• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Tales Unending
  2. Lore

Starter Story Realms

Starter Story Realms

Near-Homeward Realms for New Anchors

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.


The Fields of Hope

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


The City That Learned to Wait

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


The World That Time Forgot

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


The Quiet After the War

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


The Road That Only Appears Once

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


Placement Guidance (Map Logic)

  • 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.”


GM Guidance (Explicit)

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.


Final Recommendation

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.