Death
When you are killed your body stays where it fell and you wake up in the Fugue Plane. Getting back into the world is Resurrection.
Before you die: your god may catch you
If you have a deity, every death is put to them first. The chance is 10% plus a quarter of your level - 10% at level 1, 20% at level 40. A character with no deity is never caught, and is told so at the moment it would have mattered.
If your god listens you are on your feet where you stood, with six seconds of protection while you recover. If it refuses, and you are lawful good with the Guardian Angel feat, the angel catches you instead - once a day, and only after the god has already refused.
What happens the moment you die
- You are raised where you stood and sent to the Fugue Plane.
- Your body stays behind, on the spot where you were killed.
- You keep everything you were carrying. Two things fall to the ground: another player's corpse you were carrying, and anything you had stolen from a player.
- If you were mounted you are dismounted, an epic summon of yours is destroyed, and your rest timer is cleared.
- A henchman of yours lying dead is raised.
Your corpse
Anyone can pick a corpse up, as long as a large item still fits in their pack. Carried, it weighs exactly what the dead character weighed; put down, it is a body again, and it keeps the dead character's name and portrait either way.
The corpse is what the on-the-spot resurrections need - a spell, a scroll, a wand or a balm used on the body, or the body carried to a Temple Cleric. Those are on Resurrection.
In an instanced dungeon a body would be unreachable once the instance closes, so it is moved for you. If you were the last player in the instance when you died, it appears at your faction's graveyard instead; and when the last member of a party leaves an instance, any corpse still inside is moved to the graveyards.
The Fugue Plane
You arrive dead, and your character is saved to disk as you get there. While you are dead the Fugue is where you belong: leave it any other way and you are put back within the minute.
Nothing living stays there - any creature that is not a player or a DM is removed on entry, and a living character who ends up there is sent back to where they started.
The Guardian is the way out, and what each of its offers costs is on Resurrection.
Deaths that do not work this way
The arena, an event team, a test character, purgatory. No corpse and no Fugue: everyone in the area is told who killed whom, and you press Respawn. On an event team the respawn can be held behind a timer, and you return to your team's respawn point or to your side of the arena.
A PvP kill that does not meet the server's requirements for one. You are raised where you fell with no penalty of any kind, held still for a moment, and told why.
A kill by a DM sends you to the Fugue like any other, but it is not held against a hardcore character.
What a raise costs
Being brought back costs experience, and it never costs you a level - below 40, anything that would is turned into experience debt instead, which you pay off by earning experience as usual. The prices, the options and the debt limit are on Resurrection.
If your character is hardcore
A hardcore character that dies stops being alive. It becomes dying if a Pure Balm can still reach it and lost if it cannot, and either way the death is announced. What the two states mean, and how long the window is, is on Hardcore.