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Disease

A diseased man being treated by a healer

A disease was a detrimental medical condition that was not an injury.[1]

Description[]

Swamp Fever

Disease-bearing mosquitos.

A disease could be transmitted in various ways: injury, ingestion, inhalation, mere contact, etc.[1] Some were also caused by parasites.[2][3][4] Creatures exposed to a disease ran the risk of becoming infected[3] unless their immune system could fight it off. If the exposed individual lacked a strong enough constitution, the disease took hold. After an incubation period, the disease showed its symptoms, which persisted until the host was cured of the disease or died of it.[1] Those who recovered from a disease naturally might gain a resistance or immunity against reinfection.[5]

Both ordinary disease as well as parasitic infections were generally more common in hotter and wetter climates and in filthy or crowded conditions.[2] Contagious diseases spread readily in heavily or densely populated cities throughout Toril—where filthy sewers provided even more ideal conditions for a variety of maladies to thrive[6][7]—as well as along heavily trafficked trade routes.[8] When new or unknown diseases arose, most often this happened in rural or frontier settlements where the people encountered previously unknown afflictions while interacting with remote insects, beasts, and plants.[8]

There was a generally important distinction between diseases which were "natural" and those which were "supernatural" or otherwise magical in origin. Natural diseases were acquired by mundane means, so even the most exotic of them could be treated (although perhaps not cured) with traditional or nonmagical care.[9] Mundane fevers could usually be cured if treatment was provided in a timely manner, although the role of ordinary medicine in the case of many diseases or parasitic infections was simply to slow the course of the malady to allow for the body to recover naturally or to buy time until magical healing could be obtained.[4] Meanwhile, supernatural diseases were generally incurable or untreatable with natural or normal medical efforts. Such magical diseases were often spread by magical creatures, such as lycanthropes or mummies.[9]

Diseases in Society[]

Whenever a disease struck in Faerûn, or wherever folk feared that it would, they prayed and made offerings to the goddess Talona, the Mistress of Disease and Mother of Plagues.[10][11] A common practice was to drip three drops of blood or tears—in homage to her holy symbol of three droplets in a triangle pattern—into or onto something or someone that was diseased, such as the mouth of a sick person, a tainted well, or blighted crops.[11] For many folk, such acts of observance were seen as an obligation to placate the capricious goddess rather than a desire to venerate her.[10][12] The Church of Talona had a tenuous relationship with most other folk of Faerûn: on one hand, they were blessed with an immunity to disease, which made them valued doctors and healers in times of sickness. On the other hand, they were known to spread sickness themselves, especially to those they felt had disrespected their goddess, and this made them generally feared and disliked.[13] Open worship of Talona was even banned in some places, such as in Waterdeep during the late 15th century DR.[14]

The most well-known diseases in Faerûn included the so-called Five Fevers and Three Plagues.[15]

Prevention and Treatment[]

Blacktongue Claims Another Victim - Warren Mahy

The corpse of a victim of blacktongue fever is burned.

When it came to practical means of preventing or treating diseases, most people in Faerûn had no real medical knowledge and therefore relied on past experience, either re-using methods that had helped themselves or close associates in the past or seeking the counsel of elders and the like. In general, folk had at least some shared understanding about how certain diseases were transmitted,[8] and a baseline agreement about the importance of cleanliness, rest, and the use of purgatives to treat illness.[16] The importance of caregiving was also widely accepted, especially in regards to keeping the ill covered (or at least out of direct sunlight), treating them gently, keeping them hydrated, and administering herbal medicines and potions.[16][17] Beyond this, however, there were many disagreements about treatment methods, which was the case for at least two main reasons: first, there was the aforementioned reliance on personal experience—which could differ between individuals or groups—and second, there was false information that was intentionally spread. While some falsehoods were spread by evil factions with the goal of causing strife—such as by followers of Talona[8]—other times they were spread by otherwise benevolent factions or churches—such as the Guild of Apothecaries and Physicians of Waterdeep[4]—in an effort to exert political influence or to secure more coin for healing services.[16]

While magic was perhaps the most reliable way to treat mundane diseases—such as with the spells remove disease, lesser restoration, or greater restoration[18][19]—it was possible to treat even serious illnesses by nonmagical means, although such treatment took many days and could cost as much as 50 gp per day as of the mid-to-late 14th century DR. Folk often sought out such treatment not only if they feared that they could not afford magical services, but also if they did not have an affiliation with a deity. For milder ailments—such as headaches, upset stomach, or the common cold—nonmagical care was sometimes the only option because priestly spellcasters saw these as too trivial to treat.[5]

Most medicines were nonmagical, even if they were called "potions" by common folk (mundane bottled medicines were more appropriately called "physics"), and most of these were made from herbs. Almost all folk in Faerûn had some basic familiarity with at least a few herbal remedies passed down through family, and many folk kept herbs in their homes (both fresh and dried, for there was generally little medicinal difference).[17][20] In addition, even very small settlements often had an herbalist with knowledge about herbal remedies, and larger settlements tended to have at least one apothecary and perhaps a hedge wizard or a local priest who could provide similar knowledge even if they could not provide magical aid.[17] Some herbal medicines known or thought to aid in treating diseases included: the bark of a felsul tree to quell nausea and ease sore throat, harlthorn boiled with hoof-leaf to soothe both delirium and skin rashes, tatterskyre bark to thicken the blood and staunch internal bleeding, and tonandurr bark to prevent infections in open wounds.[20][21] Some claimed that chives and leeks were useful for treating disease.[22]

In regions where there existed a risk of insect-borne diseases, folk made use of a variety of insect repellents to prevent illness.[23]

Plagues[]

Sewer Plague Arena

A sewer-dwelling wererat afflicted by sewer plague.

On Toril, widespread plagues were mostly a problem of the past by the 14th century DR. The main reason for this was that diseases turned into widespread plagues when a population had never encountered them before, and most people were the descendants of survivors of plagues—and had inherited immunities from their ancestors—or had been exposed to various diseases since childhood and therefore developed immunities. Toril also had a long history of interspecies intermingling and crossbreeding, which boosted the population's resistance to disease.[8]

Another reason why plagues were contained was that preventive measures were taken by priesthoods and rulers. This was done either through official enforcement, by secretly mixing medical substances into food and water, or collective action to contain outbreaks.[8] For example, churches could band together stop a deadly plague in its tracks with few casualties, as happened with an outbreak of spotted plague in Iriaebor in 1367 DR.[24] People who were obviously afflicted with a terrible disease might also simply be killed as a precaution, at least in frontier regions.[8] On the Sea of Fallen Stars, it was a widespread practice that a ship carrying plague would signal this by smearing blood or red paint on their sails. In response, other vessels would provide clerical healing if available, otherwise they were advised to burn the plague ship to the waterline with fire arrows or spells.[25]

The exception to the rule that plagues were no longer a problem was the goddess Talona. Whenever she felt that her power or faith was waning, she was prone to inflict a plague on the land[10] or at least on a city that she felt had slighted her church.[13]

List of Diseases[]

Common Diseases[]

The most common or well-known diseases in Faerûn were:[15][16]

Name Other names Infection Incubation
Blacklung fever Inhalation 1 day
Blacktongue Ingestion 1 to 4 days
Darkrot Gangrene Injury 1 day
Featherlung Inhalation 1 to 3 days
Flesh rot Mummy rot, mummy disease Contact 1 to 4 days
Foamjaws Darrdartha, rabies Injury 7 to 10 days
Green rot Scaly death Injury 1 day
Marsh fever Sallar, typhus Injury 3 to 18 days
Lycanthropy Injury
Shaking fever Contact 2 days
Shaking plague
Spotted plague Contact 1 day
Whitewasting Wasting disease, leprosy Contact 5 years
Winterchill fever Windchill fever, pneumonia Contact 1 to 6 days


Other notable diseases included:

Name Other names Infection Incubation
All-consuming wasting[26] Injury 1 day
Black rot[27]
Blinding sickness[28] Ingestion 1 to 3 days
Bluerot[29] Injury 1 to 4 hours
Bog rot[30] Injury 1 to 4 days
Bubonic plague[31]
Cackle fever[28] Inhaled 1 day
Cemetery rot[32] Injury Instantaneous
Chaos phage[33] Slaad fever Injury 1 day
Common cold[31]
Creeping madness[34] Spellplague
Demon fever[28] Injury 1 day
Devil chills[28] Injury 1 to 4 days
Filth fever[28] Injury 1 to 3 days
Ghoul fever[35] Injury 1 day
Ghoul gut[36] Ingestion Less than 1 day
Gout[37]
Lockjaw[38] Tetanus Injury Less than 1 day
Malaria[39] Injury
Measles[31]
Mindfire[28] Inhalation 1 day
Moon frenzy[40] Injury Instantaneous
Mummy rot[28] Injury Less than 1 day
Mumps[31]
Red ache[28] Injury 1 to 3 days
Scurvy[41] Blackjaws, sea fever, toothfall
Swamp fever[42] Injury 12 hours
Sewer plague[43] Injury 1 to 4 days
The shakes[28] Seizure Contact 1 day
Sight rot[43] Ingestion 1 day
Slimy doom[28] Contact 1 day
Smallpox[31]
Stiffstab[44][45] Arthritis, jointstabs
Talona's grimace[46] Inhalation Instantaneous
Throat leeches[47] Parasite 1 to 6 hours
Whooping cough[31]
The wilting[48]


Regional Diseases[]

Regional or localized diseases included:

Name Other names Infection Incubation Region
Arcane blight[49] 12 hours Ythryn
Blue mist fever[47] Contact 1 to 6 hours Chult
Brain fluke[50] Parasite Chult
Eating disease[51] Chult
Gaki fever[52] Injury 2 hours Kara-Tur
Glow fever[53] Injury Gontal
Grackle-lung[54] Inhalation 1 day Gracklstugh
Grey Fever[55] Grey Jungle
Halruaan consumption[56] Halruaa
Ivory Plague[57] Kara-Tur
Lungrot[58] Inhalation 1 to 4 hours Underdark
Mosquito fever[59] Injury Halruaa
Scaleflake[58] Contact 1 to 3 days Underdark
Shivering sickness[47] Injury 2 to 12 hours Chult
Softpox[58] Contact 1 day Underdark


Plagues and Unique Diseases[]

Notable plagues or other unique diseases included:

Name Other names Infection Incubation Date
Abyssal Plague[60] Contact 1479 DR
The Alley Plague[61] Inhalation 39 DR
The Ashes Plague[62] 229 DR
The Blush[63] 1374 DR
The Coast Plague[64] 1345 DR
Crimson Death[65] 755 DR
The Dragons' Plague[66] 1019 DR
The Empire Plague[67] -375 DR
The Flower Plague[68] -52 DR
The Fog Fever[61] Inhalation 75 DR
Fury[69] Injury 1480 DR
The Infernal Death[62] 320 DR
Leper's Curse[65] 354 DR
The Moon Plague[65] Injury 701 DR
Panicked Plague[70] 472 DR
Plague of Dragons[71] 1317 DR
The Plague of Scholars[68] -16 DR
Plague of Terror[72] -4770 DR
The Pox[73] 1373 DR
Prayerbane Plague[74] 375 DR
Purplethroat Plague[75] 303 DR
Putrescent Anathema[76] 1395 DR
Saprophytic plague[77] Close proximity 1 to 4 hours 1492 DR
Silent Death[78] -4370 DR
The Spider Plagues[67] -599 DR
Stoneplague[79] 1480 DR
The Sunset Plague[72] -3332 DR
The Temples Plague[67] Contact -676 DR
Unidentified disease (Vilhon Reach)[80] 1350s DR
Wailing Death[81] 1372 DR
The Warrior's Plague[72] Contact -4900 DR
The Wasting Plague[82] -30400 DR


Non-Humanoid Diseases[]

Diseases affecting creatures other than humanoids included:

Name Other names Infection Incubation Creature
Astralomitis[83] Astral dragons
Scaleshed[84] Wyrm-molt Dragons
Tube wilt[85] Treants


Appendix[]

See Also[]

References[]

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