Shadow Plague

Shadow Plague is a contagious variant of Rift Corruption carried on breath and residue. It rides coughs and words alike, clinging to cloth and the dead. Those who inhale its taint or handle the infected risk allowing Rift Corruption within their bodies. Except as detailed in this section, Shadow Plague follows all of the same rules as Rift Corruption.

Shadow Plague Symptoms

Once a creature gains a Corruption Level from contracting Shadow Plague, it becomes Poisoned. If the Poisoned condition is removed by alchemical or magical means, it returns at the end of the creature’s next Short or Long Rest while the infection persists. In addition, whenever a creature rolls a natural 1 on its Constitution saving throw for natural recovery at the end of a Long Rest (as per Rift Corruption), it gains 1 level of Exhaustion. These mechanics are the clearest ways Shadow Plague differs from ordinary Rift Corruption at the table.
Level
Symptoms
1
Low-grade fever and chills; dry cough; headache behind the eyes; nausea; faint tinnitus; gooseflesh in warm rooms; brief mood dips or irritability.
2
Insomnia / restless sleep; night sweats; persistent dizziness on standing; loss of appetite with odd cravings (bitter/sour joint aches; light sensitivity; shallow breath.
3
Fine hand tremors; ashen pallor; recurring nosebleeds; bruises that won’t fade; cold breath in normal temperatures; heartbeat thudding in ears; fleeting edge-of-vision shadows.
4
Iris marbling (green-black veining teeth ache/feel loose; skin mottling in geometric patches; intermittent whispers that stop when addressed; lost seconds (blank stares food tastes of metal/ash.
5
Black tears or darkened gums; echoed voice (soft undertone nightmares that bleed into waking; mirrors lag a heartbeat; severe temperature aversion; compulsive counting/door-checking; sudden outbursts then remorse.

Hazards and Risks

Shadow Plague is transmitted through respiratory droplets—coughing, sneezing, talking, singing—and by contact with contaminated bodies, clothing, or other materials. A creature is considered exposed if it was within 10 feet of an infected creature at any point during an hour, or if it handled contaminated items during that hour. Use the following rules when determining if a character becomes infected:
  • At the end of each hour in which a character had any exposure, it makes one Constitution saving throw using DC = 10 + the infected creature’s current Corruption Level (use the highest source if multiple).
  • If a character has multiple contacts within an hour, it only makes one save against the highest DC.
  • On a failure, the creature contracts the illness and gains 1 Corruption Level and the Poisoned condition at the end of its next Long Rest or 24 hours later, whichever comes first.
Unlike standard Rift Corruption, Shadow Plague can continue to progress on its own as well as instances that require immediate reconciliation to determine exposure.
  • Progression. If an infected creature accrues five failed Constitution saves at the end of five Long Rests before reducing its Corruption by 1 or more, it gains +1 additional Corruption Level.
  • Increased Exposure. A direct cough or sneeze to the face, close-quarters shouting or singing, or heavy exertion in crowded, enclosed air can trigger an immediate saving throw at Disadvantage; this immediate save counts as that hour’s check.
  • Prolonged Exposure. The GM may increase the DC for prolonged exposure or for stagnant or enclosed spaces, or lower the DC for meaningful precautions.

Persistence

Shadow Plague contamination on remains, garments, and other porous materials lingers for 48 hours unless cleaned. Though its potency does weaken after a period of 24 hours. When a character is exposed to an item or remains that are contaminated with Shadow Plague they make a Constitution saving throw like normal. However the DC is variable depending on how long it has been since the item or remains were contaminated. For remains this would be since the time of death.
  • Less than 24 Hours: DC = 10 + the source’s corruption level at the time of contamination or death of remains.
  • More than 24 Hours: DC 10
  • More than 48 Hours: None, the item or remains are free of contamination and are no longer infectious.

Protective Measures

Shadow Plague is thankfully not without precautions when caring for the afflicted and disposing of contaminated materials and ways to decontaminate items and remains. Masks or wrapped scarves, wetted cloths, and gloves reduce exposure. A creature properly using any of these protections has Advantage on the relevant exposure save for that hour—masks/wetted cloths apply to inhalation exposure; gloves apply to contact exposure. There are also several magical, mundane, and supernatural means of decontaminating:
  • Magical. Casting Dispel Magic, Lesser Restoration, or similar magic on the item or remains; or leaving the item or remains fully within an Antimagic Field for 1 hour. Shadow Plague cannot be spread while a creature or object is fully within an Antimagic Field.
  • Mundane. Items can be cleaned with strong alcohol or boiled in water; remains can be burned or buried.
  • Class Features. A Cleric may expend a use of Channel Divinity to decontaminate a number of items or remains equal to half their Cleric level (rounded down). A Paladin may expend 5 points of their Lay on Hands to decontaminate a single item or remains.

The Dusk Vigil

When an individual reaches the point of accepting that the Shadow Plague will claim them, most communities in Duskfall observe what is grimly called the Dusk Vigil. Those who love their families—and fear becoming Riftspawn and what they might do—choose one of two roads: a watched passing under clerical or Warden oversight, or the Long Walk into the wilds, far from doors and cradles.   To outsiders it reads like horror; to those who live with the Rift, it is also a sacrifice. Elders put their signet rings in younger hands. Parents leave letters beneath the breadbox. Wardens keep the vigil with quiet oaths and dry eyes. The rites vary—a benediction from the Church of the All-Father, a black scarf from the Rift Wardens, a candle left unlit on the sill—but the meaning is the same: I will not be the monster that turns on my own.   Villages mark a Dusk Vigil simply. A chair set facing the door. A bowl of water for the last washing. Neighbors wait on the street until the decision is done, offering bread, not pleas. Those who choose the Long Walk go at dusk, taking only what won’t call beasts or tempt thieves, stepping beyond the hedge before the corruption can invite a tear in the world. Most do not return. When the sun rises, the threshold is swept, the chair put away, and the name spoken once more at supper.   None of this is heroic in song, and that is the point. The Dusk Vigil is the cruelest charity a mortal can make: to deny the Rift a feast it wants—kin and community—and to bear the cost alone.

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