Infection Vectors
“How the Rot Spreads”
How the Rot Spreads - Infection Vectors
Primary Vectors
Direct Contact
Method: Touch corrupted tissue/fluid
Risk Level: MODERATE to HIGH
Transmission: - Touching Rot-infected wounds - Contact with corrupted blood/saliva - Handling Rot-Beast remains - Physical combat with infected
Protection: - Gloves (leather/thick fabric) - Avoid wounds (yours + theirs) - Wash immediately after exposure
Note: Brief contact ≠ guaranteed infection (but risky)
Airborne Particles
Method: Breathing Rot-corrupted air
Risk Level: HIGH (dense zones), LOW (open air)
Locations: - Deep Murk (Rot-clouds) - The Hollow (extremely high concentration) - Recently collapsed corrupted islands - Enclosed spaces with infected
Protection: - Cloth mask (minimal help) - Distance (disperses in open air) - Avoid dense zones (best prevention)
Note: Prolonged exposure cumulative
Rot-Shards
Method: Handling concentrated corruption crystals
Risk Level: EXTREME
Danger: - Instant infection (often) - Accelerated progression - Valuable but deadly
Protection: - Don’t touch directly (ever) - Lead-lined containers - Minimal exposure time - Specialized handling (experts only)
Black Market: Highly illegal trade
Secondary Vectors
Consumption
Method: Eating corrupted food/water
Risk Level: VERY HIGH (almost certain infection)
Sources: - Water from corrupted regions - Animals infected with Rot - Plants grown in corrupted soil - Contaminated food supplies
Protection: - Source verification (know where food comes from) - Avoid Murk/Peripheral food - Boiling doesn’t help (Rot survives)
Symptoms: Rapid progression (internal exposure)
Environmental Exposure
Method: Living in corrupted environment
Risk Level: CUMULATIVE (low per day, high over time)
Mechanism: - Ambient corruption seepage - Contact with corrupted surfaces - Breathing ambient particles - Unknown vectors (Aether itself?)
Populations at Risk: - Murk residents - Scavengers (Periphery) - Glimmering Spire (environmental decay)
Prevention: Minimize time in corrupted zones
Sexual Transmission
Method: Intimate contact with infected
Risk Level: HIGH
Reality: Body fluid exchange
Social Impact: - Infected isolated romantically - Relationships destroyed post-infection - Stage 1 can transmit (even if careful)
Tragedy: Love becomes dangerous
Debunked/Uncertain Vectors
Eye Contact
Claim: Looking at Voice-Touched causes infection
Reality: FALSE (superstition)
Origin: Fear-based myth
Conversation
Claim: Hearing Voice (secondhand) infects
Reality: FALSE (infected describe Voice, others don’t hear)
Note: Psychological impact (hearing descriptions disturbing)
Proximity (Non-Contact)
Claim: Just being near infected causes transmission
Reality: UNCERTAIN (maybe through air, not proximity itself)
Evidence: Conflicting (some families resist, others all infected)
Dreams/Visions
Claim: Voice contacts uninfected through dreams
Reality: UNVERIFIED (Sister Morrigan claims possible)
Orthodox: Rejected (heretical claim)
Risk Factors (Susceptibility)
Increased Vulnerability
Despair: Psychological state affects infection rate
Cumulative Exposure: Multiple minor contacts compound
Weakened State: Illness/injury makes vulnerable
Genetic?: Possible (some families more susceptible)
Age: Children and elderly higher risk
Resistance Factors
Hope: Genuinely protective (unknown mechanism)
Health: Good physical condition helps
Genetics?: Some individuals resistant (rare)
Faith: Religious belief correlates with resistance (causation unclear)
Purpose: Strong sense of meaning helps
Geographic Risk Zones
Extreme Risk
- The Hollow (epicenter)
- Deep Murk (Rot-clouds)
- Actively corrupting islands
- The Deeps (rumored, unconfirmed)
High Risk
- Murky Chasm (settlement in Murk)
- Weeping Halls (infected community)
- Periphery ruins (variable)
- Recent collapse sites
Moderate Risk
- Scavenger’s Roost (proximity to Periphery)
- Glimmering Spire (environmental decay)
- Trading routes (occasional exposure)
Low Risk
- Skyport Eos (rare exposure)
- Ironhold (well-protected)
- Bright Reaches settlements
- Isolated farming communities
No Safe Zone
Reality: Rot can appear anywhere (unpredictable spread)
Prevention Strategies
Individual
Avoid Exposure: Primary defense
Protective Gear: Gloves, masks (limited effectiveness)
Hygiene: Wash after potential exposure
Vigilance: Know what corrupted looks like
Distance: From infected individuals/zones
Settlement
Quarantine: Exile infected (harsh but effective?)
Screening: Check newcomers/traders
Perimeter: Avoid corrupted zones
Education: Teach population recognition
Preparation: Plans for outbreak
Ironhold Approach
Strict Protocols: - Mandatory screening - Immediate exile - Military quarantine enforcement - Zero tolerance
Effectiveness: Lowest infection rate (major settlement)
Cost: Humanitarian (families destroyed)
Skyport Eos Approach
Balanced: - Screening (less strict) - Quarantine (compassionate) - Treatment attempts (limited) - Eventual exile (if progressive)
Effectiveness: Moderate infection rate
Cost: Resources strained
Kael’s Research
Findings: - Chemical signature detectable (early infection) - Transmission mechanisms mapped - Prevention protocols optimized - No vaccine possible (yet)
Problem: Knowledge doesn’t equal prevention (exposure often unavoidable)
Quest Hooks
- The Exposure: Party potentially infected (how to know? What to do?)
- The Outbreak: Settlement infected (identify vector, stop spread)
- The Rot-Shard: Handle dangerous material (safely?)
- The Screening: Quarantine duty (moral dilemmas)
- The Investigation: How did this person get infected? (trace vector)
- The Prevention: Develop better protocols
- The Sacrifice: Expose self to save others (worthwhile?)
Related Topics
“Every handshake is risk. Every breath in Murk is gamble. Every moment near infected is countdown. You can be careful or you can be safe. You can’t be both in this world.” — Quarantine Officer
“They fear touch. I understand. But isolation kills as surely as corruption. Choose your death: Alone and pure, or connected and transformed.” — Sister Morrigan