❗ Some of the Rules and Guides, as of writing this 06/10/2025, are not final until this message is removed; they are subject to change.
“Sometimes, there’s worse fates than death.”
—A Tykonian Apothecary
Disease, as the Tykonian understands it, is a mysterious threat; unknowable and seditious. It is an invisible opponent who attacks from within, driving a medley of symptoms into its victims. In times past, there was no separation between diseases and afflictions—only now, with modern natural connections, has a divide been caused. In this respect, they’re perhaps even more strange as the natural phenomenon which causes them is even less understood than the esoteric whims of magic.
Our best guess is the purity of the air: “bad air” brings foul diseases out and into the living. Though this is often believed, the inverse—surrounding oneself in “good air”—bids no guarantee of a healthy life. Indeed, while many pathogens target the weakest, youngest, and most downtrodden, they are in no way uniform in the victims they inflict; just as many noble lords have succumbed to them as the paupers on the street.
Remedies are few and far between, relying heavily on folkish stories and our very rudimentary knowledge of anatomy, and those that are effective are rarer still. Bloodletting, pure water, soups, or simply rest are among the most common treatments, each with varying degrees of success depending on the pathogen. Some offer no cure at all, and if found, are met only with the ultimatum of a swift release or agonizing end, lest it be allowed to propagate amongst the uninfected. Alas, there is no “cure-all” for these plights; only what we know of each may help stop them…
Rock Wrought is an uncommon, however dangerous, plight often found in the more humid areas of West Tykonia. Sufferers, who are known as ‘Wroughts’, are characterized by the sudden onset of warts, calluses, and other abnormal skin growths. While natural formations of any of these structures are to be expected—particularly among the labor class—these are unique in that they progressively grow to cover the entire body. Worse still, as blood leaves these outcrops, they grow pale and gray, resembling pebbles or small stones on the victim’s skin. Despite this rocky exterior, they’re no more durable than normal people, with their ‘stones’ bursting as typical warts would when skewered open. Exposure to the Wroughts’ humors (e.g., blood and bile) has been shown to cause infection in healthy persons*, and skin contact—while less effective—can also propagate it. For this reason, the Wroughts are kept away from the uninfected and often wear thick clothing to prevent accidental transmission. The time it takes for a Wrought to become fully engrossed by his stone-warts varies from six months to twelve years, always terminal; no cure or treatment exists to reverse or slow the progression of the illness once it has taken root. Late-stage Wroughts struggle with locomotion because the warts impede their joints and muscles, leaving many painfully bound to the most menial movements.
*Infection is not guaranteed and requires R/PTC to inflict.Starwitness is rare in the population but is most prevalent among nocturnal individuals. Its precise origin remains a subject of debate among scholars. In this, it’s perhaps the abundance of dead that are moved in the evening which brings the fester to bear. Those who contract this illness undergo a key physical change that gives the condition its name: the pupil's disfigurement into a five-point star. This structure gives the eye an added reflective quality, appearing ‘glinting’ under moonlight. A close analysis of the eye shows that it distorts light entering it, producing a kaleidoscopic effect on the victim’s vision. Starwitnesses are often punctuated by hallucinations and atypical behaviors: euphoria, disrupted sleep cycles, and the uncontrolled desire to stare at the stars for extended periods of time. Periodic hallucinations are documented, particularly during late-stage progression. Infection from an existing Starwitness seems far less frequent than other plights—though their increased habit of sneezing may draw the infectious humors from them*. Culturally, certain Seva-adjacent traditions sometimes view them as moon-touched seers; their vision, though less effective at discerning physical details, is said to grant them the gift of prophecy, allowing many to become estranged oracles of the moon-led faithful. No cure exists. Treatment is largely supportive, focusing on rest and eye care.
*Infection is not guaranteed and requires R/PTC to inflict.Jaunts remains a mystery even among diseases, with few scholars agreeing on their core elements. Regardless of its origin, it manifests some of the cruelest symptoms of any known plight. Sporadically, a person may become afflicted by Jaunts with seemingly no cause, although it seems especially common in major cities and towns. The initial onset is typically preceded by a spreading warmth in the limbs and chest, followed by an increasing urge to move rhythmically. Once the dancing begins, the afflicted finds it extremely difficult to stop voluntarily. As dancing continues, many of those watching are compelled to join, but aside from this, no consistency remains in how the disease spreads. If uninterrupted—by being restrained, getting struck, or thrown off balance—victims will dance far beyond safe physical limits, risking collapse, injury, or death from exhaustion. It should be noted that not everyone is ‘infected’ by Jaunts upon sighting*, as transmission is inconsistent. Physicians currently believe the disease spreads through a combination of emotions and close physical contact rather than simply through sight. Cures for jaunts have changed over time: physicians have found that removal from crowded places, rest, and hydration have produced the most reliable recovery outcomes. Earlier practices—such as trepanning, opening a hole in the skull to remove evil spirits—are now widely regarded by physicians as unnecessary and often harmful. The effectiveness of these treatments tends to vary for each patient; however, it’s proven that a jaunt victim can indeed recover.
*Infection is not guaranteed and requires R/PTC to inflict.