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Healing and Wound (Guide): Difference between revisions

From Hofborg

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* It is generally assumed that the practice of healing in Tamriel is a combination of mundane medical skills and magical practices. These magical practices often include alchemy, herbalism and restoration magic.
* It is generally assumed that the practice of healing in Tamriel is a combination of mundane medical skills and magical practices. These magical practices often include alchemy, herbalism and restoration magic.
* For the purposes of our role-play, which includes a lot of [[Hedge-Magic (Lore)]], restoration magic can be both formal training as well as shamanic healing and clever magic healing spells. Restoration magic is any magic that heals the body, mind or spirit, as well as the removing of curses which harm the body, mind or spirit.
* For the purposes of our role-play, which includes a lot of [[Hedge-Magic (Lore)]], restoration magic can be both formal training as well as shamanic healing and clever magic healing spells. Restoration magic is any magic that heals the body, mind or spirit, as well as the removing of curses which harm the body, mind or spirit.
* Alchemy is magically effective enough that it can function as modern reliable pharmacopoeia including Antibiotics, Anesthesia, Stimulants and Pain management.
* Alchemy is magically effective enough that it can function as modern reliable pharmacopoeia including Antibiotics, Anesthesia, Stimulants, Pain management and the treatment of medical conditions such as high blood pressure.
* Herbalism (provisioning) is magically effective enough that it can function as modern reliable over the counter treatments.
* Herbalism (provisioning) is magically effective enough that it can function as modern reliable over the counter treatments.
* Existing [https://en.m.uesp.net/wiki/Online:Contraband/Medical_Supplies medical supplies] include functional but unreliable solutions for artificial skin grafts, blood transfusions and even a heart machine.
* Existing [https://en.m.uesp.net/wiki/Online:Contraband/Medical_Supplies medical supplies] include functional but unreliable solutions for artificial skin grafts, blood transfusions and even a heart machine.

Revision as of 21:58, 26 November 2022

A general guideline as to how the guild feels about the effectiveness of medical and magical healing of wounds. This guide is not intended to control how individual players role-play. It is instead a framework for our dungeon masters and our OOC Limits so that no player is given a wound that is likely to result in death or unpalatable recovery time. When crafting this guide we took a middle ground, and note that some players will feel this is too restrictive and others too liberal. As always negotiation is necessary.

Assumptions

  • It is generally assumed that the practice of healing in Tamriel is a combination of mundane medical skills and magical practices. These magical practices often include alchemy, herbalism and restoration magic.
  • For the purposes of our role-play, which includes a lot of Hedge-Magic (Lore), restoration magic can be both formal training as well as shamanic healing and clever magic healing spells. Restoration magic is any magic that heals the body, mind or spirit, as well as the removing of curses which harm the body, mind or spirit.
  • Alchemy is magically effective enough that it can function as modern reliable pharmacopoeia including Antibiotics, Anesthesia, Stimulants, Pain management and the treatment of medical conditions such as high blood pressure.
  • Herbalism (provisioning) is magically effective enough that it can function as modern reliable over the counter treatments.
  • Existing medical supplies include functional but unreliable solutions for artificial skin grafts, blood transfusions and even a heart machine.
  • Medical knowledge in Tamriel has not experienced completely false understandings of the human body in the way earth medicine has, and thus medical knowledge (excluding magical solutions) has reached a level of understanding equivalent to earth's at the end of the 1800s excluding solutions requiring electricty.
  • Many of the wounds listed below must be first stabilized in the field and then truly treated at the Motherhouse.

Types of Wounds

Death (Heart Stopped likely due to blood loss)

Death (Head Removed)

Limb cut off

Arrow Puncture that would require "surgery"

Arrow Puncture of the "push it thru variety"

Bone Break Severe (crushed our broken skin)

Bone Break normal (something that can be straightened with hands)

Deep Cut (to the bone)

Abdominal cut (spill guts)

Terms

Medic
A medic has the ability to stabilize wounds in the field using medical tools, alchemical potions and limited restoration magic.
Healer
A healer is someone who has more skill then a medic and at least one speciality in medicine, alchemy, herbalism or restoration magic who can act as a medic in the field and an "emergency medical hologram" at a facility with the proper tools.
Chirurgeon
A Chirurgeon is someone with advanced knowledge in (a combination of) medicine, alchemy, herbalism, and restoration magic and can perform surgery and all but the "quest level" wounds listed above. This rank generally applies to those characters who have this as a dedicated profession with a decade or more each of eduction and experience.
Quest Level
A "quest level" wound is outside of the skill set available in Hofborg and may even be outside of plausible ESO lore. While we discourage quest level wounds, we recognize that sometimes they happen and the player wants to make "an event out of it". In this cause it should be a multi-week long process that includes finding the very best practitioners and/or the very best healing locations, and may require solutions involving necromancy. DM's should never give a Quest Level wound without clearing it with the player ahead of time as it may result in death if the quest fails. This type of wound can not be hand waved.
Disclaimer
Please note that this document along with a few others have been created with new players in mind. These documents are written by other players and are not cannon. There is a lot of lore for ESO and new players will be well served by summaries that allow them to orient what they learn in game to the larger picture. This is not a final say document and we recognize that those of you who are very familiar with the lore may disagree with individual points expressed here. We welcome those differences to be expressed in role-play, but are not looking to generate a lore battle that would be far over the heads of this documents intended audience.