Foul Infection Condition in Foul Tidings | World Anvil
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Foul Infection

It is not uncommon for one traveling from one place to another to be exposed to, and become infected by, The Foul. But Infection is not always a terrible thing as much as it is a nuisance.

Transmission & Vectors

Infection is gained, and increased, by exposure to unprotected environment or attacks by infected creatures. In each case the creature must make a Constitution saving throw to resist increasing their infection. Should the infected become overly corrupted, 10 levels of infection or more, they risk becoming Marked.

Causes

No one knows when, where, or how the Foul came to exist. All that is know is the Foul has always been there, covering the world and corrupting those who live upon it.  
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Characters created above level 1 start with a level of infection determined by their national origin.   Level 2+:
  • Ulgol: 1d6
  • Urbest: 1d4
  • Formene: 1d4+1
  • Belon: 1d4-1
  • Tregara (Tabaxi/Turtles) 1d6-2
  • The Godless Lands 1d6+2
  Level 5+:
  • Ulgol: 2d6
  • Urbest: 2d4
  • Formene: 2d4+2
  • Belon: 2d4-2
  • Tregara (Tabaxi/Turtles) 2d6-4
  • The Godless Lands 2d6+4
  Die number increases again at 10, and at 15. If starting foul is 15 or more, reduce by 10 and gain 1 Mark. Repeat until below 15. For complex backgrounds or higher level characters, DM may allow regional origins to be mixed. A Belonese Adventurer who has spent years in Tregara may roll 1d4 + 1d6 - 3 for starting foul at level 5 for example.

Symptoms

Largely, infected individuals show no signs of infection. Coughing is known to occur when Foul Infection increases, but until one is Marked there are typically no Symptoms.

Treatment

Those infected usually seek treatment at a large temple if one is within range, a purification ritual which anyone can request. The Purification Ritual forces the infectious material of The Foul out of the infected's body, a 4 hour process that is quite painful.

Prognosis

For those Unmarked, Infection is a momentary inconvenience. The weakest among those infected will live with a hindrance in their breathing until they can get to a city for purification.  
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If a creature reaches 10 infection, their ability to resist further infection is weakened as the Foul begins fighting for force an affliction. After 10 infection points, the creature's Constitution saving throws are rolled to resist a Mark. Infection at this point continues to rise until the creature is Marked, or infection reaches 20. At 20 infection the creature becomes Marked without a saving throw. Once Marked, the creature's infection points return to 0.

Prevention

Much can be done to resist exposure to the Foul. Purification Crystals can be affixed to lanterns and carried while traveling, or placed in various methods around settlements. If one cannot afford crystals, respiratory filters such as cloths over the mouth have had some small effect.
Type
Supernatural
Origin
Alien
Cycle
Chronic, Acquired

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