Last Rites
“If there are no dogs in Heaven, then when I die I want to go where they went.”
Upon death, the deceased begin a mysterious journey, eventually reborn in a netherworld.
Psychopomps are the subject of theory, as no known force has been present during the travel and the subjects have no memory of the trip; which isn't to say that it can't be interrupted or redirected. What is known is that one does not immediately arise in their netherworld upon the cessation of life. This window permits for any number of interruptions, be it resurrection or becoming undead. Note that the physical body is a separate entity from the soul, and while animating a skeleton may spoil the body for raising purposes, the spirit remains unfazed in its journey. It takes 200 years from the time of death for a sapient to rise in the afterlife.
There are a number of netherworlds, and which one one arrives in (or even what state) is determined by a list of factors in ascending order of precedence
- Location - Each world has an innate tie to a particular netherworld, and barring other obligations, your soul will spawn there. One's sapience will not be retained in the netherworld, and will form in soul veins, as larvae, or some other similar lowly state
- Naming - Frequently done as a birth rite, but naming ceremonies and other coming-of-age traditions fill this same role. These are low-cost practices that must be performed while the subject is alive, but require at least one other participant to perform the rite, and only the most recently performed is considered valid. One's condition in the afterlife is determined by the ceremony, but is limited to nothing greater than a petitioner of CR 1 (or less) with limited memory of their previous life.
- Funerary Rite - These have a strict window of no later than seven days from the time of death, and are more expensive. The benefits and results of this are listed later. Unlike naming ceremonies, they act on a first come - first serve basis.
- Oath - These cover things such as soul contracts, a specialized geas, and the like. One must accept the oath of their own free will, and no amount of direct coercion (magical or otherwise) will work. This is one of the few methods where a person's soul reaches their destination instantly upon death, without the 200 year time span; though usually this means in a gem as per the conditions of their oath. Once an oath is made, all further attempts to influence one's passage automatically fail, along with a manifestation indicating such
Funerary Rites
“Endings are not always bad. Most times they're just beginnings in disguise.”
Regardless of the form, which varies greatly on effects and culture, there is a minimum material cost of 100gp to perform a funerary rite. The body is commonly used, but is not required to even be present. They determine two major aspects of one's afterlife; destination and condition.
The destination is a both which netherworld and a specific 'realm', such as the Asphodel Meadows or the Hall of Odin.
The soul will spawn in the netherworld in the same physical & mental state as the point of death, with all physical ills and afflictions repaired, and all age penalties removed. Their physical appearance will be of any point in their life, as decided upon by the funerary rite, which is usually in their physical prime.
- Petitioner: Character Modifications
Type: The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded & Unliving subtype.
Hit Dice: The character's Hit Dice, BAB, Saves, and skills are all unaffected.
Ability Scores: The character's ability scores are unchanged.
Alignment: The character's alignment is unaffected.
Special Qualities: The petitioner will heal completely every Planar Standard Day (17 hours). This healing can even bring him back from destruction, but if he is slain outside of a netherworld or if his original body is destroyed, he can never come back from the 'dead' by any means. The character may gain additional benefits depending on the netherworld they manifest on, possible benefits that may include any of the following:- Damage Reduction 5/wood & SR 5+level
- Damage Reduction 10/magic
- Spell Resistance 10+level
- Energy Resistance 20, or two at 10
- Fast Healing 1
Level Adjustment: +0
Grave Goods
"I guess you *can* take it with you."
The condition of the petitioner's tomb is also important. If an object is buried with the corpse as part of the funerary rite, and is undisturbed during the entire internment, it will manifest along with them in the netherworld. Such items are called grave goods, and can be separated from them or traded with others like any other piece of equipment. Grave goods cannot create a second generation grave good, though the original can be taken from the tomb to make another grave good. Intelligent items cannot be made into a grave good.
A grave good can be discerned from normal items with a simple
detect magic or a successful Appraise check (DC 20).
* - When I speak of a Planar Standard Day, I intend for the closest equivalent of dawn the netherworld has in that rough time span.