Death and Dying in Mystwood

Death is a frequent hazard for Characters. Fortunately, your character is an individual with a heroic destiny, and thus not (very) likely to die PERMANENTLY in any given combat. As long as magical healing is available, your character can be restored from all but the most horrible wounds. Once magical healing is used up however, you will have to rely on mundane first aid, and that carries with it a significant risk of death. Thus a wise player will carefully consider when to keep fighting and when to run away.

Wounded - If you have fewer current Health than your max Health, you are considered to be “Wounded”. Tend or Heal can help you return to full health. You will also return to full health after roughly 15 minutes of resting in the town. Outside of town you may rest only if an NPC tells you you are in a place of safety. While wounded you may fight and act as normal.

Unstable - If you have 0 or less Health, you must fall down, preferably far off to the side so that you do not get stepped on. You are only semi-conscious, enough so to sputter a few last words, moan feverishly, and stumble out of the way of combat. After ten minutes of being unstable without receiving healing you reach a Near Death state. Tending and healing still work while you are in the Unstable state.

Near Death and The Book of Life - The Library of Mystwood is a wonder. It rivals that of any lord in size, with many ancient texts, some said to have come from the Library of Alexapolis before it was destroyed. Yet the most treasured tome with in is the Book of Life, said to be a blessed gift from the gods themselves. Many come and attempt to write their names upon one of the book's blank pages, yet few succeed. How the book chooses those who may write in it is unclear, for many a great lord or paladin has been rejected by the tome, while simple peasants may scratch their name in charcoal. In time, the book is filled and the Lady of the Mists brings a new, pristine book. Attempts to remove it from the Library, or indeed any tome, invariably fail.

A new arrival's first act in Mystwood is attempt to write their name in the book. This must be done in their own hand and the person in question must be reasonably literate to do so. If they succeed, (and all player characters automatically succeed) then they are under the protection of the book, and generally assumed to have a reasonable chance for a heroic destiny. One page, (both sides) in the book is dedicated to them.

The moment someone who has put their name in book is about to die (i.e. has bled out, or been struck by the death effect, or one minute has passed since taking a doom effect), they transform to a spirit, and as a spirit journey to the book. During this journey they may not speak. Upon arriving at the library, they must enter the date and circumstances of their Near Death experience into the book, at which point they are fully restored, healed, and renewed.

The power of the book is not unlimited. It can always restore you once per event, for this is the gift of the Goddess of Mercy. It can also restore you once per calendar year, for this is the gift of the God of the Wild, to be replenished by the turning of the seasons. In addition, the Lord of Justice grants that you may be restored once more, but only once more, at any point in your life. The book also cannot restore those who are beyond walking distance from the library. It is possible to lose one's connection to the book - either by acquiring seven Marks of Chaos, or committing a Heinous Act of True Evil.
To Summarize:
One Restoration to life per event, PLUS
One Restoration to life per year, if you die twice in an event, PLUS
Once ever you return to life even if you have used the two gifts above.

Though the lure of the book is great, the risks associated with living in Mystwood more than counter its benefits in most cases.
In time, all mortal kind must die, and in dying, sleep in the grave until the world is made pure of all evil and chaos and the gods awaken them. There is but one exception to this, save for the blasphemy of the Undead, and that is Sainthood. Those who have lived exemplary lives may, upon dying, be taken into the presence of the gods themselves, and then, for a single day, return to walk the land, to teach others of what is good and holy, and to accomplish their last tasks. There have been many, many Saints, and it is through their teachings that mortals come to know the nature of the Gods, to separate what is holy from what is Chaotic, and to know the Gods Will and Plan. Though they have stood in the presence of the gods, Saints remain mortal, and thus they are not infallible, nor are those who record their teachings. The Acrophia of the Saints sometimes contradict each other, and it is only by pondering the lives and words of many saints that one truly comes to know the Gods.

Return to Battle – The book serves little purpose if you cut down in a losing battle, are restored, then rush back to the same battle to be slain again. Therefore, you must wait until the current battle is concluded and all enemies are slain or have departed if the battle takes place near the Library. You may petition a Grey Wanderer for an exception to this if the battle is long.

If None Survive.... It is possible, usually during a mass assault on the Mystwood Keep, for all players to be slain. If this happens you may not be restored to life until the enemy has had a chance to loot the workshops, pillage everything in sight, and carry out any other nefarious designs they may have. During this time the near - dead should stay out of the way. On the plus side, the spirits of the near-dead are almost always safe from any further harm...

Sanctuary – The Book of Life is sacred, and the library is holy ground. Those who are returned to life are safe in the library, and must be granted safe passage out of the town if desired.   

Final Death –  If the Book of Life will not save you, you are dead. Instead of turning into a spirit, you should simply lie there. You should  role-play your body for a while, to allow others to mourn you and swear vengeance, or you may travel as a spirit to the NPC building for a proper funeral. You may at this point make a new character if you wish, and as consolation for the loss of your previous one, the new character may take an extraordinary background, unusual or advanced occupation, or other unique abilities as agreed by the Nine.