TORG STORM KNIGHTS BY BILL SLAVICSEK AND C.J. TRAMONTANA

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Copyright 1990.

Later today, early tomorrow, sometime next week, the world began to end…

So begins the invasion. It begins at Shea stadium at the opening game. A bridge comes crashing down from another dimension. This dimension is one of lizard-men, dinosaurs and spiritual magic. This reality starts to take over and people revert to the primitive. Electricity and cars won’t run. Guns won’t fire. All except for a handful of people. These unique individuals can retain their reality in this storm. The Living Land continues to take over vast swaths of the the East Coast. Soon another bridge drops in the Yukon and a third around Sacramento. In Indonesia a horror realm invades that island. The British Isles are invaded by a sword & sorcery realm with magic, elves, dwarfs and other half-folk. Egypt invaded by a pulp fiction realm. Only the Soviet Union with the help of a blind psychic teenage girl repeals the invasion of a techno-horror realm.

The Earth is invaded by the High Lords. Men who control darkness devices and have come to steal the Earth’s possibilities. Lead by the Gaunt Man the High Lord of Orrorsh, the Victorian type horror realm that takes over Indonesia, he plans to steal all the Earths possibilities and make himself Torg, a godlike being with infinite power. Now a motley crew of Storm Knights are opposing him. A priest, two teenage gang members, a NYPD cop, a U.S. Congressman, a renegade lizard-man, a rogue werewolf and servant of the Gaunt Man. All lead by a warrior from Aysle the magical realm who now occupies the body of a woman that died. Together they journey to the Grand Canyon to find an eternity shard and battle with a dragon.

The first book in the Possibility Wars trilogy. Torg is based on a role-playing game. It stands for The Other Role-playing Game. The basic premises is that other realms have invaded Earth and impose their reality on the land that they conquer. In the process it transforms the area and its people to this new reality. So in the Living Land of Baruk Khan it is primitive realm filled with dinosaurs and lizard-men. So guns won’t work or any modern technology. In the Nile Empire a realm based on 1930’s pulp fiction only the technology on a level of 1930’s will work. Although it has weird science and superpowered heroes and villains. Aysle a magical realm in Britain and Scandinavia. Orrosh a horror realm with technology and society based on Victorian England. Japan has Nippon Tech a corporate espionage realm and France has the Cyberpapacy.

So basically you get a world that has every type of scenario all combined in one. You can combine sword and sorcery with 1930’s pulp fiction. Or primitive dinosaurs with vampires and werewolves. It is a pretty brilliant idea. The first book based on this role-playing game was fun to read. It did combine a lot of subplots and characters going on around the world but still managed to keep it focused for an enjoyable story. I find that role-playing game universes make for some fascinating stories and this trilogy has started out strong.

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One thought on “TORG STORM KNIGHTS BY BILL SLAVICSEK AND C.J. TRAMONTANA

  1. This sounds like a promising setting for stories, although I’m not sure. Maybe I haven’t read enough examples but I’ve felt faintly disappointed by books-with-RPG-setting backgrounds. I think there might be something in setting up good role-play settings that doesn’t quite work for novels, at least for me. Like, maybe, a novel’s setting ties closely to the plot, but one developed for a roleplaying game is naturally a bit less focused? I’m not sure.

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