Postea
Postea is the plane of celestials and the dead. This is the afterlife of good and neutral souls, dominated by the vast fields controlled by Bern, the god of the dead. This place is entered by the black shores, Orizon’s dead arrive there and gradually make their way to the fields. Or they are taken further into this afterlife by the agents of the gods to private afterlives.
The Wandering Lands
Past the sands of the shore is a vast terrain of the afterlife, souls that have past abandon the shores and begin to seek out their rest and their reward in the dead fields. Those who entered into the service of gods must too walk through this route. Some travel it with the aid of a guide, some empowered soul sent by the gods to provide them with a path through the afterlife. Demons and devils also creep up into this territory to try again to tempt souls down before the protections of the dead fields block them off.
The exact layout of the wandering lands shifts and changes depending on the soul walking through them, reflecting the conflicts of their life. If two souls meet, the peculiarities of their terrain will mix, forming a new landscape until the two souls on pilgrimage part.
The Dead Fields
Overseen by Bern, the god of the dead and of the afterlife, the dead fields are a massive collection of farmlands. They are the major expanse of Orizon’s afterlife and the fate that awaits most of the souls of Orizon’s dead. The size of the dead fields are mutable, they are precisely as large as they need to be to accommodate the souls that occupy it and there is always more work that needs to be done.
The souls of the dead can be seen wandering this place, working at their assigned tasks in the fields, harvesting the food of the gods and their servants. The labor is endless, and souls are put to the chores that suit them best, or that they choose. Just as one field is harvested, another becomes overgrown and must be cleared and the work continues.
Souls in the dead fields are compelled to work, this effect is not total and can be resisted, but eventually, the spirits will always return to their labor. These endless tasks of agriculture become less and less strenuous as souls forget their muscles and their old lives and eventually become repetitive motions that allow the mind to think freely. This is a system designed to eventually become a sort of meditation, allowing the soul to put themselves at peace and work away their old lives and identities and pass on in peace.
Optional Rule: Forced Labor
While in the dead fields a visitor must succeed a DC 10 Wisdom saving throw. On a failed save they will be compelled to join the souls of the dead in their endless work and will begin tilling the fields or planting crops. If they do not leave the plane within 3 days the compulsion will be permanent.
A calm emotions or remove curse spell will end the compulsion.
The Celestial Garden
At the center of the fields of the dead are grand gates of gold and silver, guarded by powerful angels. Beyond these are the celestial gardens, beautiful places that are home to exquisitely arranged plants from all over the world and attended by the souls of those dead that the gods have honored.
Any within find themselves comforted and with a measure of peace, while at the same time their minds flow more freely, those few who have visited have said that the garden somehow provided them with answers to their deepest questions.
Those seeking information, wisdom, and advice from great heroes and learned mystics attempt to travel to this plane and ask those souls directly. Some enter from carefully hidden portals, others may to receive permission from the gods and travel there directly.
Optional Rule: At Peace
While in the gardens a player must succeed a DC 10 Wisdom saving throw or the peaceful influence of the gardens will distort their perceptions of time. If all visitors fail this check the DM may have the players' exit from the plane be approximately 1D100 years after their entrance. If half or more of the visitors fail the check their return may be one half of 1D100, rounded down.
The Celestial Manor
The home of Orizon’s gods seated inside the center of the gardens. The manor is massive, large enough to house the gods and all of those who serve them.
Each of Orizon’s gods has their own room within the manor, these rooms are powerful demiplanes that reflect the gods who occupy them; Tiad’s room, for example, is a lush underwater palace.
The interior of the manor is palatial, the foyer alone is large enough for giants. The guest rooms are considered to be a literally life-changing experience.
The rear of the manor holds an assortment of apartments, colloquially called the “servant’s quarters.” It is home to those celestial entities and exalted spirits that serve the gods and act as their agents within the world. There are also doors within it that allow these servants to access the god’s rooms discretely.
The Palace’s front doors are powerful portals, opening the doors can create a portal to any location on Orizon’s planar geography, except for the prison of Incancatus.