Corruption

Certain landscapes house deeply evil places or artifacts that corrupt the very nature of people who spend time around them. Sites where the presence of such terrible wickedness can slowly twist and infect the physical forms of even the most holy of creatures. Unhallowed or cursed locations or even in the presence of supremely corrupted individuals can slowly erode the drive and will of those that linger. It is in this period of vulnerability that invites the Shadow to slowly creep into your soul.

### **Gaining Corruption**

Their are several ways to gain corruption in the world of Aurum. Observing a truly horrific evil act, being near someone that is corrupted beyond your understanding, witnessing corrupted spells, and sleeping in a location where evil reigns supreme are a few examples of when corruption can occur.

When this does happen, you must roll a Wisdom saving throw. The DC of the throw will be outlined below in the Corruption Tiers Table, and is dependent on your current Corruption level and your proximity to the source of evil. On a failure, you suffer 1 point of Corruption.

When a new tier of corruption is achieved (Mild to Moderate, Moderate to Severe), roll a 1d8 on the Corruption Effects Table below to determine the effects of the corruption. The effects are cumulative with previous effects as higher tiers are achieved. Effects fade if you are able to cure you corruption points to a lower tier of corruption (Moderate to Mild, Mild to None).

### **Corruption Endgame**

If a character reaches 12 or more Corruption points, you may lose your character through death, insanity, or even having them join the Mourning Lord and the Shadow. A character beyond 12 or more corruption points cannot be brought back to life or restored to your control until they are brought below 12 points of corruption.

### **Removing Corruption**

Corruption can be cured, however it is currently unknown how one may be able to reverse the effects. Some say restoration spells can do it, however magic is very limited in Aurum and finding a powerful enough mage to cast it on you will be difficult.

Corruption Tiers Table
(0 Points)
(1-2 Points)
(3-8 Points)
(9-11 Points)
 **Save DC (within 50 feet)** | 12
 **Save DC (within 10 feet)** | 14

### **Corruption Effects**

Many of the following corruption effect carry some form of mechanical detriment, but the real fun is being aware and weaving them into the narrative and roleplaying scenarios. Consider how some of these effects might alter a social encounter or adjust you character's reaction to a particular event. Don't be afraid to remind yourself or other players of their corruption should a moment arise where they may have an opportunity to incorporate it.

* ***Body Parasites*:** Parasitic worms infest and writhe throughout your innards. Any hit points regained through spending Hit Dice is halved.
* ***Broken Will:*** Your willpower has crumbled, leaving your mind vulnerable. You have disadvantage on Wisdom ability checks and Wisdom saving throws.
* ***Chronic Fatigue:*** Your body has difficulty with continuous physical activity. If you do not take a short or long rest directly after combat that lasted more than 1 minute you suffer 1 point of exhaustion.
* ***Compulsive:*** You being to exhibit a mild, compulsive ritual of the DM's choice. This can manifest as categorizing collected loot, or needing to thoroughly clean yourself after every challenge, for example. You take 1.5 times as long to complete a short rest.
* ***Cough:*** You develop an uncontrollable cough that creeps up every now and then. You have disadvantage on Dexterity (Stealth) checks.
* ***Distracted:*** Your mind has grown scattered and easily clouded. You have disadvantage on Intelligence ability checks.
* ***Eyes of the Shadow:*** Your eyes grow jet black and empty, your pupils becoming small glowing points of green flame. You gain Darkvision for 60 feet, but also gain Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
* ***Jittery:*** You become far too easy to spook or startle. You have disadvantage on initiative rolls.
* ***Hallucinations:*** Strange visions and sourceless whispers occasionally tug at your perception. You have disadvantage on Wisdom (Perception) checks.
* ***Hoarder:*** You are compelled to collect anything and everything of mild value you can. Simple trinkets stumbled across must be gathered and carried, if able, until at carrying capacity.
* ***Mark of the Shadow:*** A black curse on your very soul resists divine energies. Any hit points you would regain via spells are halved.
* ***Mildly Phobic:*** You acquire a mild fear of a certain creature type of the DM's choice. During the first round of combat with a creature of the chosen type, you are Frightened.
* ***Moderately Phobic:*** You acquire a moderate fear of a certain creature type of the DM's choice. When you enter combat with a creature of the chosen type, you must make a Wisdom saving throw (DC is 10 + your total corruption points). On a failure, you are frightened of them for 1 minute.
* ***Moral Decay:*** Your disposition toward the world around you has shifted towards the darkness that twists within you. Your alignment shifts once either laterally or towards evil. Good can shift to Neutral. Neutral can shift to Evil. Lawful can shift to Chaotic. Chaotic can shift to Lawful. This shift is the DM's choice, and will be relayed to you in secret.
* ***Murderous:*** You suffer irresistible murderous urges at the sight of the helpless. If any creature you see is incapacitated (friend or foe), you must spend your turn moving directly toward that creature and attacking it, if possible.
* ***Paranoid:*** You no longer trust even your closest allies. You no longer count as a "friendly" creature to anyone, nor does anyone count as "friendly" to you, in regards to abilities or spells. The only creature you beneficial spells and abilities can target is yourself.
* ***Reckless:*** You've become impulsive in the face of dangerous situations. The first attack made against you in any combat encounter has advantage on the attack roll.
* ***Rotten Joints:*** Your joints begin to suffer from internal decay and degeneration. You have disadvantage on Dexterity ability checks.
* ***Scent of Death:*** Your body has begun to emit a terrible stench of rotting flesh. You have disadvantage on Charisma (Persuasion) checks.
* ***Seeping Sores:*** Painful sores cover your body, making it difficult to exhibit all your strength. You have disadvantage on Strength ability checks.
* ***Severely Phobic:*** You acquire a severe fear of a certain creature type of the DM's choice. When you enter combat with a creature of the chosen type, you become frightened of the creature for 1 minute and must make a Wisdom saving throw (DC is 10 + your total corruption points). On a failure, you are stunned. You can repeat this saving throw at the end of your turn.
* ***Trusting:*** You become too eager to accept others at face value. You have disadvantage on Wisdom (Insight) checks.
* ***Warped Spine:*** Your spine has become twisted and hunched. You have disadvantage on Dexterity ability checks and Dexterity saving throws.
* ***Withered Flesh:*** Your flesh has pulled tight against your skeleton, making your visage terrifying to most. You have disadvantage on Charisma ability checks and Charisma saving throws.