Description of the Healing House

For activities relating to healers and those in need of them.

Moderators: Allie, Amethine

Description of the Healing House

Postby L`aquera on Mon Mar 05, 2007 11:14 pm

The Healing House, located just outside of Nanthalion, is an aged, and weathered, rectangular building that could be best described as austere. The long side denotes the front of it, and the double oaken doors offering entrance show signs of abuse, though the hinges, and latches, gleam from recent care. Should one enter this place, they would find themselves in a simple entryway, or foyer. Two doors then offer the only choices of where to go next.

Through the left door is the library that offers Healers a quiet place for learning. There are a few shuttered windows that can be opened to offer natural light, and fresh air. There are a mixture of a dozen, or so, shelves that hold books, old tomes, and racks for scrolls. Scattered about are simple, well worn, chairs and tables. Some situated in the well place hearth area at the far end of the library that provides an atmosphere that is conducive to studying, yet keeps the fire safely away from the books, and scrolls. A door to the north of the room, and right of the hearth, leads into a large kitchen with a back door.

Upon opening the right door, one would see a total of fourteen doors, six on the left, seven on the right, and one at the very end of the hall. The first five on the left, and right, each open into a sparsely furnished room. With only a bed, small nightstand, and a table with a water basin, and pitcher, upon it, as well as a small wardrobe for linens, towels, and a place to hang clothing, it is easily determined that these are rooms for the wounded, or ill.

The last door on the left of the hall is the laboratory where herbal medicines can be prepared. The last two doors on the right are the Assistant Manager and Manager's offices, respectively, with a short hallway between them leading to a back room full of extra bunks for those Healers who would like to stay overnight with their patients. The final door, at the end of the hall, is a special room that has two beds on either side, plus a brazier against the far wall that holds magical water. This is where Healers, who know the secret, can bring their critically wounded, or ill, patient, and themselves, from anywhere in the land, out of harms way.

One very little known fact is that, on the grounds of the Healing House, there is a hot spring where patients can be brought to relax muscles that are newly healed, take in the soothing steam that can help clear the head, or relieve aching joints, and the like. There is also a small, 6 horse, barn that can house the horses for those that use the library, work here, are visiting a patient, or making use of the hotspring.

The staff here is minimal, consisting only of those who are there to provide information and to make sure that the Healing House is kept clean and ready for whatever emergency that may appear at their doorstep. The occasional Healer may be found here as well, but only because they are making use of the library, or mayhap are checking in on a patient. But, the fact that Healers are freelance, and no longer employed by the Empire, they are not found here on any regular basis. This place is now a simple infirmary, where the sick can be brought, and rooms used, by these freelance Healers.

View the full-sized map here: http://i11.photobucket.com/albums/a200/LindorTindomerel/HHFloorPlan-1.jpg

Image

* Edits by Lindor, based on the development of the HH over the years as recounted to me by several old TLI-ers, and toned down as much as possible to fit L`aquera's description.
User avatar
L`aquera
High Council
High Council
 
Posts: 4739
Joined: Sat May 07, 2005 9:46 pm

Herbs

Postby L`aquera on Mon Mar 05, 2007 11:15 pm

Herbs play an important part within the Healing House. Alchemists work in a small lab combining several Healing Brews for patients arriving with all sorts of injuries, sicknesses and malady's. Here are but a few found within the confines of the House. Mixed with care and precision by members of the HH. These are made exclusively for use within the Healing House itself. To acquire these herbs for personal inventory and use outside of the HH, one must purchase them from the Apothecary. (*Updated edit by Lindor)


Healing Herbs

Faith Raven- Dried leaves that are good for up to 1 year. May be placed on open surface wounds to restore 1 Life

Comfrey- Dried leaves that are good for one year, place on bruised skin to heal up to 1 Life

Flairen- Dried, chopped roots good for one year, dissolve in cup of liquid and drink within 5 minuites to restore 2 Life

Goldenbay- dried leaves/flowers good for one year. Use against open surface wounds to heal 1 Life

Borage- bottle of oil, mix with liquid and consume within ½ hour to restore 2 life

Aloe- Gel within plant good for 5 minuites after exposure to air, rub against surface wounds to heal 2 life, wounds caused by burns receive an extra +1 bonus to healing

Calendula- Dried flowers good for 2 months, mix in liquid to create paste, press against open surface wounds within 10 minuites of creation to restore 3 life. If dissolved in liquid and consumed within 5 minuites- 2 life. Press dried leaves against an open surface wound to restore 1 life

Goldenseal- Dried roots, good for 1 year, grind into powder and mix with liquid to form paste, place against surface wounds to recover 2 life, paste is good for 6 minuites

Meadowsweet- mix dried herb (good for 2 weeks) with vodka and consume within 2 minuites (1 tablespoon only) to restore 1 life.

Red Pepper- dried, lasts 5 months, crush and mix with small amount of oil to create healing salve, massage into wounded areas to restore up to 3 life (do not use on sensitive areas. (EX: Genetalia, nipples, eyes, etc)

Witch Hazel- Dried leaves, good for 6 months, grind and mix with liquid to form paste, massage into wounded skin for healing of 2 life

Rosemary- Dried leaves good for 3 weeks, grind and mix with liquid to form paste, massage into wounded skin to restore up to 2 life

Yarrow- Dried flowers, good for 1 month, grind and mix with liquid to form paste, press against wound to restore up to 2 life

Agrimony- This plant, good for 5 months, acts as a couagulant to stop bleeding, can be mixed with any other herb but it has no healing value, it only stops the paitient's bleeding.

Note: the following can be used to create pastes: Aloe, Candula, Goldenseal, Red Pepper, Rosemary, Witch Hazel, and Yarrow, Agrimony. These herbs can be combined in any way, stacking their healing properties, though if done the healing value is as such: (Total of all healing values)/2

Note: the following can be used to create drinks: Flairen, Calendula, Meadowsweet, and Borage, Agrimony. These herbs can be combined in any way, stacking their healing properties, if done the healing value is as such: (Total Healing Value)*2

The following herbs can be used normally: Faith Raven, Comfrey, Goldenbay, and Calendula, Agrimony.
When combined the total healing value does not change.

Eucaliptis- The leaves of this tree, dried, last for 2 weeks. When broken the leaves emit a pleasant, relaxing scent for 2 hours used mainly in times of stress relief relaxing the patient.

Dragon's Bone- A dry powder created from the fosilized bones of various creatures, it's potency is constant for 6 months. When blown or otherwise distributed onto its targets who must inhale it to get the proper effect, the powder induces an effect like the sleep spell onto its injured sending them into a sleep while healers can work on injuries repairing damage without causing undo stress to the patient. This powder will allow the patient to awaken naturally feeling a bit drowsy from after effects. The powder lasts up to a half an hour depending on the severity and amount used. This powder is only used inside the guild. Its never sold or taken from it.

Skunk Cabbage- These dried leaves, good for 3 weeks store within them still living plant cells. When broken open and exposed to air the still living plant cells emit an unbearable stench detectable by only someone a few inches away from it, after that distance the smell dissipates. Usually placed next to or under a patients nose, this herb tends to awaken someone from a natural or otherwise induced state of sleep by using the odor leaving a very distasteful smell in the nostrils and the tastebuds of the tongue
Image
Don't breath, don't think.. for I am the shadow that will forever over take you..
User avatar
L`aquera
High Council
High Council
 
Posts: 4739
Joined: Sat May 07, 2005 9:46 pm

Healing Time (The Rules)

Postby Logolar on Fri Mar 09, 2007 3:35 am

This is Direct from L's post...Yes I am C&P'ing but I feel it should be known so people follow the guidlines from it.


Minor wounds: Bruises, heavy bruises, dislocated arms, dagger cuts and stabs, small burn wounds, a broken toe, finger. Once healed, a minimum of an hour to three to go back into a battle situation.

Medium wounds: Fractured wrist, arm. 5% fire/ice burning to body, half inchgashes. A minimum of six hours to eight depending on the damage caused, IE: you have 10 hp, you are caused 6 hp of damage.

Severe: Wounds caused by swords that slice through arms, legs, belly. Burn/ice/lightning over 20 % of the body, broken legs, arms, back. Crushed limbs. Three days after healing.


Now rules on Quests and Healers Helping out during Fight.

Quest and Events are different from Normal RP. Such is allowed during them. But keep in mind that while your fighting and your 'field medic' comes in, you might be taking a break but your opponent is not, and thats a free swing for him and could cause more damage or simply kill you in the round your healer is trying to heal you. So, in that, it makes little sense. Healing is for after battles because it as well puts the Healer in danger. And before cute miss gwyn says, but theres that defense spell that allows me to take my patient with me to the HH if attacked... Then your interfering in the fight and thats a no no on rules. The Honor rule must be kept.

HOWEVER!! Yes there is always a however! I just love those. To tip the balance. IF you pm the one you are fighting with, and ask if they mind that you are healed, that the healer can interfer and heal you, and they allow it as long as they are as well healed? Then of course we would have no issues with such. After all, you are gaining their ooc consent for it
Logolar
Expert
Expert
 
Posts: 191
Joined: Tue Jan 03, 2006 9:53 pm

HH Floor Plan, drawn by Miss Lindor

Postby Lindor on Fri Jun 19, 2009 7:31 pm

View the full-sized map here: http://i11.photobucket.com/albums/a200/LindorTindomerel/HHFloorPlan-1.jpg

Image

Wasn't sure where to put the horse stable, but I imagine it is either in front of the building, or between the herb garden and hot spring. Open to suggestion.
Lindor
 

Re: HH Floor Plan, drawn by Miss Lindor

Postby Ehlanna on Sat Jun 20, 2009 11:42 am

Lindor wrote:Wasn't sure where to put the horse stable, but I imagine it is either in front of the building, or between the herb garden and hot spring. Open to suggestion.



I'd say put it in 'top-right' of map, with main doors (for horses in/out) facing to the left and a 'back door' (for people) in bottom right of barn leading into garden.
User avatar
Ehlanna
High Council
High Council
 
Posts: 2494
Joined: Sat Apr 09, 2005 9:23 pm

Floor Plan

Postby Stormbringer on Tue Jul 07, 2009 8:48 pm

Lindor's floor plan for the HH has been added to the web site:

http://belariath.com/locations/hh/index.html
Image
--------------
Charm’d magic casements, opening on the foam
Of perilous seas, in faery lands forlorn

(John Keats)
Check your baggage at the door and bring some magic through your
window onto the world of Belariath
User avatar
Stormbringer
High Council
High Council
 
Posts: 3270
Joined: Sat Apr 09, 2005 3:02 pm


Return to Healing House

Who is online

Users browsing this forum: No registered users and 2 guests


cron