Healers and Medics
Healing Rules
All healing will be executed through role play. Once a player has received a wound, before that wound can be healed, the player must be attended by a Healer or Medic (see combat rules for information regarding receiving wounds). All wounds are removed by applying and removing a bandage for a time allocated by a sand timer. Bandages are a limited resource, so obtaining a sufficient supply will be critical to gameplay. Bandages are applied and a sand timer is handed to the wounded player. Bandages can only be removed by healers once the time has run out.
A Healer is a non-combatant member of their chosen faction who cannot be targeted during fights in-game, and cannot be killed or wounded. The goal of a Healer is to revive the fallen combatant players of their faction so that they can return to battle. If a combatant should strike a healer, the striking player will suffer an instant death. No combatant is immune to injury on the battlefield, be they squire or royal, and swift healing could mean the difference in an army’s victory or defeat. A Medic, however, is a combatant player that can be wounded and is able to apply bandages to wounded combatants but cannot use timers to fully heal a wounded player and is not a member of the Healers guild.
Healers exist within the Sea Lord, Hearthguard, Kingsmen, Ranger, Golthan, Themisian, and Wold Folk factions. The Order of Luminos do not have their own healers, but will have medics and can be healed by healers of whichever faction they are currently aligned with. in 2026 Themisian medics are an NPC-only position. Themisian players cannot be medics. No other factions currently have medics.
While most factions have their own unique culture of healers, all factions will have a Head Healer acknowledged by the Healer’s Guild to assist them in giving information and supplies to their faction’s healers.
Medics
Medics are combatant players who are supplied with bandages by their faction healers. Medics are players who work for their specific faction. Please note: only The Order of Luminos are allowed to have medics. As a rule, if a faction has medics, then they don’t have healers (and vice versa). Medics may apply bandages in the field to wounded comrades. Medics may partially heal their own faction members or faction members of an allied faction.
Applying bandages has the following results:
Applying bandages to a disabled limb, restores the use of that limb. However, the bandage must remain on that limb until removed by a healer. The armor points for that limb are not restored until the bandage is removed.
Applying bandages to a "mortally wounded"/dead player allows them to be "walking wounded". They cannot participate in combat until healed, and they are allowed to walk to the healers under their own power. They should role play being severely wounded until restored by the healers.
If no bandages are available, wounded players may be carried or assisted to their respawn banner, or they can remain in the field until a healer comes to them.
As combatants, medics may be killed and wounded by opponents. Their medic bags (issued by the Healers Guild at Weekend Warrior) may also be looted for bandages.
There is a minimum allowance of five active medics at any one time, but for every ten players over 30 that a faction has signed up, they can have one more medic bag (which allows someone trained as a medic to act as one). Multiple players may be trained as medics and step in if one is wounded.
All medics must attend medic training before being allowed to play the role of medics. This will occur on the first day of the event.
Medics must store all their bandages in their issued medic bag and must have the bag with them when acting as medics. Bandages may be looted from the bag, but the bag may not be taken from the player.
Healers
Healers are noncombatant players who have the ability to fully restore wounded players in the field. Healers can only heal members of their factions - they cannot heal enemy or allied faction members, with the exception of The Order of Luminos or the Themisians. If healers are allied with these two specialized factions, they may heal members of those factions.
Healers are key role players at the event. They are the glue that holds us all together. As a healer, you are a noncombatant and get to move through the different factions with immunity, gather and share information as well and help shape the course of conflict!
Healers may not be attacked, killed, or wounded. If a player hits a healer (or other noncombatant) with their weapon, they are required to lose all health and hit points until resuscitated by a healer. Please note: If you do choose to enter the combat zone, there is a chance you may be accidentally struck! You are not a target, but battles can get chaotic!
Healers may not assassinate other players.
By removing a bandage, healers restore a player to full health (and their armor points are also restored).
Players must return to their respawn banner and touch it to be fully restored. Once they have been bandaged and returned to their respawn flag, they can return to combat with all of their hit points.
Healers will be identified with their white healer's hoods, which they are REQUIRED to wear on the battlefield. The official “white” (natural) cloth used by healers can be found here. No players wearing these items may be attacked.
Note: If a bandage is poorly applied and begins to come undone, that wound "reopens" and a medic or healer must fix it before that limb can be used again.
A Healer’s Kit
Healers must abide by all normal costume guidelines, but as noncombatants, they will not use armor and weapons but rather the tools of their craft. Check out this video from Fell & Fair to see what items you may find useful!