Krakonia National Institution of Health - KNIH
Located in the Sky District of Krakonia City , the Krakonia National Institution of Health, or KNIH for short, is a research facility dedicated to the development of new medical procedures, medicine, rituals, and anything else that can empower the speed and/or efficacy of the healing arts. Owned by The Physicians Guild of Krakonia(PGK) and led by Thozun Bittershield , the KNIH is the place to go for researchers looking to both better the lives of Krakonian citizens as well as their own wallets.
Due to The Effects of the Dawn , many people from many different trades, disciplines, and backgrounds appeared in Requerm , bringing with them much skill and knowledge pertaining to all topics. One way this has shaped the modern world is with modern medicine, with scientists and researchers leading the charge with bringing a lot of these practices over into Requerm for the benefit of its people. In many ways, this functions like the many research facilities run by The Scientists Guild of Krakonia(SCGK) , with the exception that this particular research is specific to healing practices and does, in fact, allow for the use of magic in general. Anything and everything that can keep a person alive is something that is at least considered within the KNIH, including magic that many cultures would frown upon, such as necromantic rituals. There is, of course, a difference between saving a life and turning an unmoving corpse into a moving corpse, so those particular reasearch studies tend not to make much progress. There is, however, much research dedicated to making resurrection cheaper, although this is still hotly debated among ethicists due to the implication that if everyone can revive everybody, the circle of life would cease to function and society would be lost anyway.
The KNIH is a well-known facility amongst adventurers in Krakonia, since they are often funding expeditions to try and uncover new means of healing, especially when attempting to gather hard-to-access resources, such as Great Beast Manacrystals . They pay handsomly for such services, to the point that they hope, against all odds, that any hired adventurer will be the last to expose themselves to any serious danger out in the field before research fixes all the world's problems. So far, people are still dying, so, their goals are far from finished, and adventurers still have a job to do.
Due to The Effects of the Dawn , many people from many different trades, disciplines, and backgrounds appeared in Requerm , bringing with them much skill and knowledge pertaining to all topics. One way this has shaped the modern world is with modern medicine, with scientists and researchers leading the charge with bringing a lot of these practices over into Requerm for the benefit of its people. In many ways, this functions like the many research facilities run by The Scientists Guild of Krakonia(SCGK) , with the exception that this particular research is specific to healing practices and does, in fact, allow for the use of magic in general. Anything and everything that can keep a person alive is something that is at least considered within the KNIH, including magic that many cultures would frown upon, such as necromantic rituals. There is, of course, a difference between saving a life and turning an unmoving corpse into a moving corpse, so those particular reasearch studies tend not to make much progress. There is, however, much research dedicated to making resurrection cheaper, although this is still hotly debated among ethicists due to the implication that if everyone can revive everybody, the circle of life would cease to function and society would be lost anyway.
The KNIH is a well-known facility amongst adventurers in Krakonia, since they are often funding expeditions to try and uncover new means of healing, especially when attempting to gather hard-to-access resources, such as Great Beast Manacrystals . They pay handsomly for such services, to the point that they hope, against all odds, that any hired adventurer will be the last to expose themselves to any serious danger out in the field before research fixes all the world's problems. So far, people are still dying, so, their goals are far from finished, and adventurers still have a job to do.
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