Rivers Run Red
Rules
Spring Magnitude 50
Performing the Ritual
Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Spring regio. The ritual must include a map of the target region.
This effect is a curse. A target may be under more than one curse at a time.
Effects
The ritual targets a single region. Over the course of the next few days a powerful enchantment settles over the region. All casualries suffered by campaign-level armies fighting in the targeted region are doubled.
This ritual removes the Rivers of Life enchantment, and is in turn removed by that ritual.
The effect lasts until the start of the next Profound Decisions Empire event.
Description
Where Waters of Life fills the water in a region 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.
Common Elements
The map that forms the focus for this ritual is an important element. It is often drenched during the casting in a mixutre of muddy water or bloo-and-wine. The runes Rhyvv, Kyrop and Mawrig are commonly used during this ritual, and the constellation of The Drowned Man is often invoked.