Have you played Dragonball T? It has a moderately complicated system of afterlife with quests and events only available to dead characters, Heaven, Hell as well as a form of "purgatory" as visitible maps, multiple ways of bringing yourself back from the dead, and the option of continuing play as a disembodied ghost that can't interact with physical objects.
I have not. I've skimmed the module code very breifly, but that was mostly for descriptors and items. I will take a closer look at it sometime soon.
Hmm. Ok. I'll request that it not be as horribly exploitable as Ultima 4 was. I usually played by robbing, killing and stealing everyone and everything, pillaging the castle treasure for tens of thousands of gold, buying up enough reagents to fill up every spell to 50+ stacks and not paying for them...and then wiping out all the bad karma by giving one gold to a beggar 40 times, repeatedly telling the same person "no, I'm not proud" etc.
I thought that Ultima 4 tracked all the virtues separately, and you couldn't get away with boosting up one to make up for another. The world I'm working on isn't very civilized, so the 'virtues' I'm working on won't be quite as romantic/idealized as the Ultima set. Individually, they probably won't lend themselves toward that same sort of perfect moral conduct, but tempered together they should be a pretty good guide.
I also haven't yet figured out exactly how I'm going to implement this in my world yet. A couple of basic ideas are sketched out but nothing screams out 'Im perfect! Use me!' yet.
What's left to be documented?
I meant the documents I'm working on. They're going to be guides on how to make/edit modules. There's some help up on the wiki, but a lot of that isn't as helpful as it could be. I've made 6 posts to work out what I'm going to work on in what order (descriptors, maps, items, magic, other things, custom code). I've gotten the first 2 more or less complete and posted, and I'm partially done with the third so far.