I thought this was simply because the priests of the Dark Elf gods simply used Raise Dead and Resurrection. In fact, as I recall, I accounted for that in DarthirĂ¢e's origin story.In general, you would expect a good sized temple to be able to bring back just about everyone killed in a typical PC raid within the 3 day timeframe, unless specific measures were made to prevent that from happening....The same should be true of most places in the world. Why should a royal risk dying by failing the stonebinding ritual, when they have dozens of priests of various friendly gods willing to resurrect them at a moment's notice?
I understood you have to be bound to be raised/resurrected.
I thought this was simply because the priests of the Dark Elf gods simply used Raise Dead and Resurrection. In fact, as I recall, I accounted for that in DarthirĂ¢e's origin story.In general, you would expect a good sized temple to be able to bring back just about everyone killed in a typical PC raid within the 3 day timeframe, unless specific measures were made to prevent that from happening.And I doubt those measures would be easy to pull off on a shaky raid of the Deep. (While Kurn is entertaining in saying he drags hundreds of dark elf heads out of the deep, I'm not all that sure that's believable.)The same should be true of most places in the world. Why should a royal risk dying by failing the stonebinding ritual, when they have dozens of priests of various friendly gods willing to resurrect them at a moment's notice?
About three thousand quest events, and makes the spells kind of weird, too. What I had understood was just that usual "some people don't want to come back." The rule was always that one cannot call back an unwilling soul, so if you have already proceeded onward, then there really is nothing anyone can do. For an even longer time, the spells followed the D&D rules. So we raised not only non-bound NPCs, but NPCs that had been dead for ages, depending on the ability of the cleric. That was cut to three days across the board - ability of cleric has nothing to do with it. Both gain and loss there, in a sense. Even then, there were still, "Sorry, nothing we can do," cases...As far as I know it has not been restricted again.
In some ways this is more realistic too, since others do not actually know whether a character has lost a SS on any given death.
The number of dark elves killed and "regenerating" in the Deep could be due to several reasons, one being that there's just more of them than people suspect. The other is that it's an obvious mechanical compromise to the need for adventurers to kill things, as is the case with most creatures. Particularly powerful creatures like Fisteron probably have their own stones, but the whole goblin/dark elf/giant/kobold/kenku populations most assuredly do not, or at least only a small handful of their numbers even bother with binding.
Historically speaking, the loss of a Soul Strand didn't always show the "wail" VFX. It was added a while back to give you a better indication when Soul Strand loss occurs. It is really an OOC indication there to give you, the player, a visual cue which you can use to RP the feeling of loss that came from that death.But our characters do not see parts of souls, nor do they really perceive the Soul Mother in any way unless she wants to be perceived.
The soul scream is something that only the character who looses the strand should be feeling or experiencing and for all others it is OOC visual.
The visual effect is visible to all players...but it's not really a thing that our characters would see. The same can be said about the white glow that characters have while recovering from death. What our characters would see is a rather sickly pallor to indicate a less-than-healthy state, not a translucent white glow. Again, we have limits in the engine and so to give some kind of easy-to-identify state, we have things like these.