Death, Spirits and the Underworld in Berkana | World Anvil

Death, Spirits and the Underworld

Spirits are repped in Berkana with a plain white full mask or half mask, with Blue lighting around the head.

After a 30 second death count has passed, your character will raise as a spirit leaving their body and possessions behind. You must drop all tags and props other than costuming and armor and put on a spirit mask (A white half or full mask with blue lighting). When you are a spirit you must walk towards the Underworld at a reasonable pace, you may still speak and communicate but cannot stop moving unless a spell, ability or blessing interrupts this rule. In general a spirit ignores effects and conditions unless accompanied by spirit damage call and Corporealize.
Characters can have complex interactions with Dying and being a spirit. This article will detail the expanded ways that spirits interact mechanically with the world and how to play a spirit in different scenarios especially when interacting with more complex magic and situations.
 

Returning to the living

Corporealize
If you are a spirit and not in the Underworld you can be effected by Corporealize. this will return a character to the living. They are returned with 1 Vitality and the Eternal Fatigue effect. They also return with any conditions they had prior to becoming a spirit.
Keys
A unique in game item which allows a spirit to leave the Underworld and rejoin the living. Keys can be found in various ways including the underworld itself. If a character has no key while in the underworld they may gain the chance to bargain for one. If a key is used the characters return with no wounds, full vitality and no conditions. Characters who leave the underworld with a Key must inform game organizers. After which they are given a curse marks.
Gate Spell
The gate spell is Unique to the Zodiac school of magic. This opens a portal between the Underworld and the Material plane large enough for the caster and 3 other characters. The Gate spell has two locations, one is the point where it is cast, the other is in a specific spot in the underworld. All characters in the Gate spell move out of game to the Underworld and enter as spirits. Once in the underworld they are in game and can interact. When the Gate is activated again by the caster every spirit on the gate will travel back to the point of origin and corporealize. If the Caster of the Gate spell drops to 0 Vitality in the Underworld the spell closes and a Bell is rung to let everyone know the Gate is closed.
 

Curse Marks

A curse mark indicates you have traveled to and used a key to escape the Underworld. they will last for a full event and are removed at each new log. If you have a a curse mark and are spotted by a specific entity of the Underworld your character may never return.  

The Underworld

The underworld is a physical location on the site but and ephemeral location in the world. Meaning the underworld is a location that cannot be accessed by characters without first becoming a spirit or using the Gate. All spirits must travel towards the underworld and upon entering may not leave on their own accord. You can only leave with a Key or the Gate spell. Corporealize will have no effect in the Underworld. Character spirit combat can only take place in this location.
 

Combat as a Spirit

You cannot attack, use magic, blessings, or skills outside of the underworld. While in the underworld you have full use of your characters skills. When a spirit you cannot die. If your Vitality drops to 0 you instead receive a Long Agony effect. After the effect you are back at full vitality. Spirit damage resistances and other combat information is located on the sidebar.


Items that can travel with your Spirit

You may be wondering how to wage combat in the Underworld when all your gear is left behind. In most cases fighting in the Underworld is incredibly dangerous but there are a few things which travel there. First and foremost are weapons enchanted with spirit damage and Keys. In other cases the object will often describe if it is the exception to the rule of being left behind. Lastly Consecrations travels with the character to the Underworld but only Prayers to Eogyn will work. Passive blessings however still take affect.

Spirit Rules

A spirit is identified in game by a white full or half mask with blue lights on the mask or around the head.
Wound Limit
Spirits cannot take wounds regardless of the characters wound limit.
Vitality
When you become a spirit from death you have full vitality. If a spell or blessing allows you to enter a spirit form your vitality remains the same.
Fortitude
Your fortitude is always your max character fortitude when a spirit

Damage calls

Immune
No call damage
Resistance
Silver, Fire, Ice
Affected normally
Spirit
 

Conditions

Immune
Bleed, Weakness, Gore, Infect, Disable, Stagger
Affected by
Any effect or condition combined with a spirit damage call that they are not immune to.
 

Corporealize

An effect that returns a player character (Recently deceased) spirit back into a mortal, living being.
 

Effects of Corporealize

Once a character is corporealized they have 1 Vitality. They retain all conditions they had prior to becoming a spirit and gain an eternal Fatigue effect that cannot be resisted.