8.17 Wounds of permanent nature, beyond death.
Typically you will find your character an extremely resilient being, and even death can be overcome by dint of a ride on the Ship of the Dead or a bathing in the pool of life. Death tends to be a heal-all, removing virtually every affliction, wound, disease and detrimental effect from your character; to allow you to begin a fresh campaign without handicap from past events.
Other than very rare diseases (such as the plague) the only trans-death effects to carry through onto the newly resurrected body are known as 'long wounds'. These 'long wounds' are caused by repeated injury to certain parts of your body, particularly in evidence at the time of death. They lead to permanent weaknesses of those aspects of your character's person, even after resurrection, and cause the weakness to recur whenever subject to the smallest provocation. It is not easy to cure the 'long wounds' though the carnia herb is known to retard/counteract their effects - and those deeply skilled in Animism and Healing can contrive diagnosis and sometimes redress.
The typical long wounds and their cause and effect are:
"legs, left and right" caused by specifically broken or withered legs.
"feet, left and right" caused by broken, withered or destroyed feet.
"hands, left and right" caused by broken, mitten'd or diseased hands.
"arms, left and right" brought about by broken arms, specific to left or right.
"eyes" caused by blindness typically or deep eye-related affliction.
"ears" brought on by deafness and further afflictions of hearing/balance.
"the head" caused by a variety of mental - physical - damage.
"the chest" brought about by violence done to the torso, chest, ribs and such.
Less typical but nonetheless noteworthy long wounds also include:
"the lungs" caused by respiratory diseases and afflictions.
"heart" caused by certain violent deaths.
"the stomach" brought about by vomitting and poison deaths.
"throat" caused by afflictions to the mouth, vocal chords, yake/ikirax.
"memory" brought on by protracted amnesia, mental retardations.
"alacrity" caused by confusions and intellect afflictions.
"balance" brought about by clumsiness, physical handicaps along with ear afflictions.
The various 'long wounds' rest dormant on your character after resurrection and can then come to the fore, re-affecting you with the original affliction/problem when you come into contact with an appropriate catalyst, e.g. shouting voices plus long wounded ears can lead to deafness.
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