Death, Resurrection, and the Heavens
Intent
In Xeres, death matters. Resurrection is possible, but it is never guaranteed. This module replaces simple "cast and done" revivals with a roleplay forward, high stakes ritual that centers the soul, the living, and the judgement of the Heavens.
- Return from death is rare, costly, and meaningful.
- Mythic power expands opportunities without trivializing mortality.
- Every return leaves a mark.
Access to Reviving Magic
All spells that restore a life (Raise Dead, Resurrection, True Resurrection, etc) have been removed from all class spell lists.
It is a rare occurrence, but it has happened that individuals find these archaic spells on looted scrolls, seemingly as old as time. Its also possible to petition the Heavens through heavy prayer for one of them, though this is commonly ignored. The Heavens, after all, have a grand plan.
The Resurrection Ritual
When the spell is cast, the soul must be called back. The soul attempts a Will save against the ritual DC.
- Base DC: 10 + number of days since death
- If the soul does not wish to return: +10 to the DC
- Body condition: The initiating spell still determines remains needed and time limits.
Up to five living participants make an appeal. Each may choose one type of offering and roll the associated skill. A participant may contribute only once.
| Appeal Type | Examples | Skill | DC | Effect on Ritual DC |
|---|---|---|---|---|
| Emotional / Personal | Confession, shared history, why they matter | Diplomacy | 15 | −2 |
| Memory / Legacy | Story, poem, memorial crafting, anthem | Perform or Profession | 18 | −2 |
| Sacrifice / Oath | Give up something precious, swear costly duty | Will save, or Bluff, or Sense Motive | 20 | −3 |
- Critical success: Double that participant’s reduction.
- Failure: No penalty applied, no increase.
- Hard cap: Only the first five successful contributions count unless mythic expands the cap.
The GM secretly rolls 1d6 to reflect fate’s stance.
| 1d6 | Fate | Outcome |
|---|---|---|
| 1 | Rejection | The ritual fails, the soul cannot return. |
| 2–5 | Silence | No change. |
| 6 | Approval | −5 to the DC, or automatic success if DC ≤ 15. |
- Success: The soul returns and consequences apply.
- Failure: The soul is gone. Only a Second Chance Quest can earn another attempt.
Consequences on Return: Scars
Roll 1d6. Scars are personal and persistent. They reinforce that death has a cost.
| 1d6 | Scar | Effect |
|---|---|---|
| 1 | Frail Flesh | −1 Fortitude, −2 vs disease and poison. |
| 2 | Heavens Bitten Soul | −1 Will, nightmares for 1d4 weeks. |
| 3 | Lingering Void | Reduce all healing received by 1 for 1 month. |
| 4 | Hollow Breath | −2 on Con based checks and −1 HP per level for 1 month. |
| 5 | Graves Echo | −2 vs fear and death effects, permanent. |
| 6 | Mark of Mortality | −1 to one core ability score, chosen by the player. Permanent unless replaced by a later death scar. |
Mythic Interactions
- Tier 1–3: May contribute an appeal from afar through dream, vision, or sending.
- Tier 4–6: Increase maximum appeals from 5 to 6.
- Tier 7–10: If a ritual fails, the party may petition for a Second Chance Quest.
Second Chance Quest
A mythic scale story arc can unlock one final ritual if the first fails. The quest must resolve what binds the soul: retrieve it from a realm, free it from a captor, right a wrong, or settle an oath. Upon completion, conduct a new ritual at a flat DC 15. If it fails again, the soul passes beyond all reach.
Quickstart for Players
- Confirm an eligible spell and remains according to that spell.
- Choose your appeal type and prepare a sincere contribution.
- Know that success brings a scar and an omen, chosen by fate.
- Failure means goodbye, unless a mythic quest can change fate.