Category Archives: Worlds

Embassies in other worlds

The Toyverse thrives on the belief that every toy has a soul, a tiny spark of magic. So in the Real World, the world that ties all toys to a common origin, is so bigger that contains a few “embasies” from the other worlds, officially recognized by some toykinds and some of this worlds. So if any toy stranded in the Human World in need of help, like a discarded action figure or a half-buried dinosaur, now toys know that they have an embassy to allocate and obtain any help they need.

The Prehistoric Domain:
  • Here, the grassy plains echo with the roars of plastic dinosaurs. Tiny T-Rexes chase after elusive triceratops, while pterodactyls soar above the sandbox cliffs. This is the Real World prehistoric embassy for Prehistoric animals.
The Jurassic Valley:
The Medieval Enclave:
  • Within the shadow of Camelot Castle, toy knights don their plastic and metal armor. Big noble steeds, wooden rocking horses, gallop soaring across the plains (without moving anywhere). There, next to the Round Table, is the embassy. Sometimes King Arthur himself passes by to talk to the toys in need.
  • Dragons, crafted from green felt and googly eyes, guard treasure chests filled with marbles and shiny buttons, used for the embassy fortifications.
The Cosmic Expanse:
  • In the outer space from the Real World, The Great Plastic Meteor floats in a stable orbit. A space station has been set up there that serves as a space port for toys.
  • Astronauts (action figures or other toys with makeshift helmets) embark on daring missions. Sometimes their rocket ships, constructed from cardboard tubes and glitter, blast off toward the ceiling, exploding into a thousand pieces… because of course, if they do not hit the ceiling, as soon as they reach a considerable height they dismantle with the high speed of winds. But sometimes, and only sometimes, a toy is smart enough to build a resistant and aerodynamic rocket that allows them to reach the upper atmosphere to put their spacecrafts into orbit.
  • The Alien figurines that populates The Great Plastic Meteor station, with wiggly arms and neon-green skin, communicate in cryptic beeps. But they exchange intergalactic stickers as tokens of friendship.
The Underwater Abyss:
  • Beneath the bathroom sink of the former Lord Malice’s HQ household, lies the mysterious Underwater Abyss embassy. Rubber duckies double as submarines, exploring the depths of the porcelain to find the way to the open sea.
  • There, on the coral reefs (made from discarded sponges) shelter schools of plastic fish, lies the underwater embassy. It is guarded by a well-known superhero action figure who is in charge of toy rescues and a large fleet of Army Men submarines that patrol the perimeter.
  • There elusive red haired Mermaid Chickz occasionally surfaces, combing her hair with a toothbrush.
The Toybox Nexus:
  • The heart of the Toyverse (the Toybox Nexus) connects all these realms. It’s a swirling vortex of imagination, where forgotten toys gather to share stories.
  • Here, a wind-up robot dances with a plush teddy bear, and a RC car races against a wind-up snail. The Nexus thrums with creative energy and it’s the place where all those toys that are left halfway through an interdimensional journey go, whatever the reason for this happening is.

Making the Microverse, Part 4: Weapons Malfunction

To work or not to work, that is the question

Weapons will work in a very particular way in the Army Men Toyverse. They will work normally in the worlds they come from, but will stop working in other worlds, or will be nerfed at least. This way we ensure that the seemingly weak plastic weapons can compete against the new metal weapons. And we also make sure that you must use swords, axes, hammers, bows, arrows or your fists, in the Medieval World. So in every world you must behave “in-universe”.

That is, the world you visit is influenced by you and your elements (external elements), breaking its nature and rules. Therefore, this world you visit will seek to correct that anomaly in some way, by nerfing or disabling you and your weapons or equipments.

Functionality and materiality, not composition

The materials composition are not modified, but the shapes of some objects are, as is the case of Vikki and her bow in Portal Runner. These unique and exceptional cases allow us to make visual skins change, depending on the universe being visited. But it’s not discarded that in some way the materials may also change in the future, or that some world may produce this effect.

Composition is the proportion of the different constituents of the material (chemically and physically different). Structure, on the other hand, refers to the spatial distribution, orientation and association of the constituents. Characterizing a material is determining the parameters necessary to identify and describe it. In simpler words, it is impossible for a world different from where a weapon comes from, to transform its plastic into metal. But you can modify a banana-shaped plastic weapon to an apple-shaped one, always maintaining the same composition and proportion. The characteristics for the most part, although this can change radically to the point that, for example, a bow becomes a bayesta (which is almost the same, just seen differently by the Army Men).

Mirror Worlds: Different worlds or the same worlds but during different times?

Plastic World’s Dawn Land is an almost exact copy, a mirror, of a place of the same name, but in the Prehistoric World, or vice versa. Upon entering this place from the respective portal, the user arrive at an almost identical place, as if it were the same place, but with the original statues like new in the Prehistoric World and with the statues old, rusty and broken in the Plastic World, like if years passed.

This raises the question: Are the other worlds a version of the Plastic World, but from another time?, or in this case are they simply imitations of the same places?. Or are they like those tables of human modelers who made miniatures of their world? Is the Toyverse then a product of human modeling? Well, in some way, maybe…

Explorers have said that by taking this reference point, and heading to known places at certain coordinates from there, you can find ancient versions of the well known Plastic World locations, as if an Army Men base or city had never existed there. But this enters, for now, into the realm of mere speculation.