms for a few hours [A Pint of Holy Water constitutes an effective dose for (1) patient.)
Treatment includes the basic remedies for cleaning and tending to wounds, and herbal remedies to ease anxiety and fevers.

Notes

The infected find their heartbeat and pulse absent; But their blood still flows, as if something else entirely is pushing it along. The rhythms of sleeping, eating and breathing remain as normal, for now.

The infected can hear the heartbeats of those around them, generally within the same room. The pulsing is distorted and directionless in the ears, a bother in crowds - but it’s no hallucination. If the heartbeats of those around grow rapid or fainter, the infected can tell.


Credit:
Magic Intern
 
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Sense of Undeath
Released 2/20/23 - Storm's Landing Farm

A sickness begins to sprout and spread across small villages and farmlands. Starting from a well within Storm’s Landing’s Farms, animals prone to disease begin to become infected as they retain the water within (rats, mosquitos, krowlers). They begin to bite farmhands and those passing by. And despite avoiding these creatures, drinking from an infected well itself washes one over with a chance of this illness. Once a person is infected, they’re able to pass it on to others through a bite, ingestion or touch of an open wound. Players must roll 1 success with a DC of 8 in order to not contract the disease.

Symptoms
All symptoms are up to the player if they want them to be permanent
  • Vision goes blurry, making it more difficult to differentiate things at a distance and able to devolve into full blindness at player discretion.
  • Hearing sporadically grows unreliable, one moment the infected may hear perfectly. Next they are completely deaf for a short time.
  • The sense of taste is overtaken by the taste of iron, the capacity to discern something like meat from cheese becoming indistinguishable.
  • The infected feels bouts of numbness, as if having slept on their arm for an hour. Feeling such all across their body for short periods throughout the day.
  • Their nose feels congested at random times of the day
  • The infected develop paranoia and hallucinations over time causing them to catch glimpses of humanoid figures in corners of their vision. With it worsening over time.
  • The infected occasionally feels phantom sensations of a hand on the shoulder, or a touch to the wrist, a breath on the back of the neck.
  • As the hearing of the infected worsens, they gradually develop auditory hallucinations. Occasionally hearing whispers from strangers and those the infected are familiar with and know are dead.
  • Occasionally, the infected will bleed from the eyes, ears, nose or mouth. Though its nothing exceptionally serious.
Progression:

Sense of Undeath can last from the span of a week, to even months. With it having the capacity of permanent damage to one’s senses. After an hour of infection, the symptoms start off subtle, but gradually grow by each passing day. Sense of Undeath isn’t a particularly deadly disease, and it is rare to die from it.

Treatment:
tbd

Credit:
Kostadim
 

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Sanguisuge’s Taste
Released 2/24/23 - Candlewood


A sickness spreads from person to person, often confusing others of whether the infected is mortal or a Vyre. It spreads in various ways- If bitten by a Vyre and not turned into one, a person may optionally contract the disease. It might also be contracted by infected undead, via blood or bites. The blood of the infected interacts with another, whether it be having it ingested or getting onto the skin. Players must roll 2 successes with a DC of 7 in order to not contract the disease.

Symptoms:
  • The infected develop a bigger appetite, their metabolism increasing with them easily ignoring or forgetting previous inhibitions about their diet.
  • They gain a general aversion to brighter lights with them easily getting lethargic and developing first degree burns if out in sunlight for too long.
  • The diseased will find that they have more energy in darker more dim rooms and during the night than they would the day. Gifting them some energy to work with.
  • The natural eye color of the infected turns red, akin to how a vyre’s would. Upon close inspection to the eyes, the red seems to be streaked and/or speckled with inky black that becomes more apparent when exposed to light, deciphered by a mind+medicine roll of 4+
  • Their sense of touch is lessened, extremities like the ends of their fingers feeling numb.
  • The victim’s senses are periodically overtaken throughout the day with the smell and taste of blood or rot.
  • Optionally, a character may turn into a lineless Vyre of any type through this method. Causing them to be immune to the virus entirely.

Progression:
After initially contracting the disease through whatever method, the infected does not notice the virus initially. Feeling the same. By the third day however, they will begin feeling the first symptom of the infected choice. By day 6 the second. Then by day 8 the 3rd. The infection lasts for a general length of two weeks, before eventually subsiding and the infected feeling well again.

Treatment:
tbd

Credit:
Kostadim
 
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