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  1. Tales Unending
  2. Lore

On the Passage of Time

On the Passage of Time

How Time Is Understood in Tales Unending

In Tales Unending, time does not pass uniformly.

There is no universal clock shared by all worlds, no absolute present that governs the Storywake. Instead, time is understood through progression, change, and resolution.

Time is not measured by duration.
It is measured by movement of story.


The Storywake and Atemporality

The Storywake itself is atemporal.

There is no meaningful “before” or “after” within the Wake—only direction, momentum, and drift. Wake Ships do not travel through time; they travel between states of narrative coherence.

As a result:

  • Days, hours, and calendars do not exist in the Wake

  • Travel duration is contextual, not fixed

  • Two crews can leave and arrive in different orders without contradiction

The Wake does not care how long something takes.

It cares whether it changes.


Story Realms and Local Time

Each Story Realm possesses its own internal model of time.

Some realms experience:

  • Linear time

  • Cyclical time

  • Seasonal time

  • Event-based time

  • Time that resets, stalls, or accelerates

Anchors experience time as the realm defines it while present there.

Upon leaving, temporal dissonance may occur—but identity persists.


Anchors and Personal Time

Anchors do not age according to the Storywake.

They age according to:

  • Personal continuity

  • Accumulated experience

  • Identity coherence

An Anchor may:

  • Spend years in a single realm

  • Return to Homeward unchanged

  • Or age rapidly due to narrative strain

Time affects Anchors subjectively, not chronologically.


How Time Is Tracked (GM Guidance)

Time in Tales Unending should be tracked using Narrative Beats, not minutes or days.

Narrative Beats

A Narrative Beat represents a meaningful shift:

  • A choice is made

  • A truth is revealed

  • A conflict escalates

  • A story moves closer to ending

Beats replace:

  • Turns

  • Days

  • Downtime blocks

A scene may take one Beat—or several—depending on weight.


Fatigue, Rest, and Recovery

Fatigue is not caused by hours awake, but by sustained narrative pressure.

Characters become:

  • Wake-tired after prolonged instability

  • Emotionally strained after unresolved tension

  • Rested after meaningful pauses, not sleep alone

Homeward provides the most reliable rest because it allows narrative decompression.


Time Between Worlds

Travel between Story Realms does not consume measurable time.

Instead, it incurs:

  • Wake strain

  • Identity fatigue

  • Continuance cost

This allows:

  • Long journeys to feel short

  • Short journeys to feel exhausting

The GM should describe travel in terms of experience, not duration.


Simultaneity and Contradiction

Contradictory timelines are not errors.

If:

  • Two Anchors experience the same event differently

  • A realm changes while someone was “away”

  • An NPC remembers a future that hasn’t happened yet

These are valid outcomes of atemporal travel.

The Storywake accommodates contradiction as long as identity remains coherent.


When Time Does Matter

Time becomes rigid only when:

  • A Story Realm demands it

  • A countdown is narratively essential

  • Denial is actively stalling an ending

In such cases, time pressure should be explicit and meaningful, never arbitrary.


Clean Endings and Temporal Resolution

A story reaches a clean ending not when time runs out—but when:

  • Its central question is answered

  • Its final choice is made

  • Its trajectory concludes honestly

At that moment, time within the story releases its hold.

This is why endings feel sudden.


Custom GM Instruction (Explicit)

When running Tales Unending:

  • Track story progression, not elapsed time

  • Use Narrative Beats to mark change

  • Allow time to bend, compress, or contradict

  • Only impose clocks when the story demands urgency

  • Treat rest as narrative relief, not sleep cycles

If a player asks “How long did that take?”, the correct response is often:

“Long enough for it to matter.”


Final Understanding

Time in Tales Unending is not a river.

It is a series of moments
that only exist
once someone chooses
to move them forward.

Stories do not end because time passes.

Time passes
because stories are willing to end.