Overview

The deeper one travels into an area claimed by the vallorn, the more likely one is to encounter the "vallorn miasma." It is as if the air itself is infected with dangerous toxins or spores, or perhaps an aura given off by the slumbering vallorn itself. The miasma seeps into the lungs and through the skin. It is sometimes visible in the air as tendrils of mist, often tinged green or yellow. It is impossible to avoid the miasma, and while some travellers claim that exposure can be avoided by tying wet cloth over the mouth there is little evidence that this tactic actually works.

Spring Corruption

Humans and orcs exposed to the miasma rapidly develop symptoms of nausea or mild feverishness. A critically injured individual is quickly - and fatally - overwhelmed by the miasma. Explorers in an area of miasma are advised to employ precautions such as the Vitality of Rushing Water ritual, or the use of an Abraxus Stone; to ensure they are accompanied by competent healers and well-prepared physicks; and to avoid violent confrontation wherever possible ... although this latter rarely proves practical.

Even if they have avoided being injured, explorers who spend any period of time in an area of vallorn miasma will need medical attention when they return to remove its lingering effects - rituals such as Ascetic Star of Atun are ideal for this purpose. Extended periods of time exposed to the miasma - even in its most dilute form - is also known to cause the sickness known by the Navarr as green lung. While a wet cloth is of little use against the miasma itself, there is some evidence that a wet cloth over the nose and mouth will reduce the likelihood of contracting this sickness, at least in the short term.

The miasma is somewhat inimical to unliving material - corpses exposed to the miasma quickly rot away to mulch. The miasma speeds the process of decay in most unliving material - which has made the recovery of fragile artefacts from Terunael ruins especially challenging.

The strength of the miasma can only be permanently reduced in an area by reducing the power of the vallorn that spawns it. Miasma powerful enough to harm a mortal may be found in small "pools" outside the immediate area of vallorn infestation, especially if there are vallornspawn plants in the area. It is much more common to find it across large expanses of vallorn claimed regions like a toxic sea. Exotic, alien and unique plants prosper in areas thick with miasma, and the monstrous insects associated with the vallorn thrive in these areas.

The miasma itself is not restricted to areas of vallorn infestation. Like a cloud of smoke, strong winds can blow the miasma into nearby areas. Without the support of an active vallorn, however, the miasma dissipates quite quickly. For the hours or (rarely) days it remains, however, it supports the presence of vallornspawn husks or ettercaps in unexpected areas.

The Miasma in Play

  • The miasma venoms anyone exposed to it

The primary effect of the miasma is that it venoms anyone exposed to it. The only known methods to avoid being venomed are the use of an Abraxus Stone or the ritual Vitality of Rushing Water.

Curing the venom has no effect while the character remains in the area that contains the miasma - as the character immediately becomes venomed again. A character can only throw-off the effects of the miasma if they are cured of the venom after they have left the region.

The vallorn miasma is always found on any skirmish or battle in a region that contains the vallorn quality. Even when the vallorn is not present, the miasma may still be encountered during quests, skirmishes, or player events taking place in areas that are infested or where the vallorn is or has been recently active.

The Miasma on Campaign

  • When armies fight in regions with the vallorn quality, all casualties taken are doubled
  • When a region is under attack by the vallorn, casualties taken are increased by 50%

The miasma is thickest and most dangerous in regions with the vallorn quality. Armies fighting in such a region take double the normal casualties. The vallorn also carries the miasma with it when it expands, attempting to capture adjacent regions. In this case, casualties inflicted on armies present are increased by a half. All the casualties suffered by an army are increased, including those inflicted by other armies, and by curses such as Thunderous Tread of the Trees or Mountain Remembers Its Youth.

An army under an enchantment such as Why Sulemaine Walked Away From The Baker, or taking an order such as Armoured by Faith, does not take any additional casualties due to the vallorn miasma. The forces of the vallorn do not suffer these additional losses. In specific circumstances, there may be opportunities to negate the impact of the miasma in other ways.

Regions with the infested quality, still have some miasma in them (trips through the Sentinel Gate might take place under the miasma), but it is neither widespread nor concentrated enough to have any effect on casualties taken by armies fighting in the region.

It is not clear to Imperial magicians how the vallorn miasma would interact with Rivers of Life or Rivers Run Red, but they continue to advise that large-scale Spring magic used on the vallorn is likely to prove dangerous.

Further Reading

Rules

  • Vallorn - contains all the definitive rules for the vallorn that are universally applicable
  • Vallorn miasma - contains the definitive rules for the vallorn miasma

Related Topics

Vallornguard

History

Winds of War and Fortune

  • The war of thorns and flowers - 386YE Winter wind of fortune that includes details the opening of the war of thorns and flowers
  • The Synod speaks - 386YE Autumn wind of fortune detailing League and Varushkan opportunities to support the Navarr against the vallorn
  • The first shot - 386YE Autumn wind of fortune detailing the change to the stridings and the new armies
  • The final countdown - 386YE Summer wind of fortune detailing the choice whether to begin the final war against the vallorn
  • Into Béantal Dol - 386YE Spring report from an expedition to Bendol in Sarangrave
  • A thousand years of longing - 385YE Winter wind of fortune about the findings of the Great Library of Hacynian
  • Rain king - 385YE Spring wind of fortune detailing aid offered against the vallorn by the eternal Ossegrahn
  • The bones of what you believe - 384YE Autumn wind of fortune detailing the opportunity to expand the Great Library at Hacynian
  • One last song - 384YE Winter wind of fortune detailing the adventure into Brocéliande
  • The city asleep - 384YE Autumn wind of fortune introducing the adventure into Brocéliande
  • Whither the seed - 383YE Winter wind of fortune about the use of Wither the Seed on Brocéliande and Liathaven
  • Rise of Terunael - 383YE Autumn wind of fortune regarding the plans of the Heirs of Terunael
  • Comes a time - 383YE Summer wind of fortune relating to the future of Seren
  • Blood for poppies - 383YE Summer wind of war detailing the victory over the Liathaven vallorn
  • Immolation - 382YE Spring wind of war detailing the fight against the Liathaven vallorn


Click Expand to see a summary of the important pages related to the vallorn.