I'm curious: How do denizens see our characters in terms of being blessed with what essentially counts as 'immortality'(immortality being that we can't truly die unless we suicide or are perma-deleted)? Do they look on us as strange beings wearing the skin of mortals?
For that matter, how would a society with essentially-immortal characters view dying? A hindrance? A minor disease that's cured with a trip to Maya's halls or by the blessing of a priest/personal soulcage/starburst/forestal/alchemist? Would philosophies like 'Die for your cause', 'My life for AiurTe'Serra!' or 'Death before dishonour' have any emotional impact towards your character? Do death threats have as much frightening effect on you as they would towards denizens?
For the purposes of this discussion, let's leave out named denizens. They're another discussion entirely.
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And the last time I laid down a death threat on someone, the reply was along the lines of 'lol go ahead, I'm not gonna leave my city so I won't lose xp!!!', so uh...yeah.
For myself, death was always a sign that there was still improvement to be made in following the truths to true strength etc. etc., but it certainly didn't have any kind of serious connotations attached to it.
Then there is the matter that Adventurers essentially live forever. It's hard to believe no one remembers what happened to Seleucar when some have been alive for 400 years. You can RP out death or final slumber or whatever when you decide to quite the game.
Adventurers can still devote their lives to a cause because "live" implies that part of existence where they are by default "not dead". However dying for a cause does become less of a sacrifice when they can lean on the ever merciful Creatrix to bring them back 5 minutes later.
I cannot cite any instances but I have heard the Guides talk about the same fairies coming back and remember something in a help file somewhere about denizens returning from the Halls of Maya as well I think. I always assumed the nameless denizens were the same ones and not replacements.
This was especially evident with the Vertani, who didn't return to life. It would have been very different if that was normal among Achaean denizens.
Edit: In response to "how would a society with essentially-immortal characters view dying?", I think in Achaea's case (where it's not strictly guaranteed that you'll return to life, just extremely unlikely that you won't), it likely would be seen more as a hindrance than anything else. But given that near-immortality is a fairly recent development (judging from the fact that death is permanent for most of Achaea's recorded history), and the fact that most people are aware of recent examples of permanent deaths (mostly in denizens), it would be reasonable for there to be still be some uncertainty and anxiety about death, even if you've died hundreds of times before.
The problem with "taking it for granted" being an IC thing is that they'll never actually be proven wrong. So really, all it's doing is underscoring a conceit of pure game mechanics.
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Verrucht says in an urbane voice, "When we can be brought back willy-nilly by Lady Maya, by starburst tattoos, by devotionists, by forestals, by alchemists."
Verrucht says in an urbane voice, "Who says there is value in life itself?"
Verrucht says in an urbane voice, "The value is in the exploration of what exists."
You say to Verrucht, "I relish the day you kneel before Maya's throne, and She says simply, 'No.'"
You say to Verrucht, "It has happened. And it will."
Verrucht says to you in an urbane voice, "You bore me with your improbabilities."
Of course, the gravity of that concept is robbed when the mindset @Delphinus mentions arrives.
I disagree. In a world where I have this --
Your Deaths
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To Adventurers: 2049 To Denizens: 449 To Misadventure: 64
-- on my stat stats, it makes perfect sense for my character to not be afraid much of death simply because of how often he faces it. Sure, the voyria death might have been terrifying the first time around, but after the first few hundred deaths, it makes sense for them to simply get used to it as a part of life, because it is a part of life for my character and most of the people he interacts with. I don't at all consider it terrible roleplay for characters to learn not to fear death, since their experiences teach them not to. It would be rather silly to roleplay a character who freaks out every time they risk dying when everyone else is dying and coming back around them.
edit: typo!
The same idea applies to any injury, in my opinion. I'm frequently asked and asking "Do you mind if I break your legs?" or something similar, that in our society could only be taken as a joke and never a serious request. I go hunting (a ridiculously callous and cruel thing to do when you think about it) for mhun or orcs or whatever and I get beaten to within an inch of my life, jabbed with the most deadly venom known to mortals, tied up, stabbed, cut, bashed, tripped, blinded, paralysed, I bleed enough during one trip to be exsanguinated forty times over and yet I see it all as a duty and even an opportunity for group bonding rather than some horrible fate.
Applying normal RL ideas to Achaea can work in a lot of cases, but there are hundreds of occasions when in-game events will, by real standards, be utterly ridiculous and outlandish. In under a month, you can go from a feeb with basic brawling ability to a Transcendant martial artist telepath or a dual-wielding, heart-eating necromancer, but you can't also pick up the ability to call a guardian angel to yuor side. You have to "forget" your previous skills first. Gods walk around shooting brightly coloured fire at people that displease them, their followers calling on Divine power to worldburn as often or more often than they take the tmie to engage in theological debate.
Death is just another area where real-life morals and ideas don't work in achaea's setting. If a character expresses surprise at someone's nonchalance toward death, then my IC response is that they'll learn soon enouch.
EDIT - To actually address the OP properly, I don't think denizens are really any different to adventurers. Most of them die and then come back after praying (which I'm sure is established in writing somewhere), so what is really surprising is when someone dies and then doesn't come back (apart from city guards, who apparently only get one chance, unless the re-hiring cost is considered danger pay or something). When a denizen properly dies and doesn't come back, it's a bit of a shock, because everyone -always- comes back.
Ask Aristia about Eschtar after Arsentar is deposed. Eschtar apparently died fighting Arsentar, then prayed for salvation and returned. Arsentar is trapped as an undead shade, pinned by an arrow and unable to pray.
I've yet to complete the quest, so I'm unsure of details beyond those.
The soul of Ashmond says, "Always with the sniping."
(Clan): Ictinus says, "Stop it Jiraishin, you're making me like you."
A similar idea would be the scale of Achaea's world. You can travel from one end to the other in Achaean hours, but because it's more fun to think of a vast, sprawling world, we try to avoid exact units. Keep it vague, don't give it much thought, and go for what's atmospheric.
But due to intense combat situations native to the game, fast and repetitive resurrection with exp loss is the only sensible way to handle it. Most high level people don't rush into death without regard at least.