These Story Realms drift close to Homeward because their stories are almost ready to resolve—but not quite. They are ideal for Anchors on their first few Revisions.
Each realm answers a different question about story.
Theme: Renewal after loss
Primary Question: What do people do after surviving?
A wide, pastoral realm slowly recovering from a past catastrophe that no longer actively threatens it. The danger is over—but the future is uncertain.
Common Story Hooks
Helping people decide what to rebuild—and what to let go
Choosing whether hope is something you encourage or simply protect
Realizing the world doesn’t need saving—only patience
Why It’s Starter-Friendly
Low pressure
No ticking clock
Clean endings through reassurance or observation
Teaches: Not every story needs fixing
Theme: Anticipation and restraint
Primary Question: When is it right to act?
A quiet city paused between decisions. Nothing is wrong—but nothing is moving forward. Everyone is waiting for someone else to decide first.
Common Story Hooks
Encouraging someone to act—or validating their choice to wait
Discovering who benefits from the pause
Choosing whether to break the silence or preserve it
Why It’s Starter-Friendly
Almost no combat
Heavy emphasis on dialogue and observation
Clear consequences without danger
Teaches: Observation is meaningful action
Theme: Natural cycles without urgency
Primary Question: Does a story need an ending to be complete?
A gentle, prehistoric realm inspired by The Land Before Time. Life changes slowly, extinction is natural, and nothing is being denied.
Common Story Hooks
Deciding whether intervention is appropriate at all
Witnessing loss that isn’t tragic—just inevitable
Learning when not to bring modern solutions
Why It’s Starter-Friendly
No Unwritten threat
Clear emotional beats
Strong Witness archetype reinforcement
Teaches: Not all persistence is denial
Theme: Aftermath and identity
Primary Question: Who are you when the story is already over?
A realm where a great conflict ended cleanly—but left people unsure of who they are now.
Common Story Hooks
Helping former heroes accept rest
Letting go of roles that no longer exist
Choosing whether a sequel is needed—or harmful
Why It’s Starter-Friendly
Familiar emotional language
Endmaker and Storyteller friendly
Clear Homeward adjacency
Teaches: Endings can be merciful
Theme: Choice and commitment
Primary Question: Will you follow a story you can’t revisit?
A liminal realm centered around a single journey. Once the road is walked, it never appears again—for anyone.
Common Story Hooks
Deciding who gets to walk the road
Choosing whether to walk it yourself
Accepting that some stories are one-time experiences
Why It’s Starter-Friendly
Short arc
Very clear structure
Minimal NPC overhead
Teaches: Choices matter because they are limited
These realms should sit close to Homeward
None should drift strongly toward the Unwritten
They should feel almost finished, not broken
They exist to say:
“This is what a story looks like when it doesn’t need saving.”
For starter realms:
Favor dialogue over danger
Let endings be quiet
Reward restraint as often as action
Never escalate stakes just to create drama
These worlds teach players how to listen.
Start with 3–5 visible starter realms on the map.
Let players choose freely.
Whichever they pick becomes the lens through which they understand all future stories.
If you want next, I can:
Fully flesh out one of these as a complete first arc
Design starter realm icons
Or help you write Franz guidance on when a realm stops being “starter-safe”
You’re building a very rare thing here: a setting that teaches taste instead of rules—and these worlds are how you do it.