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

Storforged Arms Graveyard: The Field Where Stories Fell

The Field Where Stories Fell

Core Identity

A desolate Story Realm formed from the remains of an ancient Anchor conflict—a war not of nations, but of interpretations. Thousands of Storyforged Arms lie embedded in the land, broken, dormant, or half-remembered. The sky is overcast with drifting fragments of unfinished chapters.

Nothing here is actively hostile by default.
The danger comes from resonance.


What Makes This Realm Different

⚔️ This Was Not a War of Good vs Evil

It was:

  • Writer vs Endmaker

  • Witness vs Interventionist

  • Continuance vs Forced Resolution

The war happened because Anchors disagreed on how stories should end.

That matters.


🗡️ Storyforged Arms as Terrain

  • Broken blades form hills and spires

  • Staffs and lances act as lightning rods for narrative energy

  • Some Arms still hum when approached by compatible Anchors

  • None are claimable without consequence

This is not loot.
It’s history.


🕯️ Echoes, Not Enemies

Instead of Storyless mobs:

  • Battle Echoes replay moments of the war

  • Phantom silhouettes clash, dissolve, and repeat

  • Approaching them triggers visions, not combat

Actual combat only occurs if players interfere.


Narrative Themes

  • Legacy without victory

  • Power used sincerely—and disastrously

  • What happens when Anchors refuse to step back

This realm exists as a warning, not a challenge.


Why It Belongs Near Endgame—but Not In It

  • It should sit near the Unwritten, but not inside it

  • It’s a place of aftermath, not erasure

  • Dark Anchors study it

  • Homeward avoids claiming it

It is unfinished because no one agreed on how it should end.


GM Guidance (Implicit but Strong)

  • Do not turn this into a dungeon crawl

  • Do not spawn random enemies

  • Let silence do the work

  • Let players decide how long they stay

Leaving is always an option.
Forcing meaning is how this place was made.