Corruption of the Dark Coast

  ... . . H̵̨̧͚̫̩̺̳͍͕̀͌̌͛̽̕̕͡͠e̟͉̰̰̹̻͔̰̰͖̐̈͗̄͛̑͝͠l̷̨͇̘̠͓̜͓̉͊̍̉̍̊̓̈́̕̚p̮̻̬̺̦͖̦̀̓̐͆́̀̌̀ m̧̛̮͚̗̰̖̅̑̈́͆̀̚̕͡͞ẻ͕̹̙̗̞͍͙̽̽̇̈́͞͝͡͡.̛̖̦̪̹͚͖̆͆̂̀́̌͗͟͡͠ I̡̢̼̲̼͖̯̱͛̇͆̓̔͜͡͝ͅ f̧̙̪̞̜̏̀̀͆̀̽͗ę̮̭̜̪̳̂̉̾͛͗͞e̢̲͉̫͖͊͐͋̅̈́͋̋͠l̶̨̠̖̲̮̐̈͑̐̚ ų̤̗̝̺̺̜̓͌͊̅͂͛͑̎̐̚ǹ̡̘͇̰͓̫̐̌̇̂͊̚͜c̶̡̜̻̺̟̤̫̈̀͐̉̕̕l̟̘̻̰̜̰̰̰̀̌̓͑̈́͜ͅę͓̟͔͈̯̦̣̤̠̄̀̋́͡á̡̨̙̦̦̆́͊̂̿̚͝͝ṇ̵̡̨̮̱̟̫̘̯̇̈̿̀̾͂̿͗͘͟͝ . ...
An effect of the wrecking of the K'Thonum civilization during the The Great Darkening was the creation (or possibly release) of ambient fields of corruption in the world. This corruption (not to be confused with normal corruption associated with politics) has many effects including the thinning of the membrane between other planes, and the slow alteration of creatures that live within it. However most noticeable is the sense of slick oily wrongness in ones mind. This feeling does not simply leave when you leave the field but instead it must be healed through natural or divine means.

Once they are out of the field of corruption, people report that actions of reaffirmation of their culture, family or community tend to have the most healing effect. Good examples of this are happy taverns, dances, parties, singing, or even carnivals.  What is well known is the corruption does not dissipate when the afflicted are left alone.

Explorers that have been caught in an area that causes corruption have been known to develop various forms of insanity such as extreme paranoia, delusions of grandeur, or even schizophrenia. Few samples of such individuals have been studied as they rarely survive the journey home either because they become very violent or simply starve themselves to death in the voyage.

Recently some clerics of various faiths have been discussing new liturgies that can heal the victims of the corruption. In addition more experienced clergy have begun to research effective liturgies to directly confront the corrupting field themselves.

Acquiring corruption:


At the end of each day in a corruption field a PC will automatically gain one point of corruption.
Once per hour each PC must make a Will Roll at the DC below or gain one point of corruption.
Critical success: PC's lose one point of corruption.
Success: PC's do not gain one point.
Failure: PC's gain one point of corruption.
Critical Failure: PC's gain 2 points of corruption.


Dumping Corruption:

  While corruption can be healed with divine magic, it is also be dissipated by participation in things that reaffirm ones "belonging," culture, or place in the world. One cannot do this alone and requires it be done in community. For every hour participating in such activities a PC automatically loses one corruption point. In addition can roll Will DC 15 to lose a second point

Divine spells that influence corruption:

Bless: Applies a +2 modifier to Will for the purpose of corruption saves
Calm Emotions: removes one point of corruption for everyone affected (this may include the caster as well)
Sanctified Ground: creates an area that is corruption free
Field of Life: Allows a Will save every round to dissipate corruption
Overwhelming presence: completely dissipates all corruption and leaves a zone of effect as per sanctified ground as if cast as a ninth level spell
Avatar: as per Overwhelming presence
 

Comments

Please Login in order to comment!