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Where [[Rivers of Life]] fills the water in a territory with life-giving potence, ''Rivers Run Red'' poisons the water. Worse, it encourages rivers, streams and lakes to break their banks, causing widespread flooding. The watercourses rush fast and strong, overwhelming simple fords and threatening to sweep away bridges. Lowlands become mired with mud and marshes swell. Worse, the water itself encourages minor pestilence, the birth of venomous insects, and wounds that fester or become infected.
Where [[Rivers of Life]] fills the water in a territory with life-giving potence, ''Rivers Run Red'' poisons the water. Worse, it encourages rivers, streams and lakes to break their banks, causing widespread flooding. The watercourses rush fast and strong, overwhelming simple fords and threatening to sweep away bridges. Lowlands become mired with mud and marshes swell. Worse, the water itself encourages minor pestilence, the birth of venomous insects, and wounds that fester or become infected.


For the common inhabitants, this means a miserable time, but it is of most worry to the commanders of armies. The stinking mud and noisome rivers that drain energy and slowly poison soldiers in the area. Even bottled of wine, barrels of beer, or fresh water in waterskins may be slowly influenced by this [[curse]].
For the common inhabitants, this means a miserable time, but it is of most worry to the commanders of armies. The stinking mud and noisome rivers that drain energy and slowly poison soldiers in the area. Even bottles of wine, barrels of beer, or fresh water in waterskins may be slowly influenced by this [[curse]].


Like many similar rituals from the Spring Realm, ''Rivers Run Red'' must be used carefully. It is most effective when the allied armies greatly outnumber their enemies; while the ritualists' allies will suffer a little from the ritual, the enemies may be effectively devastated by the increased casualties.
Like many similar rituals from the Spring Realm, ''Rivers Run Red'' must be used carefully. It is most effective when the allied armies greatly outnumber their enemies; while the ritualists' allies will suffer a little from the ritual, the enemies may be effectively devastated by the increased casualties.

Revision as of 12:17, 27 February 2023

Interdiction
This ritual was interdicted by the Imperial Conclave in Autumn 381YE. It is currently illegal to perform this ritual or any arcane projection which substantially replicates its effects. It is not illegal to master the ritual or to possess a copy of its ritual text.

Rules

Spring Magnitude 50

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. If the ritual is cast using the Imperial Regio it requires at least 5 minutes of roleplaying instead.

During the ritual the casters must be in a strong Spring regio. This ritual targets a territory, and must be performed at a regio in that territory. If the ritual is used to target an Imperial territory, it may instead be performed at the Imperial regio at Anvil.

This effect is a curse. A target may be under more than one curse at a time.

Effects

The ritual targets a single territory. Over the course of the next few days a powerful curse settles over the territory. All casualties suffered by campaign-level armies fighting in the targeted territory are doubled.

Navies are only affected by this curse if they are taking a coastal order, rather than a maritime order. The curse does not affect casualties caused by environmental factors, or by an army disbanding due to lack of support.

The civilian population of a territory will certainly be affected by this ritual.

This ritual removes the Rivers of Life curse, and is in turn removed by that ritual.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

Where Rivers of Life fills the water in a territory with life-giving potence, Rivers Run Red poisons the water. Worse, it encourages rivers, streams and lakes to break their banks, causing widespread flooding. The watercourses rush fast and strong, overwhelming simple fords and threatening to sweep away bridges. Lowlands become mired with mud and marshes swell. Worse, the water itself encourages minor pestilence, the birth of venomous insects, and wounds that fester or become infected.

For the common inhabitants, this means a miserable time, but it is of most worry to the commanders of armies. The stinking mud and noisome rivers that drain energy and slowly poison soldiers in the area. Even bottles of wine, barrels of beer, or fresh water in waterskins may be slowly influenced by this curse.

Like many similar rituals from the Spring Realm, Rivers Run Red must be used carefully. It is most effective when the allied armies greatly outnumber their enemies; while the ritualists' allies will suffer a little from the ritual, the enemies may be effectively devastated by the increased casualties.

Common Elements

A map of the target territory often forms the focus of this ritual. It is often drenched during the casting in a mixture of muddy water or blood-and-wine. The runes Rhyv, Kyrop and Mawrig are commonly used during this ritual, and the constellation of The Drowned Man is often invoked.