With much of the business of healthcare attended to by magical means - most shrines will have at least one divine caster, rural areas still see plenty of primal casters or folk magicians, and both the artificer guilds and bards colleges maintain a corpus of healing
Magic - medicine was slow to develop on
Aiaos. Most advances were made among populations with limited access to divine worship or magical education, in line with folk traditions. and in broadly four areas: 1) herbalism, 2) alchemy, 3) epidemiology, and 4) anatomy. These advances are also linked to the emergence, through the last two hundred years, of a tradition of professional practice, loosely divided into physicians, surgeons and pharmacists.
Herbalism
Long practiced alongside folk magic, the study of herbal medicine is also a fundamental of
Artifice. From its empirical roots, herbalism is now studied scientifically, with the aid of volunteers, or the condemned, depending on the
Regime under which the studies are conducted. It is most advanced under the
Virin-yal of the Ophionic Empire, as an extension of their sacred venoms, and the
Orcs of the
Darklands, thanks to the wealth of strange plants left in the wake of the death of the
Gods.
Herbalism is also responsible for the healing potions relied on by many adventurers.
Alchemy
Alchemy does not heal. Its purpose is not to restore, but to refine. Alchemical medicines strengthen the body, remove infirmities, extend life, but do not serve to directly heal injuries or cure disease. Alchemical studies are primarily the work of guild artificers. Again, the development of the blessed venoms has made the Virin-yal
World leaders in the field, rivaled only by the scholars of the
Orders of Bloodhunters.
Epidemeology
The study of how diseases spread has held little historic interest to physicians, instead falling into the purview of city planners, field campaigners and even slave overseers, although the last rarely apply their results to the benefit of the masses. The most advanced work has been done in
Agradine, where cultists of traditional gods of health and sickness rub shoulders with new scientific methods.
Anatomy
Once more, the Virin-gal are leaders in anatomy, thanks to practical experience in the vivisection of various lineages. From a scholarly perspective, however, their studies are contaminated by their sense of supremacy, focusing on superficial differences and perceived inferiorities. The orcs, on the other hand, having discarded any pride in their creation, as well as any sense of the body as sacred, have made superior studies of both the similarities and foundational differences between the bodies of different lineages, and between eladrinates and animals.
Practitioners
Physicians use a mixture of these four disciplines to treat the ailments and injuries of a community, fulfilling a similar role to traditional folk healers. In some places, these new professionals clash with the older style of healer, sometimes over methods, more often over fee structures. In the
Sacred Republic, a College of Physicians operates under the auspices of the Cults of War. The College regulates medical teaching and practice, and promotes the training of folk healers to a 'professional standard' as part of the Church's general push to eliminate magical practices.
Surgeons operate with minimal regulation, and it is often a second job for someone with existing professional access to sharp blades. Surgeons primarily perform amputations, and sometimes bloodletting or even trepannings. A growing body of professional surgeons from wealthier backgrounds both avail themselves of and seek to advance the new anatomical learning.
Pharmacists are specialist herbalists and/or alchemists. Many are also folk healers, but others primarily supply heating preparations and poultices for physicians and surgeons.
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