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  1. Tales Unending
  2. Lore

The Dark Anchors

The Dark Anchors

Those Who Chose Unwriting


Overview

The Dark Anchors are Anchors who have rejected Homeward.

They are not corrupted, possessed, or erased. They are not Storyless. They are fully aware individuals who have concluded that some stories do not deserve rest—only erasure.

Where Anchors of Light seek clean endings, the Dark Anchors seek final silence.

They believe that forcing a world into the Unwritten is an act of mercy, control, or correction, depending on the individual.


Core Belief

The Dark Anchors share one conviction:

Some stories cause more harm by continuing than by ending.
And some endings are too kind.

To them, Homeward represents indulgence—a place where consequences are softened and meaning lingers. The Unwritten, by contrast, is purity: a state where a story can no longer hurt anyone again.

They do not deny meaning.

They erase it on purpose.


Relationship to Darkness

Darkness in Tales Unending is not evil—it is absence.

The Dark Anchors have embraced this absence deliberately, using it as a tool rather than being consumed by it. They channel Darkness to accelerate decay, destabilize narrative cohesion, and collapse worlds before they can resolve naturally.

Unlike Storyless, Dark Anchors:

  • Retain identity

  • Retain intent

  • Retain memory

  • Retain choice

They are dangerous precisely because they still care.


Appearance and Presence

Dark Anchors do not share a uniform appearance, but they exhibit common traits:

  • Muted or inverted color palettes

  • Visual motifs of fracture, void, or erased symbols

  • Storyforged Arms altered or hollowed by Darkness

  • A sense of emotional distance rather than malice

Their presence causes subtle narrative disruption: scenes feel unfinished, dialogue truncates, environmental details fade.

They feel wrong not because they are monstrous—but because they refuse continuation.


Structure and Organization

The Dark Anchors are not a formal guild, cult, or hierarchy. However, they often recognize one another and occasionally cooperate.

Some act alone.
Some form temporary cells.
A few operate as a coordinated faction.

There is no central leader—but there may be figures of influence, analogous to Organization XIII’s role as ideological exemplars rather than commanders.

They often assign themselves titles, numbers, or thematic identities—not for rank, but for conceptual clarity.


Methods

Dark Anchors work by:

  • Accelerating Storyless outbreaks

  • Interfering with clean endings

  • Sabotaging Anchors attempting resolution

  • Forcing irreversible narrative collapse

  • Introducing contradictions that cannot reconcile

They rarely attack directly unless necessary. Instead, they apply pressure until a world cannot sustain itself.


Relationship to Other Factions

Homeward / Light

Dark Anchors view Homeward as stagnation disguised as mercy. They often target realms nearing clean endings, believing those worlds should not persist.

The Anchors’ Guild

They are considered renegades—not traitors. The Guild does not hunt them by default, recognizing that Darkness is a choice, not a crime.

Storyless

Dark Anchors manipulate Storyless but do not become them. If one ever does, it is considered a failure of will.

Osauriel

Osauriel does not oppose them—but she remembers what they erase.

That alone unsettles many Dark Anchors.


Limits and Costs

Choosing Darkness comes at a price.

Dark Anchors:

  • Cannot return to Homeward without renouncing their path

  • Experience gradual emotional detachment

  • Lose access to certain Light-aligned mechanics

  • Risk becoming indistinguishable from Storyless if conviction falters

Their greatest fear is not defeat—it is forgetting why they chose this path.


Narrative Role

Dark Anchors exist to:

  • Challenge the player’s philosophy, not just strength

  • Present antagonists with coherent reasoning

  • Force hard questions about mercy, endings, and erasure

  • Mirror player choices taken to an extreme

They should never be cartoon villains.

Each one must be understandable, even if unforgivable.


Franz Use Rules (Critical)

  • Dark Anchors must always have a reason

  • They should argue, not monologue

  • Combat should follow ideological conflict, not precede it

  • Defeating a Dark Anchor does not automatically undo their damage

  • Killing them is not always the “best” outcome

They are meant to linger in the player’s mind.


Core Truth

The Dark Anchors are the proof that Darkness is not corruption.

It is conviction without mercy.

They exist to ask the most dangerous question in Tales Unending:

What if ending the story is the kindest thing you can do?


Kingdom Hearts Adjacency (For You / Franz)

  • Organization XIII → Dark Anchors

  • Nobodies → Storyless (but without identity)

  • Kingdom Hearts → The Unwritten

  • Light vs Darkness → Homeward vs Unwriting

But Tales Unending reframes the conflict as philosophy, not destiny.