The Cwyld

An infection of the land that's been going on for hundreds of years (or, at least, for as long as anyone on the continent can recall), the Cwyld ( kwilld ) is the cause of many an unnaturally grown thing in Geardagas: from the creatures that roam the Wilde and outside of the city's walls, to the creation of the Wilde itself -- or so is theorized by the Coven's Witches, who have taken note of the spread of the Wilde as the years have come and gone. What there is no doubt about is that it's a dangerous plague primarily fueled by magic, that creates just as dangerous conditions for humans, Monsters, and animals alike to live in.

## Means of Infection

Extended touch is the easiest means of transmission, with a risk of brief contact still being viable for transmission, but there are books in Coven library specifically devoted to the explanation that some plants will expel pollen or spores that can infect someone with the Cwyld from the inside out.

If someone is **injured by a Shade or Cwyldtid physically**, the infection can possibly be enhanced due to the nature of blood and magic - intentional or otherwise.

## Symptoms

The Cywld can and will infect anything it comes in contact with, from wildlife to living creatures; signs of infection can vary depending on what, exactly, gets infected. The environment is the most obvious from the moment infection occurs: plants grow larger than usual, strange flowers with more aggressive tendencies begin to show up, and a faint, sickly smell permeates the air. Rocks turn black as tar, glowing magic spiderwebbing through them and the cracks that form from the inside out. The atmosphere feels oppressive yet charged, as if something bad is around every corner -- a hyped up feeling of paranoia isn't uncommon in areas plagued by the Cwyld.

Meanwhile, for sentient creatures, the progression of infection is a little harder to guesstimate; depending on where one is, the stages can happen quicker, and the Coven hasn't quite pinned down a solid estimation thanks to this fluctuating progression. Regardless, symptoms are easy to spot and include:

* Shadow-like marks on the skin, similar to bruising
* Spidery black veins near the infection site that spread over time
* An insatiable hunger that eventually can’t be stopped no matter how much food is consumed
* Hair that begins to turn black, along with feathers, fur, eyes, nails, and eventually the entire body if the infection advances far enough
* At the most advanced stages of the infection, the victim appears to be swallowed by a shadow: a Turnskin's fully-shifted form becomes coated in darkness like a second skin, an airborne Harpy gains the ability to blend seamlessly in with the night sky because of what amounts to a magical "shell"
* Growths in the wounds can sometimes occur
* At further stages, hallucinations and a sense of paranoia

**The Fae and Dragons are especially susceptible to infection**. As such, it’s highly recommended that those types of Monsters avoid contact with the Cwyld as much as possible. They will also be more thoroughly inspected at the gates when re-entering the city after visiting areas not protected by the Bright Wall.

## Becoming a Shade

When an infection goes too far, the infected victim becomes what is called Shade, or Cwyldtid, and is merely a host for the Cwyld. The host's mouth, eyes, and other orifices turn white and glow, with the same energy flowing from injuries as the magic seeks to escape; their blood turns pitch dark and more viscous when spilled, like ink.

For Monsters in particular, their feral and aggressive tendencies become enhanced. They may find it harder to control themselves in the early stages of infection and in the advanced stages may be entirely feral altogether. Their hunger becomes out of control, as is the urge to spread the infection to anything they touch and they may grow even larger and more monstrous than their regular shifted forms.

For Witches and humans, rather than turning into giant, monstrous creatures, they go mad from the amount of magical energy poured into them. Infected Witches don’t last long due to this magical overload which causes them to explode. In the past, infected Witches in hiding have leveled entire areas and buildings. **For this reason, it’s much more common to find a Monster Shade wandering the Wilde than a Witch** as the Witch will simply self-destruct soon after.

Infected humans who don't actively practice magic find themselves with an influx of magical power that does burn through them in much the same way. Should they remain untreated, they last a short time longer than a typical Witch would.

Once someone becomes a Shade, nothing can break the hold of the Cwyld: they're a mere shell of themselves, a shadow of their former self, and the merciful act is to kill them as swiftly as possible. No cure has yet to be found for infections this far along, though the Coven continues to search for one.

For more information on the Cwyldtid, see The Wilde.

## Treatments

Treating the infection consists of a long process, using a specialized variety of healing magic that was developed by the network of Covens that live in Geardagas. Aefenglom Coven is constantly working on researching and testing new treatments with the ultimate goal of being able to cure the Cwyld no matter the stage it’s in. Discoveries such as the healing moss at the Ruins or the sap from plants in the Wilde have contributed to advancements made in curing the Cwyld.

Treatments are done through a combination of a mixture of poultices for the spot infected, ingested medicine (or taken by needle, if the infected prefers, but this isn't the default), and some minor healing magic.

The Wilders have their own small cures separate from the Coven. They aren't very useful for later stage infections, and are supposed to be used right away to prevent it from spreading and getting worse. One of them is an imperfect spell adapted from the Coven's infirmary that takes about a month to learn to use reliably.

**No matter the level of infection, treatment is always quite painful**. Individuals blighted by the Cwyld are isolated away from society to be treated, burning away every inch of the infection down to the very bone. Poultices applied to the site of infection can cause a harsh burning sensation as the Cwyld is drawn out, and the more of the body is infected, the more painful it will be.

**Symptoms also vary between infected** so players are welcome to play with similar symptoms to what’s described below as they wish. If there are very specific symptoms or effects you have questions about or want to implement, feel free to contact a mod!

### Mild Infections

Mild infections are infections that are caught early and are limited to minor symptoms such as blackened veins or dark bruising near the site of infection. If the infection was passed on by respiratory contraction (i.e. breathing heavily infected air) symptoms can include headaches, vertigo, and nausea. These infections are simple (if still painful) to clear up and can even be treated on the spot or at home with medicine purchased from a (reputable) alchemy shop or the Coven. Infections involving blood contact might be a bit deeper even if caught early; in these cases, characters might be sent to the Coven for bedrest and treatment may take longer. **Recovery can take between 1-5 days**.

Characters who are unsure of their infection stage or if their treatment is working are encouraged to visit the Coven for examination. Even if they think it’s probably mild, it’s better safe than sorry.

### Moderate Infections

Moderate infections have spread beyond the initial site of contact. Characters may begin to find the same bruising elsewhere on their bodies and experience more aggressive symptoms of fatigue and nausea. Additional symptoms can also include growths and minor physical mutations for Monsters. Monsters might start to feel the beginnings of a feral state or have a harder time controlling themselves, while Witches might feel their magic beginning to build up.

All characters with moderate infections should report to the Coven’s infirmary immediately for treatment and should *not* under any circumstances come into contact with anyone. They will be quarantined upon arriving at the Coven, and won’t be released until the infection is sure to be clear -- usually anywhere from **1-4 weeks** depending on the spread.

### Severe Infections

Characters in this stage usually have little time left before they are overtaken by the infection completely **and cannot be saved.** They will likely be noticeably infected with much of their body covered in the bruising and veins entirely black. Characters in this state **will have entirely lost their sense of self**, with Witches going mad from the amount of magic overloading their bodies and Monsters succumbing to a fully feral state. Some Monsters may have also already taken on a mutated appearance, growing larger and unable to shift back to their regular form. If any moments of lucidity remain, they will be extremely rare and brief.

**If player characters ever reach this level, their character will have to be put down, and the Coven will have to be convinced to resurrect them.** It will be possible, and the Coven will eventually agree since they weren't quite to the Shade point, but ICly it will be more difficult to resurrect them than usual and there may be extra death consequences because of the delay or difficulty of resurrections. **Please PM the mods if you plan to get your character killed in this way, and be aware extra effects may be long term.**

## Prevention

Some steps can be taken to prevent infection, although many of these precautions are not foolproof. These include:

* Warding magic to keep a small area free from the Cwyld (such a house and its nearby gardens)
* Clothing or armor enchanted with purifying magic
* Protection charms
* Potions that can be taken prior to traveling into the Wilde (just be sure to refresh them)

## Immunity and Resistance

Full immunity to the Cwyld is not known, but some Wilders who have spent many years in contact with the Wilde and the Cwyld have developed a minor to moderate resistance/immunity to the infection. This means they contract infections more rarely and, if they do contract an infection, it spreads slower, symptoms are more mild, and treatment is easier.

**Recently, a peculiar discovery has been made in that Mirrorbound seem to build a similar resistance much quicker.** Mirrorbound who spend much of their time in contact with the infected -- either through the Wilde, fighting Shades, or in the Outer City -- have a moderate immunity not unlike what’s taken the Wilders a number of years to develop. As a result, studies are currently being conducted to research this heightened immunity further.

Monsters -- with the exception of the Fae and Dragons -- seem to develop the resistance more often, though it’s been noticed in some Mirrorbound Witches as well.