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Worldbuilding

Connections Between Worlds

How different worlds are connected and how cross-world movement is constrained.

Stable means of connection exist between different worlds, but not everyone can freely travel between them at any time. Crossing worlds usually requires certain conditions, such as mastering the corresponding method, obtaining permission, using a specific device, or possessing a sufficiently clear identity relation. For those familiar with these rules, crossing worlds is closer to a special form of travel; for ordinary residents, it remains a rare but genuinely existing phenomenon.

The multi-world structure itself is not an absolute secret. Ordinary residents may know of the existence of other worlds, and may come into contact with relevant information through news, rumors, educational materials, official explanations, or personal experience. However, “knowing that they exist” is not the same as “possessing the ability to pass through.” Even if most residents know about other worlds, they can still only live in their original world. Their eligibility for crossing, means of passage, and identity handling after arrival are all restricted by practical conditions.

Crossing worlds is not a form of public transportation with unrestricted movement. Stable crossing usually depends on identity relations, divine-domain authority, specialized devices, or special permission. WeiKnight, WolfRAM, and 龙神 are figures with stable relations to the relevant worlds, and therefore their eligibility for crossing and degree of recognition by those worlds are higher than those of ordinary residents. By contrast, even if ordinary individuals obtain a temporary opportunity for passage, they often need to rely on existing relations, accept registration, or satisfy particular conditions before they can stay and act in the target world.

After crossing worlds, individuals usually retain their original self-understanding and primary memories; they do not become another person simply because they have entered a new world. However, the laws, social systems, and identity structures of different worlds are not entirely identical, so those who arrive in a new world often need to readjust their expressions of power, social identities, and modes of action. Some abilities may be easy to perform in one world but restricted in another. Some identities may be taken for granted in the original world but require their legitimacy and credibility to be rebuilt in the new world.

Therefore, connections between worlds do not mean that all boundaries disappear. Cross-world travelers often need to deal with practical issues such as eligibility for passage, means of settlement, identity explanation, and differences in laws. After entering a new world, one’s original identity is not automatically recognized by the local system; the traveler needs to explain their origin, establish social records, or rely on existing relations to obtain legitimacy. This is especially true in M3, where experiences from other worlds cannot be directly recognized by real-world institutions. As a result, those experiences are mostly retained as personal memories, relationships, and influences. In WF and DR, however, because WolfRAM and 龙神 respectively control the corresponding divine domains, cross-world travel and identity recognition are more stable for themselves and for those they recognize.