Difference between revisions of "Collision of worlds"

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''This article is a stub. You can help by expanding it.''
''This article is a stub. You can help by expanding it.''


'''Collisions of worlds''', or simply '''collisions''', is a recurring phenomenon where worlds of different gates overlap in space and/or time.  The [[Event Quest|events]] where one world collides with another (usually Tokyo) include the following:
'''Collisions of worlds''', or simply '''collisions''', is a recurring phenomenon where worlds of different gates overlap in space and/or time.   


* [[Black Snow on the Hot Spring Mountains]]
==Formation and termination==


* [[Embark! Summer Ocean Adventure]]
Collisions can occur around Transients bound to places. Transients are bound when the place directly binds their soul, preventing them from leaving, or when they have some other strong attachment to the place. If the bound Transient leaves the collided area, the place should also return to normal. This includes when the Transient is [[Summoning|desummoned]].


* [[Raiders of the Lost Isle]]
Collisions are likelier to occur when the worlds have similar features, names, or legends.


* [[Desert Journey]]
==Geography and time==
 
Collisions take the traits of both the foreign and host place: specific features of the foreign place are imposed on a geography overall more akin to the host place. The collision has its own boundaries, although the boundaries from the inside of the collision may be distorted from the external boundaries in the host world enclosing the collision. Thus, leaving the collision by direct traveling is possible.
 
When leaving a collided area, typically little-to-no time will have passed in the host world, regardless of how much time passes in the collision.
 
==Occurences==
 
The [[Event Quest|events]] where one world collides with another (usually Tokyo) include the following:
 
* [[Black Snow on the Hot Spring Mountains]] (Collision with Bald Mountain from Kitezh)
 
* [[Embark! Summer Ocean Adventure]] (Collision of multiple seas from various worlds)
 
* [[Raiders of the Lost Isle]] (Collision with Nirai Kanai and the Oceanic Realm)
 
* [[I Ain't Scared a No Halloween!]]  (Collision with Tir na nOg)
 
* [[O' the Great Gendarme]] (Collision with Deva Loka)
 
* [[Desert Journey]] (Collision with Aaru)
 
* [[Unfurl the Sails! A Golden Treasure Ship]] (Collision with the Sea of Ran from Yggdrasil)
 
* [[Event Quest:Money Makers! The Beachside Hut and Andvara Falls|Money Makers! The Beachside Hut and Andvara Falls]] (Implied collisions with multiple worlds)
 
* [[Valentine Timeslip]] (Collision with Olympus)
 
* [[Event Quest:Advance! Onsen Jamboree|Advance! Onsen Jamboree]] (Collision with Kamuy Kotan)
 
* [[Fortune Festival Magic]] (Collision with Tir na nOg)
 
* [[Event Quest:Valentine Colosseum|Valentine Colosseum]] (Collision with Tir na nOg)
 
* [[Event Quest:Summer River Adventure|Summer River Adventure]] (Collision with Olympus, Takamagahara and Babilim)
 
* [[Event Quest:Summer Pool Twilight|Summer Pool Twilight]] (Collision with Shangri-La)
 
=Notes=
* Effects of collisions are not as strong as Rules of Transients and shortly wear off after leaving one.
 
{{Story Terms}}
 
{{Comments}}

Latest revision as of 14:39, 14 August 2024

This article is a stub. You can help by expanding it.

Collisions of worlds, or simply collisions, is a recurring phenomenon where worlds of different gates overlap in space and/or time.

Formation and termination

Collisions can occur around Transients bound to places. Transients are bound when the place directly binds their soul, preventing them from leaving, or when they have some other strong attachment to the place. If the bound Transient leaves the collided area, the place should also return to normal. This includes when the Transient is desummoned.

Collisions are likelier to occur when the worlds have similar features, names, or legends.

Geography and time

Collisions take the traits of both the foreign and host place: specific features of the foreign place are imposed on a geography overall more akin to the host place. The collision has its own boundaries, although the boundaries from the inside of the collision may be distorted from the external boundaries in the host world enclosing the collision. Thus, leaving the collision by direct traveling is possible.

When leaving a collided area, typically little-to-no time will have passed in the host world, regardless of how much time passes in the collision.

Occurences

The events where one world collides with another (usually Tokyo) include the following:

Notes

  • Effects of collisions are not as strong as Rules of Transients and shortly wear off after leaving one.

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