The Bridge Company
Petitioners work a bit differently in this game.
Here’s what is commonly known about petitioners:
Petitioners are the souls of the deceased. They tend to resemble an idealized (in the truest sense of the noun ideal) version of the person they were in life. This idealized self is based on two things, as far as we can tell: (1) the petitioner’s identity in life and (2) the energies of their destination plane.
For example, a noble and pure-hearted man dies of Rotting Face Cancer at the age of eighty-five. When he rises in Mount Celestia, he doesn’t resemble an old man, or a Rotting Face Cancer victim, but rather he resembles himself as he did in his prime, and carries with him an air of nobility earned through his life of noble acts.
On the other hand, if you’re an asshole and you die of Rotting Face Cancer at the age of eighty-five, you might wake up as an old man in Ge’Henna, your visage replete with wickedness and Rotting Face Cancer.
The strength of one’s ego also determines what one’s petitioner-self will be like. For example, it is speculated (with some very good supporting evidence) that deceased persons who never had a strong self-concept (e.g., stillborn infants, young children, or animals) rise as petitioners that are more strongly influenced by their destination plane. This is how you end up getting Lantern Archons who are petitioners. Of course, the fates of dead children is an emotionally charged subject, and there is a great deal of argument in the scholarly community on why children who lack enough of an identity to even resemble their former selves have strong enough beliefs to have a destination plane. The kinder interpretation of this is that most child petitioners are reborn in the Beastlands, or in the Outlands, but some more pessimistic sages argue for Limbo.