Healing items and services are common throughout the realms. They generally follow the standard rates listed, though times of war and scarcity may cause it to change. Culturally, there are few restrictions. Grollen generally cost more, due to their penchant to break things. Half breeds are treated by healers and apothecaries as anyone else (for the most part – half elves mostly so). The physiology between the species is not enough for the healing and treatment of damage to be significantly different. Death is part of the backdrop of the ever warring factions of the realms. Mundane healing cannot, generally, affect character death. Local criminal enterprises are involved in currency, trade, items and services of all kinds, even local banking (money keeping/lending) and in some cases controlling crafters and their goods production.
The following places only allow the sale of healing elements approved/permitted sellers: Northgate Garrison and Southgate Garrison.
The following places DO NOT restrict the sale of healing elements during time of war: Northern Merchant Cities and Southern Merchant Cities. Availability gets scarcer though.
The following places Absolutely restrict the sale of healing elements during time of war: Northgate Garrison and Southgate Garrison. Availability gets scarcer though.
Costs listed for items and services are to purchase the end product, (cost to make [with Proficiency] are listed in parenthesis).
Water of the Living: 200sc/100 for Follower; +50% for ‘Unbroken River’
Apothecary care does not have the most nutritious food, the cleanest accommodations, and constant care. Its typical of that found in small towns and villages.
Hospiltaler care has the most nutritious food, the cleanest accommodations, and constant care. Characters are not allowed to leave their accommodations or do anything but read or similar activity. Its typical of that found in large towns and cities.
d20 Healing Spells: Long Life Thread [impact] > d20 Raise Dead and equivalent/d20 Revivify and equivalent: Creatures with a Long Life Thread (ex: Elves) cannot be targeted by either of these spells (they simply fail) – it takes stronger spells to impact the character enough to bring them back from the dead.
Default COST = [roughly 20% Cost Portion]. A medical field kit is usually in a the form of a satchel that can be easily. It has bandages, a splint, some rubbing alcohol, and the like. It is not intended as a full kit, any character can use its contents with very little skill or knowledge.