Death at Zealot

Would that I had died only once. I think my life might have been swifter, but also much easier.

– Cyriaque, Follower of Nepheris and High Priest of Verine

Would that I might die a thousand times more. Each time is better than the last.

– Mona Albright, Follower of Beodhen and Worship Leader of Gu’labir

Mechanics of Death at Zealot

At Zealot, Death is an extraordinary event that helps shape the relationship between the Devout and their Gods. In this section, please find how Death works at Zealot. (The complete rulebook will be updated with this information at its next release.)


There are several ways to die in Zealot. The most common is when you are reduced to 0 Vitality and do not receive any sort of Healing skill.

You also die if you receive a “Death” attack or receive a killing blow (the verbal call “Mandate Death 1, 2, 3, Death” or a variation therein). Occasionally, there will be plots or roleplay interactions that may carry the risk of Death.

Once you have died, you take the Lasting Effect “Death.” As it is a Lasting Effect it cannot be rested off and must be removed (most commonly through a “Cure Death” effect).

Once you are Dead, you may stay as a corpse for up to 5 minutes. If you are not revived with a Cure Death ability, you must turn to Spirit. You may also choose to turn to a Spirit before the 5 minutes has passed.

Once you are a Spirit, you should return to the nearest Shrine as if you are pulled to it. Sometimes Shrines will be clarified within encounter spaces, but there will always be a Shrine in central PC areas. You may move to these Shrines freely. If, while you are walking as a Spirit, someone uses a skill “to Spirit” you should interact with it as is appropriate. For instance, if you are hit with an “Anguish to Spirit,” you must take the effect. You should not stay as a Spirit for more than 5 minutes and should roleplay a consistent pull to the nearest Shrine.

Once at a Shrine, you should focus for 1 minute. You may then call “Cure Death to Self and Purge Spirit.” You immediately gain the Permanent Trait, “Fated.” If you found a Shrine during an encounter, you may return to the encounter; it will be as though you have taken a Short Rest. If you had to leave the encounter to find a Shrine, you may not return to the Encounter, though it will be as if you have taken a Short Rest.

The Fated Trait
While you have the trait “Fated” all of your attributes are reduced by 1. Your Vitality is also reduced by 1. Additionally, you take 1 extra damage from any attack with an Ethereal Carrier Trait.

Within 24 hours of receiving the Fated Trait, you should seek the Deck of Fate and Book of Deeds. These prop items will always be located in a PC common space that will be clarified at game opening. Instructions for engaging will be tagged on the prop items.

If you received the Fated Trait and did not remove it within 24 hours, you should inform staff in your PEL. Every time you receive the Fated Trait on top of an unremoved Fated Trait, your Vitality and every Attribute go down another 1 point to a minimum of 1 point. (You cannot be reduced to 0.) If you have received the Fated Trait multiple times, there will be specifications within the Book of Deeds and the Deck of Fate. If you do not reconcile the Fated Trait in 24 hours, inform staff.

(The only exception to the 24 hour rule is an Out of Game one. If you were not able to access the Deck of Fate or Book of Deeds for out-of-game reasons–such as leaving game early or receiving the Trait at the end of game–your 24 hours starts at the beginning of the next event you attend.)

Some Notes on the Fated Trait
First and foremost, while Zealot is a difficult game in terms of challenge, it is not a punitive game. We want our PCs to enjoy their time, and we want you to explore various aspects of the world.

The Fated Trait, the Book of Deeds, and the Deck of Fate are major plot elements. Out of game, you should expect to die at Zealot and should see it as an opportunity for plot. In game, your character can have whatever perspective that is fun for you and appropriate to your character. However, don’t get discouraged if you have the Fated trait. It’s a chance to explore a part of the world.

Below are the in-game explanations for Death and the associated props. These are things your character might know in-game and may not be completely correct. You can choose to know any amount of this as is appropriate to your character.

Death, Fate, the Book, and the Deck

For as long as anyone can remember, Death has been a strange thing in Circadia. For the vast majority of citizenry, Death is quite mundane, if frightening: most people live out a life of normal age (generally in the range of 70-100 years), fall ill, and/or fall unlucky, and then die. Once dead, there is no resurrection unless the fallen are attended by a very powerful Devout healer.

However, for some, resurrection is (almost) always possible. The Devout, due to their special connection to the Gods, are able to draw upon the Book of Deeds and the Deck of Fate in order to restore themselves to life after what should have been certain death.

The Book of Deeds and the Deck of Fate have been supplied to Mortals since the reign of Zyr’Zane and T’Myrim, more than a thousand years ago. Initially, the Old Gods, when they first alighted to Circadia, provided the two items to Mortals. Zyr’Zane, presenting the Book of Deeds, instructed that Mortals write into it the Deeds which most honestly represent their Devotion. T’Myrim, offering the Deck of Fate, suggested that, by drawing upon the Deck, the Mortals enter into a sustained relationship with the Gods.

Over time, and as the formal Pantheon was established, the Book and Deck became inherently tied to the Devout’s ability to return from certain Death. The histories of this trajectory are unknown. What is known, however, is the general function of the artifacts.

Devout who have called upon the Book and Deck mostly agree upon the following experience, though some have reported strange occurrences deviating from the norm:

Into the Book, those who have become Fated scribe a single deed that represents their Devotion to a God, Gods, or the Pantheon itself. This is an offering to show that they are worthy, in the context of their Devotion, of return. After this, they then draw a card from the Deck of Fate–this card shows them the God that has agreed to resurrect them. After this, they feel their Fated nature fall off of them, as if a great burden has been lifted.

Of course, the relationship between the Gods and Mortals is rarely simple. The Deck represents the Gods who actively offer power to Mortals–currently, there are 22 cards in total, representing the dual aspects of the various Gods. All Gods, in returning Mortals to life, offer either a Blessing or a Favor. To receive a Blessing is to be looked upon kindly; to receive a Favor is to be held in often contemptuous debt by the God offering it. While such things can be reconciled, the Deck of Fate is nevertheless an artifact that causes many Devout trepidation.

There is a story, for instance, of a small city swept by famine after a failed harvest. The Devout who were lucky enough to return from the Death that claimed their kin found themselves frequently drawing the Blessing of Nepheris and the Favor of Kasamei. They decided to offer their services to the Gods: they thanked Nepheris heartily and, as a city, committed themselves to assembling a granary from which the starving citizenry could freely draw. As soon as the granary was erected, the Devout found it full of hearty grain and, moreover, attended by a vigilant black cat (a sign of good luck for followers of Nepheris). So too did the Devout make an offering to Kasamei–they built a Shrine to the Goddess that, specifically, served as a memorial for those departed in the famine. The small city found that, within a few months, the remaining sufferers passed peacefully, and prosperity returned.

Another story is not so pleasant. There was an outpost of Devout who were engaged in battle against Abyssal Corruption. Frequently falling to the Abyssal spawn, they called upon the Deck, in short order, 36 times. Of the 36 times, 26 times Verine’s Favor was drawn. Consumed by the fighting, The Devout thought nothing of it and ignored the minority who wanted to make an offering to the Jealous God. When no such offering was made, the outpost of Devout fell strangely and suddenly ill–the few who survived remain to tell the tale. They warn that the power and patience of the Gods are distributed among the entirety of Circadia. It is wise, when the Gods offer their Blessing or Favor, to assume gratitude and service.

Currently, the Book and Deck are housed at the God Road Shrine. They are available for use by all Devout.

The aspects of the Gods, and their appearance in the Deck, is below.

The Deck of Fate

Beodhen
Ambition (Blessing)/ Arrogance (Favor)

Nepheris
Charity (Blessing)/ Greed (Favor)

Steramestei
Inspiration (Blessing)/ Indifference (Favor)

Kasamei
Compassion (Blessing)/ Indiscretion (Favor)

T’Zyri
Genius (Blessing)/ Deception (Favor)

T’Rer
Honesty (Blessing)/ Tyranny (Favor)

Hyrnedhna
Strength (Blessing)/ Destruction (Favor)

Mynair
Beauty (Blessing)/ Devastation (Favor)

Verine
Loyalty (Blessing)/Treachery (Favor)

Opix
Transformation (Blessing)/ Collapse (Favor)

Gu’labir
Abundance (Blessing)/ Desperation (Favor)

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