Death, Resurrection, and the Fear of Fish

I've mentioned before that one of the longstanding player characters in my House of Worms Empire of the Petal Throne campaign, Aíthfo hiZnáyu, recently died as a result of an instant death critical hit. I've also mentioned that this unexpected turn of events was soon followed by the equally unexpected resurrection of Aíthfo by means unknown to the players (including Aíthfo's own player). However, it's not unknown to me, as the referee. While I had not planned that Aíthfo would die – the dice have their own ideas, after all –  I quite quickly came up with a way to make use of his death to develop further my own particular take on M.A.R. Barker's world of Tékumel, as well as to advance the continually unfolding events of the larger campaign.

Strictly speaking, I didn't need to do this and I expect that many diehard old school referees would likely balk at the idea of restoring a player character to life so soon after his demise. More than that, Aíthfo's resurrection required no effort on the part of his comrades, who had decided in the immediate aftermath of his death to seek out some means of reversing it at the next large settlement they encountered. Why rush things? Why not simply wait and see wait happened? Indeed, why not actively thwart the efforts of the other PCs to find a method of raising Aíthfo from the dead? Was I not being "soft" in blunting the cruel whims of fate?

These are all fair questions. I actually have a great deal of sympathy for those who feel that resurrection and similar spells undermine important aspects of gameplay (for RPGs are games and, at least in part, games of chance). In principle, I remain committed to not only the idea but the ideal of random, meaningless player character death, even for PCs of longstanding like Aíthfo. I'm firmly of the opinion that, if you don't want player characters to die in this fashion, why roll dice at all? For success to have any meaning, there must be the real chance of failure, up to and including the death of a player character.

In this particular case, though, there were two factors that pushed me toward bringing back Aíthfo as I did. The first and most pressing was that Aíthfo had died once before and been brought back to life. His original resurrection was a blessing in disguise for the campaign, as it gave me the chance to explore the religion and worldview of the Naqsái people whom the PCs had only just begun to understand. The other players were just as determined as to resurrect Aíthfo from his second death and that didn't sit well with me. Either I'd have to block their attempts at every turn, which felt heavy-handed, or they'd ultimately succeed, which I think would have suggested character death was, at best, a mere obstacle to be overcome rather than a significant event in the campaign.

The second factor is that there were still aspects of Tékumel I wanted to get the chance to explore, specifically the nature of the gods and their involvement in mortal affairs. I began to touch on this during the time of Aíthfo's original resurrection and had been looking for an opportunity to continue to do so. His second death seemed the perfect opportunity and I decided to seize it. Coupled with my unease at allowing Aíthfo to be raised from the dead simply because the rules of Empire of the Petal Throne allow it, I feel like this was a reasonable approach to the problem at hand.

Of course, not everything has gone as expected. Yes, Aíthfo is alive again, but there's something clearly off about him. In last week's session, our 255th, he expressed an aversion to fish. This aversion was born out of the sense that fish can't be trusted: they're everywhere in the sea and they were following him. He, therefore, refused to get on the sea vessel the characters were using to travel to the Isle of Sweet Gentility (aka the Isle of Ghosts), because it would bring him closer to the fish he now feared. Only swift thinking by Znayáshu, who offered Aíthfo a "magical" bone of fish warding – an ordinary cat bone that he had in his divination bag – convinced him to board the ship and continue their journey westward along the coast of the Achgé Peninsula.

Aíthfo's ichthyophobia is a consequence of his resurrection – and a clue as to its nature. No one has yet figured out what it means or what it might presage, but there will be consequences in the weeks to come. Since hitting upon the idea behind all this, I feel much less uncomfortable with bringing Aíthfo back from the dead than I might otherwise have. There's a real benefit to the overall campaign, not just to the player characters. Plus, it makes better sense within the world of the campaign; it has meaning. For me, that's far more important than any other consideration.

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Published on February 03, 2022 09:00
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