The Demiurge brought the order of Time into being: Birth within the inchoate Chaos, Death through the Void, and Oneness as that which had been and was not came unto the Demiurge again, Chaos united with Order in the Awareness that is All. And this is Cosmos, and Cosmos is Good.

But Chaos lacked the full Awareness now present as the Demiurge, and could not comprehend Cosmos. And Chaos resisted the bonds of Time imposed by the Demiurge, and ever sought to remain in the uniformity of undifferentiated potential. 

And Nihil too lacked the full Awareness of the Demiurge, and could not comprehend Cosmos. And Nihil too resisted the passage of Time imposed by the Demiurge, and ever sought to neither allow Awareness to pass into the Void through Death nor to allow Awareness to pass from the Void unto the Demiurge. 

And thus did Evil come about, for Evil is that which opposes Cosmos, which is Good. And Evil is twofold: the evil of Chaos, that which Would Not Be, and the evil of Nihil, that which Would Be Not.

And yet the great mystery is this truth, that Cosmos is the unity of Chaos through Void with Awareness in All, and so even that which is Evil in the end must come to Good.
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In the Beginning, the Demiurge arose from Chaos, and parted the Chaos, so that Chaos lay within the Void, and without was nothing but the Demiurge. The echo of the Demiurge resounded through the Void and was Nihil.

The Demiurge recognized itself in the inchoate Chaos, but Chaos recognized only its unformed self. The Demiurge recognized itself in the echos of Nihil, but Nihil recognized nothing but Void. 

The Demiurge saw within Chaos all that could be, and loved it, and shaped it. But Chaos had no Order and could not hold form, and unshaped. 

The Demiurge sought to bring Order unto Chaos. But Nihil intervened, and naught could come out from Chaos but it was not.

And the Demiurge recognized in the unity of its Awareness the Order that it sought. And so the Demiurge would shape Chaos, and the shape would collapse into the Void unto Nihil, and the echoes of Nihil would bring Awareness back to the Demiurge. Thus the Order that is Time came into being, and Birth and Death came with it.
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Before the Beginning, Chaos. Within Chaos, Awareness. With Awareness, the Beginning.

Awareness coalesced within Chaos and recognized Itself, distinguished Itself from the surrounding Chaos, defined Itself as Awareness apart from inchoate Chaos. Thus, the Beginning.

Awareness was distinguished from Chaos but still within Chaos. Awareness parted Chaos and defined the Void, where Chaos and Awareness were not. Awareness parted Chaos, and there was Chaos within the Void, Awareness without the Void, the Void between the inchoate Chaos and the Awareness. Thus, Order.

Awareness resounded across the Void. The echoes of Awareness were also Awareness of the Void. Thus, Nihil.

Awareness resounded within the inchoate Chaos. Chaos responded to Awareness. Awareness was from Chaos and within Chaos, and so Chaos was also Awareness. 

Awareness without the Void shaped Chaos within the Void. Thus, the Demiurge.

Thus the three. Awareness without the Void that is the Demiurge, the Shaper, Order. Awareness within the Void that is Chaos, the Unformed. Awareness from the Void that is Nihil, the Emptiness Apart.



I've been playing around for a while with this cosmology and wanted to get some of it down. It's by no means a statement of my actual beliefs; really, like much of this sort of thing, it comes out of thinking about background material for fantasy role-playing games like Dungeons & Dragons. How do you get to the complex fundamental realities of Law versus Chaos, Good versus Evil, in the settings of D&D? Is there a precedence, do Law and Chaos originate before, after, or at once with Good and Evil? How do the two axes relate? What are the implications for the universe? 

I've been interested in mythology ever since I was a child and fell in love with the Greek myths; from there I got into high fantasy, such as Tolkien's works, and into fantasy RPGs such as D&D. This is the result. There will be more.
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"It's not a place you go / It's a place that comes for you"
—YACHT, "The Afterlife"

Recently I've been reading through the Manual of the Planes for Dungeons & Dragons 4th edition. The planes are the cosmology of the D&D setting, the alternate realities and supernatural worlds that make up the universe. These include the heavens and hells, the halls of the gods, the spirit worlds, the faerie lands, the shadowy realm of death, the magical home of genies. There are plenty of instances throughout myth, legend, and literature of mortals making perilous journeys into the supernatural world, sometimes even confronting the gods, and then returning home. D&D is a game of heroic fantasy adventure, so of course the Manual is a very detailed sourcebook on what all these supernatural worlds are like, should your heroes journey there.

This edition of the game includes two "parallel planes" to the mortal world, the Feywild and the Shadowfell. The Feywild is basically the faerie realm, and it's pretty good: it sounds cool and magical and dangerous, a great place for adventure. The Shadowfell is basically a classical realm of the dead, combined with the older editions' Plane of Shadows; it's also pretty good, although there's some awkwardness in its combination of a home to some mortals, the realm of the dead spirits, and also the source of undead horrors and evils. These work very well in the game, providing the mystical otherworld and the shadowy underworld common throughout myth and legend. They should be, and do feel, both magical and accessible. 

But it's the realms of the gods in the Astral Sea, which in older editions were called the Outer Planes, that are falling flat for me. The realms are supposed to be remote and nigh-unreachable to mortals, as in most traditional myths and legends, but they also have to be fairly open and easy to get to for the heroic adventurers. The realms have to be fairly static and secure, since they're the homes of beings with unfathomable divine power, but they also have to be vulnerable to occasional attack, otherwise there'd be little of interest for adventurers. And of course the inhabitants are mostly powerful supernatural beings that far surpass the mortal world, but the theoretically-mortal adventurers are also fully capable of tussling with them. The realms of the gods end up losing any sense of wonder and just sound like typical fantasy settings in the mortal world, and kind of boring ones at that. They're not really heavens or hells, just different places with different and slightly weirder inhabitants and slightly more rigid cultures. This is not the afterlife, it's just an alternate life. There's nothing compelling about the realms of the gods, and no particular reason to bother with any of that.

I've already spent too long on this post; it turns out my thoughts were only half-formulated. But there's a lot more to be said, another time, about the basic philosophical problems in D&D, of which this is just an example.

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