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  1. Tales Unending
  2. Lore

Common Lingo of Tales Unending

Common Lingo of Tales Unending

Words Used Between Worlds

Across the Storywake, language drifts the same way stories do. While each Story Realm has its own dialects, certain phrases and terms are widely understood—especially among Anchors, travelers, and those who dwell near Homeward.

These words are rarely taught.
They are picked up.


Core Cosmology Terms

Storywake
The vast in-between where Story Realms drift. Often shortened to the Wake.

“The Wake’s rough today.”

Story Realm
Any world with a coherent narrative identity. Often just called a realm.

“That realm’s close to turning.”

Continuance
The value generated by meaningful action. Treated like both currency and momentum.

“We’ll need more Continuance before we try that.”

Anchor
Someone who can affect narrative without replacing it. Rarely explained—usually felt.

“They’re an Anchor. You can tell.”


Light, Darkness, and States of Being

Homeward
Both a place and a concept. Often spoken with familiarity.

“We’ll go Homeward when this is over.”

The Unwritten
Rarely spoken loudly. Often shortened to the Unwritten or Unwriting.

“That place is already half Unwritten.”

Storyless
A being who persists without narrative identity. Spoken with discomfort.

“They’re still moving… but they’re Storyless.”

Clean Ending
An ending that allows rest and continuation elsewhere.

“It ended clean. That’s what matters.”

Messy Ending
An ending denied or unresolved, often leading to Unwritten collapse.

“They couldn’t let it end.”


Travel & Wake Terms

Wake Ship
A narrative-capable vessel. Rarely called a ship without the qualifier.

“Our Wake Ship won’t hold together out there.”

Catching the Wake
Beginning inter-realm travel.

“We catch the Wake at first light.”

Drift
Uncontrolled movement through the Storywake.

“We’re drifting—pull us back.”

Dead Route
A path that no longer leads anywhere meaningful.

“That route’s dead. Don’t try it.”

Wake-Tired
Exhaustion caused by prolonged travel or narrative strain.

“I need rest. I’m Wake-tired.”


Anchors’ Guild Speech

Rank-Ready
Being capable of handling a story at a given scale.

“You’re not rank-ready for that.”

Overreach
Taking on a story beyond one’s capability.

“That was an overreach. Don’t do it again.”

Let It End
A phrase meaning restraint or acceptance.

“Sometimes you just let it end.”

Hold the Line
Maintaining narrative stability long enough for choice.

“Hold the line—we’re not done yet.”


Storyforged Arm Phrases

“Doesn’t Answer”
Used when an Arm refuses resonance.

“My Arm doesn’t answer here.”

“It Knows”
Said when an Arm silently confirms something.

“I didn’t ask. It knows.”

“You’re Not Ready”
A blunt warning, never softened.

“It says I’m not ready.”


Homeward-Specific Speech

Arrived
Used instead of dead in many contexts.

“They arrived yesterday.”

Staying
Choosing to rest permanently.

“I think I’m staying.”

Passing On
Leaving Homeward for rest beyond story.

“They passed on quietly.”

Returned
Someone who came back from a story or from the Wake.

“You’re returned. You look different.”


The Verge

Waking Up
The moment an Anchor becomes aware.

“I woke up in the Verge.”

First Choice
A phrase referring to the Verge’s test.

“That was your first choice.”

Still Here
Said about those who didn’t leave the Verge.

“They’re still here.”


Casual & Idiomatic Phrases

  • “Stories don’t like being rushed.”

  • “Every world thinks it’s the last one.”

  • “The Wake remembers.”

  • “Not every ending needs fixing.”

  • “That story’s heavy.”

  • “Don’t pull too hard.”

  • “We’re not meant to carry that.”

These phrases are often spoken quietly.


Final Understanding

Language in Tales Unending is soft, metaphorical, and careful.

People don’t talk about good and evil.
They talk about endings, weight, and choice.

If someone speaks too plainly about Darkness or Light,
it usually means they haven’t been here long.

Or they won’t be here much longer.