You had been presented with an impossible choice - possibly losing the rune forever to the dying light, or risk your own life in its pursuit. After all, what was the measure of a wolf's soul? When it meant potentially saving the land of Mythris and the thousands of creatures that called it home, was it worth anything at all?
The waves gentle as you find yourself submerged ever deeper and carried with surprising ease toward the flickering blue glow nearby. You are baffled. Was it the intent, the gesture? The implied self-sacrifice?
Unseen and unknown, malevolence churns within the tide's careful embrace. The waters seem to buoy you almost apologetically toward your target as the infectious spores find every means of entry into your unsuspecting forms, and you are none the wiser.
The rune pulses, a glowing invitation to fetch it from its prison - and you heed the call.
You are successful as you return to shore, but your body already fights an invisible enemy as your core temperature rises.
You have several options as a player when confronted with infection.
You may either
1. Choose to automatically fail in repelling the spores, becoming infected
2. Roll for infection (1d100 - 50 and under fails, 51 and over succeeds in repelling the parasite)
3. Choose to repel them, but suffer a crippling migraine and muscle weakness for two in-game weeks
You may roll, or you may request staff to do so.
This keeps things fair enough where players can still have some autonomy while also ensuring they participate in plot developments! Symptoms do not manifest immediately, and may take up to three days to begin.