• Welcome to The Campaign Builder's Guild.
 

Concordance

Started by SA, June 25, 2006, 10:38:09 PM

Previous topic - Next topic

SA

[ooc]These are the first vestiges of a setting a friend of mine proposed I build as a bit of a challenge.  He's a big fan of the Law/Chaos dichotomy, and wanted a setting centered around the interplay of those two absolutes.  However, I supplied him with this caveat: I am not a fan of absolutes, and anything presented to me in black and white swiftly succumbs to the effects of philosophical greyscale.

So what began as a simple Mechanus vs. Limbo setting (which is what he'd hoped for) quickly grew into something more akin to a dissertation by the likes of Isaiah Berlin of John Stuart Mills (and it is by no coincidence that they serve as two of the setting's primary influences).

The central "Theme" for the setting is simple:

What is Law?
What is Order?
What is Chaos?
What is Disorder?
What is Freedom, and how does it arise from Order?
Or is it to be found in Chaos?
And in whose hands should Man place the power to supply or deny His Liberty?

Okay, so maybe it is not all that simple...

But it is, in essence, a world in which these questions, and more, define and drive the actions of both the protagonists and their foes.  And of course, the line is forever blurred.  Or rather, as I like to think, there is no line at all.[/ooc]    
Concordance
ЭЮ


The Three Laws of the Divines
Dh Seund eâ,¬,,¢Vett Adjani


Man is a Beast
Enlil ut ae'Beolfe
And must be Saved from Himself
ku Driche pau Vilell esht Byod


The World is Dark and Wild
Dh Oric ut Sunil ish Lodris
It must be Conquered
Ut Driche pau Lhazzri


The Mind is a Shadow
Dh Eulit ut ae'Sounlid
It must be Illuminated
Ut Driche pau Gloandaire

SA

Genesis
There was a time when Man was wild.  In that age, the Terrible Age, the world was aquiver with the thousandfold agonies wrought by an iniquitous beast who knew not Himself, nor His home, nor the Sun, Moon or Stars who watched powerless and horrified as His sins spread, achingly, venomously, like a stain upon the earth.

He was not a beast without guile, this Man.  He knew the ways of fire, of steel, of a killing thunder and a murderous word.  He cloaked his nations in the cold, strangling shroud of industry; He built Effigies to His False Gods that speared the very skies with their grandeur; He bathed his brethren in the blood of the fallen, that His foes might look upon His kin and tremble.

But these were but vulgar tricks.  He was, for all his wit, still a brute of base desire and lustful spirit.  He killed, for want of grander purpose, simply for the sake of the slaughter.  And that which He loved, he loved only for Himself.

When the World Ended, then, He looked upon the wretchedness of His heart and saw only justice in His own unmaking.  As His Effigies crumbled and the guise of the False Gods faded, He fell upon the fractured earth and lamented not His predicament, but His folly.

But this was not His end.

Retribution came, not in the sundering hand of a vengeful God, but the Resplendent Grace of a Divinity most merciful.  It looked upon His wretchedness and saw, within the blighted sepulchre of His soul, the faintest glimmer of Heavenâ,¬,,¢s own irreproachable spark.

So it spake:

Come into Mine Arms
Prodigal and Wayward Son
I will Love you
I will Guide you
And Together
We will Walk a Path
Beyond the Highest Star
[ic=Sellina Dulset speaks...]"To their children, mothers often sing this song, the song the Divinities sang when they first came upon mankind:

Cuel pemmed Teid Ayle
Helludri ish Jenbellid Rass
Tui wod Em Fuhn
Tui wod Lihm Fuhn
Ish Shanni
Shen wod Amnic aeâ,¬,,¢Roote
Seipat dh Wilfedd Glimm
It is a beautiful song, but a mournful song.  It is the last song my mother ever sang... before the Justiciars came and took my father's heart as payment for an old debt.  She never sang after that."[/ic]
Thus ended the Age of the Wicked, the Terrible Age, and so began the Age of Concordance.

[ooc]Concordance is a post-apocalyptic setting in the general sense that it immediately follows the end of the world.  It is important to note, however, that the world was subsequently reshaped anew, so it is not necessarily post-apocalyptic in its vision of the future.

The world that preceded the world of Concordance will not be explored in any real detail, but for those of you who must know, it is in fact Earth, after mankind discovered magic and â,¬Å"went crazyâ,¬Â with it.  Of course, the world now looks nothing like it once did: the climate is vastly altered and even the continents are redistributed; so once again, it is essentially irrelevant that Concordance was once the Earth that we know.[/ooc]

SA

Strange Aeons
[ic=A Nameless God speaks...]â,¬ÂThere are many worlds.

Countless worlds.

A cornucopia of vistas strewn across the great Celestial Firmament, the vast heavenly void in which the Stars, sleeping godlings not yet birthed into the cosmos, drift in quiet solitude amidst the inchoate dreamstuff of their long-dead forebears.  Between these worlds span the Wayward Roads, which wind through the shadows of twilight, grasping at these many earths like the cerulean branches of a grand, cosmic tree.

To travel between worlds through the quietude of the void might take a man a millennium or more, but by way of the Wayward Roads, it is but a matter of a minute or a moment.  In the early aeons, grand empires spanned leagues uncountable: a lone king might have lorded over a dozen distant worlds, and a battle might rage in the silence betwixt suns.  By the grace of the beauteous paths, the cosmos was united in one sight, if not one mind.

But few travel them now.

Some say that when a shadow princess refused a god's advances, he, in his fury, scattered the roads like leaves upon an autumn wind.  Some claim that a great conflict in antiquity sundered and ruined them.  Others still propose simply that the ravages of time-beyond-measure wasted their substance until they were faded and useless.

Whatever the reason, they are broken things now, and to walk them is to invite waiting things from the dark side of one's own mind, or to risk losing onesself in the nightmares or young divinities not yet born.

So for a great while, these many worlds were scattered, the ways between forgotten, and while mortalkind languished in infantile ignorance, a timeless war was raging...â,¬Â[/ic]

[ooc]
WARNING
The following contains philosophy, and may confuse some readers.
[/ooc]

[ic=Illian the Strange, on the subject of Creation]â,¬Å"In the first moments of the cosmosâ,¬Â¦Ã¢,¬Â

No, thatâ,¬,,¢s not right.

â,¬Å"In the interminable moment before such things as moments were, when there was naught but silenceâ,¬Â¦Ã¢,¬Â

No.  Not silence.  Silence is in itself a property, or at the very least an absence that alludes to the presence of property, and of this thing there were none.

Uh, properties, that is.

How then to put itâ,¬Â¦

â,¬Å"First, there was potentiality.â,¬Â

That sounds about right.  Weâ,¬,,¢ll go with that.

â,¬Å"In that instant before instance, there was the infinite potentiality.  A profound tension that surpassed quantity and definition, that filled the spaceless, timeless, directionless void that preceded all Creation.  It was all that might be, all that could be, in all the unborn worlds, all the undreamt dreams, for all that it was without form.

â,¬Å"It preceded form, and though it did not promise form, it flirted with the possibility that there might be such things as formâ,¬Â¦ such things as space, time, direction, destructionâ,¬Â¦ dreams, nightmares, laughter, lust and lunacyâ,¬Â¦ all the things that we know, and all the things we shall never know, for they never did come to be.

̢,"And all at once (simultaneity is, of course, inevitable when there is no time to separate the instances) there was stasis, immutable, unmoving, and equally formless.

̢,"Thus, in that moment before moments, there was Stasis, and there was Potential.

̢,"Stasis was, within itself, incapable of action, for, being static there was nothing in it to act.

̢,"Potential was, within itself, incapable of action, as, being without substance there was nothing to act upon.

â,¬Å"But in their unity, the lifelessness of Stasis was lifeless no more, and the impotence of Potential was impotent no more.  The first True Moment, then; the first instant of Creation, was born in the meeting of these two truths.

̢,"Thus was born causality, and so, within causality, we find the essence of both Order...

"And Chaos"[/ic]

Túrin

Hmmm, this sounds promising. Gimme more philosophy!

I've also always been interested to see a law-chaos world. Bring it on!

Túrin
Proud owner of a Golden Dorito Award
My setting Orden's Mysteries is no longer being updated


"Then shall the last battle be gathered on the fields of Valinor. In that day Tulkas shall strive with Melko, and on his right shall stand Fionwe and on his left Turin Turambar, son of Hurin, Conqueror of Fate; and it shall be the black sword of Turin that deals unto Melko his death and final end; and so shall the Children of Hurin and all men be avenged." - J.R.R. Tolkien, The Shaping of Middle-Earth

Xathan

Horray for Law/Chaos conflict. I've tried doing it off and on, but the idea of Good vs Evil is so ingrained in our mentality it is hard to ignore that. I can't wait to see more.

PS - I love the philosphy, and the first 8 lines made me laugh: sounds like one of the discussions me and one of my friends have all the time.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Hibou

Lookin' good good lookin'.

The philosophy is very cool, as is the attempt at a law/chaos focus, something I've never really been able to grasp because of my love for fiends and the idea that in Law/Chaos, a devil would probably be more likely to work with a paladin than a demon. But ignoring that fragment of rambling, I look forward to seeing more of this setting and of your previous ones as well. :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

SA

[ooc]The problem with a setting such as this is not only that the Good/Evil dichtomy is virtually ingrained in our brains, but that, because of this, most people fail to see that a Law/Chaos world is easily as complex as an expressly "moral" one.  But once one injects the concept of freedom into the Law/Chaos concept, you'll find that it gets pretty interesting.  The axis of ethics (AoO; that's what I call the Law/Chaos part of alignment, as opposed to the axis of morals) is pretty bare in D&D: essentially, Law = confinement, Chaos = liberty, and that's ultimately fallacious, as chaos limits freedom as readily as law.  So at least on the gamer's level, the meaning of the AoC needs to be redefined as a facet of a character's personality.

How does freedom help define an AoO setting, then?  Well, it's basically summed up in the first post:

"In whose hands should man place the power to supply or deny his freedom?"
Law, explicitly as a system of total control, damages freedom.  A totalitarian regime, for instance, is an obvious example of draconion law implemented to cow the populace.

By contrast, Law employed simply as a means by which a people can be kept from harming others, promotes freedom.  The Bill of Rights is such an example (sans the Second Amendment; that truly terrifies me)

Chaos, as a means of spreading fear and confusion, damages freedom.  A bomb on a subway train or a misplaced airliner on a collision course with a tall building are both elements of detrimental Chaos.

By contrast, Chaos as a simple expression of liberty and the opportunity to pursue one's passions is, by and large, supportive of freedom.

That's the simple way of putting it, but it gets complex:

For instance, at what point does a law cease to merely promote safety and begin to damage freedom?  When does a man's freedom become so unchecked that he, in turn, comes to harm the freedom of others in the simple expression of his own liberty?  And what freedoms are essential to humanity?  Should a government ever arbitrate that a man's inaliable "rights" can be forced upon him; that to refuse onesself certain liberties is a self-destructive act which a government cannot permit?

And that's merely on a basic sociological level.  It can get even messier.

All these questions and more go to great lengths to define the issues a player might be confronted with in such a setting; be it in the machinations of the political arena, or the ineffable interplay of the cosmic forces (gods, spirits, overdeities, etcetera) that shape the very fabric of the world.  A character might find himself battling with the same conundrums he'd encounter in a moral-focused setting, when he finds that certain tyrannical villanies are truly the "lesser evil" in the face of a world without limitations, or that the liberties he once championed have their own destructive elements.

I recall once, when George W. Bush remarked "There ought to be limits on freedom."  The statement caused quite an uproar in a nation purportedly devoted to the liberties of its people, but given further thought, how wrong was he really?

Questions like these are at the essence of Concordance.[/ooc]

Túrin

Quote from: Salacious AngelBy contrast, Law employed simply as a means by which a people can be kept from harming others, promotes freedom.  The Bill of Rights is such an example (sans the Second Amendment; that truly terrifies me)
[snip]
By contrast, Chaos as a simple expression of liberty and the opportunity to pursue one's passions is, by and large, supportive of freedom.
The faces of Law and Chaos you show here are already getting very close to each other (arguably, neither can really be called to be anything else than Neutral on the AoO). When done right, you can get a very interesting (socio-)philosophical edbate out of this. I'm all for that, and willing to express my own opinion about these topics at some time. But I'm wondering, isn't this too heavily philosophical, drawing too much on real-life discussions, to be interesting as a game setting? As you are pointing out the grey shades in between, this seems to become a setting of philosophical/ideological clashes that really defie the law/chaos dichotomy. My question is this (forgive me for rushing things): how to make a viable campaign setting out of these ideas (that, I might add, really have nothing to do with D&D and everything with social philosophy)?
Túrin
Proud owner of a Golden Dorito Award
My setting Orden's Mysteries is no longer being updated


"Then shall the last battle be gathered on the fields of Valinor. In that day Tulkas shall strive with Melko, and on his right shall stand Fionwe and on his left Turin Turambar, son of Hurin, Conqueror of Fate; and it shall be the black sword of Turin that deals unto Melko his death and final end; and so shall the Children of Hurin and all men be avenged." - J.R.R. Tolkien, The Shaping of Middle-Earth

SA

Quote from: TúrinThe faces of Law and Chaos you show here are already getting very close to each other (arguably, neither can really be called to be anything else than Neutral on the AoO). When done right, you can get a very interesting (socio-)philosophical edbate out of this. I'm all for that, and willing to express my own opinion about these topics at some time. But I'm wondering, isn't this too heavily philosophical, drawing too much on real-life discussions, to be interesting as a game setting? As you are pointing out the grey shades in between, this seems to become a setting of philosophical/ideological clashes that really defie the law/chaos dichotomy. My question is this (forgive me for rushing things): how to make a viable campaign setting out of these ideas (that, I might add, really have nothing to do with D&D and everything with social philosophy)?
Túrin
[ooc]That really is the question, isn't it?

But I would argue strongly that these ideas can have everything to do with D&D.  The problem at hand is that most people, when they think D&D, think swords and sorcery, castles and demons.  I, by contrast, envision the internecine politics of entities who embody the substance of ethical quandaries in their very souls; I see the wars fought for lofty ideals that seem at first glance antithetical, but which fray or even crumble when analysed up close; I see a world defined in the most literal sense by its philosophies, and shaped by the fears and wants of its people.

So I suppose you might be right in a sense.  For those who want "classic" fantasy, I advise you look somewhere else, because this is certainly anything but.  However, it remains fantasy, and potentially breathtaking fantasy at that.  Ultimately, it may come to pass that Concordance is detailed in such a way that it cannot be played, simply observed.  If so, that is fine, for I am more in the business of crafting worlds than settings. (If you want a good setting of mine, I advise you check out Dystopia.  It's more user-friendly)

But it would be impossible for me to explain in simple terms the ways in which these issues can be incorporated into D&D.  Better and easier for me to simply detail Concordance, and let you see for yourself.

This, I will do very soon.

More to come.[/ooc]

Túrin

Very well. I'll stick around and see what happens.
Proud owner of a Golden Dorito Award
My setting Orden's Mysteries is no longer being updated


"Then shall the last battle be gathered on the fields of Valinor. In that day Tulkas shall strive with Melko, and on his right shall stand Fionwe and on his left Turin Turambar, son of Hurin, Conqueror of Fate; and it shall be the black sword of Turin that deals unto Melko his death and final end; and so shall the Children of Hurin and all men be avenged." - J.R.R. Tolkien, The Shaping of Middle-Earth

SA

[ic=Odrisk Tanzarrick speaks...]"I remember, in my youth, there was a man as old as this Age, who had seen the fall of Man and the rise of Order, whose name no-one knew (and he himself would not speak it).  He lived upon a hill west and a little east of the village, and They would say 'stay away, that man is drulehg and he will steal your soul.'

But youth is a time of contrary action, so I sought him out.

I found him on a stone, and he was singing.  It was a strange song, dark, and I confess it made me fearful.  But I looked upon him and saw only the man, weathered and weary.  He smiled at me, and I sat before him.  We spoke then, about many things.  He told me of the Terrible Age, of the War, of the Gods, of the Remaking.  He told me stranger things: that there was no such thing as Time, or Action, or Consequence or Consciousness.  No Choice, no Chance, no Future.  These things i laughed at, and I thought him a fool.

But then he grinned a wicked grin, and he pointed to the hilltop.

'That is where the world ends.'

I laughed then, but nevertheless I followed him, doubtful, mocking, superior, to the top of that hill...

I saw...

Understand that I am forever a skeptical man.  I believe what can be evidenced, and no creature, man, nor god, will ever trick my senses...

But I'll be damned, he was right."[/ic]
[ic=Sumnathikos]"When the Gods first came, the world was broken and burning and half of humanity was a mindless slavering animal bent on the rape and destruction of its lucid kin.  They, the Gods, ceased that terrible war, healed the wounded Earth and cast the maddened men into the dark places beneath the world.  They promised peace, and even now amidst the chaos we believe them.

But the Remaking is not an easy task, and the places we now know are not yet whole, so They must forever strive to bind the fractured elements of this Plane as one.

And there are some who would seek to tear It apart once more..."[/ic]
Eris

Through Interminable Heights and Unfathomable Depths
Yelid U'Cabreshada Wilfenn ish U'Genummic Leut
Let there be Light
Triss geth'ta Soun
In the most general sense, Eris is a world like any other.  It has geographies with oceans, nations, peoplesâ,¬Â¦ but at the same time, it is something altogether different.  The earth upon which the people tread is a falsehood: a veneer spread thin across a vast terrible construct, a place like Hell and Heaven all at once, with ten times a thousand alien worlds scattered like fallen leaves across its face.  There are spirits in those hidden places, with strange intentions and stranger minds, whose name no man is permitted to speak and whose appetites would make a psychopath quail.  There are gods there, too: False Gods and Heretical Gods, Gods of Undreamt Dreams or Forgotten Elements, Gods of Worlds-That-Will-Never-Be, or Words-That-Are-Seldom-Spokenâ,¬Â¦

Many, many gods.

And they say that there are people there, too.  Nations of fire and ice, kingdoms of peril and pain, full of men not unlike us, but who hide from the grace and glory of those who would shepherd them along the righteous path.  We do not blame them, but sometimes we pity them.  And there are some who even fear them.

[ooc]
This post is incomplete...
[/ooc]

SA

[ic=Xu-por, spirit of glass]"This is a war you cannot possibly hope to win.

The foe you face dwells in another place: beyond Shape and Sequence, Cause and Consequence.  It is mindless, but that is not to say that it is without intent.  Its claws rip through the Veil of Worlds and tear the tendons of Sensibility; its voice is fit to send the Gods trembling and weeping.

You strike it with weapons of thunder and mist, but it has no flesh to sunder; you shackle it with chains of silence and reason, but it knows no such thing as captivity; you chase it through the labyrinth of Time, but wherever you chance to find it, it is not.

It is the One True Force, something flawlessly profound in a fashion no divinity could claim...

You cannot win."[/ic]
[ic=Felix speaksâ,¬Â¦]â,¬ÂSome find the notion of a perfectly causal universe disconcerting.  I donâ,¬,,¢t.  I think itâ,¬,,¢s comforting: no matter what happens, you can rest assured that itâ,¬,,¢s for a reason.  Of course, this whole â,¬Å"chaosâ,¬Â business is a little worrisome.â,¬Â[/ic]
ЭЮ
The Chaos War
Dh Belset Lhazz
The Chaos War, or the Belset Lhazz as it is called in the language of Unison, is a war that has existed, in some form or other, since the birth of the Cosmos.  It has many facets, and, according to varying divine accounts, numerous possible causes.

To put it at its simplest, it is the war of Order versus Chaos.  Some have called it the struggle of Liberty against Conformity; and others proclaim it the battle of Reason against Madness.  Whatever the name, and whatever the ideologies of its participants, its enduring presence continues to define the structure and function of existence.

[ooc]
WARNING

Some of you may find the next section upsetting, on account of its metaphysical content and potentially unpleasant theories.

Oh well.  Feel free to look the other way, or something...
[/ooc]
In order to understand the principles underlying the Belset Lhazz, one must first know the fundamental principles of the universe.  From the outset one might think this an impossible task, and on the most absolute and all-encompassing level that is probably correct, but in truth the nature of the relevant universe is actually quite easy to comprehend.  Central to its operation is this simple concept...

Time is an Illusion
Lidd ut aetâ,¬,,¢Ordae
Physical entities are understood to exist on four planes or â,¬Å"dimensionsâ,¬Â.  The first three dimensions â,¬' the Spatial or Incidental dimensions â,¬' are relative, in the sense that they can not only be perceived subjectively (i.e. uniquely by all participants), but also travelled between freely.  The fourth dimension, however, while subjective, cannot be traversed freely by physical entities.  It is, for all intents and purposes, linear and irretraceable.

For this reason, physical entities are considered incidental or three-dimensional, as, while present in the Temporal (or fourth) dimension, they are totally subject to its advancement and incapable of freely navigating its axis.

However, the Temporal dimension itself is not expressly a one way street.  It is as much a bi-directional axis as the Spatial axes, and for truly Temporal beings it simply introduces a â,¬Å"fourth plane of mobilityâ,¬Â.  In such a fashion, if one were to somehow free themselves of their physicality, they would find that moving backwards through time is as easy as moving forwards.  In this fashion, "time" as we understand it, would disappear.

And this feat is not impossible to achieve...

[ooc]
But more on that later...
[/ooc]
[ooc]
WARNING

It just gets nastier from here on in, folks...
[/ooc]
When one considers time in relation to four-dimensionality as opposed to as a solitary linear axis, the entire existential paradigm is re-contextualised.  Essentially, causality is unified, and all events at all points in timespace can be immediately related to each other.  This revelation has one principal ramification: more than being simply deterministic, reality can be expressed as a single instant stretching across the entirety of all four axes.  Thus, we find the key (albeit esoteric and rather uncomfortable) tenet of the GodHead:

We all Share the Same Instant
Shen emir Grasse dh Eulf Colte
This can be derived from the proof of the preceding tenet (â,¬Å"Time is an Illusionâ,¬Â), and herein â,¬Å"Instantâ,¬Â refers to both time and space, suggesting that the universe is a single, unified, static singularity.  It is the belief of the Godhead that such is the perfect, ideal state of reality...

Alas, it is not that simple.

One of the near-universal conceits of modern intellectualism (as well as the driving force behind the Belset Lhazz) is the dichotomy of Order and Chaos.  This dichotomy manifests in two primary forms: that of Perceptual Order and Universal Order.

Perceptual Order
Fyitud Mentad
Put simply, Perceptual Order entails the notion that on the ultimate level, all things are ordered, but that on a relative scale, certain self-contained orders can be disrupted by external factors that have not been accounted for (and for which there are no contingencies) within the environment.  In this system, Chaos is considered to be any foreign agents, which are often termed free radicals.

This is the perspective from which the GodHead views humanity: it understands that they are ultimately creatures of reason (on some level), but insists that the orders to which they conform are not the unified orders that comprise the Pale Empire, and therefore consider them something akin to free radicals themselves.

Thus, the Godheadâ,¬,,¢s intent is to create One True Order, making the existing order both perceptual and universal; consistent across all levels of reality.

Universal Order
Yemtarult Mentad
The Universal Order, by contrast, suggests that even when expressed as a single four-dimensional unit, reality is far from a perfect order.  The foundations of this concept can be observed in the ramblings of the philosopher-poet Illian the Strange (see the third post), who identifies the distinction between cause and effect as being central to existence.  In essence, stasis, or Substance, is reality in its entirety, whilst potentiality, which most identify as the â,¬Å"Prime Moverâ,¬Â, is the force that first gave substance a definite form, and is wholly distinct from reality.

Here, then, substance is Order, whilst the Prime Mover is Chaos, for chaos is capable of all things, but is determined by nothing.

The reason why the universe is not a place of pure order is irreducibly simple:

There is chaos.

When cause and effect were united to from the Cosmos, the two forces were inextricably affixed to each other.  The defining boundary between the two is the enduring presence of Absence, the nonexistent point from which magic is derived.  Paradoxically, it is Absence that prevents chaos from utterly overwhelming order, and unfortunately, it is a boundary that is far from cohesive, for whenever magic is harnessed, the conduit through which mana is siphoned (which passes through Absence) allows for the momentary and instantaneous manifestation of a Mishucalth (chaos spirit), an ephemeral being of pure disorder.

The Mishucalth
Dh Missyucalth
The consequences of the summoning of a Mishucalth are devastating.  Being totally irrespective of the collective causality of the universe, it creates a ripple effect forward throughout timespace, effectively reshaping the face of reality.  This is indistinguishable from standard cause effect when observed by three-dimensional entities, but true temporal entities perceive it as a violation of the stasis in which the Cosmos is supposed to exist.

[ooc]
This section is incomplete... more on the Chaos War later!

(And I assure you, I will detail the actual setting when this is done.
[/ooc]

Túrin

Fascinating. Just... fascinating.

Just to get this straight: when you say "time is an illusion", you really mean "there is a fourth dimension, but it is not linear the way we normally understand time" (which leads to the conclusion that existence is a static four-dimensional unity), don't you?
Proud owner of a Golden Dorito Award
My setting Orden's Mysteries is no longer being updated


"Then shall the last battle be gathered on the fields of Valinor. In that day Tulkas shall strive with Melko, and on his right shall stand Fionwe and on his left Turin Turambar, son of Hurin, Conqueror of Fate; and it shall be the black sword of Turin that deals unto Melko his death and final end; and so shall the Children of Hurin and all men be avenged." - J.R.R. Tolkien, The Shaping of Middle-Earth

Hibou

I love how mind-blowing this is. I have a book regarding theories related to spacetime and time's actual existence and can say this thread gets me thinking as much as the book does.  Do you read up on a lot of subjects like time, the universe, and physics?
[spoiler=GitHub]https://github.com/threexc[/spoiler]

SA

Quote from: WitchHuntI love how mind-blowing this is. I have a book regarding theories related to spacetime and time's actual existence and can say this thread gets me thinking as much as the book does. Do you read up on a lot of subjects like time, the universe, and physics?
Time and the universe, yes, but not so much with physics.  Which is not to say that physics fails to interest me: far from it.  But I was a rather... "late developer", mathematically speaking.  I'm hoping to catch up over time, though, because it would be a shame to waste an intellect such as mine...[/ooc]