Naruta Illnesses
Jun 29, 2013 7:44:15 GMT -5
Post by Kender Bard on Jun 29, 2013 7:44:15 GMT -5
All traditional illnesses can be found in Naruta, but there are some that are specific to this setting. Most illnesses are helped (though not instantly cured) by dosing with healing water, though not all. The following colds primarily deal with the added factor of elemental power.
Flux cold - This is an illness that mimics the symptoms of a common cold. The primary differences are that this illness can cause misfires of elemental power; either being unable to draw on elemental energy when one wants, or having a random, minor 'discharge' of energy. Generally not a problem save for the more volatile elements, such as Fire (though Naurites, Anarlinans, and Morilantans can rid themselves of the illness through bloodboil) and Storm where accidental fires and similar can occur. Clear types may accidentally lose control of their aura (if they have the capability of harnessing it), otherwise there is no difference between a common cold and a flux cold for them. Lasts 3-10 days. Contracted in the same manner as a common cold.
Consumption - While in the real world, this was a name commonly applied to tuberculosis, in Naruta it refers to a disease where one's pure elemental energy burns away at them from within. It begins with fevers and sweats and, over the course of the disease, progresses to pain when calling upon energy, general body aches, and then internal bleeding. Some people have confused this disease with fatal 'blowing out' levels of elemental use as their symptoms are somewhat similar. Consumption takes a long time to run its course. There is no cure--healing water only slows the progression of the disease, if taken regularly. Unknown how contracted. Some healers think it can just occur spontaneously, though there does seem to be evidence of it being hereditary. Sufferers generally die after a year of the first symptoms.
Vitaletus - An illness wherein one's elemental energy and general energy slowly drain away. Symptoms are intense lethargy and an increasing difficulty on calling upon elemental energy. Not cured by healing water; requires a blend of medicinal herbs (fairly common ones) that are not expensive. If left untreated, an individual will struggle to perform basic tasks and lose the ability to use elemental power at all. If treated even in late stages, elemental power will restore over time. Lasts indefinitely, but most individuals manage to be diagnosed within a week. Recovery time proportionate to length of illness. Airborne contraction.
Joining Sickness - A rare illness. Causes hallucinations, confusion, and in severe cases memory loss. Transmitted by joining with an infected individual. Healing water will not cure--requires an expensive herbal treatment to hasten recovery, though it is possible to shake it off without treatment in some cases. Generally lasts between 1-3 days for those able to shake off the illness on their own. Others will require treatment or they may suffer from mild versions of the symptoms indefinitely.
Eletivus - An illness that causes one to feel hot/cold sensations over the entire skin at random, though often triggered by use of elemental power. Transmitted by touch. Lasts 1-7 days.
Poison Water - A Water-specific disease that causes blurry vision, nausea, vomiting. Transmitted by drinking water (even healing water) from an infected Water type. Fatal after 3 days if left untreated. Treated by drinking double doses of 'clean' healing water.
Earth Fever - Causes weakness, dizziness, and high fevers. Contracted through ingestion of tainted food. Healing water causes the symptoms to abate but will not cure the disease. Requires a somewhat uncommon flower called Feverfade to be brewed in a tea. Moderately expensive. Fatal if left untreated.
The Blood Death - An illness with varying symptoms that are dependent on element with dual- or triple-elementals displaying only one of the symptoms if they have multiple types of signs. However, all the symptoms inevitably end with blood filling the lungs. Healing water does not cure this disease. No known cure. Airborne transmission. Death usually occurs within 1-2 months of symptoms onset.
Flux cold - This is an illness that mimics the symptoms of a common cold. The primary differences are that this illness can cause misfires of elemental power; either being unable to draw on elemental energy when one wants, or having a random, minor 'discharge' of energy. Generally not a problem save for the more volatile elements, such as Fire (though Naurites, Anarlinans, and Morilantans can rid themselves of the illness through bloodboil) and Storm where accidental fires and similar can occur. Clear types may accidentally lose control of their aura (if they have the capability of harnessing it), otherwise there is no difference between a common cold and a flux cold for them. Lasts 3-10 days. Contracted in the same manner as a common cold.
Consumption - While in the real world, this was a name commonly applied to tuberculosis, in Naruta it refers to a disease where one's pure elemental energy burns away at them from within. It begins with fevers and sweats and, over the course of the disease, progresses to pain when calling upon energy, general body aches, and then internal bleeding. Some people have confused this disease with fatal 'blowing out' levels of elemental use as their symptoms are somewhat similar. Consumption takes a long time to run its course. There is no cure--healing water only slows the progression of the disease, if taken regularly. Unknown how contracted. Some healers think it can just occur spontaneously, though there does seem to be evidence of it being hereditary. Sufferers generally die after a year of the first symptoms.
Vitaletus - An illness wherein one's elemental energy and general energy slowly drain away. Symptoms are intense lethargy and an increasing difficulty on calling upon elemental energy. Not cured by healing water; requires a blend of medicinal herbs (fairly common ones) that are not expensive. If left untreated, an individual will struggle to perform basic tasks and lose the ability to use elemental power at all. If treated even in late stages, elemental power will restore over time. Lasts indefinitely, but most individuals manage to be diagnosed within a week. Recovery time proportionate to length of illness. Airborne contraction.
Joining Sickness - A rare illness. Causes hallucinations, confusion, and in severe cases memory loss. Transmitted by joining with an infected individual. Healing water will not cure--requires an expensive herbal treatment to hasten recovery, though it is possible to shake it off without treatment in some cases. Generally lasts between 1-3 days for those able to shake off the illness on their own. Others will require treatment or they may suffer from mild versions of the symptoms indefinitely.
Eletivus - An illness that causes one to feel hot/cold sensations over the entire skin at random, though often triggered by use of elemental power. Transmitted by touch. Lasts 1-7 days.
Poison Water - A Water-specific disease that causes blurry vision, nausea, vomiting. Transmitted by drinking water (even healing water) from an infected Water type. Fatal after 3 days if left untreated. Treated by drinking double doses of 'clean' healing water.
Earth Fever - Causes weakness, dizziness, and high fevers. Contracted through ingestion of tainted food. Healing water causes the symptoms to abate but will not cure the disease. Requires a somewhat uncommon flower called Feverfade to be brewed in a tea. Moderately expensive. Fatal if left untreated.
The Blood Death - An illness with varying symptoms that are dependent on element with dual- or triple-elementals displaying only one of the symptoms if they have multiple types of signs. However, all the symptoms inevitably end with blood filling the lungs. Healing water does not cure this disease. No known cure. Airborne transmission. Death usually occurs within 1-2 months of symptoms onset.
- Wind Types: Wheezing accompanied by dizziness. Fainting spells.
- Ice Types: Chills, dry cough. Cold to the touch.
- Water Types: Wheezing, productive cough. Uncontrollable salivating.
- Earth Types: Stiffness, aching joints, random callouses.
- Beast Types: Confusion, Anxiety
- Fire Types: Fever, dry mouth
- Storm Types: Body aches, minor seizures
- Mind Types: Migraines, temporary blindness
- Clears: Random black outs, memory loss.