Shira
Proven Member
Posts: 101
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Post by Shira on Mar 7, 2014 16:26:32 GMT -5
What's it like to reside in and serve Yondalla in Green Fields? Is it totally peaceful, or is there some amount of strife?
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Post by Munroe on Mar 7, 2014 22:20:54 GMT -5
What's it like to reside in and serve Yondalla in Green Fields? Is it totally peaceful, or is there some amount of strife? Here is the Green Fields entry from the Cosmology chapter of Player's Guide to Faerûn (page 155-156): So, yeah, it sounds like there's not really much strife at all. The celestial planes, including deity domains, are open to visitation by planar travelers though, so hostile entities could still enter Green Fields on occasion. The resonance field effect of Green Fields would pretty thoroughly discourage a lot of trouble for the faithful in their afterlives though. (It only discourages damage-dealing attacks though.)
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Shira
Proven Member
Posts: 101
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Post by Shira on Mar 8, 2014 11:37:31 GMT -5
So, yeah, it sounds like there's not really much strife at all. The celestial planes, including deity domains, are open to visitation by planar travelers though, so hostile entities could still enter Green Fields on occasion. The resonance field effect of Green Fields would pretty thoroughly discourage a lot of trouble for the faithful in their afterlives though. (It only discourages damage-dealing attacks though.) Huh, that's odd to me, because lots of halflings seek adventure and/or fighting. Do you think those ones would venture to other planes or something?
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Post by Munroe on Mar 8, 2014 19:08:51 GMT -5
So, yeah, it sounds like there's not really much strife at all. The celestial planes, including deity domains, are open to visitation by planar travelers though, so hostile entities could still enter Green Fields on occasion. The resonance field effect of Green Fields would pretty thoroughly discourage a lot of trouble for the faithful in their afterlives though. (It only discourages damage-dealing attacks though.) Huh, that's odd to me, because lots of halflings seek adventure and/or fighting. Do you think those ones would venture to other planes or something? Well, once you're in the Afterlife, your days of adventure would usually be over unless you ascend beyond the petitioner status, into some kind of more powerful outsider (celestial or fiend, usually). Petitioners actually cannot leave the plane they inhabit. (It's a trait of the petitioner template.) The write-up on Green Fields says that the halflings there enjoy "peaceful meditation and hard work" so it's reasonable to assume that halflings who were guards, soldiers, or paladins in life might continue serving as guards, soldiers, or paladins in the Afterlife, even if there's little threat most of the time. Petitioner entry from Deities and Demigods (page 55): In the places where a petitioner would normally have one of those variant abilities by plane, the petitioner effects from the planes description applies. Note that the petitioner description says the journey is harrowing for the petitioner. In the Forgotten Realms cosmology, an agent of the god the spirit worships comes and collects it from the Fugue Plane and transports it to the realm of its patron, so that tidbit about the harrowing journey doesn't apply. Halflings are the most "human" of the non-human humanoid races, and, as such, a fair portion may not have patrons from among the Children of Yondalla (the halfling pantheon). Those that don't would have different afterlives than halflings that do worship the halfling pantheon. Many halflings may draw patrons from among the Faerunian pantheon. Quite a few adventuring halflings worship Tymora, who isn't part of the halfling pantheon, but does have a portal to Green Fields and close (allegedly romantic) ties to Brandobaris. Her home realm is "The Quarter of the Great Wheel" in the plane of Brightwater, which is a planar metropolis. I can type up Brightwater but it seems side information at this point. Brightwater is described as "permeated with a sense of freewheeling adventure and frolicsome activity. Brightwater is a place to take chances, to seize the day, and to live life to the fullest."
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Shira
Proven Member
Posts: 101
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Post by Shira on Mar 8, 2014 21:44:54 GMT -5
Depending on the deity, a petitioner may be a calm, untiring, unthinking servant who exists in bliss under the god's care. Not sure how common this type is, does it apply to certain gods?
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Post by Munroe on Mar 9, 2014 11:49:35 GMT -5
Depending on the deity, a petitioner may be a calm, untiring, unthinking servant who exists in bliss under the god's care. Not sure how common this type is, does it apply to certain gods? That's more the norm than the exception. If you look at the petitioner template, petitioners lose all skills and feats. The "exceptional petitioner" bit at the end indicates that an exceptional petitioner may be allowed to retain knowledge of its previous life to serve some specific function in the god's realm. Worshipers have essentially no power over themselves once they turn themselves over to their gods as petitioners. Deities may have their worshipers live much as they did in life, but that isn't always the case. Petitioners generally give up their identities in the afterlife though. Here's a breakdown of the various petitioners from the planes of the Cosmology of Toril (World Tree Cosmology), and this is all from Player's Guide to Faerûn, page 142-165. The petitioner paragraphs are in the quote boxes, and the petitioner properties are summarized or verbatim below that. I've left off the plane of Cynosure, since it has no petitioners. In addition to immunities and resistances, manes have a couple special traits for petitioners: Acidic Vapor (Su) When a mane is slain, it discorporates into a cloud of noxious vapor. Every creature within 10 feet of a slain mane must make a successful DC 20 Reflex save or take 1d6 points of acid damage. No Planar Commitment (Ex) Unlike most other petitioners, manes can leave the plane they call home.
In addition to their immunities and resistances, Arvandor petitioners have DR 5/cold iron and elf racial traits (as described in the Monster Manual).
In addition to their immunities and resistances, larvae have a couple special traits for petitioners: Disease (Ex) Any creature wounded by a larva must make a DC 17 Fortitude save after the battle or contract devil chills. Infernal Wound (Ex) Every time a larva hits with a bite attack (its only attack form), it causes a persistent wound. Any creature so injured loses 1 additional hit point each round. The wound does not heal naturally and resists magical healing. The continuing hit point loss can be stopped by a Heal check (DC 11 + larva's Con modifier), a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a larva's bite must succeed a caster level check against the same DC as the Heal check, or the spell has no effect. A successful level check automatically stops the continuing hit point loss and restores hit points as normal. No Planar Commitment (Ex) Unlike most other petitioners, larvae can be removed from the Barrens of Doom and Despair. Often, they are taken elsewhere to serve as food, barter goods, or basic "soulstuff" for fiendish projects that require an esoteric component.
In addition to their immunities and resistances, Brightwater petitioners have a special trait for petitioners: Entice (Su) A traveler within 100 feet of a mob of Brightwater's petitioners must make a Will saving throw (DC 10+the number of petitioners within range; maximum DC 20) or join the party. While partying with the revelers, those who failed their saves drink, eat, and engage in all manner of pranks and foolery. However, such celebrants take no sustenance, so they suffer the effects of going without food and water. This condition lasts for 101 days or until the enticed character collapses from lack of sustenance. Moving an affected character more than 100 feet from the party ends the effect on him, but he does not leave the revelers willingly.
Clangor petitioners have no unique special qualities beyond their immunities and resistances.
In addition to their immunities and elemental resistances, petitioners of Deep Caverns also have spell resistance 10.
In addition to their immunities and resistances, petitioners in the Demonweb Pits receive a +10 competence bonus on Bluff checks.
Dragon Eyrie petitioners have no unique special qualities beyond their immunities and resistances.
In addition to their immunities and resistances, petitioners in Dwarfhome receive a +10 competence bonus on all Craft checks. They also have the dwarf racial traits (as described in the Monster Manual).
In addition to their immunities and elemental resistances, Dweomerheart petitioners have DR 5/magic and spell resistance 10.
Fated Depths petitioners have no unique special qualities beyond their immunities and resistances.
The Fugue Plane has the following notable planar property: Static. The static nature of the plane allows devils to torment the petitioners without ever ending their suffering.
In addition to their immunities and resistances, Fury's Heart petitioners have the following properties: Special Attacks Any petitioner of Auril or Talos deals an extra 1d6 points of damage (cold or lightning, respectively) on a successful melee attack. A petitioner of Malar or Umberlee gains the ability to rage once per day as a 1st-level barbarian. Other Special Qualities A petitioner of Auril or Talos gains certain elemental traits, while a petitioner of Umberlee or Malar has damage reduction 10/silver.
Gates of the Moon petitioners have no unique special qualities beyond their immunities and resistances.
In addition to their immunities and resistances, Golden Hills petitioners have gnome racial traits (as described in the Monster Manual).
In addition to their immunities and resistances, Green Fields petitioners have DR 10/magic and resonance field. Resonance Field (Ex) Any creature that causes damage to a petitioner on Green Fields through any form of attack suffers wounds identical to those it inflicts and takes identical damage. If a single attack causes damage to multiple petitioners (a fireball, for instance), the attacker takes damage equal to the total inflicted on all petitioners--far more than the damage dice indicate. The resonance field is a property of the plane, not the petitioners, which is why it is noted as an exceptional ability.
In addition to their immunities and resistances, Hammergrim petitioners have DR 5/adamantine.
Heliopolis petitioners have no unique special qualities beyond their immunities and resistances.
In addition to immunities and resistances, petitioners of the House of Knowledge have the following attribute: Other Special Qualities As a special property of the plane, these petitioners retain all of their Craft, Knowledge, and Perform skills, though they do not retain other memories of their lives. Thus, many of them possess knowledge without context.
In addition to their immunities and resistances, House of Nature petitioners have fast healing 2.
Those petitioners in the House of the Triad that are not lantern archons have DR 10/chaotic in addition to their immunities. They have no resistances.
In addition to their immunities and resistances, Jotunheim petitioners retain more Hit Dice than most petitioners. Large giant petitioners have 4 HD and huge giant petitioners have 8 HD.
In addition to their immunities and resistances, lemures have the following traits: Other Special Qualities Mindless, DR 5/silver or good, spell resistance 5, no planar commitment. Mindless (Ex) Lemures are immune to all mind-influencing effects. Unless commanded, they behave as if under the influence of a feeblemind spell. No Planar Commitment (Ex) Unlike most other petitioners, lemures can leave their home plane.
Nishrek petitioners have no unique special qualities beyond their immunities and resistances.
Shadow Plane Petitioners have no immunities, cold resist 10, darkvision 120 ft., low-light vision, and shadow blend. Shadow Blend (Su In any conditions other than full daylight, the petitioner can disapear into the shadows, gaining a high degree of concealment (40% miss chance and a +10 circumstance bonus on Hide checks). Artificial illumination, even a light or continual flame spell, does not negate this ability, though a daylight spell does.
Supreme Throne petitioners have no unique special qualities beyond their immunities and resistances.
In addition to their immunities and resistances, Warrior's Rest petitioners have Regeneration 5. Regeneration The petitioners take normal damage from lawful weapons. The will of Tempus can negate any petitioner's regeneration ability, and such a punishment is usually the immediate precursor of a quick and final death. This fate is reserved for those who show cowardice in battle.
Several sets of other planes include the Zakharan Planes (attacked to the Zakharan Astral Plane) and The Spirit World (which replaces the Astral Plane in Kara-Tur).
There are also demiplanes, which do not have petitioners and can vary significantly.
Then there are Lost Planes.
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Shira
Proven Member
Posts: 101
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Post by Shira on Mar 9, 2014 12:09:40 GMT -5
Alright, thanks, I suppose unthinking bliss is acceptable, means I don't have to worry overmuch about a given god's afterlife, and can just focus on what it's like living with them.
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