Medicine

 

Medicine is based on humoral theory, and on maintaining the balance between the five elements/humours of the body.

Physical injuries cause imbalances, as do diseases and vile magic. The task of the healer is to restore the balance.

The importance of bathing is recognized by all civilized humans. The body may contact many unsavoury elements and these had better be wiped away, also the body must sweat out what evil vapours it may have inhaled in the course of the day, and such secretions should be cleaned off at the earliest possible time.

Similarily, it is commonly recognized that diet does much to shift the balance of the elements. It is taboo to eat shellfish and crayfish of all kinds, as these are known to carry the taint of chaos.

There is a range of options available to those who need medical help.

The most widely available are the services of an elemental physician, whether the professional be called physician, clever man or wise woman. Combining knowledge of anatomy and physiology with an understanding of alchemy and herbal lore.

The symbol of the physician is a needle, and this is not without reason. The needle is important both in phlebotomy (bleeding, but some physicians use leeches instead) and acupuncture (using needles to restore the aetheric balance of the body). In addition to these cures, the healer will use various medicines of herbal or alchemical origin, and purgatives to flush unhealthy humours from the body. Immersion in water or prolonged exposure to heat may also be ordered, as well as programmes of diet and exercise.

A physican can, like a surgeon, stem bleedings, sew sutures and cauterize wounds. Honey is commonly used to protect wounds from infection by bad vapours, cauterization is used only to stem excessive bleeding.

Surgery includes tooth extraction and drilling, opening abcessses, excising tumors, and even trepanation (drilling through the skull). Extensive abdominal and head surgery is very rarely succesful, unless magic is used to facilitate the process. Amputations are relatively common. They may be done with crippled limbs, to stem off gangrene and the like, but it is also done with tainted or cancerous body parts, to save the entire being from Chaos.

The physician is aided in his work by pharmacists, heralists and alchemists, who provide medicines of various kinds. A herbalist can not only use herbs' ordinary functions but combine and distill them to great potency, creating near-miraculous effects. Most herbalist are witches. Alchemists, who have entire workshops filled with ovens, burners and retorts, combining animate and inanimate substances into wonderful elixirs. The elixirs of alchemists are as potent as the spells of sorcerers, able to effect great healings in mere moments. Despite this, they are far safer, untainted by Chaos or evil. They are much more time-consuming to create than spells, however, and much more expensive.

Sorcery may also cure illness and injury. Most of those who seek out the services of sorcerers, do so for medical reasons. Sorcerers can heal wounds and diseases in mere hours, chanting their invocations, bending the world to their will. Sorcerous cures are very expensive, and also very efficient - as long as they go right. Many of the middle and upper class will seek out sorcerers when ordinary care proves insufficient, though they do not admit to this.

There is a darker side to sorcerous cures, however. Sorcery may backfire, even upon the most chaos-shy sorcerer, and inflict chaotic taint, cancerous tumours, or even mutations on the recipient. Such twistings do usually not appear immediately, and anyone who has recieved the attentions of a sorcerer will wonder afterwards, whether something may have gone wrong.