Post by Oni on Aug 28, 2010 22:59:47 GMT -5
White Blood – A poison developed from the aged blood of the Jinkinfish. The process was first developed by the Trekriger Clan of Hobgoblins to battle the Vanrayn Clan of Gnolls. When Jinkinfish blood is left exposed to air it will eventually dry to a powdery substance and is still a red or even black color. However, if it is gathered before it is blown away and left to age further it will turn to a white color. When it reaches this state it is considered ready to be used. It is either used in its powdered form or mixed with a small amount of water to form a paste. If it is consumed the process takes upwards of a week to be noticed, whilst if it is directly put into the bloodstream via an arrow i.e. it is takes only a day or two to take root. Even knowing the symptoms, which are not uncommon in the world of poisons, it is hard to identify this poison once it is in the victim's body. The symptoms include:
--Weakness in the limbs which increases over time. This is due to the blood being damaged or destroyed.
--Increasing fatigue. This is due to blood not being produced quickly enough.
--Lack of focus or concentration. Without enough blood the brain begins to feel fatigue as well.
--Pain.
Signs also include a paleness to the skin, lack of appetite, a slowing of step and movement, and inability to sleep soundly. If untreated by the second or third week, depending on individual, the following begins to occur as well:
--Development of sores that are itchy and if broken open ooze a white milky substance. Despite the pain that the victim is in, this aids greatly in identifying the condition.
--Increasing loss of desire. The fatigue is becoming so great that only rest is being desired.
--Potential chances of increased bleeding from the weakened body condition.
--Potential increased chance of catching an illness that may further wreak havoc upon the body.
--The very young or very old have a high chance of dying by this stage.
While individuals react differently to the poison, on average if one is inflicted with it and do not receive an antidote by the fourth week death is inevitable. Typically for best results the cure must be administered within the first week, survival rates decrease dramatically longer one waits. Known cures include: Divine healing, Alpaon (currently extinct), Maon, Thistlewyrst, and Woundwort among others.
((More to come when developed/discovered ICly))
--Weakness in the limbs which increases over time. This is due to the blood being damaged or destroyed.
--Increasing fatigue. This is due to blood not being produced quickly enough.
--Lack of focus or concentration. Without enough blood the brain begins to feel fatigue as well.
--Pain.
Signs also include a paleness to the skin, lack of appetite, a slowing of step and movement, and inability to sleep soundly. If untreated by the second or third week, depending on individual, the following begins to occur as well:
--Development of sores that are itchy and if broken open ooze a white milky substance. Despite the pain that the victim is in, this aids greatly in identifying the condition.
--Increasing loss of desire. The fatigue is becoming so great that only rest is being desired.
--Potential chances of increased bleeding from the weakened body condition.
--Potential increased chance of catching an illness that may further wreak havoc upon the body.
--The very young or very old have a high chance of dying by this stage.
While individuals react differently to the poison, on average if one is inflicted with it and do not receive an antidote by the fourth week death is inevitable. Typically for best results the cure must be administered within the first week, survival rates decrease dramatically longer one waits. Known cures include: Divine healing, Alpaon (currently extinct), Maon, Thistlewyrst, and Woundwort among others.
((More to come when developed/discovered ICly))