User:Diarik/Triage Explained
This is a paper written by Diarik Erasto as a summation of his experience in triage.
The Process of New Life
Death
First, determine the nature of your death. A vitality death is easier to handle than a traumatic death (where some body part has been severely damaged, such as a missing neck.) This information is useful to those who help you, if you are one of many.
Second, decide, based on how much time you have before automatic departure, the regional situation, and your position, how feasible it is to anticipate help. If an invasion is underway and you died in an out-of-the-way place, receiving aid in the near future may not be likely. You may decide to depart immediately or wait or call for a friend.
The Cleric's Role
The cleric's role in the process of new life is first to protect a corpse's memories, and then to enact Resurrection.
Disclaimer: Please note that any cleric has the right to refuse service to any corpse.
The Empath's Role
The empath's role is, quite obviously, to heal you. The empath can only do this with sufficient mana to heal themselves simultaneously, and if their body has the sufficient resilience to take the damage you've sustained in the first place. Overhealing is not uncommon when working on a corpse, and an empath should remember that their life is more useful.
Disclaimer: Please note that any empath has the right to refuse service to any corpse.
Raise/Depart
If a cleric is unable to raise you, or an empath unable to heal you sufficiently, departure is a safe option. Be aware of nearby departure points and plan accordingly.
New Life
At the point of new life, your vitality, attunement, fatigue, and spirit are typically quite low. Take some time and let these recharge before you go back out into the field. Spend your time considering the usefulness of favors while you're waiting.
Ready to Fight
You may consider yourself ready to fight when:
- Your vitality is full.
- You have no significant wounds.
- Your spirit is either half full, or a Vigil is active on your person.
Lifecycle of a Triage
A triage has three purposes. First, it is the place where the dead are brought to be dealt with. Second, it is the place where wounded go to be healed. Third and most rare, it is the last resort fallback point.
First Sighting
Usually, sightings of invaders are gwethed. As such, those who typically participate in triage should give serious consideration to keeping an ear on the gweth traffic in case of a call. Sightings give a general indication of what region will be under attack, and thus draws a scrimmage line behind which one should locate the triage.
Triage Location Named. Begin Convergence
Most populated areas have triage locations of tradition, and thus this isn't a problem. However, some places are better than others, and situations change over long periods of time, requiring eventual re-evaluation of past decisions. It is typical, for instance, for a city like Crossing to maintain two triages–one in the Empath's Guild, and one in the Cleric's Guild–even though this practice makes triage efforts difficult. Neither location is good for an efficient triage.
Convergence refers to the movement of triage participants–typically clerics and empaths, though other guilds have their own roles and interests–from wherever they may be to the triage location. Note: There should never be more than one triage location.
Having multiple rooms is usually detrimental to a triage. There are several reasons; the primary one is that any beneficial spells or effects in place in a single room do not extend to another. Thus, secondary triage supports must have their efforts doubled. A paladin needs to create two Banners; Raise Power must be cast twice; two paladins must do Glyph of Mana; and so on.
There are good reasons to intentionally use two or three rooms, as well. An assembly line mentality, for instance, or to try to compensate the hectic atmosphere of a triage. Also, as unlikely as it is, there remains the possibility for a divided front battle, where "behind the lines" is in two places, and thus two triages might have to be set up. Defending Dirge and Crossing from an attack originating from Arthe Dale, for instance, or an attack on Theren and Langenfirth originating from the area near El'bain's Stop.
Protecting Triage
Creating a no-fight zone
There are two simple ways to do this: either cast and maintain a Banner of Truce, or have a Bard sing Albreda's Balm constantly. The effect is to place all persons in the room under a Calm status, nullifying the possibility of violence.
Sealing off the entrances
Combatants should keep an eye out on all possible routes of entry and attempt to keep these lanes as clear as possible. The reason for this is because we need to be able to bring deaders in via dragging, and the draggers should be kept as safe as possible for this.
Safeguarding the line of departure
The "line of departure" is the fastest known route between the place where one departs and the triage where one's grave is. This line should be as short as possible, and if it spans more than one room, be in a protected position. The best example of this is probably the Theren chapel.
Processing the Wounded and Dead - See Section 3
Moving Triage - Falling Back
Keeping Vigil
Standing Down
How does a Triage work?
Empath Readiness
The empaths are the backbone of a triage. Unless an appointed triage leader disagrees, the empaths' requests must necessarily come first during a triage. Why?
- Empaths heal the living wounded.
- Empaths heal the wounded dead.
Without empaths, you have no triage. Clerics are secondary; you only need them for triage when dealing with deaders.
Who is more important than who?
- Empaths.
Empaths are always the most important. When they're returned to life, they add to the strength of triage phenomenally, even a novice. The obvious reason is because the more empaths there are, the more distributed wounds are. - Living fighters.
It's less work to push a living adventurer to Ready to Fight than it is a dead one. Making it possible to send them back out into the fray and add to the opposition against the invasion is preferable. - Living moongaters and triage clerics.
This is a nerve check. Both of these types of triage personnel are heavily dependent on strong nerves to carry out their roles. Typically, further wounds are irrelevant during the heat of triage, and should be ignored. Rejuvers and Raisers are useful for obvious reasons, and Gaters are remarkably useful for changing the topology of a battle. - Dead people.
Corpses should be handled in the same order as above, empaths, then fighters, then gaters and clerics. Note that some clerics should be considered fighters first if they are intent on contributing to the fight, rather than triage. - Everyone else.
People seem to have a knack for figuring triage empaths can heal their wounds when they're busy with a heavy stream of pertinent wounded. If there isn't anyone else, then there is obviously little reason not to touch them up. Unless you don't want to. In which case, don't.
Quarantining Disease
Anyone who notices a contagious disease should immediately inform as many people as possible. This means to shout it out and gweth it; disease is notoriously deadly when left unnoticed for a significant amount of time. An empath should declare a secondary triage to hold quarantine and direct all diseased individuals there. A quarantined triage should have a strong line of departure, but it should not worry about defenses, since they typically become irrelevant. The Infirmary of the Empath Guild is an excellent quarantined triage, as it has been used as such in the past before.
Blessing Weapons
If there are undead invading, a reasonably capable Cleric should make herself available to provide Blesses to weapons. Such a cleric should obviously possess the spell Bless; it is recommended that this cleric further possess multiple cambrinth (of at least 20 mana capacity) and have the spell Persistence of Mana. A bless of 58 streams yields 163 strikes, which appears to be the maximum possible.
Note: Weapon blessings are NOT part of triage. The purpose of triage is to process the wounded and the dead. Weapon blessings are a support staff role. Occasionally, you will find that a triage cleric is willing to help, but their mana usage is generally tied up. The best way is for a cleric to set himself apart from both combat and triage to offer his services.
The Art of Patience
Triage is typically hectic. The order outlined above is one I strongly recommend and, further, folllow because it is logical to me. People generally differ in opinion, and this topic is no exception. Demanding service rarely helps your cause; to remind the triage personnel of your presence is one thing, but to nag them is another. Blessing weapons is not part of triage, and should not be lumped in.
The Role of Indirect Guild Abilities
Some guilds have abilities that they often believe would help out during triage. Some truly are helpful, some are only helpful in certain cases, and others are actually a complete hindrance. This section lays out what I consider to be what.
Paladin's Glyph of Mana
Never hesitate to use this ability when a body and a cleric are present. It only does good.
Cleric's Meraud's Blessing
This ability should be conserved in favor of utilizing devotion for the power perception bonus. The mana gain is insufficient incentive; its primary usage should be to protect triage.
Zephyr and Barbarians
Zephyr is more important than keeping a Barbarian's Inner Fire up. You should announce it if you're casting, and barbarians should step out for the brief moment you cast, or accept the hit gracefully. It is better to have a good Zephyr in the area. In general, triage-friendly spells always supercede the need to be courteous to Barbarians. They should be notified, but this is triage, not a forward base.
Bardic Enchantes
Hodierna's Lilt
This may always be sung or played. A bard should feel free to play regardless.
Albreda's Balm
This may always be sung or played. A bard should feel free to play regardless. However, it should be noted that a Paladin's Banner of Truce spell negates the usefulness of this enchante, and the bard should consider this when selecting their enchante.
Sanctuary
This is generally a bad idea, because it blocks Moon Mage Locates and familiar arrival, both of which may be critical.
Nexus and Naga's Blessing
This may always be sung or played. A bard should feel free to play regardless.
Empath's Raise Power and Alfar Guardians
Always have someone cast Zephyr before casting this spell. Everyone, further, should join the empath casting to maximize the mana gain from it. A gusty Zephyr will regain your full fatigue in three to five pulses, negating the detriments. Patience serves you well.
Compost
Generally, never cast this spell. If a box happens to be on the ground, you'll deliver serious pain to many of the patients, some of which may be in a near-death status as it is. To minimize the risk of aggravating this, it is wiser to never consider Compost as a permissible spell.
The sole exception for this rule is in a well-coordinated triage, where the Ranger and others in triage have an understanding. This exception should generally be considered irrelevant.
Ethereal Fissure
Strictly speaking, no one cares. The spell does not adversely affect anyone, and only aids the amount of mana for Elemental mana users. Never feel obliged to ask before casting.
Locating Triage - Where To Toss the Body
The Necessity of Mana
Mana is critical to the survival of a triage. Bards depend on Elemental mana, Empaths on Life, Clerics and Paladins on Holy. You cripple their ability to contribute without mana. Because Empaths are of primary importance to triage, the chosen location must necessarily have strong Life mana; if an empath says there isn't enough, that's justification for moving. Secondarily, the location should have strong Holy mana, but if this is not possible, then there should be strong Holy mana nearby.
Strategic Locations - The Bottleneck
Invasions move room by room; the creatures spawn at a certain point and move forward from there. Thus, you can safeguard a triage simply by defending a room leading into the triage. This is the nature of the bottleneck.
A bottleneck requires that there be a minimal set of exits into and out of triage; this makes it possible to Seal off the Entrances. For instance, in Crossing, you can hypothetically hold triage inside the Northeast Gate. Why? Because the gate creates a bottleneck: if you can hold the invaders there, they cannot enter the city through it. (I'll leave it to the reader to reason why this location is nevertheless a poor triage. Consider it an exercise.)
Strategic Locations - The Corner
The idea of "fighting with your back to the wall" is remarkably sound. It means that you don't have to worry about an enemy behind you, because the enemy cannot manuever into that position. Thus, places like store shops are surprisingly useful as triage locations, because it's a One-Way Bottleneck. In order to get to triage, you must first get in through the bottleneck.
Strategic Locations - The Escape Route
The problem with a Corner is that there isn't an escape route. A good triage plan includes possibilities of falling back. When the defenders are overwhelmed, or if the invaders do a trick like Yhaman's moongate appropriation, you must have a route of escape to ascertain that triage remains safe. All primary triage locations should include an escape route; all last resort triages will be in a corner.