N A V I G A T I O N
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In this world, there is primal magic of Light and Darkness, always in balance. Neither is inherently good or evil.
Light could be considered a force of healing, guidance, truth, and justice, but also a force that is blinding, burning, and merciless. A very external force that burns away obscurity to reveal the incontestable truth for all to see.
Darkness is that obscurity, safety, an embrace of that which is hidden and unseen. It is a more internal force, one that encourages introspection and understanding of the self, provides an opportunity for an individual to grow and flourish into their own person regardless of the world's judgement, away from prying eyes. It is seen as more nuanced, knowing all the stories, seeping into every hidden nook and cranny. But it is also a force that is perceived as encouraging deception and hiding of misdeeds. Not evil itself, but encouraging and protecting evil.
Entities such as Angels and Demons are spontaneously born out of the essence of Light and Darkness, respectively. There are those in between: the Oscuraphim and Lumions, also known as the "the Ecliptic." The Oscuraphim are Angels who have embraced darkness while still keeping their light, while Lumions are the opposite—Demons who have accepted and then coexist with the light. It is possible for both to be born spontaneously, but that is rare; if they are, whichever is their dominant force will most strongly determine their appearance and thus the nature of their existence.
There are four Planes in the world of the Ecliptic: the physical plane, the Light Plane (or Plane of Light), the Dark Plane (or Plane of Darkness), and the Twilight Plane (or Plane of Twilight).
The Planes of Light, Darkness, and Twilight are referred to as the aether planes. They are all interconnected and parallel to the physical plane. In some sense, the physical plane is in the same "space" (as in, not above or below) as the aether planes, even though the two are metaphysically separate existences.
The Plane of Light and the Plane of Darkness can be considered worlds extending from a mirror, parallel and interlocked, with Twilight being a sliver of existence in between. It is not spatially flattened; it is simply a borderline existence in the metaphysical sense.
Angels spend much of their time and come into existence in the Plane of Light. The exact appearance is not exact, as it is a vast plane with many possible environments, but it is always very bright in some way. There is an Angelic "city" called Lux, a place of abstract towers of light and white and gold among soft, white clouds.
Demons spend much of their time and come into existence in the Plane of Darkness. Like the Plane of Light, its form is inexact and varies throughout the plane. It is, of course, always very dark. Some areas have no light at all, some have a faded light at the horizon. The "city" of Darkness is Umbra, full of abstract arches and other constructs of a black, lightless material. What little light there is in Umbra often varies from bluish to purplish hues.
Finally, there is the Plane of Twilight. The world appears to typically be at, of course, twilight. Dusk and dawn colors are common, and physicality is often in clouds and dark stone-like structures. Though there is no major "city" like those of the Planes of Light and Darkness, there is Vespertine, the Nexus of Twilight. Some Ecliptic may make their own dwellings.
Physical matter does not persist well in the aether planes—anything that appears to be matter in the aether planes is still primal essence.
Anything physical that is manifested (such as through an Entity's elemental magic) or brought to the aether planes experiences what is called "aethereal decay," a phenomenon that gradually reduces the object to scattered primal essence. An Entity can maintain physical matter by using their elemental magic to continuously "refresh" the matter, but it is more the norm to construct objects within the ethereal plane. Physical matter can be considered to have a half-life of approximately a month—that is, after a month, half of the matter will be gone. If the amount of matter is less than a fingernail's worth, it can disappear entirely.
Similarly, objects made out of primal essences, save for Entities themselves, experience aethereal decay when brought to the physical plane. Entities can store primal objects in their bodies, which can prevent decay, but if they are separated, these objects can be considered to have a half-life of one day or so.
It is difficult for beings from other dimensions, especially magical beings, to enter the Ecliptic universe. The primal energies form a strong repulsion of other metaphysical forces. However, mundane and mildly magical humans are able to more easily enter and reside within the physical plane; they usually must be brought by other Entities.
Any magical beings that do enter experience a phenomenon referred to as "attenuation." Over the course of a few days, their magic is suppressed; depending on the species, they may still be able to use a weakened form of their magic or they may become outwardly mundane. If they do not leave within a day or two, they will be transformed into a mundane human or the closest mundane creature. They can feel this happening and will generally have ample opportunity to leave if they came on their own power.
For physical beings, their body is actually transformed; for energy beings, elemental energies form a "shell" around them, providing a body with whatever form most closely fits with the rules of the universe. If physical beings are brought to the aether planes, their form will degrade until nothing remains, while energy beings will destabilize; depending on the species, they may be able to re-form outside the Ecliptic universe. If energy beings have the ability to cross dimensions on their own, they can "vacate" the shell at any time, and the shell will degrade into basic elemental energies after a few days.
If an extradimensional magical being leaves the Ecliptic universe, then their magic and original form will return after a few days.
Entities can leave the Ecliptic universe without consequence, though the Ecliptic universe will always feel most congruent with their existence.
Magic largely has two categories: primal and elemental, with soul magic being a part of primal magic. Magic tends to be the domain of the Entities, but approximately 0.1% of mortal beings (including humans and animals) are capable of magic.
Entities are capable of hiding themselves from the sight of mortals and making themselves intangible; mortals with magic may be able to perceive them to differing extents. Some may be able to sense a presence, some may be able to see a faded form but not touch, some may be able to touch but not see the form, some may be able to feel a resistance but still phase through, some may be able to see clearly and touch.
Primal magic is that which manipulates the primal essence of Light and Darkness. The primal essence is more than just "light" and "darkness," however; it is a fundamental essence that influences and shapes the world.
Magic of Light involves manipulation of light and star-related/celestial magic, as well as abstract aspects such as truth, clarity, healing, etc.
Magic of Darkness involves manipulation of shadows and void/nothingness-related magic, as well as abstract aspects such as empathy, introspection, safety, obscurity, etc.
Since souls are composed primarily of primal essence, manipulation of Light or Darkness can also involve manipulation of souls: removing them from a body, forging and severing soulbonds (though souls can resist this or reforge/sever soulbonds through their own will), altering personality, altering magic capabilities, etc. Altering a soul tends to take considerable skill and is often rather unpredictable, however. Magical contracts (including "deals") are also made using soul magic.
Manipulation of primal magic is also how Entities alter their perceivability to mortals (as in, hide from the sight of mortals despite being on the physical plane).
Deals refer to and are synonymous with magical contracts, which are a particular form of primal magic. They are something that any Entity can offer to any other soul. Most commonly, it is from a Demon to a mortal being, and that is typically when they are called "deals," but any Entity is capable of forging a magical contract.
These magical contracts are binding, and all parties must follow through or suffer the agreed-upon "default" terms. If there are no "default" terms originally in the contract, then the basic default is damage to the soul. This can be very painful, reduce magic power, and cause changes in personality. It can be recovered with primal healing magic, but it takes a very long time without assistance.
Some Entities are more principled and will make the terms as fair as possible, while others will try to avoid consequences on their end.
A common use of deals is by rogue Demons to steal others' souls to consume; a soul taken forcefully often suffers significant damage and loses much of its power. That said, an Ecliptic Entity is much better at manipulating souls (due to being able to control all the primal essence in the soul, rather than only one aspect) and may find deals to be a wholly unnecessary affair.
Some non-rogue (or rogue, they can do what they want) Demons and Ecliptic may also make deals with corrupt souls. The terms may involve the possibility of purifying the corruption—usually for the Ecliptic—in which case the soul is not taken. The other result is often giving up of the soul. This can be a rather lengthy and involved process; while Entities are immortal, many forgo the attempt to purify a soul or have it given up willingly, instead taking the soul by force. Non-rogue Demons who make deals with corrupt souls typically do it on the off chance that they can get the full power from a soul willingly given.
Deals are by no means a necessary part of any Entity's life—they may choose to assert their influence and/or guidance through non-binding means as well.
These are non-exhaustive examples of what Entities can do with primal magic.
Universal Primal Abilities (All Entities)
Soul Reading: Perceive the general state, desires, and level of corruption in a soul
Planar Travel: Move between physical and aether planes (with varying difficulty)
Perception Manipulation: Hide from or reveal themselves to mortals
Basic Soul Manipulation: Remove souls from bodies, detect soulbonds
Light Primal Abilities (Angels & Oscuraphim)
Revelation: Force hidden truths to the surface
Purification: Temporarily cleanse minor corruption from souls
Foresight: See possible futures for souls based on their current path
Collective Resonance: Connect with the Angelic collective consciousness
Illumination: Reveal hidden corruption or soulbonds
Guidance Projection: Create visualized paths toward ascension that souls can perceive
Darkness Primal Abilities (Demons & Lumions)
Corruption Detection: Sense corrupt souls across vast distances
Past Sight: See a soul's past lives and actions
Emotional Empathy: Deeply understand and experience others' emotions
Soul Shielding: Create protective barriers around souls to prevent outside influence
Memory Obscuration: Help souls forget traumatic experiences that prevent growth
Twilight Primal Abilities (Ecliptic Only)
Soul Reconfiguration: Alter the primal balance within a soul (extremely difficult)
Soulbond Manipulation: Create, strengthen, or sever soulbonds with greater precision
Soul Reconstruction: Rebuild damaged souls that would otherwise be lost
Elemental magic is manipulation of "elements"—natural phenomena of the universe. There are no formal designations for elements, but it is typically some form of matter (water, stone, plants), energy (fire, electricity, light), absence of energy (darkness, silence, cold), process (growth, decay), or force (magnetism, gravity). It is recommended to look at phenomena described in chemistry, physics, and biology.
They can be broad or specific. Generally, broader elements have more abilities but are weaker.
Note that elemental light magic is not the same as primal Light magic, though those capable of primal Light magic will also be capable of elemental light magic. If an Entity has proficiency in one of the elements related to their primal energies, their skill in that type of magic and general control over their magic is typically much stronger.
Matter-Based Elements
Crystal
Ash
Fog
Glass
Bone
Blood
Dust (microscopic particles)
Salt
Mercury (liquid metal)
Amber
Clay
Energy-Based Elements
Energy (in the physical sense)
Resonance (vibration and harmony)
Radiation
Moonlight
Static (dormant electricity)
Vitality (life energy)
Energy Absence-Based Elements
Null (negation and absorption of physical energies like light, heat, radiation, etc.)
Darkness
Silence/Quiet
Cold
Death (absence of vitality)
Process-Based Elements
Corrosion (breaking down matter)
Decay (natural deterioration)
Growth (organic expansion)
Crystallization (ordered formation)
Transmutation (changing properties)
Oxidation (reaction with oxygen)
Erosion (gradual wearing away)
Purification (removing impurities)
Time (acceleration, slowing, or stopping of time for physical beings or areas; does not normally affect Entities without primal synthesis)
Force-Based Elements
Magnetism (attraction and repulsion)
Momentum (directional force)
Pressure (compression and decompression)
Tension (strain and stress forces)
Vacuum (absence of matter and pressure)
Inertia (resistance to change)
Polarity (opposition of physical forces)
Gravity (attraction between masses)
Levitation (counteracting gravity)
Elasticity (property of returning to original shape)
Friction (resistance between surfaces)
Torsion (twisting force)
Pure elemental magic only affects the physical world and physical beings—it cannot heal or harm Entities. However, with practice, elemental magic can be blended with primal magic to enhance or adjust the effects of their magic and allow for using their primal-elemental magic on other Entities as well. (As a note, primal magic on its own can heal and harm other Entities.)
Primal-elemental synthesis must be unlocked via the Shard Store, except for these cases:
Demons with a darkness element or similar (shadow, shade, etc.)
Angels with a light element or similar (photon, luminance, etc.)
Ecliptic Entities with light (or similar) element or darkness (or similar) element
In these cases, primal-elemental synthesis is present by default.
Light-Based Syntheses
Crystal: Create constructs of crystallized light that can imprison corrupt souls or act as healing chambers
Water: Create purifying waters that can temporarily cleanse corruption or reveal hidden truths when consumed
Resonance: Generate harmonious frequencies that help souls remember past lives or accelerate their journey toward ascension
Growth: Accelerate natural development of souls toward ascension while preserving their free will
Electromagnetic radiation: Radiating an energy that induces a sense of familiarity and harmony, even for other Entities (though the effect is weaker compared to its effects on mortals).
Rejuvenation (restoration of living beings): Advanced healing, and healing Demons without the sting of Light
Time: sending Entities or self to the future
Darkness-Based Syntheses
Fog: Create mists that obscure an Entity's true nature, making them very difficult for other Entities to detect
Magnetism: Pull corrupt souls toward the Entity across great distances, or repel other Entities
Glass: Create mirrors that reveal one's true soul state or allow glimpses into alternate timelines of one's existence
Time: Sending Entities or self to the past
Twilight-Based Syntheses (for Ecliptic)
Air: Create pockets of metaphysical space where Light and Dark are perfectly balanced, ideal for meditation or diplomatic meetings
Gravity: Manipulate the attraction between souls, facilitating temporary soulbonds or helping severed soulbonds reconnect
Electricity: Generate currents that can jump between planes, allowing communication across dimensional barriers
Transmutation: Transform aspects of one's own soul temporarily, experiencing different states of existence
Time: Time travel, sending other Entities to other points in time, imprisoning Entities in a time bubble or time loop (note: Ecliptic entities must disguise themselves if they go to the past, at least for the canon timeline. If they go to the past without disguising themself, it will create an alternate timeline.)
Approximately 0.1% of mortal beings (including humans and animals) are capable of magic. Even those that are capable of magic do not hold a candle to the capabilities of Entities.
If they are capable of magic, it is typically elemental magic, and typically with relatively weak effects compared to the potential of Entities to cause mortal catastrophe.
That said, all mortals (including those not capable of magic) typically have a disposition to one of the primal elements: Light or Darkness. They can have a disposition to both or neither as well. However, having a disposition does not equate to being able to use primal magic; that is an exceedingly rare ability.
Those with a Light disposition are typically more honest, principled, may have a knack for telling truth from lies, may have very good intuition. They also tend to be more extraverted and assertive, but this is not always the case—any personality is still possible. Those with a strong disposition to Light can have supernatural abilities and skills such as true lie detection, a healing touch, truth compulsion (others are compelled to speak the truth around them), foresight (seeing the future), etc.
Those with a Dark disposition are often more empathetic, introspective, and careful. They are often better at hiding or otherwise obscuring the truth and other things. Those with a strong disposition to Darkness may be empaths, mind readers, clairvoyants of the past (seeing the past), and they may also be able to sense the trace of corrupt souls.
Entities have the potential to influence mortal beings to a significant degree, whether using their elemental or primal magic. Individuals—humans, beasts, and other creatures—may then gain unusual characteristics or abilities. These individuals are referred to as Enspirited. These beings are the only natural "magical creatures" in the Ecliptic universe, and they cannot reproduce abnormal progeny—if they can reproduce at all.
Enspirited affected only by Angels can be referred to as Exalted.
Enspirited affected only by Demons can be referred to as Veiled.
Enspirited affected by both Angels and Demons, or by Ecliptic Entities, can be referred to as Apocrypha.
There are a number of ways that Entities can influence living beings:
Alteration: An Entity with elemental abilities that allow them to alter the biology, physiology, and/or form of a living being can change the appearance and physiological characteristics of that being. For instance, an Entity with life elemental magic can continuously extend the life of an Enspirited beast, or they might extend a human's lifespan to 200 years.
Primal Imbuement: An Entity saturates a living being with their primal essence. This can grant them magical sight, minor changes in appearance, and strong supernatural abilities associated with a primal disposition, even if their own disposition does not match the essence they are imbued with. This can be permanent if the essence matches with the individual's primal disposition, unless an Entity removes the essence. Otherwise, the more essence poured in, the longer it lasts.
Binding: An Entity can bind a soul to an individual's body. If they do not also alter the body, this can lead to the Enspirited being eventually left only as bones. While this can theoretically be permanent, any Entity can sever the connection and free the soul.
All these influences can be done with or without consent, but are much stronger and long-lasting with consent. If influencing is done without consent, it tends to last no more than a year. Culturally, however, Entities are usually expected to only create Enspirited by consent. Non-consensual Enspiriting is considered rogue behavior by Entity society and can cause corruption if there is harmful intent and/or harm caused.
All changes are reversible (except in the case of a soul bound to a body with no more life—if severed, the body will completely die). Anything done by an Entity can be undone by the same or a different Entity. Alterations are generally the hardest to reverse, however, as they may involve particular elemental magic and may entail complex or precise alterations to physiology.
Attitudes towards Enspirited can vary. Ordained Entities may create Enspirited to assist with their efforts in the physical plane. All of the Enspirited they create are tracked and logged by Ordained Entities devoted to bookkeeping. They may hunt down "unauthorized" Enspirited (containment, reversion to normal state, or elimination) if they are causing trouble with society. Autonomous Entities may create Enspirited every now and then, though these Enspirited are generally subtle in presence—they do not make public appearances or cause havoc. Rogue Entities may do whatever they like, including creating Enspirited without the consent of the being in question and sometimes making them to cause trouble or work as their minions. These Enspirited are often the ones hunted down by Ordained Entities.
Souls are the essence of self and personality for an individual, composed largely of primal essence. It is also the source of one's magic. Both mortals and Entities have souls, though the souls of Entities have a different nature and composition and are generally more "vast."
The general "goal," so to speak, of souls in this universe is to ascend. This occurs when a life ends and the soul has achieved full satisfaction/self-actualization; the soul then diffuses and becomes part of the collective primal essence of the Ecliptic world.
However, they can also be destroyed in different ways by different Entities:
Angels have a brief window to scatter mortal souls after death or severance from the body.
The Ecliptic can scatter Entity souls with consent and mortal souls even before death, and can also consume souls more easily.
Demons can consume souls.
By being consumed by Demons or the Ecliptic, a mortal's essence loses form and becomes subsumed by the Entity's.
Scattering a mortal's soul is generally frowned upon. It takes considerable power and has a relatively low success rate (a soul may just be partially damaged or scatter and re-aggregate). The essence does not join with the collective source of the universe, instead lingering on the physical plane and causing unnatural soul phenomena such as multiple souls in one body, spontaneous flashbacks of previous lives, and more.
Mortal bodies cannot live without souls:
If a soul that isn't fully corrupt is forcefully taken by a Demon/Ecliptic or scattered by an Ecliptic while alive, the metaphysical trauma causes the body to die instantly.
If a soul is given up as a part of a deal, or if a fully corrupt soul is forcefully taken or scattered while alive, then the body enters a vegetative state and will die in a day or two, unless put on life support.
Angels can only scatter souls after the body is dead and the soul is released, so the body would already have been dead.
Reincarnation refers to the process by which the physical body housing a soul ends, and the soul begins anew in a new body. When a soul is not yet satisfied, this will typically occur. The reincarnation will not have any memories of past lives, though an Entity can manipulate the soul to bring memories back. Humans and animals can reincarnate into one or the other.
Humans cannot be reincarnated as Entities normally, but it is rare but possible for large portions of the essence of a single ascended soul to manifest in a single Entity. The Entity's personality may then have reflections of the mortal's soul. However, since the essence of a single mortal soul cannot compare to the vastness of essence in an Entity's soul, it is usually not enough to significantly define an Entity.
Usually, though, Entities are new beings entirely.
Soulbonds are a metaphysical connection between different souls. It will often lead to increased empathy, understanding, and trust, in addition to a feeling of comfort and closeness. There are different kinds of soulbonds as well:
Spontaneously occurring soulbonds (fairly uncommon, and often undetected): This is much like the concept of "soulmates"—it occurs between those who have not met and often early in life. If they do not meet or do not choose to develop it further, it will remain rather dormant. If the two meet, they can develop some kind of relationship, and then the strength of the soulbond depends on them. It can just be a connection, a significant relationship in someone's life (of any kind), or it can be a deep binding that blends the two's souls into something like one. Some of these occur randomly, and some are retained from past lives.
Natural development of soulbonds: when one truly makes a connection with another, there is always a metaphysical connection built in the soul. These vary in intensity and nature from person to person, but most can be considered connections of family and friendships. Siblings may develop strong soulbonds, given that they are raised together and get along. These can fade over time, but often there is a thread that remains.
Deliberate soulbinding: through magic, rituals, etc. individuals' souls are woven into one continuous weave. This will generally not work if there is not already a fairly strong connection, but this basically skips all the slow build to get to the soul-sharing part.
All these are possible in all cases (any mortal to any Entity or mortal, and any Entity to any Entity or mortal), but Entities can easily manipulate mortal-to-mortal soulbonds and have more control over soulbonds they have with others.
Entities can sense when a spontaneous soulbond forms, which may be when a mortal soul is born or when the soulbound Entity forms, but nothing may come of it if they do not act on it.
Spontaneous soulbonds can only be severed after a first meeting. One from an Entity to a mortal can easily be severed with very little effort from the Entity. A bond between Entities can be severed on one end, but it is much more difficult if it is not mutual.
A corrupt soul is one that "refuses" ascension and prevents others from ascension as well. The "refusal" may not be deliberate or a conscious choice. Corruption can result from and increases as one engages in acts such as manipulation, malicious acts, causing physical and mental harm to others, doing things that prevent themself and others from achieving true fulfillment/self-actualization in their lives, etc. Deliberate murder would also stain the soul. Accidental manslaughter may shake the soul but not necessarily corrupt it on its own.
Both intent and result matters for corruption: deliberately causing harm will cause the most corruption by far, having intent to harm but failing or not acting on it tends to cause traces of corruption, and unintentionally causing harm can cause small amounts of corruption.
The truly corrupt are those who feel as though they get fulfillment by preventing others from reaching fulfillment—but these souls tend to be in obsession, not a true fulfillment, and will never ascend. They will be stuck on the mortal plane to reincarnate over and over until their souls are destroyed, which can be done by Demons or the Ecliptic. Corrupt souls can be removed from a body by force much more easily and with much less damage compared to normal souls, making Demons naturally drawn to them.
Corrupt souls tend to give off a metaphysical "scent" or "trace" that Demons, the Ecliptic, and dark-aligned individuals can detect. Corrupt Entities are possible, and they give off the corrupt trace as well. A few rare Entities may be able to manipulate their essence skillfully enough to hide the corrupt trace and still live among other Entities, but this is extremely unlikely and still risky, as the obfuscation would still not hold under deliberate and focused scrutiny. Most corrupt Entities exist separately from society, often hunted down by the Entities who task themselves with such a duty.
"Rogue" Entities may not be corrupt; an Entity can be considered rogue if they go off and do their own thing, leaving the Demonic and Angelic societies behind. They may be causing trouble and/or inconveniences to other Entities, or go about their way of ascending souls and/or destroying corrupt souls in a very abnormal or frowned-upon way.
All souls can be purified of corruption, but it must be by their own will and not through manipulation of the soul. Trying to remove corruption through soul manipulation may be temporarily successful, but it will only return. Over time, if one ceases their corruptive acts and self-reflects to seek a truer fulfillment for themself, the corruption may fade over time. It is very possible for a once-corrupt soul to ascend.
For more details, see Corruption Mechanics below.
More complex beings with higher cognition have "denser" souls. When harm is caused upon these souls, more corruption occurs. Simple organisms like microbes are essentially biological machines without souls.
When groups make decisions that cause harm to others (whether for the "greater good" or any other reason), corruption is distributed among participants. The distribution is not equal—it scales with both actual and perceived responsibility; institutional actions may corrupt leaders more than followers.
Corruption does not accumulate linearly—one action does not contribute to a fixed percentage increase. Corruption levels can fluctuate based on actions and intent, arising from a combination of intent to harm and actual harm. Much of criminal activity stems from circumstances rather than soul corruption.
Certain repeated actions and levels of intent tend to push people into corruption ranges rather than accumulating infinitely. A soldier who kills thousands of people without any pleasure, for instance, may only have light to moderate corruption, while a child who finds joy in murdering their caretakers may be fully corrupt.
A path to purification and ascension requires genuine desire for change and cannot be forced.
When a soul reincarnates, its corruption level largely carries over to the new life. This corruption manifests differently than active corruption earned through harmful actions—it appears as a predisposition in personality and thought patterns that can make the path to ascension more challenging, but not impossible.
Higher corruption levels at birth correlate with stronger impulses toward harmful actions. These predispositions may manifest as intrusive thoughts, reduced empathy, or difficulty connecting with others. The severity of these predispositions roughly scales with the corruption level from previous lives. As a note, natural personality traits unrelated to corruption (like introversion/extroversion) develop independently.
However, while the initial corruption level influences a soul, it does not determine a soul's path. Conscious resistance to harmful impulses can gradually reduce corruption. Some souls may require multiple reincarnations with conscious effort to significantly reduce their corruption; a devoted Entity may follow that soul through multiple lives.
It can be thought of like this: in a person's life, at birth they are all nature; at the end, their identity might be 50% nature and 50% nurture. Once they die and are reborn, what once was both nature and nurture (their personality and choices) crystallizes into the nature (personality) of their next life. Further nurturing, then, is needed for change.
Entity Corruption from Harming Mortals
Entities can become corrupted, though it occurs much more slowly. The change in corruption is significantly reduced when causing harm to mortals due to Entity soul density, perhaps approximately at 1/1000th of the effect, with the change in corruption leveling off depending on the individual Entity's typical actions and intentions.
Harming more pure souls causes more corruption than harming corrupt souls. Intention also has a strong modifying effect—benevolent intentions lead to minimal corruption accumulation, neutral intent (such as a sense of duty or necessity) can lead to moderate corruption accumulation, and malicious intent (enjoyment of suffering) can lead to more rapid corruption accumulation. Repeated malicious acts can eventually lead to significant corruption, but accumulation is very gradual.
Mortal Corruption from Harming Entities
Actual harm to Entities by mortals is extremely rare due to their power differential. Entities also tend to have different emotional processing and morals from that of mortals, so they are not easily emotionally harmed by mortals, either. However, it is possible.
If harm is achieved, or several attempts with harmful intentions are made, the corruption accumulation in the mortal's soul will be notably greater compared to the accumulation resulting from proportional harm to a mortal, though not to the extent of overwhelming the soul with corruption. The individual's level of corruption will still later stabilize at their usual level depending on their usual intent and actions.
Soul corruption in the Ecliptic universe occurs when individuals engage in acts that prevent themselves or others from achieving self-actualization. This guide outlines the general levels of corruption and their manifestations.
Approximately 60% of all souls
Characterized by common human flaws and minor transgressions that don't significantly impact others' paths to self-actualization.
Examples:
Occasional unkind words
Minor lies to avoid confrontation
Moments of selfishness
Stepping on insects without malice
Gossip without intent to harm
Brief fits of anger
This level of corruption is common in generally good people and naturally fades with time and reflection. These individuals are not targeted by any Ordained or Autonomous Entities for soul consumption or destruction. Many Angels and some Ecliptic may focus on these individuals to give guidance when necessary to help their souls ascend.
Approximately 30% of souls
Involves regular but not severe interference with others' well-being or self-actualization.
Examples:
Workplace bullies
Manipulative friends/partners (without severe emotional abuse)
Internet trolls who deliberately cause distress
Those who regularly take advantage of others
Individuals who knowingly spread harmful misinformation
People who regularly engage in emotional manipulation
This level of corruption can be reduced through genuine reflection and change. These individuals may attract observation from Entities but rarely any intervention.
Approximately 8% of souls
Significant and often systematic interference with others' lives and self-actualization, but not necessarily irredeemable.
Examples:
Abusive partners/parents (with potential for reform)
Con artists who destroy financial security
Corrupt officials who abuse power for personal gain
Gang members who commit violence but maintain some moral lines
Individuals who orchestrate systematic harassment
Those who exploit others' vulnerabilities for profit
These individuals may be targeted by some autonomous Demons/Ecliptic for consumption, though they can still be purified through significant personal change. Angels and Ecliptic may become more directly involved with these individuals, perhaps by disguising themself as human and entering their lives.
~2% of souls
Severe and consistent prevention of others' self-actualization, often with clear awareness of the harm caused.
Examples:
Serial abusers who show no remorse
Human traffickers
Leaders who orchestrate systematic oppression
Those who derive satisfaction from others' suffering
Cult leaders who deliberately destroy lives
Individuals who orchestrate large-scale fraud affecting many lives
These individuals are commonly targeted by autonomous Demons/Ecliptic for consumption. It is difficult but not impossible to purify them, and many Angels or Ecliptic might devote their time to guiding them back towards the path of ascension.
<0.1% of souls
Complete dedication to preventing others' self-actualization, finding obsessive fulfillment in others' suffering.
Examples:
Sadistic serial killers who torture for pleasure
Those who dedicate their existence to destroying others' lives
Individuals who create systems specifically to trap and corrupt other souls
Those who actively work to prevent any form of spiritual or personal growth in others
People who find joy in maximum suffering of others
The fully corrupt are the primary targets of Ordained Demons and Ecliptic, giving off strong corrupt traces that Demons and Ecliptic can sense. They are nearly impossible to purify, though there are Angels and Ecliptic (who may even be of Ordained alignment) who devote all their attention to purifying that soul.