Health
======

Nobles have a health rating of 1-100, which indicates how wounded they
are.  A noble with health 100 has no wounds; a noble with a health of
zero dies.  Nobles also have a flag which indicates whether they are
suffering from an illness.  A sick noble will lose some health each week,
while a wounded noble who is otherwise free of illness will recover
somewhat each week.

    Health is shown in the turn report for each noble that the player
    controls.  This is a noble in perfect health:

        Health:         100%

    This is a rather sick noble:

        Health:         38% (getting worse)

    If the noble were cured of illness, this would instead show:

        Health:         38% (getting better)

Medical technology is rather crude in the age of Olympia.  Sanitation and
hygiene are not the best.  Even a minor wound runs a risk of developing
into a serious, possibly life-threatening problem.

When a noble receives a new injury, their health is reduced by the amount
of the injury, and a check is made to see whether they get sick.  The chance
that a character falls ill is (100 - health).  Thus, the more seriously the
noble is wounded, the greater the probability that infection will set in.

Health is updated at the end of each game week (on days 7, 14, 21 and 28).
Sick nobles lose 3-15 health each week.  Healthy but wounded nobles recover
by a like amount.  Each week sick nobles have a 5% chance of fighting off
their illness.

Nobles located in an inn benefit from the rest and relaxation that the inn
provides.  Inns increase the chance of fighting off infection to 10% each week.

Illness can also be cured by spells, special skills, or magical potions.
Sick nobles would be wise to seek out those practiced in healing, and
recover in a nearby inn.

Notes:

    1.  Characters who recover from illness will not suddenly become
        sick again.  The illness check is only made when a new wound is
        received.

    2.  Since the chance that a character becomes sick is based on the
        unit's health after deducting a hit, an already-wounded noble
        stands a greater chance of becoming ill from a wound than a
        healthy one.

    3.  Health is only tracked for nobles.  Peasants, workers, sailors,
        soldiers, etc. are either dead or alive; they have no health
        rating.

    4.  A wound received in combat will be randomly chosen between 1
        and 100.  Wounds received in other activities are scaled to
        match the level of danger involved.


Death
-----

When nobles die, they are buried in a nearby graveyard.  A dead body
exists for one game year, at which point it fully decomposes, and the
dead noble's spirit passes on.

Example:  A dead body rots after eight months have passed, so if a noble
dies in turn 20, his body will decompose at the end of turn 28.

The bodies of nobles lost a sea will wash ashore somewhere, and be
buried by the locals.

Bodies may be obtained from graveyards with the EXHUME command.  Bodies
decompose after one year regardless of whether they remain in the grave
or are exhumed.

Priests may learn a skill to administer last rites, hastening the passing
of the dead noble's spirit.  Some exceptionally skilled priests possess
the ability to resurrect dead characters.

Once a dead body decomposes, or last rites are administered, the former owner
of the noble will get back 1 Noble Point.  NP's are not returned for nobles
who are resurrected or defiled by Necromancy spells.


