Болезни Фаэруна - Diseases of Faerun
Хотя городская толчея (особенно в портах или в речных городах) весьма способствует быстрому распространению инфекционных болезней, и все караванные маршруты вероятнее всего станут тропами, которыми расходится инфекция, в отличие от скудно заселенных земель "на задворках", "странные новые страдания" чаще всего возникают в приграничных областях, где цивилизованный народ часто контактирует с дикими тварями, насекомыми и растениями.
Сейчас чума нечасто широко расползается по Царствам. Эго происходит из-за эффективного лечения травами; насильственного (или тайного, через еду и питье) лечения подчиненных, солдат и прихожан правителями и духовенством; подвергание с детства многочисленным микробам и вытекающего из этого сильного персонального сопротивления; и столетий смешения родов (и кровосмешение, и совместная жизнь и торговля). Наихудшие естественные вспышки болезней происходят, когда поселения сталкиваются с заразными болезнями, которым они никогда не подвергались ранее; большинство подобных случаев происходило в Царствах давным-давно, оставив после себя иммунитет у выживших.
Большинство фаэрунского народа примерно знает, как передаются известные болезни, но могут не согласиться сразу на лечение (помимо отдыха, заботы, купания и очищения организма путем осторожных "проб" еды). Они для начала вспоминают, что помогло им или их друзьям, во-вторых - выслушают местных "мудрых женщин" или старшин.
За некоторыми из этих разногласий стоят различные злые духовенства, особенно церковь Талоны, некоторые из которых распространяют дезинформацию (низкоранговые священники обычно делают это невольно) или сохраняют секреты, чтобы усилить влияние веры и контроль - и заодно получить монеты в уплату за лечение.
Кое-кто из отверженных понял, что распространение слухов о болезнях (особенно когда симпотомы симулируют несколько индивидуумов) - очень эффективный способ заставить селян сбежать, по крайней мере временно, и после этого спокойно таскать их неосторожно оставленные вещи.
Явно больных незнакомцев (и тех, кого считают безумными) могут убивать или отгонять (часто угрожая лучниками или огнем таким образом, зараженные обычно "укрываются" и приближаются к поселениям, гостиницам и тавернам по ночам или в тумане. Известные инфекционные воздействия в царствах обычно называются согласно видимым признакам и включают в себя:
Пять лихорадок: Черная легочная лихорадка, черный язык, болотная лихорадка или саллар (тиф), трясущая лихорадка и лихорадка зимнго озноба (пневмония).
Три чумы: Перистые легкие, пятнистая чума, трясущая чума (не то же самое, что трясущая лихорадка, недавно поразившая Скардейл).
Другие заражения: Темное гниение (гангрена), гниени плоти (передаваемая форма гнили мумии), зеленая гниль (чешуйчатая смерть, магическая болезнь, связанная с Талоной) и белое истощение (проказа).
БолезньИнфицированиеDCИнкубацияУрон
Черная легочная лихорадкаВдыхание161 деньЫ4 Телосложение
Черный языкГ лотание18Ы4 дня||Ы4 Ловкость
Темное гниение1Урон121 деньЫ6 Ловкость2
Перистые легкиеВдыхание19Ы3 дня||Ы6 Телосложение
Гниение плоти Контакт 15 Ы4 дня Ы4 Телосложение
Зеленая гниль Урон 20 1 день 1d6 Интеллект
Болотная лихорадка3 Урон15 3d6 дней 6 Телосложение
Трясущая лихорадкаКонтакт132 дня||Ы4 Ловкость
Пятнистая чумаКонтакт161 деньЫ4 Харизма
Белое истощениеКонтакт185 лет||Ы6 Ловкость
Лихорадка зимнего ознобаВдыхание12Ы6 днейЫ4 Телосложение
1 Темное гниение возможно всякий раз, когда персонаж ранен колющей или рубящей атакой, и рана, оставленная при этом, остается необработанной и неочищенной дольше 24 часов.
2 Неудавшийся спасбросок требует от персонажа второго спасброска, чтобы избежать потери члена. Бросок d4: 1 левая нога, 2 правая нога, 3 левая рука, 4 правая рука.
3Болотная лихорадка обычно передается от паразитов к млекопитающим. Есть шанс 2%, что паразиты заражены этой болезнью.
Darkrot
Darkrot is a disease that incubates in the sewers of Waterdeep and the refuse heaps of Rat Hill. Its effects are transmitted by exposure to sewer waste or to the creatures that dwell within, such as rats and otyughs.
When a humanoid creature is bitten by a creature infected with Darkrot or spends a minute in contact with
filth or offal contaminated by the disease, the creature must succeed on a DC 12 Constitution saving throw or
become infected.
If contaminated waste is disturbed by digging, explosive spellcasting, fire, or combat, each creature
within 30 feet must make an immediate saving throw to avoid infection.
It takes 1d3 days for Darkrot’s symptoms to manifest in an infected creature. Symptoms include labored
breathing with a hissing rasp and large black blotches on the skin. An infected creature suffers one level of
exhaustion and regains only half the normal number of hit points from spending Hit Dice. Infected creatures
don’t regain any hit points from finishing a long rest.
At the end of each long rest, an infected creature must make a DC 12 Constitution saving throw. On a failed
save, the creature gains one level of exhaustion. On a successful save, its exhaustion level decreases by one
level. If a successful saving throw reduces the infected creature’s level of exhaustion to zero, the creature
recovers from the disease.
Fevers: Blacklung fever, blacktongue, marsh fever, shaking fever, windchill fever (pneumonia)
Diseases: Darkrot, “foamjaws” (rabies), “sal- lar” (typhus), “whitewasting” (leprosy)
Plagues: Featherlung, the spotted plague, the shaking plague (most recently in Scardale) Magical Diseases: Lycanthropy, “mummy rot” (flesh rot), green rot/scaly death (courtesy of the goddess of disease, Talona)
Heartstop (heart attack)
Plagues: Disease Gone Wild
Plagues have risen repeatedly in various areas over the centuries, each onslaught usually killing about four in ten people, making another three in ten very sick, and doing nothing at all to the last three in ten. People might well flee “plague-hit” areas, but it’s almost unknown for the disease it¬self to exterminate everyone in a community or even a household. Various remedies are cham¬pioned, but no one really knows what causes the plagues or how to cure them, though heal¬ing magic is effective against all of them, if the magic is strong enough and applied early enough. Because of how little is known, the afflicted are usually shunned, being thought (correctly) to be incredibly infectious.
Featherlung
Drying out the lungs and making people wheeze loudly, featherlung saps the strength of people as they struggle for air. The afflicted can gasp all they want, but even if someone pushes a vic¬tim’s chest in and then lifts the person to force breath out, repeatedly, no victim can get enough oxygen from his or her own breathing to stay vi¬brant or even keep one’s balance. Most victims soon drift in and out of consciousness and just lie there, helpless. Death can take a tenday or more, and during that time victims are unable to de¬fend themselves against scavengers, predators, or frightened persons, and can readily be slain. If victims are too weak to reach water, they often die of thirst before the plague takes them.
Spotted Plague
Thick clusters of swollen, pus-filled skin erup¬tions, called either “spots” or “the festers,” define
the spotted plague. These eventually break, leaving permanent pockmarks that resemble real-world smallpox. Inside, the body is awash in infections, and the victim reeks as many cells literally rot. Balance, reasoning, and vision are usually affected, causing lurching, disorientation, and “swimming” sight, and the sense of smell is always lost—usually permanently. Sometimes hearing is affected, but never permanently. Spot¬ted plague causes a shivering, raging fever, and often kills in half a day to a day; those who live more than two nights will almost always survive, though they might be very sick for four to six days more, and weak for a month. Survivors have per¬manent pockmarks, no sense of smell, and other long-lasting effects.
Shaking Plague
This plague is associated with Scardale nowadays because that’s where it most recently struck (in the mid-1300s DR). It causes victims to go very pale, to sweat profusely (so they need water, and lots of it, for the first day or so of illness, after which the sweating stops), and to shake, help¬lessly, spasmodically, and continuously. This shaking hampers balance and movement and makes writing—or any activity requiring fine motor skills, such as sewing or locksmithing or most craft-work—impossible. When not fatal, the shaking plague lasts for two tendays, whereupon a sudden recovery will occur, usually with no after¬effects except a tendency to go pale and shake when greatly agitated or in great pain. When fatal, the plague usually claims its victim in seven to ten days by way of heart seizures and lung spasms that starve the body while it undergoes twisting, arching, and pain-wracked writhing.
Plagues: Disease Gone Wild
Plagues have risen repeatedly in various areas over the centuries, each onslaught usually killing about four in ten people, making another three in ten very sick, and doing nothing at all to the last three in ten. People might well flee “plague-hit” areas, but it’s almost unknown for the disease it¬self to exterminate everyone in a community or even a household. Various remedies are cham¬pioned, but no one really knows what causes the plagues or how to cure them, though heal¬ing magic is effective against all of them, if the magic is strong enough and applied early enough. Because of how little is known, the afflicted are usually shunned, being thought (correctly) to be incredibly infectious.
Featherlung
Drying out the lungs and making people wheeze loudly, featherlung saps the strength of people as they struggle for air. The afflicted can gasp all they want, but even if someone pushes a vic¬tim’s chest in and then lifts the person to force breath out, repeatedly, no victim can get enough oxygen from his or her own breathing to stay vi¬brant or even keep one’s balance. Most victims soon drift in and out of consciousness and just lie there, helpless. Death can take a tenday or more, and during that time victims are unable to de¬fend themselves against scavengers, predators, or frightened persons, and can readily be slain. If victims are too weak to reach water, they often die of thirst before the plague takes them.
Spotted Plague
Thick clusters of swollen, pus-filled skin erup¬tions, called either “spots” or “the festers,” define
the spotted plague. These eventually break, leaving permanent pockmarks that resemble real-world smallpox. Inside, the body is awash in infections, and the victim reeks as many cells literally rot. Balance, reasoning, and vision are usually affected, causing lurching, disorientation, and “swimming” sight, and the sense of smell is always lost—usually permanently. Sometimes hearing is affected, but never permanently. Spot¬ted plague causes a shivering, raging fever, and often kills in half a day to a day; those who live more than two nights will almost always survive, though they might be very sick for four to six days more, and weak for a month. Survivors have per¬manent pockmarks, no sense of smell, and other long-lasting effects.
Shaking Plague
This plague is associated with Scardale nowadays because that’s where it most recently struck (in the mid-1300s DR). It causes victims to go very pale, to sweat profusely (so they need water, and lots of it, for the first day or so of illness, after which the sweating stops), and to shake, help¬lessly, spasmodically, and continuously. This shaking hampers balance and movement and makes writing—or any activity requiring fine motor skills, such as sewing or locksmithing or most craft-work—impossible. When not fatal, the shaking plague lasts for two tendays, whereupon a sudden recovery will occur, usually with no after¬effects except a tendency to go pale and shake when greatly agitated or in great pain. When fatal, the plague usually claims its victim in seven to ten days by way of heart seizures and lung spasms that starve the body while it undergoes twisting, arching, and pain-wracked writhing.
Abyssal Plague (disease)
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The Abyssal Plague was a condition inflicted upon victims who came into contact with the Voidharrow. This disease and its malevolence was divine in nature, and its victims' used symbols and scripts associated with the worship of Tharizdun, an interloper deity from another world. It was usually fatal unless cured or until the victim was transformed into a plague demon. [1][2]
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Acquisition Edit
The primary way to contract this disease was to consume the Voidharrow itself. There was also the possibility of contracting this disease by coming into contact with it or with the blood of another infected creature, or by the attack and death throes of a plague demon. They could develop symptoms of the disease and transformed upon their death.[2] The disease also spread in food and drink.[3]
Effects Edit
Should the infection take root, the victim began to grow dark-red crystalline sores that appeared to be laced with silver and contained flecks of gold. These sores spread across the body, causing the victim to become even more contagious, but they also became more resilient and willful. Infected creatures gained both unnatural strength and a desire to destroy all living creatures. Eventually, the victim would die and their corpse would explode, creating a fully formed plague demon.[2]
Those who survived the plague and were cured said they experienced a vision of an enormously powerful entitytrapped in a void of darkness and desolation. They heard the whisper of this entity, who filled them with a desire to destroy every living creature.[2]
Prevention Edit
The simplest way to prevent the abyssal plague was to stay away from the Voidharrow or plague demons. Barring that, using divine magic was the only known way to prevent being infected by the disease.[1]
Curing Edit
They only known way to cure the abyssal plague was exposing the victim to divine magic, but that only worked if the spell was cast before the plague had taken root in the victim's body.[1]
Outbreaks Edit
In 1479 DR, outbreaks of the abyssal plague spread across Akanûl,[4] Luskan,[5] and Easting.[6]
In the late years of the 1480s DR, a group of demon lords invaded the Supreme Throne in hopes to infecting it with the abyssal plague, so they could use this disease to replace the Spellplague and expand its influence across Toril. The demons were stopped by a group of adventurers and a Chosen of Mystra.[7]
References Edit
1.↑ 1.0 1.1 1.2 James Wyatt (2010). The Gates of Madness. (Wizards of the Coast). ISBN 978-0-7869-4406-4 620-4569A-001-EN.
2.↑ 2.0 2.1 2.2 2.3 Michael E. Shea (July 2011). “Creature Incarnations: Abyssal Plague Demons”. Dungeon #192 (Wizards of the Coast).
3.↑ Pieter Sleijpen and Chris Sims (2012). The Elder Elemental Eye. (Wizards of the Coast).
4.↑ Bruce R. Cordell (April 2011). Sword of the Gods. (Wizards of the Coast). ISBN 978-0786957392.
5.↑ Erik Scott de Bie (Sept 27. 2011). Shadowbane. (Wizards of the Coast). ISBN 978-0-7869-5802-3.
6.↑ Pieter Sleijpen and Chris Sims (2012). The Elder Elemental Eye. (Wizards of the Coast).
7.↑ Living Forgotten Realms, ADCP6-1 The End and the Beginning adventure, page 125; Appendix II.
Bone rot
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Bone rot was a disease that could cause bones to become brittle and rot away. It was prevalent in swamp areas containing the dead, particularly graveyards and battlefields.[1]
The disease was contracted through contact and had an incubation time of between one and three days. The devouring of the victim's bones caused a loss of dexterity, and made bones more likely to shatter, such as if struck by a blunt weapon.[1]
References Edit
1.↑ 1.0 1.1 Jason Bulmahn (September 2005). “Swamp Dangers”. Dungeon #126 (Paizo Publishing, LLC), p. 92.
Chaos phage
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Chaos phage was a magical disease most commonly inflicted by blue slaadi, a race of creatures originating from the plane of Limbo.[1]
The disease was slow acting but incredibly fatal, and usually killed its host within days, causing them to rapidly wither away. People killed by the disease would be reborn as red slaadi. Spellcasters capable of casting more than basic spells would instead be reborn as green slaadi.[1]
The disease could only be cured by magical means, and the transformation could only be undone by a wish spell.[1]
Appendix Edit
References Edit
1.↑ 1.0 1.1 1.2 Wizards RPG Team (2014). Monster Manual 5th edition. (Wizards of the Coast), pp. 274,276. ISBN 978-0786965614.
Featherlung
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Featherlung was a respiratory disease.[1] It was one of The Three Plagues of the more well-known contagious diseases of Faerûn.[2]
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Effects Edit
Featherlung was spread by inhalation, and took one to three days to take effect.[2]
One version of featherlung filled the lungs with dying flesh, which asphyxiated the victim.[1] Another dried up the lungs and reduced their capacity, eventually suffocating the sufferer.[3] [note 1]
Assisted manual ventilation (repeated lifting of the body and depressing the chest) was of no help since it was oxygen already in the lungs that wasn't being processed properly. This left sufferers weak and almost helpless, drifting in and out of consciousness and making them easy targets for opportunists. Even if properly treated, someone with featherlung could take a tenday or more to die, though if left without access to water, thirst frequently killed them before the disease could.[4]
Once someone was infected with featherlung, they became immune to the disease. However, even those that survived the illness sometimes had difficulty breathing in dry weather.[3]
History Edit
In Marpenoth of the Year of the Shield, 1367 DR, the city of Procampur in the Vast was struck by a featherlung plague (of the first kind). It killed hundreds of people, particularly in the District of the Poor. Procampur's wards were slow to react, and to be treated by clerics of Helm and Torm, the sick had to cross the city to reach the Temple District, thus spreading the plague further. High priests Orn Thavil of Tymora and Baniya Dolester of Lliirawent to the poor district to set up an auxiliary shrine and treated the sick directly, and other priests soon joined then. Though their actions halted the spread of the disease, the Thultyrl reprimanded both high priests for breaking Procampur's district rules, and were reminded that the city and its laws were older than a number of deities.[1]
In approximately 1475 DR, a featherlung epidemic (of the second kind) swept through Waterdeep killing several hundred people.[3]
Appendix Edit
Notes Edit
1.↑ Two slightly different descriptions of the disease's effects have been given. These may be different strains or different diseases with the same name, or one is mis-described, or it may have mutated over time.
References Edit
1.↑ 1.0 1.1 1.2 Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms Campaign Setting 2nd edition (revised), Running the Realms. (TSR, Inc), p. 23. ISBN 1-5607-6617-4.
2.↑ 2.0 2.1 Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), p. 94. ISBN 0-7869-3910-9.
3.↑ 3.0 3.1 3.2 Erin Evans (February 2010). The God Catcher. (Wizards of the Coast). ISBN 978-0-7869-5486-5.
4.↑ Ed Greenwood (October 2012). Ed Greenwood Presents Elminster's Forgotten Realms. (Wizards of the Coast), p. 40. ISBN 0786960345.
Filth fever
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Filth fever was a sickness characterized by fever and slowness of movement. It was spread by bites from contaminated animals, such as rats or other sewer animals, and could be deadly if left untreated.[1]
Reference Edit
1.↑ Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide 3.5 edition. (Wizards of the Coast), p. 292. ISBN 0-7869-2889-1.
Fury
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The Fury was a plague caused by the demon Scour. Victims were infected through the bite of an infected creature and developed oozing sores and strange crimson cystaline growths.[1] Those infected became increasingly aggressive and, if they didn't die in a fight, eventually lost their minds.[2] When victims died, a swarm of mutated vermin often emerged from the victim's body.[3]
In 1480 DR the plague reached epidemic stage in Luskan although the paladin Kalen Dren and compatriots destroyed Scour, ending the plague.[4]
References Edit
1.↑ Erik Scott de Bie (September 6, 2011). Shadowbane (Kindle ed.). (Wizards of the Coast), loc. 6711. ISBN 0786958553.
2.↑ Erik Scott de Bie (September 6, 2011). Shadowbane (Kindle ed.). (Wizards of the Coast), loc. 1786. ISBN 0786958553.
3.↑ Erik Scott de Bie (September 6, 2011). Shadowbane (Kindle ed.). (Wizards of the Coast), loc. 4977. ISBN 0786958553.
4.↑ Erik Scott de Bie (September 6, 2011). Shadowbane (Kindle ed.). (Wizards of the Coast), loc. 6237. ISBN 0786958553.
Ivory Plague
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The Ivory Plague was a disease that was prevalent in Kara-Tur.[note 1]
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Outbreaks Edit
Shou Lung Edit
In Shou Lung, an outbreak of the ivory plague decimated the population of Hai Sheng, then the Imperial Capital, in Shou Year 859 (−391 DR).[1] The first Emperor Chin of the Hai Dynasty and his household all died of the plague, with only his sister and grandson surviving.[2] The plague continued for several years, until finally a huge ki-rin visited the city. It ordered the surviving Imperial family to flee and ended the outbreak, saving the remaining populace. Afterward, Hai Sheng was renamed Kirin in its honor and the folk there believed the city was protected by the Celestial Emperor. However, the Imperial Capital was moved to Kuo Te' Lung. Descendants of those who dealt with the ki-rin bore great resistance to common diseases thereafter.[1][3] It was said that the Giants in Grey, whose appearance presaged immense tragedy, warned of the Ivory Plague,[4] having appeared in the Imperial Compound the previous year, Shou Year 858 (−392 DR).[2]
Koryo Edit
In Koryo's history, the settlement of Mo'ki was affected by the ivory plague until a shukenja called Pitalla used a wish from the leaping fish to cure it.[5]
In 1357 DR, an outbreak of the ivory plague on Saishu in Koryo saw the whole island quarantined. Despite this, foolhardy merchants smuggled supplies and goods onto the island for enormous profits.[6]
Appendix Edit
Notes Edit
1.↑ Sources dealing with Shou Lung refer to this in capital letters, as "Ivory Plague", implying it is a specific event. Sources dealing with Koryo refer to it in lower-case, as "ivory plague", implying it is a common disease.
References Edit
1.↑ 1.0 1.1 Mike Pondsmith, Jay Batista, Rick Swan, John Nephew, Deborah Christian (1988). Kara-Tur: The Eastern Realms (Volume I). (TSR, Inc), p. 12. ISBN 0-88038-608-8.
2.↑ 2.0 2.1 Brian R. James and Ed Greenwood (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 46. ISBN 978-0-7869-4731-7.
3.↑ James Wyatt (January 2004). “Kara-Tur: Ancestor Feats and Martial Arts Styles”. In Chris Thomasson ed. Dragon #315 (Paizo Publishing, LLC), p. 64.
4.↑ Mike Pondsmith, Jay Batista, Rick Swan, John Nephew, Deborah Christian (1988). Kara-Tur: The Eastern Realms (Volume I). (TSR, Inc), p. 33. ISBN 0-88038-608-8.
5.↑ Mike Pondsmith, Jay Batista, Rick Swan, John Nephew, Deborah Christian (1988). Kara-Tur: The Eastern Realms (Volume II). (TSR, Inc), p. 125. ISBN 0-88038-608-8.
6.↑ Mike Pondsmith, Jay Batista, Rick Swan, John Nephew, Deborah Christian (1988). Kara-Tur: The Eastern Realms (Volume II). (TSR, Inc), p. 126. ISBN 0-88038-608-8.
Marsember Pox
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Marsember Pox was a fatal illness.[1]
References Edit
1.↑ Ed Greenwood and Jeff Grubb (April 1998). Cormyr: A Novel (Paperback). (Wizards of the Coast), p. 180. ISBN ISBN 0-7869-0710-X.
Mummy rot
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Mummy rot was a condition inflicted upon victims by the touch of a mummy. It was usually fatal unless cured.[1][2][3] Mummy rot was a disease that occurred in various strains and could be natural or magical (like a curse) in nature, which required different methods to cure.
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Acquisition Edit
The primary way to contract this disease was to be successfully touched by a mummy.[1][2][3] There was also a necromancy spell called mummy touch that gave the caster the ability to bestow a form of the disease on a victim by touch, while rendering the caster immune to mummy rot for the duration of the spell.[4]
Effects Edit
Mummy rot came in different strains. One version immediately prevented all magical cure spells and slowed normal healing, requiring a recuperative period ten times the normal duration for a wound to heal. As the disease progressed, it slowly rotted parts of the victim's body until they sloughed off or fell off, permanently disfiguring them, and it was ultimately fatal in one to six months. Upon death, either by mummy rot or by mummy violence, the victim completely rotted away in one hour.[1][5] The form of mummy rot bestowed by the mummy touch spell was identical to this strain except that corpses did not rot away after death.[4]
A more virulent strain was caused by a magical curse delivered by a mummy's touch. One minute after succumbing to the curse, the victim's constitution was weakened and their appearance began to degrade. Healing spells cast with sufficient skill could overcome the curse and heal wounds, but unless the curse was removed, the victim would soon die as their constitution withered and they turned into a sandy dust, leaving nothing to resurrect.[6]
Another version of the disease attacked the lungs, slowly filling them with dust until the victim asphyxiated.[7]Healing magic was only half as effective on a victim of this strain, and if their endurance was not up to the challenge, necrotic tissue damage (immune to all types of healing) started to spread. If the victim managed to fight off the disease, only then could the necrotic damage be healed; otherwise death was swift.[3]
Prevention Edit
The simplest way to prevent mummy rot was to stay away from mummies. Barring that, a protection from evilspell could increase the odds of avoiding a mummy attack. Ironically, casting cure disease on a mummy temporarily rendered it incapable of rotting its victims.[8] The drawback to this tactic was that cure diseaserequired the caster to successfully touch the mummy and possibly contract the disease.
Curing Edit
The cures were as varied as the strains of the disease. For the first strain mentioned above, the victim first had to imbibe an herbal tea made from the mothersleaf plant. Then a cure disease spell would completely remove the rot and allow healing magic to be fully effective. If a victim died of this strain, cure disease and raise dead had to be cast on the corpse, in that order, within an hour or the body rotted beyond hope.[5]
For the curse version of mummy rot, a break enchantment or remove curse spell had to be cast on the victim, and then a cure disease could rid their body of the rot.[9]
The last strain mentioned above could be fought off by particularly tough individuals without the aid of magic.[7]Otherwise, a cure disease ritual could be used to cleanse the subject, but not without risk of injury or even death.[10]
The ornamental stone violine was known to be proof against at least one strain of mummy rot. The victim had merely to touch one of these gems and it would remove the disease completely, consuming the gem in the process.[11] If held continuously against the skin, irtios crystals prevented mummy rot from decaying the flesh.[12]
A water of Eldath potion could also cure some forms of mummy rot.[13] Of course, stronger magics like wish or miracle could also be used to cure a victim of mummy rot.
Appendix Edit
See also Edit
Break enchantment
Cure disease
Protection from evil
Remove curse
Remove curse (ritual)
Water of Eldath
Irtios
Violine
References Edit
1.↑ 1.0 1.1 1.2 Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 72. ISBN 0-9356-9600-8.
2.↑ 2.0 2.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual 3.5. (Wizards of the Coast), p. 190. ISBN 0-7869-2893-X.
3.↑ 3.0 3.1 3.2 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), p. 192. ISBN 978-0-7869-4852-9.
4.↑ 4.0 4.1 Ed Greenwood et al. (1989). Lords of Darkness. (TSR, Inc), p. 93. ISBN 0-88038-622-3.
5.↑ 5.0 5.1 Ed Greenwood et al. (1989). Lords of Darkness. (TSR, Inc), p. 80. ISBN 0-88038-622-3.
6.↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual 3.5. (Wizards of the Coast), p. 190–191. ISBN 0-7869-2893-X.
7.↑ 7.0 7.1 James Wyatt (June 2008). Dungeon Master's Guide 4th edition. (Wizards of the Coast), p. 49. ISBN 978-0-7869-4880-2.
8.↑ Ed Greenwood et al. (1989). Lords of Darkness. (TSR, Inc), p. 85. ISBN 0-88038-622-3.
9.↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual 3.5. (Wizards of the Coast), p. 191. ISBN 0-7869-2893-X.
10.↑ Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 303. ISBN 0-7869-4867-1.
11.↑ Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 53. ISBN 0-7869-0446-1.
12.↑ Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 42. ISBN 0-7869-0446-1.
13.↑ Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc), p. 61. ISBN 978-0786903849.
Panicked Plague
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The Panicked Plague was a disease that afflicted the city of Mussum in the Vilhon Reach.[1][2][3]
Effects Edit
The disease affected a victim's skin, turning it light green and covering it with welts and abscesses. Natural and magical treatments could do nothing to stop it. The disease killed quite quickly, perhaps in a day or less.[1][3]
History Edit
In early spring of the Year of Full Cellars, 472 DR, the city of Mussum was struck by the Panicked Plague. Over the course of a single night, known as the "Eve of the Panicked Plague", over three-quarters of the population suddenly perished. The terrified survivors abandoned the city. Mussum remained plague-ridden even into the mid-to-late 14th century DR, with those venturing into the city still afflicted and slain by the unexplained disease.[1][2][3]
References Edit
1.↑ 1.0 1.1 1.2 Jim Butler (1996). The Vilhon Reach (Dungeon Master's Guide). (TSR, Inc), p. 9. ISBN 0-7869-0400-3.
2.↑ 2.0 2.1 Brian R. James and Ed Greenwood (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 88. ISBN 978-0-7869-4731-7.
3.↑ 3.0 3.1 3.2 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 296. ISBN 0-7869-1836-5.
Putrescent Anathema
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Please help improve this article by introducing appropriate citations. This article has been tagged since Darkwynters (talk) 23:29, August 12, 2015 (UTC). If you are using this information for your own research, campaign or general interest, you should not rely on its accuracy.
The Putrescent Anathema was unleashed from Stump Bog to the northeast of Waterdeep to spread sickness and pestilence throughout the region, hitting the temple-farm of Goldenfields particularly hard.
Scaleshed
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Scaleshed was a disease that affected dragons and caused them to molt their scales. It mostly afflicted dragons across the North.[1]
References Edit
1.↑ Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), p. 120. ISBN 0-7869-3910-9.
Shaking Plague
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The Shaking Plague was a disease that ravaged the city of Scardale Town of Scardale in 1370 DR.[1] Victims of the plague exhibited tremors, pox, and lack of speech in fairly rapid succession.[2] It was a fairly deadly disease, having reduced the city's population from over 10,000, in 1370 DR to only 4,440 just two years later.[1]
Contents
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Progression Edit
The earliest observable symptom of the Shaking Plague was that after which it was named: uncontrollable shaking of the limbs. These tremors would make martial combat and the casting of spells with a somatic component completely impossible; it did not however impede the victim's movement. Over a tenday, black, pus-filled boils would appear around the face, underarms, and groin. These would grow in size, turn yellow and eventually burst, releasing a golden discharge that was contagious to the touch. The pain was so intense that it could cause a near-constant whimpering in those afflicted.[2]
Observing the distribution of the disease in a larger sense, it did not spread outside of the city. Local villages and towns nearby were largely unaffected. Interestingly enough, lizardfolk were completely immune to the Shaking Plague, and even forayed into the city to feast upon the infected deceased.[2]
Cause and cure Edit
Very few victims of the plague recovered on their own, while immersing their bodies in water appeared to alleviate some of the pain of the symptoms. The most reliable, known cure for the Shaking Plague was a particularly expensive combination of divine and arcane spells. The simultaneous casting of dispel magic and cure diseaseupon the victim would instantaneously purge any trace of the disease from their body. Due to the cost of these spells, many of the city's inhabitants could only dream of being cured after infection.[2]
Although the definitive cause of the disease was unknown, and many had their suspicions,[1] it was known to be both physical and magical in nature, perhaps the work of mages bent on the city's destruction.[2]
Appendix Edit
References Edit
1.↑ 1.0 1.1 1.2 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 136. ISBN 0-7869-1836-5.
2.↑ 2.0 2.1 2.2 2.3 2.4 Ed Greenwood (January 1996). Volo's Guide to the Dalelands. (TSR, Inc), p. 196. ISBN 0-7869-0406-2.
Stoneplague
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The Stoneplague was a disease that began afflicting dwarves in the East Rift region of Faerûn in 1480 DR.
History Edit
At first, it was feared the disease was spread person-to-person. However, the plague was actually spread by handling cursed gold.[1] The duergar of Drik Hargunen used powerful earth magic to inscribe a rune inside a giant geode near their city. The rune was connected to Moradin's Vein, Moradin's tangible link to Toril.[2] The intent was to poison Moradin himself and cause the death of the god.[3]
Several unscrupulous dwarves stole a powerful rune from Drik Hargunen that would teleport the user to the River of Gold and mined cursed gold from the river. The tainted gold found its way into the economy of the East Rift region and soon many dwarves were infected. Dwarven clerics were powerless to stop the spread of the plague and the clerics of the Temple of the Lady of Mercy in Hammergate may have even spread the plague further through their practice of accepting offerings of gold in their ritual cleansing pool.
The plague was ended when the dwarven ally Torrin Ironstar used a Duergar rune to teleport to Drik Hargunen. With the help of a small group of elite Dwarven troops, Torrin was able to destroy the rune magic.
Symptoms Edit
Dwarves infected by the Stoneplague developed hard, crusty skin that resembled dried mud or clay and the victim’s eyes often calcified causing blindness. Victims often had the smell of wet clay about them. The disease had a 100% mortality rate.
References Edit
1.↑ Lisa Smedman (July 2012). The Gilded Rune (Kindle ed.). (Wizards of the Coast), loc. 2030. ISBN 0786960302.
2.↑ Lisa Smedman (July 2012). The Gilded Rune (Kindle ed.). (Wizards of the Coast), loc. 4155. ISBN 0786960302.
3.↑ Lisa Smedman (July 2012). The Gilded Rune (Kindle ed.). (Wizards of the Coast), loc. 3365. ISBN 0786960302.
The wilting
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The wilting was a horrid disease that was difficult to cure.[1]
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Effects Edit
This affliction caused those who contracted it to suffer extreme weariness and fevers. The condition would fluctuate in intensity and was very unpredictable. It could only be cured via the correct application of herbs combined with powerful clerical magic. Those without access to aid would most likely perish in a matter of months.[1]
Access to shelter and a positive attitude could ease the effects of the disease, but could not cure it.[1]
Known Cases Edit
Biaste Ganderlay, the mother-in-law of Lord Feringal Auck was afflicted with the wilting for several months in the late 1360s DR, and very close to death. However, the cleric of Helm, Watcher Beribold, managed to cure her.[1]
Appendix Edit
References Edit
1.↑ 1.0 1.1 1.2 1.3 R.A. Salvatore (January 1998). The Spine of the World. (Wizards of the Coast). ISBN 0-7869-1180-8.
The Three Plagues
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The Three Plagues were a trio of virulent pestilences commonly referenced together by the peoples of Faerûn.
As plagues had blossomed to epidemic proportions in the history of the Realms—claiming sizeable death tolls in the doing—and were often reputed to have been sparked by the misdeeds of the Church of Talona, the Three Plagues were typically mentioned in tones of consternation or bitterness.
The Three Plagues included:[1]
Featherlung
Spotted plague
Shaking plague
References Edit
1.↑ Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), pp. 93–94. ISBN 0-7869-3910-9.
Tube wilt
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Tube wilt was a disease affecting treants.
It was carried by tiny spores in the soil that could get into the trunk. Once inside the treant, they grew into a fungus that fed on the heartwood, the most tube-rich area of the treant, and caused rotting to occur. This was very painful for the treant and would cause death in a few months, when the trunk became too weak to support the weight of the branches.[1]
References Edit
1.↑ James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “Cormanthor”. In Karen S. Boomgarden ed. Elminster's Ecologies (TSR, Inc), pp. 26–27. ISBN 1-5607-6917-3.
Diseases
The Five Fevers: blacklung fever, blacktongue, marsh fever or sallar (typhus), shaking fever, and winterchill fever (pneumonia).
The Three Plagues: featherlung, spotted plague, the shaking plague (not the same as the shaking fever, which recently struck Scardale).
Other Afflictions: darkrot (gangrene), flesh rot (a communicable form of mummy rot), green rot (scaly death, a magical disease tied to Talona), and whitewasting (leprosy).
Disease Infection DC Incubation Damage
Blacklung fever Inhaled 16 1 day 1d4 Con
Blacktongue Ingested 18 1d4 days 1d4 Dex
Darkrot[1] Injury 12 1 day 1d6 Dex[2]
Featherlung Inhaled 19 1d3 days 1d6 Con
Flesh rot Contact 15 1d4 days 1d4 Con
Green rot Injury 20 1 day 1d6 Int
Marsh fever[3] Injury 15 3d6 days 1d6 Con
Shaking fever Contact 13 2 days 1d4 Dex
Spotted plague Contact 16 1 day 1d4 Cha
Whitewasting Contact 18 5 years 1d6 Dex
Winterchill fever Inhaled 12 1d6 days 1d4 Con
1 Darkrot is a risk every time a character is wounded with a piercing or slashing attack and the resultant wound is left untreated and uncleaned for more than 24 hours.
2 A failed save requires the character to make a second save to avoid losing a limb. Roll 1d4: 1 left leg, 2 right leg, 3 left arm, 4 right arm.
3 Marsh fever is normally communicated from vermin to mammals. There is a 2% chance a vermin is contagious with this disease.
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