Intermediate Aspect Planes:
Alauki - The Rat's Nest - True to it’s name, The Rat’s Nest is a den of filth of the highest caliber: a run down building shrouded in perpetual half-moon light with everything covered in thin layers of choking dust. Rigged games of dice and poker going on all around, being played by hopeless souls who will never truly understand they can never win. And each time they lose, the are forced to relive a moment in time where they chose their addiction over the well being of themselves and others around them, tormented with the knowledge that they had truly failed in life. The games are run by demons twisted into horrible shapes relating to what they are dealing. The ones who are being tormented by addiction to various substances have said substances constantly pumped through their bodies in fatal doses, inflicting great pain and inflicting death upon them again and again, with the feeling of sobriety and freedom from their pain seemingly always just out of reach. The demons who inflict this torment also physically reflect their tortures. Demons summoned from this realm generally serve as terrifying debt collectors and enforcers.
Lakou - Infinite Estate - A great, white mansion with a red tiled roof, and stained glass windows. Built in the middle of an endless forest filled with uncountable amounts of game that can be hunted for the enjoyment of the blessed souls. The mansion is filled with the “finer things in life” that make up the residents’ accomplishments. Souls who make it into the Infinite Estate are finally allowed to slow down and enjoy the fruits of their labors, whether that be through extravagant activities or indulging in a few harmless vices now and again. The Infinite Estate has butlers that attend to the need of the souls, and they are the celestials that answer the call when summoned by wizards. The summoned “butler” celestials can be put to various tasks such as giving the hard working man working for an honest day’s wage the inspiration he needs to carry on and resist falling into the trap of the “easy way out.”
Cassia - Shimmering Casino - Neon flashing lights and men and women dressed in fancy, tacky outfits serving drinks and food as never ending jackpot bells fill the air only matched by the sound of flowing coins. The Shimmering Casino is always open and ready to pay out! The souls who are fortunate enough to have garnered Cassia’s special attentions enjoy an afterlife filled with close calls, lucky strikes and just-in-time-saves that always seem to fall in their favor. Thieves who dedicated their life to Cassia’s whims, whether the reaped the benefits on a regular basis or not and still maintained their faith, enjoy an afterlife full of on the edge success. The tackily dressed attendants are the celestials that are summoned, and their duties include blessing a burglar with being able to hit that safe combination perfectly on the first try or have a cloud dance over the moon to create just the right amount of shadow at just the perfect time. But they can also be used for nefarious reasons if manipulated correctly, taking away one’s luck instead of nudging it along.
Vetea - The Black Bank - A dark, large and falling apart building filled with vaults that hold the souls of the corrupt, who are forever counting money that they know they will never have. Those who paid tribute to Vetea actively become “dark bankers,” spectres in flowing, black robes that wander the halls of the bank making sure the trapped souls stay where they belong. The fluorescent lights are always flickering and buzzing, the off-white paint is flaking off the walls and the air is filled with the foul smell of stagnant cash that has been rotting in the vaults for an eternity. Dirty money for dirty people. The devils who occupy this realm are hulking monstrosities that act as guards that take care of business the dark bankers cannot. They are also the ones summoned into the real world to act as all around violent thugs.
Gahla - House of the Shining Blade - A great, multi-story house filled with different kinds of weapons and armor that the souls who have come to rest in the House of the Shining Blade can use to perfectly hone their skills for eternity. The halls are lined with famous ancient weapons and pieces of armor, used by champions of old thought lost to the ages long ago. There are no beds and no mess hall; the honorable dead need no sustenance, only a constant honing of their skills. Most of the souls trained here eventually move on to Veiyana’s realm to do battle with Ruotha and his hordes. The celestials summoned from this realm come in the shape of great, winged and armored angels wearing shining silver armor.
Partine- Highest Court - A court house painted white with innumerable marble pillars and a statue of a giant balance sitting at the bottom of a thousands steps that lead up to a large pair of double wooden doors. Inside, the floor is covered in pearl white tiles and the walls are lined with murals that attest to Partine’s greatest “victories” in the name of justice. Partine’s chair sits in the center of the great chamber. In front of the chair sits thousands of rows of benches where the souls who have come to the Court sit and wait to be assigned to the realm of the aspect they worshiped most. Those who either did not worship a specific aspect, only worshiped through lip service, or have had their soul condemned to certain realms for devious actions in their life, are sent to a limbo until they are picked up by the proper “punishing” realm. Great, bulky celestials wearing robes are the guardians of the Court, and it is they who are summoned via ritual. Anyone attempting to summon one with ill intent is hit with a feedback loop that can be deadly.
Burbo - Quarry of Blood and Fire - Souls writhe in pain and eternal toil in the bloody, smoking pits of endless stone that never seem to go deeper into the ground no matter how much stone the chained and whipped slaves remove. The sky is black with smoke from the rock processing factories; trenches surround the quarry filled with rotting bodies and foul waste that fill the air with a constant putrid, oppressive smell that damages the slaves’ morale as much as the demonic slave drivers. Burbo stands on a great spire in the center of the quarry where he can see everything and everyone. Those who worshipped him in life and were successful are turned into the demonic slave drivers,these are the ones who are summoned from the plane via magic. Those who failed him are turned into slaves themselves.
Tjiermalles - Bastion of Freedom - Miles of endless meadows filled with tents of every size and shape. Scattered throughout the encampments, various types of livestock or crops are tended. But one can never seem to find the “edges” of the camp. Tjiermalles resides in a leather A-Frame tent in what’s considered the center of the camp, the broken shackles that once bound him rest beside the tent. Those who were once damned to servitude in life, dying before being freed, rest in the encampment with Tjiermalles. Spirits resembling large men and women wearing torn clothes and rags are the guardians of this place, and it is they who are summoned from it. They wield “procured” weapons that represent particularly nasty slavers that have been served Tjiermalles’ particular brand of justice.
Sellon - Camp Hatred - In a realm of perpetual torrential thunderstorms, spiked battlements and iron and steel walls surround a primitive military camp. The camp is located on a solitary piece of land surrounded by a bottomless trench filled with a mixture of blood, water and waste. Magical fires burn piles of bodies which are constantly being added to and subtracted from, the older bodies being tossed into the fissure. These are the corpses of those fallen to oaths of vengeance. While it is mainly orcs that inhabit this plane, other races appear as well in fewer number. Giant, tusked orcs bulging horrendously with muscles are the guardians of this place as Sollens sits upon an iron throne surrounded by his priests and various kinds of bloodied weapons.
Helena - Palace of Gold - An elaborate palace plated in gold, a giant bell adorning the apex. Priests in white-hooded robes circle the palace, pacing slowly around the dimly glowing hallways. Helena herself sits atop the palace, just below the bell. For every instance of true love proclaimed in her name, the bell is rung. Those summoned from this realm take the form of the hooded priests, wielding great staves. A golden trinket wrapped around their wrist, with a tiny bell identical to the Golden Bell, these celestials are summoned to bring the summoner luck in love--only those with pure intentions earn their favor.
Abaddon - Withering Bog - A fetid landscape filled with dead trees and murky water and populated with mutants of all kinds - animals, humanoids and “beyond.” Bloated corpses idly drift through the waters, giving birth to constant streams of insects. A continual acid rain washes over everything, leaving scars over what it doesn’t outright kill. Those who kill with poison and disease are prone to end up in this realm, tormented forever if they had not shown proper respect to the trollish Abaddon, who stalks the bog beneath the deceptively shallow waters, in life. The mutated and plague addled beasts of the bog are the spirits summoned through Ka, taking so many different forms it is impossible to document them all.
Mavena - Salvation Garden - A wooden dome frame covers the grassy pathway the Gardeners of this plane travel across. Medicinal herbs, plants, and various species of vines grow from the frame. The hills of the Garden offer respite for weary Gardeners, with sturdy benches every so often along the trail. The inclines are steep, however, indicative of the nature of medicine itself. The bespectacled Mavena tends tirelessly to each plant in her Garden, and only the most dedicated to the practice are allowed to aid in her task. Various regions throughout the Garden represent the different regions throughout Perzul. While no guardians can actually be summoned from this plane, praying for their tender touch upon herbal gardens, and the hands of physicians alike can impart their blessing for those deemed worthy.
Plectus - Floating Observatory - A vast library located on top of a cloud that floats slowly through clear and sunny skies with the only access being a staircase that’s broken at the bottom and leads down into the nothingness. The interior is laden with gold, the walls are painted with images of accomplished philosophers and shelf after shelf of books reach high up to the domed ceiling where Plectus sits at a massive desk, with a giant telescope hanging over his head that he can look through to gaze into not only the realm of mortals, but the realms of his fellow Aspects. In the center of the observatory is a large area designated for debate, rows and rows of bleachers surround an open floor where spirits of Plectus’ faithful engage in battles of words. Rumor has it that Plectus keeps watch over the documents of the Librarian himself, keeping them away from the prying eyes of any who might try to take advantage of the infinite knowledge for their own purposes.
Ivin - The Great Workshop - Deep underground a vast network of rooms and workshops make up Ivin’s Great Workshop, where all kinds of devices and weapons are invented constantly, though many are never seen outside of the shop. Great bellows spew smoke and fire, anvils spit great sparks and gears grind loudly. Each room is fully equipped with all the tools any aspiring inventor and blacksmith could ever imagine, and each faithful soul gets their own room, meaning the workshop is constantly expanding and forever churning with new ideas. Guardians of the realm are not summoned directly by Ka-users, but their blessings are bestowed upon creators looking to make something that could end up being useful to mortals. Being Neutral, Ivin does not police what his blessings are used for. Ivin’s personal workshop is a thing of wonder--it’s almost as large as any powerful king’s castle and is filled with tools that have yet to be introduced into the mortal realm.
Serae - Silent Forest - A hazy, overgrown forest with a single sprawling meadow in the center. Wildlife thrives in the forest, with virtually no predatory threats, no tension exists between any residing within these mossy trees. Serae herself lives in the meadow, enjoying the pastoral symphony of birds singing in the distance. Those who find themselves in this realm in the afterlife are required to have led peaceful, temperate lives. When these residents are summoned to Perzul, they appear in the form of a cloaked elven djinn, possessing the ability to calm any soul.
Marcout - The Eternal Battlefields - Black skies over a burned and scarred field littered with corpses and charred remains of warmachines. Marcout rages across the battlefield for all eternity, slaying and reveling in blood. There is no rest on the Eternal Battlefield, and those who find themselves there have no use for it in the first place. It is extremely rare for a soul who did not already pledge itself to Marcout to end up in the Battlefields. His followers, usually mercenaries and genocidal war criminals, follow his lead and take part in his glory---fighting either with or against him. But no matter what, the slain and maimed are always remade whole to be allowed to return to the fray at a moment’s notice. Great demons made of metal and bone act as guardians and most Summoners find them extremely difficult to control without extensive preparation.
Livion - The Highest Haven - Surrounded by a meadow with thriving wildflowers, Livion’s Haven sets up top on the towering mountain. The wooden lamasery in which Livion and her monks pray and train has been painted a bright, vibrant shade of red. the symbol of Livion emblazoned across the entire roof. The trails one must travel to arrive at the Highest Haven are menacing, containing the Pacifist’s Trials the Monks who reside here routinely must complete. When one passes from the mortal plane, one must have lived a life of striving for true peace. The celestial monks summoned from the Highest Haven will only respond to defend those with pure, peaceful intentions.
Klintous - The Heart of Compromise - The monastery on the mortal plane is modeled after the mythical home of Klintous. A multistory brick and mortar mansion sits on an island in the middle of an enormous river (which is split in two by the island). The followers of Klintous reside in this mansion, living a life of peace and luxury afforded to them by their diplomatic skills. This realm’s guardians are rarely summoned and even then the situation must be dire, but when invoked by amateurs (see: not officially trained monks) they are known to soothe volatile tempers during negotiations. However, when invoked and one party is found to not truly be willing to compromise, the ritual fails in a very obvious manner. This situation has been known to worsen conflicts.
Gaan - Endless Road - The Endless Road is a forever winding cobblestone road surrounded by various topographical features. Signs line the road, all contain Halfling gibberish, as none lead to any actual location. All roads lead to the same end--more cobblestone. Small buildings scarcely occur along the Road, providing sanctuary to those guardians who wander. Time slows to a crawl on the Road, with no end ever in sight. Those who travel the Road, however, never seem concerned. Upon death, only those who have dedicated their lives to travel and/or the purpose of discovery find themselves on the road, waiting to be summoned. Upon being summoned, they travel through Ka to aid travellers on Perzul with finding their destination safely.
Vinnchio - The Muse’s Atelier - Vinnchio’s private workshop for his devoted followers to continue to create in after their life ends. Everything and anything a sculptor, painter or writer could ever want can be found here, and a soul’s creative spark is strengthened a thousand fold. The studio itself is a large, open area with windows lining the ceiling. The sun never seems to go down, leaving the room bring with natural light. Vinnchio patrols the floor, offering critique and advice to his followers to help them continue to develop their craft. There are no guardian spirits to be summoned from this realm, but Vinnchio’s name and power can be invoked by an artist to help find their muse.
Exod - Dark Vault of Endless Wealth - A dilapidated bank, its iron walls rusty and decayed. In the distance, inhabitants of this Plane can see a magnificent vault teeming with treasures untold, ripe for the picking. However, as the damned souls make their way towards the Vault through a complicated labyrinth, they are tormented by the souls of the those they cheated. No matter how close they may get to the treasure, Exod--in his throne atop piles of limitless gold and silver, takes pride in observing their torment, making sure that all souls are making their way to the Vault. Those who slack, fall behind, or simply give up, are tortured endlessly until they continue their quest. The guardians who serve under Exod perform the Aspect’s bidding. When mortals attempt to summon Cassian guardians with corrupt intentions in their hearts, Exod’s minions appear instead--unbeknownst to the summoner, cursing their Ka-tricks. The attendants of Exod look very similar to those of Cassia; instead, their eyes are black and empty, requiring a trained eye to recognize.
Teroqi - House of Endless Repast - This longhouse exists in a realm of perpetual dusk and is filled from one end to the other with piles of ever-replenishing food and drink, with entertainers playing music and singing. There always seems to be just enough room to fit everyone in. Due to Teroqi’s nature, as in not having any real dedicated church or following, those who showed great charity in life are allowed to visit Teroqi’s realm as they wish.
Neru - S.S. Constellation and the Galactic Armada - Neru’s caravel, the S.S. Constellation, leads the colossal armada on the Eternal Sea. Her small ship is nimble, as if the wind is always in her favor. Sailors and pirates alike that have dedicated their lives to the sea find themselves aboard their very own boat in the Galactic Armada. Those who had lived with respect for the seas receive their own ship--those who would pollute the sea’s beauty find themselves damned to a state of perpetual drowning for all eternity.
Lepyi, Loj and Lao - House of Cycling Seasons - A house made of paper and wood sits raised on wooden stilts just above the still surface of a clear blue lake. Trees of all kinds sprout from the water and exist in various states associated with the different seasons. There are no animals or fish in this realm, adding to the surreal stillness. No mortal souls reside in the House, and a hub to the elemental planes can be accessed here. There are three rooms--one for each resident--and one large common area where the three meet regularly.
Minor Aspects do not have realms of their own despite having groups of followers as they exist as servants to Intermediate Aspects.