Design: Jasyn
Jones
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Introduction
The Possibility Wars rage and Storm Knights find themselves fighting
on battlefronts the world over- and beyond. There are worlds other
than our own, and not just the cosms of the High Lords: the pocket
dimensions of our reality and theirs have also become battlefields.
Alternate dimensions enter into the Wars in many ways: mages
summon creatures from other dimensions, Cyberpapal deckers wander
the streets of the technospiritual GodNet and nascent horrors lurk
within Orrorsh's Waiting Villages. Knowledge of dimensions and
dimensional travel can be a vital tool in the fight against the
High Lords.
The game material dealing with pocket dimensions and the structure
and nature of cosms is scattered, contradictory and only half-developed.
The purpose of this article is to clearly define and, where necessary,
revise the current material.
Dimensions in the Cosm of Aysle
The mages of the cosm of Aysle have long studied the nature of
dimensions and dimensional travel. Though some truths remain undiscovered,
the mages of the Tower of True Knowledge are unmatched in their
mastery of Dimensional Lore.
The following is a transcript of an address to the faculty of
the Four Towers in Aysle.
On Dimensional Spaces:
True Knowledge of Existence Beyond the Limit
Magister Phillipe duChamp,
Presentation to the Faculty of the Four Towers,
9th of Shali, YM 943
Archmage Kalilor, distinguished members of the faculty, I
thank you for the opportunity to address this august assemblage.
With your permission, I will begin.
It is apparent from the shortest discourse with even the
most ignorant soul that magic can accomplish wondrous things.
It can cause buildings to be larger inside than out, it can allow
a being to fly without wings, it can even allow a mage to walk
through walls. Many assume that magic can therefore accomplish
anything. However, reality is not so easily ignored. Magic, as
any other field of sapient endeavor, is subject to rules and
limitations.
Much of magical research involves defining and pushing the
limits of magic, seeking new ways to channel it, focus it, that
we may learn what magic is...and is not.
These limitations are not merely arbitrary or nonsensical,
they are a logical consequence of the nature of magic and the
world in which we live. By studying these limits and exclusions,
we can infer a great deal about fundamental aspects of the universe
we occupy.
It is this fundamental structure that concerns us now. Over
the last fifty years, a program of directed True Knowledge research-
instituted by your predecessor, Archmage Vagel- has been studying
aspects of existence that had long been speculated about, but
whose nature proved impervious to even the most clever researcher,
until now.
The Nature of Our Universe
For long ages, magicians have been summoning fantastical creatures
from other dimensions- the Demon Dimension, the Dimension of
Scholarly Spirits, and so forth. These other dimensions are worlds
like our own, but which are separate from ours.
In common parlance, these other worlds are referred to as
"pocket dimensions", and viewed as something fundamentally different
from Aysle proper. This is an error of the first degree, one
sadly prevalent among too many of our colleagues.
The world we know shares fundamental properties with the
"pocket dimensions" and, as sophisticated experiments in True
Knowledge have verified, is in fact indistinguishable from them.
Our world is a dimension, just like all the others.
For ages, scholars debated the exact definition of "dimension",
and what it did and did not entail. For the purposes of this
discussion, I will use Agmar's definition (Agmar, YM 783): "'Dimension'
is short for 'dimensional space,' a physically contiguous volume
of space." A dimension's limits are defined by mundane physical
movement: anywhere one can travel using purely motive means.
It must be immediately apparent that our world, from this
island to the Limit, is a volume of physically contiguous space:
a dimension! There is no substantial difference between the world
of Aysle and her pocket dimensions.
This conclusion will likely be controversial among those used
to thinking of Aysle as something superior to or different than
"pocket dimensions." Yet, it is an inexorable conclusion.
The crusades of Lady Pella Ardinay have taken the Ayslish
to worlds beyond even our own dimensions. These worlds, known
as cosms, exhibit bizarre characteristics, the most alarming
of which is the apparent lack of a mature body of magical knowledge.
The fact that people can survive under such conditions is a testament
to the tenacity of life.
It has long been a strongly held belief of many magicians
that these other worlds are simply greatly variant pocket dimensions,
bizarre adjuncts subordinate to Aysle's central role in existence.
This view is pernicious and false.
From studying the journals of mages who have served in the
crusades, we can gather and collate information about these cosms.
Like Aysle, they are other dimensions, volumes of space, and
they also have their own pocket dimensions, unrelated to ours,
which dimensions cannot be reached from Aysle but only from that
other world.
Aysle and her dimensions form a cosm- a unique and separate
cluster of dimensions. Each of these other worlds and its associated
dimensions form another cosm, equal in prominence to Aysle.
There are an unknowable number of these cosms, all of which
have their own dimensions. Each cosm consists of a cluster of
dimensions that cannot normally be reached from other cosms.
For unknown reasons, the only way of reaching these worlds is
by using Drakacanus (or, one presumes, some other similar artifact,
if any exist).
To reiterate: Our own cosm consists of the dimension of Aysle,
the Demon Dimension and other pocket dimensions. There are other
clusters of dimensions, other cosms, and all cosms taken together
comprise the cosmverse.
These conclusions are inexorable, though they deprecate the
prominence of our world. Aysle is simply another dimension in
a cluster of dimensions, which cluster itself is merely one of
a vast number of such clusters. It may gratify our egos to think
otherwise, but such egocentrism
is the enemy of progress and knowledge.
Thank you for your time, gentlemen, I will now answer any
questions you may have.
The Cosmology of Torg
The Place
Legends
about the origins of any one given cosmverse vary.
Some may speak of a giant Maelstrom, some of Eternity
and Nothing (or Apieros and the Nameless One), some
of other deities, some of a cosmic accident, some
of natural evolution. The final authority is the
gamemaster, who tailors the origins of his cosmverse
to suit his campaign.
As
for the origins of the Infiniverse as a whole, these
truths are simply unknowable. It is said that the
Infinivers originated in a "Place" outside
of the Infiniverse, and that this "Place" is
the source of ultimate truth, the dwelling place
of deities, and the final resting place for eternal
souls.
Gamemasters
can decide the truth for themselves.
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In the main, Magister DuChamp is correct, though there are worlds
(and concepts) beyond even his understanding.
The Torg universe, called a cosmverse, is made
up an unknown number of unique and separate cosms. Each
cosmverse corresponds to an individual gamemaster's campaign, and
so he has final say as to the composition, origin, history, and
development of his cosmverse. All cosmverses are contained within
the Infiniverse, the sum of all possible Torg realities.
A cosm is a group of dimensions, which are created by
and bound together by the Possibility Energy that circulates between
them (some Possibility Energy circulates between cosms as well,
but in far smaller amounts). This Possibility Energy also creates
and sustains the realities of the dimensions. There is no limit
on the number of dimensions that can belong to a single cosm and
dimensions have no limit on their physical size.
Travel between different dimensions of the same cosm is possible
through magical, spiritual, technological, or psionic means. Two
dimensions can be "close" to each other, which means that it's
generally easy to travel between them, or they can be "far" from
each other, indicating that it may be difficult or nearly impossible
to travel between them. This distance can be metaphorical or literal
and can change over time.
Dimensions can be created, modified, or destroyed using high Axiom
tools or transcendent abilities. If all dimensions of a cosm are
destroyed, the cosm itself ceases to be.
The Possibility Energy that creates and sustains the existence
of a cosm's dimensions and their realities (see below), is primarily
concentrated in a Possibility Nexus. The dimension this
nexus is located within is the core dimension of the cosm.
This core dimension is usually the target of any High Lord invasion
(as the other dimensions in the cosm simply don't have a lot of
Possibility Energy.) The other dimensions of the cosm are commonly
referred to as pocket dimensions.
Reality
Action Cant
An
Action Cant is a third part of a reality, after Axioms
and World Laws. It measures how action-oriented the
reality is on a five point scale, from "Gritty" to "Superheroic."
The
Cant modifies natural roll-agains, card play, and
other game mechanics, making some realities more "fast-and-furious" than
others.
The
Action Cant rules can be found here.
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A reality is a given set of World Laws, Axioms, and an
Action Cant (see sidebar). All dimensions have attached realities.
Most dimensions have realities which are at least a little different
from other dimensions; some are drastically different. Two or more
dimensions can have identical realities. When the reality of a
dimension is removed, the dimension is destroyed.
Most cosms contain multiple realities but some possess only one.
The predominant reality in a cosm is called the primary reality.
Other realities are called alternate realities. A primary
reality is nearly always attached to a cosm's core dimension, and
alternate realities are nearly always attached to pocket dimensions.
A given reality may be attached to a dimension (most are), but
it doesn't necessarily have to be. In other words, all dimensions
are attached to a reality, but not all realities are attached to
a dimension.
The link between a dimension and its reality can be disrupted
through various means, including stelae and hardpoints, allowing
two or more realities to attach themselves to different parts of
the same dimension. When this occurs, a realm is formed.
A realm is an part of a dimension where a different reality is
attached, either naturally or artificially. The areas of the Earth
that have been invaded by the Possibility Raiders are realms, areas
where the reality of the invading cosm has replaced the native
reality.
Most such realms are unstable- reality storms form at the juncture
between the realm and the dimension's native reality. If the phenomenon
that imposes the reality is destroyed or removed, the realm collapses.
Alternate realities can exist in the core dimension as a realm.
Such realms are usually stable, almost never causing reality storms.
Over time, they space they occupy may split off, forming a new
pocket dimension.
Scholars have speculated that it is the "unnatural" nature
of the realms imposed by High Lords which make them unstable. Proof
is hard to come by and the issue is still undecided.
Possibility Nexuses
Earth's Possibility
Nexus
In
rare cases, the Possibility Nexus might not be centered
within an entire dimension, but only part of that
dimension. Earth is one such case. The Possibility
Nexus of our whole cosm is centered on our planet.
This explains why the pocket dimensions of our cosm
are all centered around Earth cultures, and why,
if galaxy spanning empires do exist out in space
somewhere, this world is the defining battleground
of the Wars.
Earth's
Possibility Nexus is unusually powerful, due to the
vast amount of Possibility Energy coursing through
the cosm (and due to Earth's unique World
Laws). Our Nexus draws Storm Knights to it not
only from Earth's pocket dimensions, but from other
cosms as well.
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A Possibility Nexus is the central juncture of Possibility
Energy for an entire cosm. It is where most of the cosm's Possibility
Energy is created and concentrated. The dimension the Nexus is
located in is the cosm's core dimension.
A cosm's Possibility Nexus is almost always the primary target
for Possibility Raiders, unless some unusual tactical consideration
were to apply. In comparison to the core dimension, pocket dimensions
don't provide much Possibility Energy at all. By invading and capturing
the core dimension, they drain the Nexus and the cosm of Possibility
Energy. Without Possibility Energy, the cosm slowly decays and
eventually collapses.
The Everlaw of Three seeks to prevent this, which is why it empowers
Storm Knights to defend the cosm's Nexus (and possibility-rated
individuals are created far more often in the core dimension than
in pocket dimensions). The Nexus also draws Storm Knights to it
from throughout the cosm.
The core dimension tends to be the most important, most "real" part
of a cosm. When outsiders think of the cosm, they tend to identify
it with the core dimension, and see the cosm's other dimensions
as secondary to or adjunct to the core dimension. In fact, the
entire cosm is likely named after the core dimension.
Core dimensions tend to be far more dynamic than pocket dimensions,
exhibiting more and more rapid changes in Axioms and World Laws.
This dynamism is also seen in the development of cultures, languages,
religions, and so on.
Pocket dimensions tend to be far more static, changing very little
even over the course of hundreds or thousands of years. For example,
the Earth pocket dimension of Avalon has remained mostly unchanged
for at least 500 years- it is still a reflection of the Romance
era Camelot (though influences from other sources have recently
begun to manifest).
The existence of the core dimension is independent of all other
dimensions, while the existence of pocket dimensions is often dependent
on and reflective of the cultures, religions, myths, imaginations,
and legends of the core dimension. In fact, the very reality- Axioms,
World Laws, and Action Cant- of many pocket dimensions is shaped
by the cultures of the core dimension.
Many times, pocket dimensions are created, altered, or destroyed
when cultures, myths, or religions of the core dimension emerge,
change, or decline. At other times, pocket dimensions may continue
to exist long after the culture that birthed them has fallen, as
otherworldly remnants of dead lands or forgotten peoples.
Some pocket dimensions are believed to have originated as a part
of the core dimension that split off into its own pocket dimension,
as the result of a natural catastrophe, unfortunate accident, or
deliberate choice.
Legends in a core dimension may prove to half-remembered stories
about a part of the dimension that somehow separated into a pocket
dimension. Earth has a number of such legends that may reflect
pocket dimensions, such as stories about the ancient civilization
of Atlantis.
It is often difficult to judge the origin of a pocket dimension;
stories and legends in the core dimension may have originated from
exposure to the pocket dimension rather than reflecting the origin
of the pocket dimension.
For example, did Atlantis really exist in Earth's historical past,
ultimately leading to the creation of the Atlantis pocket dimension?
Were those stories brought to Earth by people from or who had visited
the already existing pocket dimension of Atlantis? Or was the dimension
of Atlantis created by the stories and legends told of it? The
truth is hard to tell.
Glossary
Types of Cosms
and Realities
The
Infiniverse is vast, and many exceptions to the general
rules exist. These are some of the most common types
of cosms, realities, and dimensions, along with a
few of the weirder variants, to spark the imagination.
Standard
cosm: A standard cosm consists of one
core dimension with a primary reality. This cosm
may have pocket dimensions or realms.
Granular
cosm: A cosm whose Possibility Nexus is
focused on all dimensions equally, and thus has
no core dimension. Possibility Energy is evenly
distributed through all dimensions.
Homogeneous
cosm: A cosm whose dimensions all share
the same reality.
Blended
reality: A reality that has been created
by mixing portions of multiple realities together
to create a new reality. A blended reality might
have the axioms from one reality and the World
Laws from another. Can be deliberate or the result
of a very strong reality storm in a mixed zone.
Macrodimension:
A pocket dimension that is in conjunction with more
than one cosm. Characters who travel to a macrodimension
can then travel to another cosm without transcendent
tools.
Monodimensional
cosm: A cosm with no pocket dimensions,
only the core dimension.
Paired
reality: A cosm where the Possibility
Nexus is centered on two or more dimensions. In
effect, a cosm with two core dimensions.
Enjambed
reality: A reality that shares the same
dimension with a different reality.
Nomadic
reality: A reality with no "home
cosm."
Transient
reality: A reality created within the
bounds of a reality storm. It may form a realm,
though this is rare. Unless a character is transformed
to the new reality or a hardpoint is energized,
it will probably cease to exist after an indeterminate
length of time.
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This is a short list of the definitions involved in the cosmology
of Torg.
Alternate reality: Any reality in a cosm other
than the primary reality. Often synonymous with pocket dimension,
since alternate realities are usually attached to pocket dimensions.
An alternate reality may also manifest as a realm.
Core dimension: The main dimension of a cosm,
the focus of the cosm's Possibility Nexus. Often conflated with
the cosm itself and the primary reality.
Cosm: A cluster of dimensions, one of an unknown
number of similar clusters.
Cosmverse: All cosms there are form the cosmverse.
Each cosmverse corresponds to an individual gamemaster's campaign.
Dimension: A "space". A dimension's
limits are defined by normal physical movement (assisted or unassisted).
Reality as we know it, from Earth to the edge of the universe,
is one dimension.
Extradimensional space: A space without any dimensions,
essentially a point. Usually, such a space would immediately destroy
anything placed within, but high Axiom tools can take advantage
of their unique properties.
Infiniverse: All cosmverses there are form the
Infiniverse. The sum total of all possible Torg realities.
Pocket dimension: Any dimension in a cosm other
than the core dimension. Often used synonymously with alternate
reality, since pocket dimensions often have realities different
from the core dimension's. Not all pocket dimensions have alternate
realities- some have the same reality as the core dimension.
Possibility nexus: The primary source for Possibility
Energy within a cosm, and hence the place with the highest concentration
of Possibility Energy.
Primary reality: The main reality of a cosm.
Usually the reality of the core dimension. For most cosms, the
primary reality, core dimension, and cosm are treated interchangeably
and share a common name.
Reality: A given set of axioms, World Laws, and
an Action Cant. All dimensions have attached realities, but not
all realities are attached to a dimension.
Realm: An area of a dimension where the dimension's
main reality has been displaced by another reality. Realms may
be artificially imposed (through reality trees and created hardpoints,
among others) or may result from the reality of one dimension extruding
into another.
Wormhole: A natural conduit between dimensions
or between different points within within the same dimension. May
be naturally accessible, or may require magical, miraculous, psionic,
or technological tools to traverse.
Updated: 8/25/06
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by Jasyn Jones. |