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Injury and Healthcare In the Vulpine Imperium
General FAQ and Guidelines
What is the general technological level of medicine in the Imperium?
The general technological level of medicine in the Imperium at large is roughly from around the 1750s for your citizen to around the 1850s for the most advanced publicly available technology practiced at its cutting-edge hospitals, with rumors that the Ministry of Innovation may have pushed this further in some cases, although this is denied by the current Minister who insists all such knowledge is immediately shared with the respective scholars for the benefit of all. Presently, there is a hot, ongoing debate between the minority proponents of germ theory and the majority proponents of the older miasma theory, oftentimes escalating not only into verbal duels, but actual physical ones as well.
Can I “innovate” with regards to medical technology?
Innovation is not entirely forbidden, but it will be watched very closely by the head administrator, and may or may not be approved depending on setting consistency much like weapons.
How do I realistically avoid or minimize taking injuries?
Stealth, diplomacy, and a sense of when to fight and when to run (along with good cardio) are excellent ways to avoid combat, and thus injuries. Consider investing in those skills or bringing along a friend or two that are good with such things, as the best way to not get hurt in a fight is to...not fight. After that, armor as written in the Official Lore section is often a good choice to minimize injuries or becoming particularly swift and adept at dodging or wielding one's particular weapon defensively depending on the situation.
Is it a good idea to have a medic character?
Absolutely and it is encouraged if you want to play a support role for a particular character. A lot of cool threads and RP can occur around trying to heal beasts.
Roleplaying Mechanics and Medical Skills
Are there any “magic” fixes to injuries?
There are no “magic” fixes, every solution either takes time, has bad side effects, or both, even the “miracle” drugs listed below. Although the staff is not actively policing your character’s recovery process, if something is particularly egregious without some kind of balance in a serious matter, we may look into it and call one in for a chat.
Will my character have to suffer any permanent wounds that they suffer in battle?
No, while we strive to keep things generally logical, how one’s character is affected is ultimately up to the player, sans a Dispute Level III (for injury) or IV ruling (for death) otherwise. You will usually not reach these dispute levels, and permanent injuries or death will likely not be the outcome even if you do. The relatively broad technological spread as mentioned above allows for many treatment options and survivability for most kinds of wounds, so how you would like to play it is largely up to you. You do not have to worry about involuntary amputations or permanently crippling injuries unless you wish to roleplay that out.
How many skill points do I need to do certain treatments? Do I need skills in medicine to do basic things like bandaging?
A good general guideline for what you can and cannot do according to skill level in medicine is described below:
(Unskilled-Trained): Generally speaking 1750s knowledge of medicine, unskilled can handle light wound bandaging in more ideal non-combat conditions, novice and trained are able to handle those under combat conditions and more moderate wounds, more with the goal of stabilizing them until they can get them to a better physician rather than curing the patient. Your basic combat medic might be at or around this level.
(Proficient-Seasoned): Around the year 1800 or so in terms of medical knowledge, capable of stabilizing severely wounded patients for further treatment elsewhere and curing more moderate injuries and handling a fair amount under the stress of combat or not particularly ideal conditions. This would be around one’s typical military surgeon’s level, although with more skill and experience one can rise to the next level.
(Veteran-Master): Generally having around 1850s or so levels of medical knowledge, being at the public cutting edge of medical treatment for the Imperium. They can both stabilize and have a chance at saving the lives of beasts with even the most serious injuries one can sustain on the battlefield and otherwise, although of course limited by the constraints of the time period in general. Formal hospital doctors and particularly skilled military surgeons operate at these levels.
(Imperium’s Finest): Extremely limited in the Imperium, these are the finest medical minds the Empress has to offer and are usually kept under the direct employ of the Minister of Innovation who generously funds their research and lifestyle, although they can occasionally be seen giving lectures at the various hospitals, or, very rarely, brought along to attempt to cure very important beasts when all other methods have failed, and it is said the Empress’s own personal physician is of this class.
My character was grievously wounded in a thread, do I have to roleplay a recovery period for them? Do I have to take some kind of “debuff” to my skills while they heal?
It’s not required, although a lot of people like to do so depending on how serious the injury is for the purposes of balance. The current Minister writing this post, for his own characters, prefers to do something based on a sliding scale. Minor injury-not a lot of recovery time, if any. Character basically died? It will take a while for him to fully heal and it is not going to be a fun process for them. This is not, however, required and is simply what this Minister does, every person has their own way of writing and developing their characters.
Where would my character receive medical care?
It tends to depend on where they are and the level of care they are looking to receive. For active combat situations, combat medic characters or npcs are usually enough to get one through the end of a battle. For more serious wounds it depends. In the Navy while sailing, this would be the ship’s surgeon, in the Army on campaign, this usually the ones attached to the company or battalion on the march. Outside of the military for less serious issues, one could visit a cheaper local healer or an independent practicing doctor depending on one’s level of wealth.
For the most serious and debilitating injuries, there are four leading major public hospitals in the Imperium, well-stocked with modern medication and trained medical staff. These are listed below.
Empress Amélie’s Medical Center: The Empress’s personal hospital for the elite of the Imperium and their favored servants. It is often used to treat Ministers and members of the nobility, gentry, higher-ranking faction officials, and upper ranks of the military, or in rare situations, much to the disgruntlement of its regular patients, overflow from the other three hospitals. It is located just outside of the sacred city limits of Amarone proper, next to many noble estates, and near the Ministry of Innovation’s chief offices on Vulpinsula.
Pyrostoat Memorial Hospital: The main hospital for members of the military, various lower ranking faction members, and members of the general public well-off enough to afford quality treatment. It is particularly noted for being exceptionally skilled at handling burn victims. It can be found in the Trenches next to the Ministry of War building.
The University of Length Hospital: The training hospital for most of the aspiring medical professionals of the Imperium, it is often where novel or experimental procedures are performed, and where the vast majority of those beasts who are too poor to afford their own proper treatment for serious issues and who are fortunate or connected enough to be recipients of the Ministry of Niceties’ welfare programs are carted off to. The quality of the care is generally seen as equivalent to Pyrostoat, if often taking much longer due to it being performed mostly by students under the supervision of their instructors. It is, unsurprisingly, found at the otherwise extremely coast of Length.
The Vaelora Ryalor Sanatorium for the Insane: Located on the smaller of the two islands on Westisle, it is considered the leading center for the treatment of the “insane”, or, more euphemistically put by the younger generation of doctors, “mentally ill”. It is located on the second, smaller isle of Westisle, conveniently located in a retrofitted former fortress surrounded on all sides by two wide and powerful rivers which wash out to the sea and is accessible only by one closely monitored and actively guarded bridge. It has boasted a one hundred percent treatment success rate, in the sense that one only leaves if they are considered to be stable, and the inevitable death if they try to escape and survive both the rivers and the strong ocean current offshore is considered “curative” in the sense they no longer suffer from their mental illness. It does, of course, have a smaller regular wing for various military and government officials from the main island and Peltarra proper, but it is said that they tend to not venture there unless truly grievously ill due to the main portion of the hospital.
*Not to, of course, imply there was anything off with the martyred Vaelora, who simply was known for her great love and compassion for beasts suffering from mental illnesses.
There are also rumored to be extensive medical research facilities on Magh, but the Minister of Innovation denies this and insists all research is done collaboratively and openly with the four hospitals above, as well as numerous other lesser hospitals and clinics, although not as well equipped or regarded, in various other portions of the Imperium.
Common Medical Tools and Solutions in the Imperium
Bandages, Tourniquets, Poultices, and Gauzes.
There are a variety of bandages, gauzes, available ranging from the official Ministry of Innovation ones coated in alcohol, various tree oils, white vinegar, and other natural substances to help prevent corruption and infection issued to the military and hospitals to hastily improvised ones in the field, with a range of middling options in between. Poultices, although seen by some as being more “primitive”, are still occasionally used for various conditions, especially in areas where medical supplies may be running low or have already been exhausted for safe wound treatment. Tourniquets are also available in the same manner of quality, with the ones provided to the government, military, and the hospitals being of the best stock to very questionable improvised ones at other locations.
Surgical and Dental Tools and the Practice of Surgery in the Imperium.
A wide variety of surgical tools exist, although their quality and availability may vary wildly according to the skill and location where one is seeking surgery. Much like the above, for the best experience and chance of survival, one will want to seek out proper sources for surgery, but there exist many back-alley surgeons (and barbers) who will perform such at a reduced fee, but your mileage (and life expectancy) may vary. Broken bones and the like fall under this category, with the best chance of making a full recovery being to seek out a hospital or a government/military surgeon, although it is best if it requires minimal non-surgical intervention simply through splints and basic plaster/starch casts.
Prosthesis
Although still largely an experimental field, prosthetics of varying quality can be found in the Imperium, from the basic peg leg to more advanced ones with locking mechanisms and metal paws that might even allow one to hold a shield or assist with very basic tasks. While certainly not a replacement for one’s natural appendages, they can help one cope somewhat with the loss of them.
Cosmetics
A variety of cosmetic surgeries and dyes are available in the Imperium, albeit risky like most surgeries and often with side effects, and wigs, attachable patches of fur, and even complete tail replacements for beasts who have lost their natural ones are available, the latter particularly popular among species known to take pride in their tails such as foxes. It is rumored that the Ministry of Misanthropy has a secret contract with the Ministry of Innovation to have access to even more advanced methods, but neither Ministry has commented on this.
Toxicology
The Imperium has had a long and storied history of toxicology ranging from its founding to the modern era. Many types of poisons, and their antidotes, can be found in the Imperium, ranging from the mild to the exceptionally deadly, and there is something of an arms race going on between the poisoners and the current Imperial medical establishment, the former constantly inventing new ways to make beasts suffer and die and the latter doing their best to try to counteract them. It is rumored that this has been encouraged by the Ministry of Misanthropy in conjunction with the Ministry of Innovation, but, like many other rumors, both ministries strongly deny this.
Anesthetics
Mode modern anesthetics have been developed in recent years, although their application and availability tend to vary wildly, ranging from chloroform, diethyl ether, and nitrous oxide at the four prominent Imperial hospitals and among the most skilled medical beasts, to opium and ethanol for middling ones, to copious amounts of rum and wine for less skilled ones, although all of them still carry their risks in this day and age. Like much of the other medical areas mentioned, if one wants the best chance of a positive health outcome, one has to somehow find their way to the paws of an experienced medical beast, or (literally) die trying.
Blood Transfusions
A relatively new, and dangerous, practice in the Imperium has been the transfusion of blood from one beast to another in an attempt to save the lives of victims of severe bloodloss. This can be done either via a syringe or a tube, but it is an extremely risky procedure as the beast must be of the same species and the mortality rate hovers around 50%-a flip of the gilder on whether or not it will kill the patient, with no known way to improve these odds. As such, it is only used in the most desperate of situations where there is a high likelihood that the patient may die, and even then, many refuse to perform the operation as dying from a failed blood transfusion can be exponentially more painful than simply dying from blood loss.
Mental Healthcare in the Imperium
Long considered something of an abstract and difficult field of study, in recent years Imperial physicians have been taking a closer look at beasts who have been declared “mad” or otherwise “not quite right in the head” in an attempt to cure them or at least relieve their symptoms to some degree. While this is still in its infancy, it is one that has seen much interest among the younger generation of medical students, with a wide variety of treatments being proposed from new techniques on the traditional approach of simply beating them into submission with blunt objects, to something called “therapy” where the beasts are allowed to simple ramble their problems at other beasts for hours or days, to experimental medications, risky brain surgery, or even a brand new secretive form called “electroshock” therapy, although this latter option is only available at select dates at the Vaelora Ryalor Sanatorium.
Resuscitation
Various forms of attempted emergency resuscitation for beasts who appear to have died or are close to death have been attempted and sometimes known to succeed in the Imperium, such as mouth to mouth resuscitation or chest compressions, although the success rate of these techniques have not been well-documented. The only surefire way to bring back a beast in this condition is through the use of Corda Aurea as described below, but the medication is quite rare and comes with extremely rehabilitating side effects.
“Miracle” Drugs
Recently, the Ministry of Innovation has been seen releasing a very small amount of so-called “miracle” drugs, that is, drugs that seemingly have a miraculous effect (often with quite damnable downsides, although the Ministry insists most of them are safe when taken as “properly directed”). These have been so far seen disbursed in very limited qualities to the four top hospitals, the elite of each of the Ministries, and the military from their sole production facilities on the mysterious Magh, exclusively transported on heavily armed military ships of the line due to their value. How exactly these drugs are produced is an extremely tight-lipped and closely guarded secret, although it is known several top medical researchers have disappeared over the years along with their entire families. This has coincided with an an unusually large amount of criminals on death row and foreign spies, particularly from Alkamar, being marked as executed, in the years before and during their production. One shudders to think at the research going on at the mysterious isle.
These drugs, for now, include:
Cerebrum Lapideum (Brain of Stone)
A white powder that can either be taken as is, mixed into liquid, or even pressed into some kind of pill. It is an extremely potent sedative, capable of calming the nerves of even the most anxious individuals with minor doses and putting them asleep in larger doses. It can be used to treat severe anxiety, panic attacks, night terrors, serve as a more “mild” replacements for beasts with particularly bad alcohol problems, and even calm beasts down from seizures, spasms, and other psychological spells. It is considered an invaluable tool for soldiers suffering from battle shock to get them back in the fight.
Doctors are specifically warned not to give this out too much or too regularly and to not administer it to patients with alcohol or laudanum, but the Ministry has been quiet on the potential negative side effects*, only saying to observe them closely and report any unusual behavior to the Ministry’s main office outside of Amarone.
Lecur Ferro (Liver of Iron)
A blue powder that can either be taken as is, mixed into liquid, or even pressed into some kind of pill. The opposite in many ways of Cerebrum Lapideum, it is an extremely potent stimulant with impressive coagulative abilities, letting beasts stay up and fight far beyond their natural limits with wounds that should otherwise disable or even outright kill them, in an artificial effect similar to the “bloodrage” reported by some to be present in Badgers and other beasts on the Sathern Continent. A leaked, redacted report from the Ministry of Innovation noted that one particular early test subject, on an extremely classified mission to the Land of Ice and Snow, survived not only multiple arrow wounds, a fall from a cliff, and even an indirect cannon blast, and still managed to travel on some kind of improvised skis for over two hundred Imperial miles back to the ship that had dropped him off after taking an extremely large amount of the substance.
Much like the early medication, alcohol or laudanum are forbidden to beasts on this, and that any potential negative side effects should be reported to the Ministry’s main office outside of Amarone*.
Corda Aurea (Heart of Gold)
A mysterious, golden-colored medication that can only be administered in liquid form, it is considered by far the rarest and most valuable medication in the entire Imperium. It is said that the Minister of Innovation himself refuses to send out large amounts of this medication without an entire squadron of ships of the line to defend the ship that carries it, and personally investigates each and every report of even a single vial of it going missing. Those on the black market who have managed to require it reluctant to admit that they even possess it to all but their most trusted and long-time contacts for fear of Innovation’s wrath. It is said to be a drug that can bring beasts back from the very brink of death when all else has failed to give doctors another chance, or, indeed, even bring them back from death itself when administered directly through a syringe to the heart, although it is recommended that this be done as soon as possible as the longer one lie dead, the more adverse the side effects might be.
It is present, but only in very small amounts, even compared to the other “miracle” drugs, for the elite forces of the Ministries, the leading hospitals, and particularly valuable military units. It is suggested to use it only when all other options have failed, and while not directly stated, only on beasts that are considered to be worthy of it due to it being very limited and restocking of used supplies quite rare.
In contrast to the other drugs, the Ministry of Innovation frankly states to those seeking to administer it that the side effects are often quite severe, and can even be permanent in nature, with many beasts revived through it being described as “different” from before they were administered the medication, although Ministry officials seem reluctant and evasive when further questioned on what exactly that means*.
*It is highly suggested, although not mandatory, for players who have any of these used on them in any large quantity or for Corda Aurea in particular to write something of a side-effect or recovery arc due to their rarity and power to keep things balanced.
General FAQ and Guidelines
What is the general technological level of medicine in the Imperium?
The general technological level of medicine in the Imperium at large is roughly from around the 1750s for your citizen to around the 1850s for the most advanced publicly available technology practiced at its cutting-edge hospitals, with rumors that the Ministry of Innovation may have pushed this further in some cases, although this is denied by the current Minister who insists all such knowledge is immediately shared with the respective scholars for the benefit of all. Presently, there is a hot, ongoing debate between the minority proponents of germ theory and the majority proponents of the older miasma theory, oftentimes escalating not only into verbal duels, but actual physical ones as well.
Can I “innovate” with regards to medical technology?
Innovation is not entirely forbidden, but it will be watched very closely by the head administrator, and may or may not be approved depending on setting consistency much like weapons.
How do I realistically avoid or minimize taking injuries?
Stealth, diplomacy, and a sense of when to fight and when to run (along with good cardio) are excellent ways to avoid combat, and thus injuries. Consider investing in those skills or bringing along a friend or two that are good with such things, as the best way to not get hurt in a fight is to...not fight. After that, armor as written in the Official Lore section is often a good choice to minimize injuries or becoming particularly swift and adept at dodging or wielding one's particular weapon defensively depending on the situation.
Is it a good idea to have a medic character?
Absolutely and it is encouraged if you want to play a support role for a particular character. A lot of cool threads and RP can occur around trying to heal beasts.
Roleplaying Mechanics and Medical Skills
Are there any “magic” fixes to injuries?
There are no “magic” fixes, every solution either takes time, has bad side effects, or both, even the “miracle” drugs listed below. Although the staff is not actively policing your character’s recovery process, if something is particularly egregious without some kind of balance in a serious matter, we may look into it and call one in for a chat.
Will my character have to suffer any permanent wounds that they suffer in battle?
No, while we strive to keep things generally logical, how one’s character is affected is ultimately up to the player, sans a Dispute Level III (for injury) or IV ruling (for death) otherwise. You will usually not reach these dispute levels, and permanent injuries or death will likely not be the outcome even if you do. The relatively broad technological spread as mentioned above allows for many treatment options and survivability for most kinds of wounds, so how you would like to play it is largely up to you. You do not have to worry about involuntary amputations or permanently crippling injuries unless you wish to roleplay that out.
How many skill points do I need to do certain treatments? Do I need skills in medicine to do basic things like bandaging?
A good general guideline for what you can and cannot do according to skill level in medicine is described below:
(Unskilled-Trained): Generally speaking 1750s knowledge of medicine, unskilled can handle light wound bandaging in more ideal non-combat conditions, novice and trained are able to handle those under combat conditions and more moderate wounds, more with the goal of stabilizing them until they can get them to a better physician rather than curing the patient. Your basic combat medic might be at or around this level.
(Proficient-Seasoned): Around the year 1800 or so in terms of medical knowledge, capable of stabilizing severely wounded patients for further treatment elsewhere and curing more moderate injuries and handling a fair amount under the stress of combat or not particularly ideal conditions. This would be around one’s typical military surgeon’s level, although with more skill and experience one can rise to the next level.
(Veteran-Master): Generally having around 1850s or so levels of medical knowledge, being at the public cutting edge of medical treatment for the Imperium. They can both stabilize and have a chance at saving the lives of beasts with even the most serious injuries one can sustain on the battlefield and otherwise, although of course limited by the constraints of the time period in general. Formal hospital doctors and particularly skilled military surgeons operate at these levels.
(Imperium’s Finest): Extremely limited in the Imperium, these are the finest medical minds the Empress has to offer and are usually kept under the direct employ of the Minister of Innovation who generously funds their research and lifestyle, although they can occasionally be seen giving lectures at the various hospitals, or, very rarely, brought along to attempt to cure very important beasts when all other methods have failed, and it is said the Empress’s own personal physician is of this class.
My character was grievously wounded in a thread, do I have to roleplay a recovery period for them? Do I have to take some kind of “debuff” to my skills while they heal?
It’s not required, although a lot of people like to do so depending on how serious the injury is for the purposes of balance. The current Minister writing this post, for his own characters, prefers to do something based on a sliding scale. Minor injury-not a lot of recovery time, if any. Character basically died? It will take a while for him to fully heal and it is not going to be a fun process for them. This is not, however, required and is simply what this Minister does, every person has their own way of writing and developing their characters.
Where would my character receive medical care?
It tends to depend on where they are and the level of care they are looking to receive. For active combat situations, combat medic characters or npcs are usually enough to get one through the end of a battle. For more serious wounds it depends. In the Navy while sailing, this would be the ship’s surgeon, in the Army on campaign, this usually the ones attached to the company or battalion on the march. Outside of the military for less serious issues, one could visit a cheaper local healer or an independent practicing doctor depending on one’s level of wealth.
For the most serious and debilitating injuries, there are four leading major public hospitals in the Imperium, well-stocked with modern medication and trained medical staff. These are listed below.
Empress Amélie’s Medical Center: The Empress’s personal hospital for the elite of the Imperium and their favored servants. It is often used to treat Ministers and members of the nobility, gentry, higher-ranking faction officials, and upper ranks of the military, or in rare situations, much to the disgruntlement of its regular patients, overflow from the other three hospitals. It is located just outside of the sacred city limits of Amarone proper, next to many noble estates, and near the Ministry of Innovation’s chief offices on Vulpinsula.
Pyrostoat Memorial Hospital: The main hospital for members of the military, various lower ranking faction members, and members of the general public well-off enough to afford quality treatment. It is particularly noted for being exceptionally skilled at handling burn victims. It can be found in the Trenches next to the Ministry of War building.
The University of Length Hospital: The training hospital for most of the aspiring medical professionals of the Imperium, it is often where novel or experimental procedures are performed, and where the vast majority of those beasts who are too poor to afford their own proper treatment for serious issues and who are fortunate or connected enough to be recipients of the Ministry of Niceties’ welfare programs are carted off to. The quality of the care is generally seen as equivalent to Pyrostoat, if often taking much longer due to it being performed mostly by students under the supervision of their instructors. It is, unsurprisingly, found at the otherwise extremely coast of Length.
The Vaelora Ryalor Sanatorium for the Insane: Located on the smaller of the two islands on Westisle, it is considered the leading center for the treatment of the “insane”, or, more euphemistically put by the younger generation of doctors, “mentally ill”. It is located on the second, smaller isle of Westisle, conveniently located in a retrofitted former fortress surrounded on all sides by two wide and powerful rivers which wash out to the sea and is accessible only by one closely monitored and actively guarded bridge. It has boasted a one hundred percent treatment success rate, in the sense that one only leaves if they are considered to be stable, and the inevitable death if they try to escape and survive both the rivers and the strong ocean current offshore is considered “curative” in the sense they no longer suffer from their mental illness. It does, of course, have a smaller regular wing for various military and government officials from the main island and Peltarra proper, but it is said that they tend to not venture there unless truly grievously ill due to the main portion of the hospital.
*Not to, of course, imply there was anything off with the martyred Vaelora, who simply was known for her great love and compassion for beasts suffering from mental illnesses.
There are also rumored to be extensive medical research facilities on Magh, but the Minister of Innovation denies this and insists all research is done collaboratively and openly with the four hospitals above, as well as numerous other lesser hospitals and clinics, although not as well equipped or regarded, in various other portions of the Imperium.
Common Medical Tools and Solutions in the Imperium
Bandages, Tourniquets, Poultices, and Gauzes.
There are a variety of bandages, gauzes, available ranging from the official Ministry of Innovation ones coated in alcohol, various tree oils, white vinegar, and other natural substances to help prevent corruption and infection issued to the military and hospitals to hastily improvised ones in the field, with a range of middling options in between. Poultices, although seen by some as being more “primitive”, are still occasionally used for various conditions, especially in areas where medical supplies may be running low or have already been exhausted for safe wound treatment. Tourniquets are also available in the same manner of quality, with the ones provided to the government, military, and the hospitals being of the best stock to very questionable improvised ones at other locations.
Surgical and Dental Tools and the Practice of Surgery in the Imperium.
A wide variety of surgical tools exist, although their quality and availability may vary wildly according to the skill and location where one is seeking surgery. Much like the above, for the best experience and chance of survival, one will want to seek out proper sources for surgery, but there exist many back-alley surgeons (and barbers) who will perform such at a reduced fee, but your mileage (and life expectancy) may vary. Broken bones and the like fall under this category, with the best chance of making a full recovery being to seek out a hospital or a government/military surgeon, although it is best if it requires minimal non-surgical intervention simply through splints and basic plaster/starch casts.
Prosthesis
Although still largely an experimental field, prosthetics of varying quality can be found in the Imperium, from the basic peg leg to more advanced ones with locking mechanisms and metal paws that might even allow one to hold a shield or assist with very basic tasks. While certainly not a replacement for one’s natural appendages, they can help one cope somewhat with the loss of them.
Cosmetics
A variety of cosmetic surgeries and dyes are available in the Imperium, albeit risky like most surgeries and often with side effects, and wigs, attachable patches of fur, and even complete tail replacements for beasts who have lost their natural ones are available, the latter particularly popular among species known to take pride in their tails such as foxes. It is rumored that the Ministry of Misanthropy has a secret contract with the Ministry of Innovation to have access to even more advanced methods, but neither Ministry has commented on this.
Toxicology
The Imperium has had a long and storied history of toxicology ranging from its founding to the modern era. Many types of poisons, and their antidotes, can be found in the Imperium, ranging from the mild to the exceptionally deadly, and there is something of an arms race going on between the poisoners and the current Imperial medical establishment, the former constantly inventing new ways to make beasts suffer and die and the latter doing their best to try to counteract them. It is rumored that this has been encouraged by the Ministry of Misanthropy in conjunction with the Ministry of Innovation, but, like many other rumors, both ministries strongly deny this.
Anesthetics
Mode modern anesthetics have been developed in recent years, although their application and availability tend to vary wildly, ranging from chloroform, diethyl ether, and nitrous oxide at the four prominent Imperial hospitals and among the most skilled medical beasts, to opium and ethanol for middling ones, to copious amounts of rum and wine for less skilled ones, although all of them still carry their risks in this day and age. Like much of the other medical areas mentioned, if one wants the best chance of a positive health outcome, one has to somehow find their way to the paws of an experienced medical beast, or (literally) die trying.
Blood Transfusions
A relatively new, and dangerous, practice in the Imperium has been the transfusion of blood from one beast to another in an attempt to save the lives of victims of severe bloodloss. This can be done either via a syringe or a tube, but it is an extremely risky procedure as the beast must be of the same species and the mortality rate hovers around 50%-a flip of the gilder on whether or not it will kill the patient, with no known way to improve these odds. As such, it is only used in the most desperate of situations where there is a high likelihood that the patient may die, and even then, many refuse to perform the operation as dying from a failed blood transfusion can be exponentially more painful than simply dying from blood loss.
Mental Healthcare in the Imperium
Long considered something of an abstract and difficult field of study, in recent years Imperial physicians have been taking a closer look at beasts who have been declared “mad” or otherwise “not quite right in the head” in an attempt to cure them or at least relieve their symptoms to some degree. While this is still in its infancy, it is one that has seen much interest among the younger generation of medical students, with a wide variety of treatments being proposed from new techniques on the traditional approach of simply beating them into submission with blunt objects, to something called “therapy” where the beasts are allowed to simple ramble their problems at other beasts for hours or days, to experimental medications, risky brain surgery, or even a brand new secretive form called “electroshock” therapy, although this latter option is only available at select dates at the Vaelora Ryalor Sanatorium.
Resuscitation
Various forms of attempted emergency resuscitation for beasts who appear to have died or are close to death have been attempted and sometimes known to succeed in the Imperium, such as mouth to mouth resuscitation or chest compressions, although the success rate of these techniques have not been well-documented. The only surefire way to bring back a beast in this condition is through the use of Corda Aurea as described below, but the medication is quite rare and comes with extremely rehabilitating side effects.
“Miracle” Drugs
Recently, the Ministry of Innovation has been seen releasing a very small amount of so-called “miracle” drugs, that is, drugs that seemingly have a miraculous effect (often with quite damnable downsides, although the Ministry insists most of them are safe when taken as “properly directed”). These have been so far seen disbursed in very limited qualities to the four top hospitals, the elite of each of the Ministries, and the military from their sole production facilities on the mysterious Magh, exclusively transported on heavily armed military ships of the line due to their value. How exactly these drugs are produced is an extremely tight-lipped and closely guarded secret, although it is known several top medical researchers have disappeared over the years along with their entire families. This has coincided with an an unusually large amount of criminals on death row and foreign spies, particularly from Alkamar, being marked as executed, in the years before and during their production. One shudders to think at the research going on at the mysterious isle.
These drugs, for now, include:
Cerebrum Lapideum (Brain of Stone)
A white powder that can either be taken as is, mixed into liquid, or even pressed into some kind of pill. It is an extremely potent sedative, capable of calming the nerves of even the most anxious individuals with minor doses and putting them asleep in larger doses. It can be used to treat severe anxiety, panic attacks, night terrors, serve as a more “mild” replacements for beasts with particularly bad alcohol problems, and even calm beasts down from seizures, spasms, and other psychological spells. It is considered an invaluable tool for soldiers suffering from battle shock to get them back in the fight.
Doctors are specifically warned not to give this out too much or too regularly and to not administer it to patients with alcohol or laudanum, but the Ministry has been quiet on the potential negative side effects*, only saying to observe them closely and report any unusual behavior to the Ministry’s main office outside of Amarone.
Lecur Ferro (Liver of Iron)
A blue powder that can either be taken as is, mixed into liquid, or even pressed into some kind of pill. The opposite in many ways of Cerebrum Lapideum, it is an extremely potent stimulant with impressive coagulative abilities, letting beasts stay up and fight far beyond their natural limits with wounds that should otherwise disable or even outright kill them, in an artificial effect similar to the “bloodrage” reported by some to be present in Badgers and other beasts on the Sathern Continent. A leaked, redacted report from the Ministry of Innovation noted that one particular early test subject, on an extremely classified mission to the Land of Ice and Snow, survived not only multiple arrow wounds, a fall from a cliff, and even an indirect cannon blast, and still managed to travel on some kind of improvised skis for over two hundred Imperial miles back to the ship that had dropped him off after taking an extremely large amount of the substance.
Much like the early medication, alcohol or laudanum are forbidden to beasts on this, and that any potential negative side effects should be reported to the Ministry’s main office outside of Amarone*.
Corda Aurea (Heart of Gold)
A mysterious, golden-colored medication that can only be administered in liquid form, it is considered by far the rarest and most valuable medication in the entire Imperium. It is said that the Minister of Innovation himself refuses to send out large amounts of this medication without an entire squadron of ships of the line to defend the ship that carries it, and personally investigates each and every report of even a single vial of it going missing. Those on the black market who have managed to require it reluctant to admit that they even possess it to all but their most trusted and long-time contacts for fear of Innovation’s wrath. It is said to be a drug that can bring beasts back from the very brink of death when all else has failed to give doctors another chance, or, indeed, even bring them back from death itself when administered directly through a syringe to the heart, although it is recommended that this be done as soon as possible as the longer one lie dead, the more adverse the side effects might be.
It is present, but only in very small amounts, even compared to the other “miracle” drugs, for the elite forces of the Ministries, the leading hospitals, and particularly valuable military units. It is suggested to use it only when all other options have failed, and while not directly stated, only on beasts that are considered to be worthy of it due to it being very limited and restocking of used supplies quite rare.
In contrast to the other drugs, the Ministry of Innovation frankly states to those seeking to administer it that the side effects are often quite severe, and can even be permanent in nature, with many beasts revived through it being described as “different” from before they were administered the medication, although Ministry officials seem reluctant and evasive when further questioned on what exactly that means*.
*It is highly suggested, although not mandatory, for players who have any of these used on them in any large quantity or for Corda Aurea in particular to write something of a side-effect or recovery arc due to their rarity and power to keep things balanced.