Dark_T_Zeratul
Explorer
So in most D&D settings, the gods have physical domains that exist in the Outer Planes. I'm in a situation where I've got a high-level player that's keen on knocking on his god's door and talking to her. Long story short this is something I ultimately want to facilitate for his story, but when I actually sat down to think about how this works, it feels obvious that even though you can visit a god's humble abode (or shining golden fortress) with a Plane Shift spell, actually gaining an audience with them would be immensely more difficult.
Does anyone else have experience with campaigns that have run into this sort of thing, or thoughts regarding it? As an added complication this particular divine realm is in Elysium, which has a curious property that I'll simply quote from the 3e Manual of Planes:
"A nonoutsider on Elysium experiences increasing joy and satisfaction while there. Colors become brighter and more vivid than on the Material Plane, sounds more melodious and soft, and the nature of others seems more pleasant and understanding. At the conclusion of every week spent on Elysium, any nonoutsider must make a will saving throw (DC 10 + the number of consecutive weeks on Elysium). Failure indicates that the individual has fallen under the control of the plane, becoming a petitioner of Elysium. Travelers entrapped by the inherent tranquility and good of Elysium cannot leave the plane of their own volition and have no desire to do so. Memories of any previous life fade into nothingness, and it takes a wish or miracle spell to return such characters to normal. "
Does anyone else have experience with campaigns that have run into this sort of thing, or thoughts regarding it? As an added complication this particular divine realm is in Elysium, which has a curious property that I'll simply quote from the 3e Manual of Planes:
"A nonoutsider on Elysium experiences increasing joy and satisfaction while there. Colors become brighter and more vivid than on the Material Plane, sounds more melodious and soft, and the nature of others seems more pleasant and understanding. At the conclusion of every week spent on Elysium, any nonoutsider must make a will saving throw (DC 10 + the number of consecutive weeks on Elysium). Failure indicates that the individual has fallen under the control of the plane, becoming a petitioner of Elysium. Travelers entrapped by the inherent tranquility and good of Elysium cannot leave the plane of their own volition and have no desire to do so. Memories of any previous life fade into nothingness, and it takes a wish or miracle spell to return such characters to normal. "