N A V I G A T I O N
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This world can be considered an "urban fantasy" in which Entities exist as myths and legends to a modern world much like ours, with the present day being the same as ours. That said, while religion still differs from culture to culture, Entities (Angels and Demons, mostly) feature prominently in superstition and it is common for even the most secular to have a sense that there is something supernatural in the world.
Angels spend much of their time and come into existence in the Plane of Light. 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. 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.
The Ecliptic have a home in the Plane of Twilight. Though there is no major "city" like those of the Planes of Light and Darkness, there is Vespertine, the Nexus of Twilight.
All Entities can enter any plane, but Angels have difficulty entering the Plane of Darkness and Demons have trouble entering the Plane of Light.
Angels and Demons have formed separate but interlocked societies that eventually came to cooperate in an attempt to help mortals ascend their souls or reincarnate if they are unsatisfied, and to find the corrupt/malignant souls to be consumed and thus destroyed. Some individuals are very trusting and cooperative, while some are wary of others.
Angelic, Demonic, and Ecliptic factions each have their own rules and ways of enforcing order, though many enforcers collaborate across factions. There are cases of rogue Angels inflicting mass destruction and rogue Demons making deals or otherwise tempting souls into their grasp, but overall the system works fairly well.
The Ecliptic tend to be fairly independent; they stand out in contrast to both Angels and Demons, after all. Typically, they will spend more time interacting with other Ecliptic beings, but they may interact with anyone they wish.
For specific roles in each society, you can see Lore Roles.
In each aether plane is a Nexus, a central structure where Entities congregate.
Lux is the central "city" of Angels. It is composed of abstract towers of light and white and gold among soft, white clouds. There are numerous clusters of the abstract towers where Angels congregate, with the largest cluster and the largest towers forming the Lumen, a central area for Angels.
All Angels have a slight connection with each other, given their shared source. To some extent, they can understand each other's thoughts and intent, though they are able to shield this connection. In the towers are Resonance Chambers where the connection can be enhanced, however, allowing all Angels in resonance to experience a cohesive, connected existence—sharing all their thoughts and emotions. Typically, only Ordained Angels and Ecliptic take part in the Resonance.
The Angelic order is maintained by the Luminous Council, a group of Angels who maintain a degree of Resonance even beyond the Resonance Chambers. With their collective will, they decide on matters of society and order, not requiring any open debate.
Umbra is the central "city" of Demons. It is structured around bottomless chasms with towering spires of shadowstone, a black, lightless material. What little light there is in Umbra often varies from bluish to purplish hues, though Angels and those who rely on vision would have trouble navigating. The most towering spire is Obscurum, a central area for Demons where the Abyssal One resides.
Umbra is full of pools of a deep black liquid. A Demon can resonate with these pools to peer into the metaphysical threads of the universe, allowing them to seek out the traces of corrupt souls.
The Demonic order is maintained by the Shade Conclave. Leaders arise through a mix of pure power, combat, and effective leadership. The Demon that leads the Shade Conclave is referred to as the Abyssal One, and the position cycles between a number of incredibly powerful Demons that more or less take turns ruling and going out to hunt souls. The Abyssal One carries a metaphysical stigma, marking them as the ruler of Demons.
Those who once held the position or are reasonable contenders are referred to as the Shadows. Shadows can challenge the Abyssal One at any time, though the Abyssal One tends to have a court of several powerful Demons to ward off pointless challenges while they try to maintain order. If the Abyssal One dismisses their court, it is a signal that they are ready for their turn to end.
The Abyssal One essentially makes executive decisions for Demonic society, though their stigma carries a degree of noblesse oblige—they must heed the wills of Demons who wish for their voices to be heard. Every now and then, they call an Assembly, where Demons can attend or resonate remotely through a pool made of their magic. There, Demons can speak all the words they wish to convey to the Abyssal One, who will be able to hear and understand them all with the influence of their stigma.
Urivae's court, given the name of Sombrum Court, is the current active court. Click to expand for more information. If you wish to develop your own court, you may consider Sombrum Court for inspiration.
Sombrum Court is an eclectic bunch. Urivae does not particularly care about their personality or their history—or, they do as a personal interest, but not as a factor in accepting them. What is most important to Urivae is commitment and competence. All of Urivae's Whispers are deeply committed to their role, self-motivated in their duties, and reliable when called upon.
There is a minimum threshold of power needed to enter Sombrum Court, but they do not mind accepting weaker Demons if they can fight smart or protect Urivae in other ways. In order to join the court, the Demon must spar with Urivae. That, already, filters out many who do not have the backbone to face the most ancient Darkness.
Those who do take that step face a very difficult fight. Urivae is almost always toying with them, not in a way that is demeaning, but in the sense that they are so powerful that it barely takes effort for them to fight. Urivae always talks during these spars, seeing how the Demon responds—it is, in a sense, an interview. Some spars last for minutes, some for hours, some for days; whether words are exchanged or not, an understanding is always achieved between them with every exchanged blow. The spar only ceases when the contender surrenders, Urivae subdues them, or Urivae calls for the end of it. The outcome does not determine Urivae's decision; a surrender does not always lead to rejection. Urivae decides based on the prowess they experienced and the understanding they gained.
If Urivae accepts the new Whisper, they will place a metaphysical mark on their soul. This links them to Urivae, allowing them to share thoughts if desired (like a mental group chat that they can tune into), and allowing Urivae to summon them any time. Whispers can resist summons, but it is very uncomfortable.
Sombrum Whispers can retire at any time. All they technically need to do is use their energy to cleanse the marking from their soul, but most will personally go to Urivae to resign. Some walk their own path, and some continue to be social with other Sombrum Whispers.
While Urivae is the Abyssal One, their Whispers spend most of their time with them in Obscurum, the central tower of Umbra. They are free to wander around and engage in any activities they wish, including talking to advisors, playing around with each other, reading, exploring the Plane of Darkness for new Demons, and more.
Urivae will socialize with their Whispers with some frequency, though their relationship with each Whisper can differ. With different Whispers, they might have a more professional relationship, a deep personal friendship, a physically intimate relationship, or something else or some combination of them.
Unfortunately for Sombrum Court, Urivae has something of a tendency to disappear to who-knows-where every now and then. They are always present when they are truly needed, but they might vanish for days at a time, sometimes visiting the physical plane, sometimes even visiting Ilumiel in the Plane of Light. These disappearances can cause a fluster within Sombrum Court, since Urivae can easily suppress the connection they have to have some privacy. Whenever Urivae returns, they tend to laugh off their court's concerns, perhaps even patting them on the head.
While Urivae is a Shadow—not the current Abyssal One—their court tends to split off. Many might hunt for corrupt souls to gain more power or otherwise fulfill Ordained duties, or take the "time off" to relax and do nothing in particular, or noodle around for fun.
Some continue to follow Urivae, though they do not wait for them or deter them. If they find or catch up to Urivae, then Urivae will accept their company easily. Just as easily, Urivae will slip away in the shadows without a word.
The Plane of Twilight is a realm of eternal dawn and dusk extending to the infinite horizon, spotted by clouds and structures of dark stone. There is no major "city," but Sekriel and Bellat constructed Vespertine during the early Eclipse Era; it is a decently large complex of structures consisting of interconnected sanctuaries and gathering spaces, built of both crystalline light and shadowstone. These materials intertwine in impossible ways, creating structures that seem to exist in a state of perpetual transition between light and dark.
At the heart of Vespertine lies a pool of liquid twilight—neither light nor shadow, but something in between—that allows Ecliptic beings to peer into the metaphysical threads of the universe. Unlike the pools of Umbra that reveal corrupt traces, or the Resonance of Lux that connects Angels, the Twilight pool offers visions of both Light and Dark, allowing Ecliptic to perceive the full spectrum of souls' journeys toward ascension or corruption.
The Ecliptic maintain order through Confluences, gatherings where any Ecliptic may attend and share their thoughts. During these meetings, attendees enter a state of partial resonance—less complete than the Angels' Resonance Chambers, but more directed than the Demons' Assemblies. In this state, they can share their perspectives while maintaining their individual identities, reaching agreements through understanding rather than authority.
These Confluences often result in loose coalitions of Ecliptic who agree to work together toward common goals, whether that involves mediating between Lux and Umbra, guiding souls, or maintaining balance in the mortal realm. Unlike the rigid structure of the Luminous Council or the hierarchical rule of the Abyssal One, the Ecliptic's organization remains fluid.
An Entity's alignment describes how they align with the principles of their society. In lore, these are labels that Ordained Entities may use to describe other Entities. Meta-wise, an Entity's alignment can guide the sorts of roles they can play in Entity society and what kinds of relationships they tend to have with others of certain alignments.
Their alignment can change over time, though it is a general characteristic of personality and behavior, so a drastic change is not common.
For more info, see Lore Roles.
Ordained Entities are those who are strongly order-aligned, following and/or enforcing the established systems in Lux and Umbra. They may play a part in changing existing systems through negotiation and peaceful methods as well. There can be Ordained Ecliptic, participating in Confluences and taking on various duties.
Ordained Entities tend to work in more formal roles, acting as negotiators and ambassadors, enforcers, and more. When they become involved with mortals, they follow the principles set by their faction as best as they can.
Autonomous Entities work within the framework of order but maintain their independence. They might respect the structure or not want to cause conflict, but prefer to handle matters their own way. While they may not follow the principles of their faction to the letter, they do not violate them egregiously, either.
An autonomous Angel, for instance, may take on the role of a religious idol for a religion or cult and directly teach and guide them towards ascension. An autonomous Demon might strike deals with corrupt souls to have some fun with them instead of reaping their souls as soon as possible.
Rogue Entities are those who disregard order. They leave their societies and act independently, violating the principles of their original faction. They are not necessarily corrupt, but a defining trait of rogue Entities is that they violate the agreed universal principles of all factions.
Rogue Angels might, for instance, unleash their Angelic power to cause mass destruction, perhaps with the goal of sending an irredeemable society to their next reincarnation. Rogue Demons might coerce or tempt mortals into deals, whether they are corrupt or not, to give up their souls.
These are the general principles established by each faction. Ordained Entities follow these closely, while autonomous Entities may bend the principles, perhaps directly violating secondary principles. Rogue Entities violate even the core principles directly.
The Luminous Tenets are devised and revised by the Luminous Council, maintained by the Wardens of Lux, and carried out by the Beacons of Light.
Core Principles
Do not kill mortals who have the possibility of ascension.
Guide souls toward ascension, not corruption.
Honor each soul's path to self-actualization.
The fundamental duty of Angels is to guide souls toward ascension through illumination, protection, and intervention when necessary. Respect the sacred nature of each soul's journey, guiding them gently as they walk their path of spiritual growth towards self-actualization across their lifetimes. Angels must never deliberately prevent ascension, harm those capable of redemption, or manipulate mortals as mere tools for their own purposes.
Secondary Principles
Use the gentlest touch needed to illuminate the path.
Do not interfere where self-discovery is possible.
Share knowledge among the worthy.
Maintain harmony with all Light.
Rogue Behaviors
Angels who violate the core Tenets are designated as rogue by the Council and actively hunted by Wardens. Activities that may lead to a rogue designation include, but are not limited to:
Killing mortals indiscriminately or targeting those near ascension to force them into another lifetime of struggle.
Preventing souls from ascending through deliberate interference.
Scattering souls without justification.
Feeding non-corrupt souls to Demons.
Pushing souls toward corruption by encouraging harmful behavior or inflicting trauma that breeds malice.
Treating mortals like game pieces, such as by turning them into Enspirited servants or manipulating them without regard for their autonomy as sapient beings.
While not grounds for rogue designation, certain behaviors draw disapproval from Angelic society. These include protecting the corrupt without any attempt at redemption, excessively interfering in mortals' lives even with good intentions, fraternizing with known rogues, and engaging in dishonesty or deception. Such actions may result in disapproval from Angelic society, but will not result in any action from Wardens.
The Stygian Precepts are devised and revised by the Shade Conclave, maintained by the Soulhunters of Umbra, and carried out by the Reapers of Darkness.
Core Principles
Hunt only the truly corrupt.
Do not deliberately lead souls into corruption.
Consume corrupt souls before they can spread harm.
The fundamental duty of Demons is to consume corruption before it spreads, serving as the universe's purifiers by hunting and destroying souls that have become irredeemably corrupt. Identify, pursue, and eliminate corruption while ensuring you never become the source of the very evil you are meant to destroy. Demons must never consume pure souls, deliberately create corruption where none existed, or use their powers to harm the innocent and redeemable.
Secondary Principles
Do not cause unnecessary suffering to those undeserving.
Respect power but do not abuse it.
Honor challenges and transitions of authority.
Maintain the balance of Darkness.
Rogue Behaviors
Demons who violate the core Precepts face pursuit by Soulhunters and judgment by the Abyssal One. Activities that may lead to a rogue designation include, but are not limited to:
Consuming non-corrupt souls, often driven by hunger, convenience, or hedonism rather than duty.
Killing indiscriminately or specifically targeting souls to push them toward corruption or prevent their ascension.
Creating Enspirited servants to kill, kidnap, or brainwash humans, sometimes positioning victims for easy consumption.
Actively spreading corruption by making deals with pure souls or using influence to turn the innocent toward evil for personal benefit.
Using Demonic powers to harm the innocent and redeemable without justification.
While not grounds for rogue designation, certain behaviors earn disapproval within Demonic society. These include causing unnecessary suffering to humans or weaker Demons, making deals purely for pleasure without the intention of consuming a corrupt soul, protecting the corrupt from harm, and revealing others' private details, secrets, and other personal information. Such behavior may garner consternation from Demonic society but no action from Soulhunters.
The Twilight Equilibria are devised and revised through Confluences, maintained by the Arbiters of Vespertine, and carried out by the Sentinels of Twilight.
Core Principles
Judge corruption and fulfillment without bias toward either Light or Darkness.
Guide souls caught between ascension and corruption toward resolution.
End the suffering of those trapped in eternal cycles when redemption becomes impossible.
The fundamental duty of Ecliptic Entities is to maintain balance between Light and Darkness, serving as mediators and guides for those caught in an interim of existence — not entirely corrupt and not entirely on a path towards fulfillment, or those who tread both paths at once. Understand both the necessity of returning the corrupt to Darkness and ascending the fulfilled to Light, helping uncertain souls find their path without forcing any outcomes. Upon you is the duty to judge when corrupt is too corrupt when that soul approaches ascension; upon you is the choice to end the purgatory of those just corrupt enough to remain caught in the cycle of reincarnation for eternity. The Ecliptic must consider the roads not traveled, the doors unopened; seek enlightenment in questions unanswered, and find paths to tread in the deepest dark. Should you tread one path, do not forget the other, for you are both the seen and unseen, the truth and the secret, the Light and Darkness as one.
Secondary Principles
Seek understanding in unanswered questions and unexplored paths.
Maintain awareness of both the seen and unseen consequences of your actions.
Remember that every choice toward Light requires acknowledgment of Darkness, and vice versa.
Preserve the balance between revelation and mystery.
Rogue Behaviors
Ecliptic who violate the core Equilibria face judgment by Arbiters chosen through Confluence. Activities that may lead to a rogue designation include, but are not limited to:
Any violations that would mark Angels or Demons as rogue—consuming pure souls, preventing ascension, creating corruption, or manipulating mortals without regard for their autonomy.
Using their power over both Light and Darkness to cause chaos and destruction rather than foster understanding between opposing forces.
Exploiting their position as neutral parties to serve personal agendas at the expense of mortal souls or other Entities.
Unlike Angels who can only sense a soul's progress toward ascension, or Demons who can only detect corruption, Ecliptic can perceive both aspects simultaneously. A soul may be 40% corrupt and 40% fulfilled at the same time, presenting complex cases that require careful judgment. Bias toward Darkness would mean consuming such a soul immediately while ignoring their potential for ascension; bias toward Light would mean insisting on guiding them toward ascension while ignoring escalating corruption. When encountering souls with high fulfillment but significant corruption—or high corruption but meaningful progress toward ascension—Ecliptic must weigh both paths carefully. Consuming a soul that is moderately corrupt but very close to ascension, for instance, could be considered rogue behavior. The Equilibria also obligate Ecliptic to advising Angels and Demons when the opposing faction might handle a soul more appropriately, serving as mediators when pure-essence Entities cannot perceive the full picture.
While not grounds for rogue designation, certain behaviors undermine the mediating role and draw disapproval from Ecliptic society. These include revealing others' personal secrets, unnecessary dishonesty, fraternizing with rogues, protecting the corrupt without guiding them towards redemption, and antagonizing the other factions. Such behavior may result in judgment from other Entities in Ecliptic society, but will not result in action from Arbiters.
Each faction maintains its own force of specialized Entities who handle rogue and corrupt members of their society. These are generally referred to as Enforcers. While each group has its own methods, they often collaborate on particularly dangerous cases, especially when dealing with corrupt Entities.
The Luminous Council maintains order through the Wardens, Angels who specialize in rehabilitation and containment. Wardens seek out Entities who have gone astray, revealing the hidden thoughts and motives of those with corruption and defiance of order growing within them. The corrupt they smite without mercy, severing them from existence. For rogue Entities, depending on the individual, they might use forceful methods or their words to bring them to Lux for a decision from the Luminous Council.
Wardens use the Resonance Chambers to monitor their charges and attempt to guide rogues back to the principles of Light. For more severe cases, they can implement Light Binding—the Angels in Resonance impose a connection to the offender to bind their abilities to varying degrees.
Under the authority of the Shade Conclave, Soulhunters track down rogue and corrupt Demons. Those seeking the corrupt use the black pools of Umbra, monitoring for traces of corruption and pursuing those who violate the Stygian Precepts. The Soulhunters are known for their relentless pursuit of corrupt Entities, often working in groups to overwhelm powerful targets. They tend to subjugate rogue (but not necessarily corrupt) Entities by force, dragging them to Umbra to present them to the Abyssal One, who will decide what to do with them. Only the most powerful Soulhunters work alone.
The Arbiters emerge from Confluences, taking their mantle by choice and agreement of the other Ecliptic. They use the Twilight Nexus to perform deep soul-reading of rogues and are particularly skilled at identifying and handling corrupt Entities. Their methods vary greatly depending on the individual; some aim for rehabilitation in one's current existence, while others take the path of another chance through reincarnation.
The factions have found that containing powerful rogues in opposing Planes can help weaken and control them. Lux maintains specialized chambers for containing powerful Demons, while Umbra houses facilities for dangerous Angels. The Plane of Twilight serves as neutral ground for containment when necessary.
When dealing with truly corrupt Entities, multiple Enforcers must work together to sever the bindings of their souls. While Angels and Demons can only force these souls into reincarnation as mortals, the Ecliptic possess the unique ability to consume and scatter corrupt Entity souls completely.
Depending on the severity of their violations, rogue Entities may face various consequences:
Confinement in specialized chambers within the Planes
Assignment of an Ordained Entity as a guardian and mentor
Restrictions on their abilities through magical bindings
For corrupt Entities, forceful severance of their soul's bindings, leading to either reincarnation as mortals or complete dissolution of the soul (only an option when handled by the Ecliptic)
For less severe cases, Enforcers may implement rehabilitation programs:
Mandatory participation in Resonance Chambers for Angels
Supervised soul hunting for Demons
Partnership with Ordained Entities for guided redemption
Imposed incarnation into a mortal form (usually human), living out a lifespan under some supervision by Enforcers
While each faction maintains its own Enforcers, they often work together on complex cases. The Wardens, Hunters, and Arbiters may form temporary alliances, combining their unique abilities to handle particularly dangerous situations. These collaborations have led to the development of shared protocols and mutual understanding between the factions, strengthening their ability to maintain order across all planes.
The world and society of mortals is much like our mundane modern society. Religion still differs from culture to culture, but Entities (Angels and Demons, mostly) feature prominently in superstition and it is common for even the most secular to have a sense that there is something supernatural in the world.
Most individuals live a mundane life, never knowing of the supernatural. However, some may encounter or be influenced by Entities, with or without their knowledge.
There are also some human organizations that gather those who are capable of magic. They may simply be organizations for arcane study or even just for solidarity and protection. Some may collaborate with the Demonic (including Demons and Ecliptic) to hunt down corrupt souls. Some may collaborate with the Angelic for insight on how to better the world or such.