Green Fever is a common disease of the Moredein Kaerath and the adjacent
forests. Harmless in children, but lethal to adults, many a traveler has been
unpleasantly surprised when he got infected by a
grey bloodmoth bite, which spreads
the disease. It only seems to affect humans,
as neither the occasional even traveler in the
region nor the merfolk living along the
coast seems to be affected by the disease. Its name is derived from the two
most obvious symptoms; a fierce fever, and a green discolouration of the eyes
that renders the patient partially blind.
Symptoms/Effects.
Although similar in order and general effect, Green Fever can take on two
separate forms, one in young children, and one in adults. The latter is much
more severe, and likely to cause death unless special treatments are provided,
such as the ministries of a Morchini priest or a
Ter'ei'Vikh Spiritsinger.
In the young, Green Fever's main and first symptom is, not surprisingly, a high
fever. The patient will sweat and sleep restlessly, often waking several times
throughout the night. After several hours, the second symptom will be revealed,
as the eyes start to take on a pale green shade, and the patient's vision is
equally impaired. The (partial) lack of sight this discolouration results in
can be extremely unsettling, especially to the youngest of patients, so it is
advised to have someone attending the sickbed at all times to prevent any
accidents that could occur should the victim start to wander off.
In adult patients the disease follows the same pattern, but the fevers now grow
to a level where sleep becomes nigh impossible, and the victim is plagued with
hallucinations during their waking hours. The blindness progresses to complete
darkness within three days, and, even if the disease is cured, the patient's
sight never completely returns to its former quality. Unlike children, the
patient will now start to have increasingly strong convulsions, often combined
with loss of bladder and bowel control and vomiting. If again no cure by
magical means is sought, the patient will more
often than not continue to suffer aforementioned symptoms in increasing measure
until his or her death, usually within ten days after the first symptoms
occurred.

Cure/Prevention.
Green Fever disease has no known cure apart from the
magical ministries of the Morchini priests or
Ter'ei'Vikh spiritsingers.
Unfortunately, the methods used by the priests to cure the disease have never
been publicly revealed, and the spiritsong ability is only found among those of
Ter'ei'Vikh descent.
Although there does not seem to be a true way to prevent infection with Green
Fever, it can be had only once. Natives of the region it is usually encountered
in will be infected at a young enough age that the patient will recover with
standard care, and apart from a minor relapse after sustaining a large amoung
of bloodmoth bites or infection of
a bite wound, will face no further risk. Many children that do not get infected
naturally before their fifth year are purposely infected by placing a container
with a trapped bloodmoth on the
skin until it has sucked blood. In the
Drifting Woods, the parents of a child that has evaded Green Fever until
its fifth year will use their magical song
themselves to lure a bloodmoth while the child sleeps, and direct it towards
the child to ensure it will get bitten. Both of aforementioned methods may fail
to produce a Green Fever infection, as not every
bloodmoth bite will afflict the
victim with this disease, but they are easily repeated each night, and rarely
fail alltogether.
It is interresting to note that, of those very few that do not get infected
either naturally or artificially, almost none contract the disease at a later
age. It has been suggested that these lucky individuals are immune to the
disease entirely, but even the most sophisticated divinations and examinations
have not been able to reveal the secret behind their health.
Adults, such as merchants and other travelers in the region must be most wary
of this disease, and be prepared to seek assistance at a Morchini priest tower
immediately if the symptoms start to occur. It is wise for such travelers to
wear clothing which fully covers arms and legs, as well as a hood, and to
securely seal their tents when sleeping in the wild, to reduce the chance of
being bitten by a moth.
Furthermore, the Faen have developed a salve that repels parasitic insects of
any kind for several hours after application, which has greatly reduced the
number of victims from trading caravans.

Vector/Cause.
The Green Fever is caused by the bite of a
grey bloodmoth, a small nocturnal
insect of the Moredein Kaerath that lives off
human and animal blood. Although not every bite ensures infection with
Green Fever, the inhabitants of the region are nearly always infected before
the age of five.

Endemic.
As mentioned before, the Green Fever can only be contracted via the bite of a
grey bloodmoth,
making it common in this animal's territory, and completely nonexistent
everywhere else. Guides and caravan leaders, as well as ship captains heading
into the area, usually warn their personnel and any passengers about the
dangers of contracting Green Fever, and more often than not know where and how
to find assistance should one contract the disease.

History/Epidemics.
Green Fver has been a constant factor in the
lives of the tribes north of the Germon Doilth for as long as any recovered
record goes. Therefore the only outbreak that could be called an epidemic
occured around 1640 b.S, as the Krean
survivors that traveled north after the Breaking entered the Moredein Kaerath.
They were set upon by the moths
immediately, and as much as eight in ten die before finally the by then
desperate survivors are able to obtain a cure from the reclusive
Vikhari people of the
Drifting Woods.
About once every decade, the disease undergoes a terrifying change, lasting
approximately four to five months. In such a period, it starts infecting even
those whom already suffered through the normal version as a child, and, unlike
regular Green Fever, this Green Plague carries the risk of death to all who are
infected. Morchini Mage-Priests and
Ter'ei'Vikh Spiritsingers stand powerless against this ravaging phenomenon,
only able to extend the life of a patient briefly. Instead, a cure must be
sought from the nomadic Efferdita, as they are the only ones who have the
knowledge of how to restore a sufferer of the Green Plague to health.
This has of course led many to believe that the Efferdita, who charge a
handsome sum to cure the afflicted, are the ones causing the plague in the
first place, but nothing that confirms or disproves this horrible suspicion has
ever been found.
