Guidebook

Category: Gameplay & Systems

Character Death


Thread Types

Standard Threads

In standard threads, death isn’t a factor unless you explicitly allow it (per-scene or via a blanket note in your signature). If combat happens, consider stats and play fair. Characters reduced below ~10% HP typically fall unconscious unless you’ve opted in to lethal stakes.

Events

Events aim to be engaging without being lethal. Injury or KO may occur based on choices.

Random Encounters

Random Encounters carry some danger, but death is unlikely unless OOC-signposted in advance so you can opt in (or out).

Divine Threads

Divine threads function like CQ+/MQ+: powerful entities, meaningful stakes, and potential lasting changes. The Loom won’t try to kill you outright—but reckless choices can carry irreversible outcomes, including death if danger is clearly telegraphed.

Core Quests & Main Quests

Core Quests (CQ+) and Main Quests (MQ+) are where the biggest risks live. Severe injury, permanent alteration, or death may occur depending on choices, rolls, and how far you push your luck.

- Staff rolls “behind the screen” and will signal danger tiers.
- Preparation, teamwork, and retreat are valid strategies.

Danger Signals

Behind-The-Screen Rolls

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Danger Tiers

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Preparation, Teamwork, And Retreat

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Requesting Suspense Rolls

Want suspense? Request a roll in #ask-staff or with Dice Maiden (e.g., /roll 2d6+2) and we’ll adjudicate.

Combat Choices

Unconsciousness / Knockouts

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Yielding Or Surrendering

If your character yields, they are protected from death in typical conflicts (duels, skirmishes, invasions). This safeguard does not apply in admin-run CQ+/MQ+ threads where danger is pre-declared.

Aggressors Accept Risk

Characters who initiate violence accept elevated risk. In invasion-style or similarly escalated threads (often CQ+), aggressors may face lethal consequences even if others surrender.

Reckless Choices

Reckless play won’t always kill you—but it can leave scars, injuries, lost gear, or story setbacks. We reward smart risk-taking and characterful caution alike; make choices that fit your PC.

Consequences

Injuries

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Scars And Lasting Changes

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Permanent Alteration

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Character Death

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Special Cases

Companions

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Detox

Detoxing from the potion regimen is in-character dangerous and can be fatal. Out-of-character, this is opt-in. Choose either full narrative control or ask staff/Dice Maiden for rolls to decide outcomes.

Resurrection

Resurrection Passes

If you hold a Resurrection Pass, your character may return from the dead.

The Divine And The Soul

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False Memories

The Loom holds every soul within their weave, and sometimes chooses to (or can be convinced to) release one back into the world. Those resurrected appear at the same age they died, but awaken disoriented—carrying false memories the Loom provides to ease their return with their fresh Thread of the Soul.

Recovering The Original Thread

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Full Memory Restoration

To truly reclaim their past, a character must recover their original Thread of the Soul (see Culture → Religion). After being wrapped in the Buimaju’s near-indestructible webbing, the thread must then be touched with blood at the back of the neck. Only then will it fuse with the Loom’s new strand and restore every memory of their previous life.