For all of its civilized veneer, Eberron is still a dangerous place. You can be hurt. You can be killed. If the worst should come to pass and you lie broken and dead on the battlefield, here are your options:
- Stay Dead: Your soul moves on to Dolurrh and remains there, slowly becoming one of the amnesiac shades that inhabit the greyness of the plane. Make a new character. In the time between your last PCs death and your new PCs integration to the party, there are options like running a short term NPC or companion character, or even directing some of the monsters in combats to free up your friendly GM to focus on others.
- Resurrection: Through the use of the Raise Dead ritual, your soul is returned to your body. This ritual is not available for purchase by PCs as death is no trivial matter. The NPCs who are able to perform the ritual are few and far between. As a final note on resurrection, it must be said that opening even the briefest of connections to Dolurrh often results in more than simply the target soul returning to Eberron. Sometimes the targeted soul never returns and someone, or something, ends up possessing the body.
- Death by Consent: You should die, but you don’t. If you feel it is appropriate to your character’s story and to the collaborative story-at-large, then you may ask to not die after that third failed saving throw or fall to certain doom. Be ye warned; there will be a permanent penalty of some sort applied to your character. e.g. A player in my first Eberron game decided not to die when brutally cleaved into by a hobgoblin’s blade. Instead he had to fight off infection, fever, and blood loss before being stabilized. He recovered his health, but he never recovered the arm that was lost instead of his life. Rest assured in at least one small way: I will not impose a penalty that makes it impossible to perform your primary role in combat. I welcome input, but as GM I remain the final arbiter on story and mechanics.
- Option 1 is the preferred choice, especially if it is an heroic death.
- Option 2 has been made intentionally difficult to reduce the possibility of the afterlife being treated as though it has a revolving door.
- Option 3 makes for interesting characters with permanent flaws beyond superficial scars.
As with anything pertaining to your characters, if there is anything you would like for your PC to go through (whether they want to or not is irrelevant) then let me know – and of course that includes death!