Difference between revisions of "Medicine"

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=Thoughts On The Nature of Disease=
 
=Thoughts On The Nature of Disease=
  
One common theory about many diseases centres around the idea of ‘’’’corruption’’’. Unfortunately, the idea of ‘’’corruption’’’ is a broad-scoping one that can often be less helpful than intended due to the many different ideas on its nature.
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One common theory about many diseases centres around the idea of ''corruption''. Unfortunately, the idea of ''corruption'' is a broad-scoping one that can often be less helpful than intended due to the many different ideas on its nature.
  
 
One well established idea comes from the knowledge of what occurs whenever a [[Syatzver]] has been given a mortal wound. Rather than die, all that seems to be under the Syatzver’s influence as well as the Syatzver itself becomes a nightmarish version of what it was previously, in ways which seem unique to each Syatzver. It is well known that exposure to these twisted lands and the creatures within cause illness in the peoples of Kahara.  
 
One well established idea comes from the knowledge of what occurs whenever a [[Syatzver]] has been given a mortal wound. Rather than die, all that seems to be under the Syatzver’s influence as well as the Syatzver itself becomes a nightmarish version of what it was previously, in ways which seem unique to each Syatzver. It is well known that exposure to these twisted lands and the creatures within cause illness in the peoples of Kahara.  
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Some others also lend credence to the idea of miasmas, especially magical in nature, causing illness through extended exposure. There is some evidence to this, at least in the case of miasmas caused by an extreme density of semi-manifested spirits in an area. Spirit related miasmas in particular often require the cooperation of a [[Diviner]].
 
Some others also lend credence to the idea of miasmas, especially magical in nature, causing illness through extended exposure. There is some evidence to this, at least in the case of miasmas caused by an extreme density of semi-manifested spirits in an area. Spirit related miasmas in particular often require the cooperation of a [[Diviner]].
 
 
 
  
 
=Pain Management=
 
=Pain Management=

Revision as of 19:15, 12 September 2022

Broadly speaking, the art of healing comes in two forms in Kahara: Conventional and Magical. While in some regards magical healing has slowed some aspects of study and discovery in conventional medicines, largely around the field of surgery, they both act in different capacities making neither superior to the other.

Magical healing in Kahara is not all powerful, and it cannot deal with matters of disease, meaning chronic illness and epidemics are completely at odds with the abilities of magical healers, rendering them less useful than a Physician or Apothecary. Magical healing can make breaks, cuts and even deep wounds seem trivial; however, while it can mend wounds without issue, it cannot erase the need for rest and recovery afterwards, although it is greatly shortened. For combatants, having a magical healer on hand makes great sense to allow the group to carry on just that little bit longer to victory. Magical healers may sometimes branch into the school of purification as well, in order to attempt to deal with the Quelethema sickness.

Physicians, Apothecaries and Surgeons make up the fields of conventional medicine, each dealing with their own aspects that magic has failed to account for. Typically Physicians will deal with all manner of disease or other ailments, Apothecaries create medicines necessary for treatment with a deep knowledge of medicinal herbs, plants and fungi, as well as a variety of potions for a variety of uses. Finally, Surgeons deal with internal issues, and may handle things such as breaks or deep wounds if a magical healer is not present. Additionally, Surgeons serve as barbers and dentists. It’s not uncommon for conventional healers to have secondary knowledge in another field of medicine or perhaps all three.

For someone dedicated to the art of healing, in a land like Kahara where magic is commonplace, it’s not uncommon or unheard of for an individual to have a mixed knowledge of conventional and magical healing to make them a well-rounded healer who is prepared for many situations. However, these types of healers are more likely to come from wealthy and/or noble families, allowing them the means to train in multiple fields with well respected experts of such fields. In many cases, depending on where they live, common folk will have a very limited selection of people to learn from, making it more difficult to diversify into a different branch of healing. Diversity can also include understanding the different methods and practices of different regions.

After successive successful incursions against human held lands, many of the elvish terms have been normalised in the regions surrounding Moriquende, and may be used interchangeably in regions beyond the Elven sphere of influence or completely disregarded for different names. However, scholastically it is common in most popular literature to primarily use the Elvish classification with a note for the common Human, Pravelkan and Fae names when they are available.


Thoughts On The Nature of Disease

One common theory about many diseases centres around the idea of corruption. Unfortunately, the idea of corruption is a broad-scoping one that can often be less helpful than intended due to the many different ideas on its nature.

One well established idea comes from the knowledge of what occurs whenever a Syatzver has been given a mortal wound. Rather than die, all that seems to be under the Syatzver’s influence as well as the Syatzver itself becomes a nightmarish version of what it was previously, in ways which seem unique to each Syatzver. It is well known that exposure to these twisted lands and the creatures within cause illness in the peoples of Kahara.

Another has to do with the idea of places which have been exposed to great and detrimental amounts of magic unknown to the peoples of Kahara today. Across the lands there are places where, while purification is not necessary to be present within the lands, the laws which govern the rest of Kahara very clearly do not apply, and a great many unnatural creatures and objects exist. It is believed that creatures and objects in those lands can often cause illnesses or curses of corruption due to the wounded nature of these lands.

In essence, anything that can be viewed as something which strays from the ‘natural’ order of the world may be framed as some form of corruption in Kahara.

Others believe that illnesses can be considered to be imbalances of the body and mind, lending to the theory of humors in the body. This belief dictates that many illnesses are caused by an excess of one type of humour in the body, being yellow and black bile, blood and phlegm. These excesses are treated through a variety of herbs and therapies, depending on the healer’s ideas on the matter.

Some others also lend credence to the idea of miasmas, especially magical in nature, causing illness through extended exposure. There is some evidence to this, at least in the case of miasmas caused by an extreme density of semi-manifested spirits in an area. Spirit related miasmas in particular often require the cooperation of a Diviner.

Pain Management

Pain is Kahara is managed through various apothecary crafted potions, barks and herb packets which may be chewed upon to relieve symptoms. Many apothecaries have their own proprietary recipes, each claiming superiority over the other. In addition, many common folk have home remedies meant to deal with pain in place of a healer’s advice, whether due to the fact no healer is available to the community, they are unwilling or unable to seek one, or the pain is mild enough not to be considered worth the time, effort and money to seek additional help. Magical healing cannot facilitate the removal of pain, despite briefly seeming to do so upon the initial healing. Soon after, that effect fades and the pain of the wound returns, requiring more appropriate treatment and rest.

Commonly Known Remedies

While Apothecaries will each have their own favoured recipes, whether handed down by their mentors or improved upon versions made from their own experimentation, there are some easy and commonly known remedies for some of the more everyday annoyances and conditions the common people will face, with most knowing how to make the most basic of preparations. These include teas, broths, simple balms and salves bound with animal fat or honey, and herbal pastes. Naturally, families will have their favoured recipes as well, but the basics remain the same. When these home remedies fail, or the issue is too great, it will then be time to seek a well-learned healer, if possible.

For things ranging from sore throats, coughs, chest and head colds, and chill, infusions of lemon, honey, hot water and a variety of spices or herbs local to the region are often used. These can include bergamot, cinnamon, mint, mace, turmeric, allspice and cloves. In addition, syrups of sweet, spiced molasses or honey may be used in place of, or in addition to the hot lemon drink.

Any type of Ague is initially treated with herbs thought to reduce heat in the body. Things such as the root, leaves and the flowers of cassia, rose petals, quince, coriander, and shikakai. Often these are prepared into teas or broths fortified with fish or meat bones and sweetened with fruit or honey to ease the bitterness.

Stomach pains and sickness can be treated with tinctures of wormwood, mint, and balm. In addition, many varied beliefs on diet may be applied, depending on beliefs that can be as local as a particular family or village.

Headaches and aching joints are treated with sweet-smelling herbs such as rose, lavender, sage, and hay. In addition, aching joints were also slathered in balms of henbane, mugwort and hemlock.

Temporary lung issues such as chest pain, tightness, and difficulty breathing are most commonly dealt with by balms and teas made from the roots and leaves of licorice and comfrey.

Small wounds are commonly disinfected with vinegar, mint, comfrey, calendula, and myrrh, often either in the form of a salve or paste, however vinegar may be applied directly or infused with another herb for greater effect. In addition, to ward off the infection that could come with wounds, drinks of mugwort sweetened with honey are often ingested.

Bruises are often recommended to be washed in wine before being treated with either yarrow, mugwort, calendula, arnica, and haleth’s fire, though haleth’s fire is used with caution as it causes some to become sensitive to light and experience a burning sensation on their skin. Often these are boiled into a thick paste fortified by honey so that it will stick to the skin.


Rare, Poorly Understood Diseases

Within Kahara many mysterious diseases exist, which at the current time are considered incurable either due to a lack of knowledge about the cause or how to treat it. While they may not be curable now, some may have treatments to prolong the patient’s life that many physicians far and wide continue to work to improve, while others continue to seek knowledge in order to find a cure.

Please consult with an admin if you’d like to interact with these conditions.

Quelethema Sickness

Quelethema is a broad ranging sickness that covers many different conditions with a variety of causes and symptoms. While some of these illnesses will have definite causes, others remain in the realm of speculation - often with good thought behind it that’s widely accepted, yet still as yet to be fully confirmed. Whatever the cause, all varieties of Quelethema are considered to be some form of corruption of natural order, which in of itself can mean different things depending on a region’s particular beliefs.

Anqualë

Also known as the Beast’s Wasting, Ishtoshzvenya, or Caitheamhach, this condition is known to be caused by spending too much time within the desolated lands of the corrupted Syatzver, unprotected by someone skilled in Purification. There are only two known variants, Nixëahel and Aianrokkohel, or Wilindea’s Freeze and Sacoln’s Rot.

Nixëahel

Mild cases of Nixëahel oftentimes can be mistaken for Ague, allowing the condition to worsen without the purification needed to erase the corruption seeded within an individual. Currently, only mild cases can be fully purified.

With longer exposure to the desolated lands, or in the case above where a mild case has been mishandled, patients will begin to lose sensitivity to cold, instead gaining sensitivity to heat which often leaves a sufferer unable to feel cold to a dangerous degree as they are not, despite how they may feel, immune to the effects of cold. Patients within this middle stage may also experience great pain, fatigue, weakness, and unexplained bouts of illness including sensitivity to food to the point of vomiting. Opinions vary on the best form of treatment, with a variety of concoctions being made to suit the treating healer’s opinion of the matter, but commonly include strict diets, pain reduction concoctions made by the local apothecary, and regular purifications.

In extreme cases of exposure or mismanagement, the patient begins to turn into ice until they are eventually entirely consumed by the freeze. Only those trapped within Wilindea’s lands seem to survive in a maddened, half-dead state, bolstered by the extreme cold. Those who are outside of her lands during the spring, summer, or fall seasons will simply perish. There is no treatment for this but to attempt to ease suffering into death. If by chance a patient progresses to this state during the winter months, they will become incredibly difficult to manage or to dispose of if necessary, becoming no different than those who roam Wilindea’s lands.

See The Frozen for more information.

Aianrokkohel

In the beginning stages of low exposure to Sagcoln’s desolated land, patients with mild cases of Aianrokkohel will appear to have a Laiçaeg appearance, which can lead many inexperienced healers to come to a variety of different conclusions and allow a patient to go unpurified for too long. Only mild cases can be purified at this point in time.


As a patient progresses to the middle stages, either through more severe exposure or mismanagement, they will show signs of fatigue during the day and more acute alertness at night as well as boney, tree-like growths upon their body that appear much like Dead Man’s Fingers. While the patient’s fatigue may begin to ease as these growths progress, instead they will experience increasing difficulty with sleeping, restlessness, pain, and violent outbursts. There are many opinions on how best to treat a patient, but all agree upon frequent sessions of purification by a skilled practitioner. Common treatments otherwise include Apothecary’s concoctions for pain as well as those with a sedative nature. Attempts to trim the growths or remove them in any way have proven futile. If a patient begins to ooze an oily, deeply black substance from their eyes, mouth and ears it is recommended to immediately end their suffering and ensure their remains have been burned and purified.

If a patient has not been eased and their condition is allowed to progress, they will quickly lose all sense of self and any signs of life while remaining animated and uncontrollably violent towards any living creature within its sphere of awareness. In this state the patient is incredibly difficult to dispose of without the aid of a practitioner of Purification. In such cases where one is not available, immediate evacuation is the only course of action.

See The Rotted for more information.

Lúpessë Húta

While Lúpessë Húta, also known as Ravenborn, Krov’rona, or Fhthiteag, is classified as a form of Quelethema, its origins are completely unknown. While in many regards the progress of the disease resembles Anqualë, with three distinct stages, many physicians have noted a close resemblance to the Fhthileanach. As there is no other known form of Anqualë, and there have been no sightings of Diatheancë in over two-hundred years, the nature of the disease has remained a mystery.

Much like with Nixëahel, Lúpessë Húta begins with symptoms resembling Ague, with patients especially experiencing extremely high fevers that can often be mistaken for some sort of infection and treated thusly.

Once the fever has broken and the patient begins to feel better, it signals the beginning of the second stage where first the patient will begin to sprout black, raven or crow-like feathers on their upper body and arms. It is also during this stage that patients will experience elevated levels of pain as their limbs begin to elongate and their face begins to shift into something more closely resembling a bird. Beginning with the sclera, patients' eyes will begin to turn a glossy black until the entire orb is consumed.

During the final stage of the disease patients will have become something of a bird-like humanoid with their arms becoming much more like vestigial wings with elongated, grasping fingers at the upper joint, their head completely bird-like with a beak, and their torso and head covered in feathers that grow more sparse below the waist. Feet will have become a horrifying amalgamation of bird’s claws and humanoid feet that seem difficult to walk on, though balance issues tend to sort themselves out quickly enough. Unlike the sufferers of forms of Anqualë, the victims of Lúpessë Húta tend to retain most, if not all of their humanity. However, without many years of practice relearning to speak with a beak, most find it difficult if not impossible to communicate effectively.

Due to the unknown nature of the disease, and the unsuccessful attempts to treat it, the treatment options largely depend on the attending healer. In addition to this, thanks to the unfavourable view of the Fae Touched and the resemblance to the Fhthileanach specifically, sufferers may be met with hostility in later stages of the disease, regardless of if they’ve found a healer to help them or not. In addition, due to strong associations with Caráco Araqüénn, sufferers at any stage may be met with superstition and violence in less worldly towns and villages.

Sarúnëlbéid

Occurring without warning, Sarúnëlbéid can afflict its victims at any stage of life, even very rarely seeming to affect someone from birth. There are no symptoms leading up to the condition’s activation, and most will simply awaken one day with a strange sensation within the pit of the stomach, vaguely resembling the pang of hunger yet distinct in a manner which seems difficult for sufferers to describe.

If either the sensation is not reported to a healer, or the condition isn’t recognized upon being reported, victims of Sarúnëlbéid will soon find that they will no longer benefit in any way from magical healing methods and had they previously been able to, will not longer be able to cast any magical healing themselves, nor be able to at any point in the future had they never learned before now.

Due to the increased risk of permanent disability, dismemberment, and disfigurement, it is often recommended that those who suffer from Sarúnëlbéid refrain from leading adventurous lives and settle within a safe region where they can live peacefully. As there are no other symptoms besides the odd, consistent feeling in the pit of the stomach, there are no other treatments typically offered for Sarúnëlbéid.

With very little to give any indication to the origins of Sarúnëlbéid, the disease is subject to much speculation however none of this has led to any viable conclusions. At the moment, the most popular theory is that it is due to some unknown form of corruption the patient has inadvertently fallen victim to.

Aldährim

Also known as Treeblood, Korderva, or Fuilraobhän, Aldährim is believed to be caused by an infected wound bestowed upon the patient by a Dryad. It is impossible to detect at first, as the wound appears to clear of infection and heal normally with proper treatment. Anywhere from two to four weeks after the wound has closed, small, bark-like scale growths appear upon the patient’s skin, closely resembling and often mistaken for Aldäflâd. No effective treatment has been found, and as the disease progresses over months and years, the growths will spread and expand into branches that even support leaves, flowers and sometimes small fruits depending on the patient and season. Eventually a patient will find overnight they have become rooted to the spot, and several weeks after this will have become indistinguishable from any other tree, albeit a twisted, strangely shaped one. It has become customary to support the patient in temporary shelters strategically placed where a new tree would not become an issue.

Homdraüth

Though the exact cause is unknown, it is speculated that Homdraüth, known also as Wizard’s Weariness, Ustamagiya, or Sgìthdraoid, is due either to a natural weakness in the spellcaster’s ability that was not immediately obvious, or that it is due to too many miscasts during training, diminishing their natural ability. The debate over which theory is correct rages on, with believers of either diagnosis fiercely defending their position. Regardless of this, the treatment remains agreeable between both theories, with patients being advised to take refuge in the natural hot springs of Vodyyzdorovleniye at regular intervals. While the springs are known to have revitalising properties, the effect remains only temporary for sufferers of Homdraüth.

Mild cases of Homdraüth are relatively easy to live with, requiring the magician in question simply take a few more frequent rest periods and/or manage their casting to be less strenuous on their bodies by using lower powered spells. Occasional trips, provided it is possible for the sufferer to do so, are recommended to the natural hot springs of Vodyyzdorovleniye. [Mechanically, asking an admin to play a character with a mild cause of Homdraüth will limit the caster to spending 15 focus per round.]

While more difficult to live with, a middling case is still manageable, with some more strict adjustments to the caster’s life. At this point the attending healer may recommend dietary changes, alongside tinctures meant to give the caster greater energy through the day. Magic use will have to be more strictly managed, as well. Frequent trips to the natural hot springs of Vodyyzdorovleniye are recommended as well, provided the means to do so. [Mechanically, asking an admin to play a character with a middling case of Homdraüth will limit the caster to spending 10 focus per round.]

If a caster is unlucky enough to be afflicted with an extreme case of Homdraüth, the primary recommendation is to relocate to the the island of Vodyyzdorovleniye, in order to be able to take advantage of the healing springs located there as frequently as possible. A strict diet may be enforced and frequent ingestions of energy-giving tinctures will most definitely be prescribed. It is recommended the caster abstain entirely from the use of magic, magic items, weapons and armour, so as to not potentially lose the ability to cast at all. [Mechanically, asking an admin to play a character with an extreme case of Homdraüth will limit the caster to spending 5 focus per round.]

Those who have lost their ability to cast at all are called Homualmëa, and while in some regards they are healthier than their counterparts who can still cast, most report a strange sensation of detachment within their gut. Some healers may choose to continue to attempt to treat a Homualmëa, though many will simply see no further point as there is, at this point, no known means to reverse this condition. [Mechanically speaking, asking an admin to play a Homualmëa will mean having no access to any magical schools, or the ability to use the magical effects of any item, piece of armour, or weapon.]

Sarnlér

Also known as Stone Men, Chelovekmenny, or Cloichaigh, Sarnlér is a rare condition, the cause of which is unknown. It causes patients to first experience a thickening of the skin, and as the condition progresses, rocky growths form in patches all over the body, expanding over the course of several months and up to two years until the patient becomes completely petrified. Little seems to reliably stall the progress of the condition, leaving treatment options as attempts to manage symptoms and support the patient. It is customary in many places for a patient to choose their final resting place and to move there while they are still able to be mobile, living the rest of their days in temporary shelter. However, some countries such as name go here have implemented policies to force patients to live their final days in designated, macabre ‘statue gardens’ to keep the victims confined to specific areas.

Diseases With Well Known Treatments

While many of these conditions are either rare, or simply situational, all have effective treatments with clear cause and effect behind them that, through extensive study and experimentation, have been proven to be true. While you may choose freely to have a character with any one of these diseases, a player must still inquire with an admin to have the appropriate trait added to and/or removed from their sheets.

Aldäflâd

Often called a condition of carelessness, Aldäflâd is the direct result of the druidic form of the Personal Barrier spell being miscast either on oneself or another. While it is most often seen with those who are still learning their craft, it is not unheard of to be the result of a seasoned caster who has employed the spell with undue haste, or while in an improper, impaired state of mind.

The initial effect is reported to be quite painful, as bark-like warts burst suddenly from the skin, alongside twisting, branch-like growths to be found sporadically over the body. These twigs can be especially painful, depending on the location where they sprout.

Being only temporary, the condition can last between weeks to months, depending on the severity of the miscast, allowing for the further growth of bark-warts, branches and even leaves, flowers and rarely, small, berry like fruits with a mealy texture and bitter flavour. Trimming these growths is only recommended if they will be a constant irritant, otherwise it is widely accepted to allow them to fall off on their own over time. Otherwise, infusions for pain relief and balms to relieve itching and rash are also recommended for the comfort of the patient.


Milsyâ Sidúath

Through the overuse of skills that allow for a temporary increase in speed, potions to the same effect, items enchanted to grant similar effects or the use of teleportation magic, or the use of teleportation magic itself, sufferers of Milsyâ Sidúath will at first display increases in mild but involuntary muscular twitches which later progress to become more frequent and violent as the condition progresses. As it continues to worsen, the patient will grow increasingly unable to control their bodily function until they are reliant on full time care, provided they have the support or means to do so. An increase in falls means that cuts, breaks and infections can become familiar to sufferers, and should be treated normally. As the cause is well known, the main recommendation is that those who are afflicted by the condition immediately cease the use of any of the aforementioned triggers. It is not possible to reverse any damage that has already been done as a result of such egregious overuse, however by abstaining from the use of such magics and enchanted objects, all progress can therefore immediately be halted.

The intensity of the first instance of Milsyâ Sidúath will depend highly on just how reckless the sufferer has been in their use of such enhancements and abilities.

Siirahgorn

Often referred to as Bloody Flux, Krovapytok, or Strutheatch, the symptoms of Siirahgorn include nausea, vomitting, bloody diarrhoea, dehydration and painful stomach cramps. Patients who do not see improvement by the fourth day typically do not survive by the seventh day, when most patients seem to recover. It is well thought to be caused by diseased animals. Very few treatment options exist outside of plenty of fluids and infusions for pain and nausea, as the brunt of recovery seems to depend on the strength of the patient.

Ague

While Ague originates in Atria, with worse outbreaks in the subtropical region in the south of the country than in the swampy lands to the north, outbreaks are known to occur from time to time in the summer months within settlements, caravans and with other travellers, who sometimes then spread the disease further across the continent where small outbreaks occur before ultimately fizzling out once more in the later fall months. Brought upon by the summer heat, the miasmic odours, and moist air, Ague is distinguishable by chills, fever, shaking, muscle and abdominal cramps, diarrhoea, sweats, nausea and vomiting. Ague is especially fatal in those of advanced age. Treatments for Ague include bloodletting, the administration of sweet smelling herbs such as rose petal and lavender, induced vomiting, and amputation.

The term Ague is often also used interchangeably with milder shakes, nausea, chills and fever that are part of common colds or other conditions.

While outbreaks are often able to be locally contained, it is not unheard of for Ague to ascend to the dangerous spread of a |

Sálamórië

Also often called The Dancing Fever, Sálamórië only appears after a famine or poor crop season. Victims are afflicted with the uncontrollable urges to laugh, dance, leap and play to the point of exhaustion, at which point they will pass out and upon waking, resume their movement and cries, growing more and more frantic with each passing day. Many victims perish due to exhaustion, dehydration and starvation. While many healers attempt to ease the suffering of patients dealing with Sálamórië, the only panacea is to make a suitable appeasement towards the local gods.

Ilinâézel

Known also as Milk Legs, Nogilohko, or Basaïnné, Ilinâézel is characterised by inflammation, redness and severe pain in the pelvis and abdomen of women who have just given birth. Due to the nature of being caused by a difficult birth, Ilinâézel is known to be a women’s disease. As such, any men who are experiencing the same symptoms, free of any others, should be considered to be under the influence of the Kvinna Curse and directed immediately to the care of a Diviner.

Bréqǭla

Much like Sarúnëlbéid, the onset of Bréqǭla is swift and sudden without any prior warning. Victims will suddenly experience a mixture of numbness, pain, dizziness, bodily weakness which may or may not concentrate on a specific area of the body, confusion, vision impairment, violent shaking, speaking in tongues, and the inability to hear those who are living during the initial attack. A patient may experience all, or a specific combination of any of these symptoms.

While it is difficult to say by which type of otherworldly creature is responsible during the onset of the condition, unless there happens to be a Diviner on hand while it is happening, it is understood that Bréqǭla is caused by the grasp of some form of unseen creature of at least middling strength, it’s otherworldly touch causing harm and in some cases, allowing a lesser form of possession temporarily over the victim. Whatever the purpose of the attack, they always subside within an hour and the presence of the creature seems to have retreated.

Treatment centres around the relief of symptoms in the aftermath, as well as attempting to bolster the victim’s strength in order to give them the best chance of recovering fully. However, many are left with some form of permanent impairment despite the healer’s best efforts.

Sâegras

Known as The Scouring, Obryskat, or Rùasgdh, Sâegras is typified by bulbous growths on any part of the body that, as they grow larger and the disease becomes worse, glow with a pale, translucent seeming inner light not unlike the sort of luminance a spirit exudes. These growths are often painful, and can cause a myriad of secondary issues depending on where the growth is located, ranging from joint stiffness, paralyzation, blindness, extreme nausea, difficulty eating, vomiting, light-headedness, skin irritations and lesions which are slow to heal. Often, sufferers are more prone to attracting spirits which haunt them, maliciously or passively, depending on the type of spirit that has been drawn to the patient. It is highly recommended, because of this, to also have a Diviner on hand in order to manage these occurrences. Treatment is catered to the symptoms, as well as to undergo purification treatments when possible. While these things do seem to typically help in some way, the means by which some survive and some do not remains a mystery. The condition is well known to be caused by frequent and intense exposure to ghostly miasmas, and those who do make some form of recovery are at risk of relapse as they never seem to be able to fully revoke their inherent attraction to ghostly forces.

Rissènac Orthän

Otherwise most commonly known as the Cut of the Stone, Rissènac Orthän is a painful condition that results in frequent cramps, bloody, painful, and frequent urination, pain in the flanks and fatigue. The consensus is that the ailment is caused by an excess of phlegm, and dietary changes to reduce phlegm and rebalance the humors is recommended.

Kandúgan

A common ailment among the low-born, Kandúgan is marked by abdominal cramping, sharp pain and an inability to pass stool. Known to be from an excess of yellow and black bile, most often dietary changes to decrease bile are introduced to rebalance the humors.

Oúveras

Resulting from heavy or repeated blows to the head, the symptoms of Oúveras are headache, dizziness, blurred vision, mild loss of balance, and a leaden feeling in the head. Most commonly some form of pain relief, broth and wakeful rest will be recommended.

Laiçaeg

While not often considered to be a condition on its own, Laiçaeg represents a generally weak and weathered appearance of the body. However, sometimes this occurs on its own without any other noticeable symptoms, allowing it to be classified as an individual condition as well as a symptom of other conditions. Usually when it is noticed that a patient has a Laiçaeg type of countenance, it is indication that they are either nearing death with very little chance of recovery, or with no chance of recovery at all. Healers will attempt to gently strengthen those in a state of Laiçaeg through nutritious broths and herbal infusions meant to balance the humors.

Isilcalassë

Isilcalassë is an unusual disease in many regards, least of which is its cause. On the false moon’s night, one who catches a glimpse of the false moon’s light reflected clearly on the surface of unbroken water will find over the course of the following two weeks that they become more and more sensitive to sunlight and even moonlight to the point where it becomes unbearably painful, leaving them to suffer with headaches, day-blindness and itching, irritable rashes on the skin where it has been exposed to natural light.

In some cases the condition seems to ease on its own, lasting for months or years before seeming to vanish overnight and leave the victim with a lingering sensitivity to light that they quickly recover from, while others only recover under the careful scrutiny and care of a Healer or family member well instructed on what to do. Ultimately sufferers of Isilcalassë are treated by isolating them in rooms, or caves where no light can penetrate. Dim candles may be afforded, but the unpredictable length of the disease leads many to skimp on the expense of candles, save to allow the carer some light when venturing into the darkness that the patient must remain in when delivering meals or medications. Rashes can be difficult to ease completely, requiring daily changes of dressing and the administration of daily, soothing herbal pastes. Any pain and headaches are treated appropriately, and a strict diet to keep humors in balance is recommended. Due to the difficult and isolating nature of the treatment, however, some may choose to attempt to live as normal of a life as possible around the difficulties that they face.

Without a definitive cure, those afflicted with Isilcalassë can only hope that their tenure with the disease will be blessedly short.

Fesitisya

The administration of too many medicinal potions, infusions, teas and tinctures can cause some people to break out in rashes, blisters and sores that, provided ingested medications of a liquid nature are avoided, fade on their own within a week or two. Due to the nature of the illness, any pain must simply be endured, or risk extending the recovery by weeks or even months. The consensus is that individuals who are prone to Fesitisya, often referred to as Fesya as a sort of short-hand, have been born with a natural proclivity towards their humors becoming unbalanced, and may also often be recommended certain preventative measures such as blood-letting, specific diets, and treatments of leeches to ward off future occurrences.


Plagues

Plagues are diseases that are highly contagious, or in some cases, highly contagious under specific circumstances while otherwise being low-risk for communication between patients and others. Due to this highly contagious nature, outbreaks spread quickly and can last for, at times, years causing much detriment across the affected areas.

Players wishing to engage with a plot involving a plague may only do so with administrative oversight, however, players may freely choose to play the victim of a plague in the past, and merely need to have a brief discussion with admin to have the trait added to their sheet.

Saëristornâ

Under most circumstances, Saëristornâ does not spread easily and generally healers feel at ease dealing directly with patients. However, from time to time Saëristornâ becomes highly contagious, spreading like wildfire to infect communities both large and small. What causes these massive surges is unknown, but many presume it is a punishment from the gods for one reason or another. Because of this, Saërists, as those suffering with the disease are known, are often met with prejudice and distrust around the continent as many believe they are cursed by the gods.

Some symptoms of Saëristornâ are circumstantial to the patient, depending on the longevity of the disease and the placement of lesions or other complications, but all patients suffer with a loss of sensation, making it difficult to realise an injury has occurred and the severity of it. In addition to this, dry patches of skin, lesions, discolouration of skin, thickening and stiffening of the skin, and facial deformity as the condition grows worse are all common symptoms most patients report. As well as these commonalities, some patients also contrarily experience areas of heightened sensation, usually around dry skin or a lesion, leading to extreme pain, itchiness and redness of the skin. As well, some report painless ulcers on the soles of the feet, painless lumps around the face, ears and neck, congestion in the nose and throat, a loss of eyebrows and/or eyelashes, loss of bodily control or paralysis in the limbs, and vision problems which may lead to blindness. The symptoms of Saëristornâ grow worse over time, becoming increasingly debilitating and difficult to deal with. For Pravelkans, there is an embarrassing resemblance to mange, leaving them with patches where the fur or feathers have fallen out to reveal the diseased skin beneath. While Saëristornâ on its own is not deadly, the loss of sensation makes the possibility of death due to injury much greater. In addition, the constant presence of open wounds leads to a higher frequency of infection in Saërists.

Treatment consists of management of symptoms, regular purification treatments if possible, and regular soaks in the hot springs of Vodyyzdorovleniye. However, finding access to a hot spring on Vodyyzdorovleniye can prove very difficult for a Saërist, as they will find themselves unwelcome on the island, besides in the sanctuary of Suhkoy.


Qualúmë

With no working theories on how Qualúmë appears or is spread, it is quite a fearsome and fearful disease in the minds of the general populace. Painful and deadly, Qualúmë acts swiftly upon its victims, killing all left untreated within 13 days and retaining a fairly high mortality rate even for those who are given treatment. Initial symptoms include headaches, fevers, painful, aching joints, nausea, and a general sense of malaise. By the second or third day, painful, bulbous, foul-smelling and pus filled lesions will form in clusters anywhere upon the body, often rupturing and becoming infected. As it progresses through the fifth and sixth days the fever will become acute and blood will appear in the vomit, followed by dehydration. By the ninth day gangrenous spots will appear, largely surrounding the lesions, but often also at the extremities, lips and nose. It is also by this day that wet-sounding coughing with blood-tinged mucus will appear, and patients will develop difficulties breathing. In addition, purple, discoloured patches of skin appear and fevers become extremely high. Untreated patients are unlikely to survive to this point, giving patients undergoing treatment roughly a 70% chance of survival. Those who do survive will have moderate to severe scarring and deformity.

As it is believed that the foul stench of the lesions may be an indication of the disease's origins, sweet herbs and incense is used heavily to attempt to ward off the further spread and aid in bolstering the constitution of the victims. Hot drinks of lemon and honey infused with mint and licorice are often used to ease the nausea, vomiting and fever, as well as infusions of comfrey and willow bark to soothe the joints. Herbal balms are recommended to ease lung issues.

Hurunuinë

Said to be spread by Caráco Araqüénn who desire the next stage of their evolution, Hurunuinë is a highly infectious disease that acts swiftly upon its victims. Beginning with fevers and chills, as well as stomach cramps and nausea which may or may not be severe enough to induce vomiting, the first three days of the infection can resemble a stomach cold or even a particularly difficult hangover. By the eve of the fourth day, victims of Hurunuinë will begin to exhibit irrational bouts of fear, outbursts of anger and general mental instability as well as increased fatigue and insomnia. Most seem to perish from the disease, and even those that do seem to fall victim to the ravens who haunt these outbreaks.

The exact means by which Hurunuinë is spread is unknown, however current theory proposes that it is a mixture of foul-smelling miasma and wounds caused by fledgling Caráco Araqüénn. As places which are contaminated with the disease seem to attract ravens, it is said to be possible to tell the severity and spread by how many ravens are present in and around the settlement.

Healers who choose to attempt to combat the outbreaks will not only attempt to protect themselves through the use of sweet smelling herbs both stuffed into herb packages to be held close to the nose and mouth, but also burned to spread sweet smelling smoke to cleanse the area, they will do these things to the aid of the patient as well. After this treating symptoms is key, with a heavy reliance on licorice and mint for stomach issues. As well, any healers brave enough to confront Hurunuinë will seek to drive off the ravens by any means they can.

Playing a Healer

Playing a healer in Kahara can be a rewarding experience. Not only can healers serve a single community, several communities in close proximity, or an individual patron, they can also choose to be traveling Healers hired on by Trading Caravans or Mercenary parties, but independent travelers hawking their skills or going on journeys of research and discovery.