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Story outline
- Home world baseline
- Describe the protagonist's everyday life and environment before crossing into the other world.
- Threshold and transit
- State the event, doorway, or force that pulls the protagonist out of the home world and how the crossing feels.
- Arrival and immediate impact
- Show where the protagonist lands in the secondary world and how their arrival alters local conditions.
- First guide and quest path
- Identify the local figure who explains the new world's rules and points the protagonist toward a way home.
- Gathering secondary-world allies
- List the companions met along the route and the personal lack or goal that leads each one to join.
- Road hazards and group trials
- Outline the obstacles en route that test the travelers and show how their combined traits solve them.
- Central authority and price of return
- Describe the meeting with the promised power and the task demanded in exchange for passage home.
- Ordeal in enemy territory
- Detail the confrontation with the secondary-world antagonist, including capture, loss, and how the threat ends.
- Unmasking and failed exit
- Reveal any truth behind the central authority and explain why the first attempt to return home falls short.
- Renewed journey toward another exit
- Show the party setting out toward a remaining power or borderland that may still offer passage home.
- Portal return and homecoming
- Explain the mechanism that finally carries the protagonist back and how they re-enter the home world.
Main character profile
- Name and home background
- Give the protagonist's name, family situation, and upbringing in the primary world.
- Home-world anchor
- Name the people, duties, or attachments that make the protagonist want to return rather than stay.
- Carryover companion
- Describe any pet or person who crosses the portal alongside the protagonist and shares the journey.
- Perceived role in the new world
- Contrast how locals interpret the newcomer with how the protagonist views themselves.
- Tokens and protections
- List objects, marks, or gifts acquired near the threshold or on the road that shield or empower the traveler.
- Driving objective
- State the concrete goal that keeps the protagonist moving through unfamiliar territory.
- Core strengths
- Note the practical habits and moral qualities from home that help the protagonist survive in the other world.
- Human vulnerabilities and blind spots
- Specify physical needs from the home world and limits in understanding local magic that create danger.
- Bond with secondary-world companions
- Explain how the outsider earns loyalty from native inhabitants and how they support one another.
World and setting sheet
- Sensory contrast with home
- Compare the landscape, climate, and atmosphere of the secondary world with the protagonist's starting place.
- Borders and isolation
- Define the physical or magical barriers that keep the secondary world separate from the primary world.
- Regions and inhabitants
- Map the major territories of the secondary world and the distinct peoples or miniature societies within them.
- Visual and color motifs
- Record recurring colors, dress customs, or perceptual tricks that distinguish regions and factions.
- Magic users and charmed objects
- Distinguish genuine magic practitioners from imitators and list key enchanted items and their limits.
- Seat of central power
- Describe the capital or hub of the secondary world, its entry rules, and how its ruler maintains authority.
- Native creatures and environmental hazards
- Catalog dangerous beasts, plants, and living terrain that travelers face between settlements.
- Cross-world travel rules
- State what methods can cross between the two worlds and what constraints block native magic at the border.
How to Fill It Out
- Start with the World and setting sheet by contrasting sensory details between home and the new land, then define your borders, regional inhabitants, visual color motifs, and cross-world travel rules.
- Fill out the Main character profile next, linking your protagonist's driving objective and home-world anchor with human vulnerabilities, carryover companions, and any tokens or protections acquired on arrival.
- Map the Story outline from the home-world baseline and transit threshold through the arrival impact, early guide, ally recruitment, and road hazards that test the group.
- Draft the late-arc turns by connecting the central authority's price of return to an ordeal in enemy territory, an unmasking or failed exit, and a renewed journey toward the homecoming or closing resolution.
Breakdown Example: The Wonderful Wizard of Oz (L. Frank Baum)
Below is a complete, field-by-field breakdown of The Wonderful Wizard of Oz by L. Frank Baum (public domain), mapped onto the Story outline, Main character profile, and World and setting sheet. You can use it as a reference model to see how home-world contrast, companion bonds, and cross-world travel rules fit together across a full novel.
Story outline
- Home world baseline
- Dorothy, an orphan girl, lives with Uncle Henry and Aunt Em in a small one-room house on the sun-baked gray Kansas prairie. While her aunt and uncle have grown solemn and worn from hard farm work, Dorothy plays with her little black dog, Toto.
Dorothy lived in the midst of the great Kansas prairies, with Uncle Henry, who was a farmer, and Aunt Em, who was the farmer’s wife. (Chapter I. The Cyclone)
- Threshold and transit
- When a cyclone approaches, Aunt Em climbs into the cyclone cellar, while Dorothy chases Toto under the bed and gets caught inside the house. The whirlwind lifts the house to the top of the cyclone and carries Dorothy and Toto miles away while she falls asleep on her bed.
The house whirled around two or three times and rose slowly through the air. (Chapter I. The Cyclone)
- Arrival and immediate impact
- The house lands in the green country of the Munchkins inside the Land of Oz, crushing the Wicked Witch of the East beneath a beam. This accidental landing frees the Munchkins from years of bondage.
There, indeed, just under the corner of the great beam the house rested on, two feet were sticking out, shod in silver shoes with pointed toes. (Chapter II. The Council with the Munchkins)
- First guide and quest path
- The Good Witch of the North greets Dorothy, gives her the dead Witch's silver shoes, and explains that a great desert surrounds Oz. Reading chalk words on a magic slate, the Witch directs Dorothy to follow the road of yellow brick to the Emerald City to ask the Wizard Oz for help, kissing her forehead for protection.
Within a short time she was walking briskly toward the Emerald City, her silver shoes tinkling merrily on the hard, yellow road-bed. (Chapter III. How Dorothy Saved the Scarecrow)
- Gathering secondary-world allies
- Along the yellow brick road, Dorothy lifts the straw-stuffed Scarecrow off his pole, oils the rusted joints of the Tin Woodman in the forest, and confronts the Cowardly Lion when he snaps at Toto. Each joins the trip to ask Oz for what he lacks: brains, a heart, and courage.
So once more the little company set off upon the journey, the Lion walking with stately strides at Dorothy’s side. (Chapter VI. The Cowardly Lion)
- Road hazards and group trials
- The party crosses two deep ditches, fells a bridge tree to drop two pursuing Kalidahs into a gulf, rafts across a swift river where a Stork rescues the stranded Scarecrow, and survives a sleep-inducing poppy field. After the Scarecrow and Woodman carry Dorothy and Toto out, the Tin Woodman saves the Queen of the Field Mice from a Wildcat, and thousands of mice haul the sleeping Lion to safety on a wooden truck.
They carried the sleeping girl to a pretty spot beside the river, far enough from the poppy field to prevent her breathing any more of the poison of the flowers, and here they laid her gently on the soft grass and waited for the fresh breeze to waken her. (Chapter VIII. The Deadly Poppy Field)
- Central authority and price of return
- At the Emerald City, the Guardian of the Gates locks green spectacles on the travelers and leads them to Oz's Palace. Appearing separately over four days as a giant Head, a winged Lady, a five-eyed Beast, and a Ball of Fire, Oz refuses to grant their requests until they kill the Wicked Witch of the West.
“There is no hope for me,” she said sadly, “for Oz will not send me home until I have killed the Wicked Witch of the West; and that I can never do.” (Chapter XI. The Wonderful City of Oz)
- Ordeal in enemy territory
- Heading West, the group defeats the Witch's wolves, crows, black bees, and armed Winkies, until the Witch uses the Golden Cap to summon the Winged Monkeys, who scatter the Scarecrow's clothes, drop the Woodman on rocks, cage the Lion, and carry Dorothy to the castle as a kitchen slave. When the Witch trips Dorothy with an invisible iron bar and steals one Silver Shoe, Dorothy throws a bucket of water on her, melting the Witch away, then frees the Lion and enlists the Winkies to repair her friends.
This made Dorothy so very angry that she picked up the bucket of water that stood near and dashed it over the Witch, wetting her from head to foot. (Chapter XII. The Search for the Wicked Witch)
- Unmasking and failed exit
- Guided by the Field Mice to use the Golden Cap, the party flies back to the Emerald City, where Toto tips over a screen and exposes Oz as an ordinary balloonist and ventriloquist from Omaha. Oz gives symbolic brains, heart, and courage to Dorothy's friends and sews a hot-air silk balloon to take Dorothy home, yet the ropes snap while Dorothy is retrieving Toto and Oz floats away alone.
She was within a few steps of it, and Oz was holding out his hands to help her into the basket, when, crack! went the ropes, and the balloon rose into the air without her. (Chapter XVII. How the Balloon Was Launched)
- Renewed journey toward another exit
- When the Winged Monkeys explain that they cannot cross the desert out of Oz, a palace soldier suggests visiting Glinda, the Good Witch of the South, whose castle stands near the desert's edge. Dorothy and her three companions set out South, chopping past fighting forest trees and climbing over a white wall into the Dainty China Country.
The sun shone brightly as our friends turned their faces toward the Land of the South. (Chapter XIX. Attacked by the Fighting Trees)
- Portal return and homecoming
- Glinda tells Dorothy that the Silver Shoes can carry her wherever she wishes: she only has to knock the heels together three times and command them. Dorothy does so and asks to be taken home to Aunt Em. She is carried through the air to the Kansas prairie, the shoes fall off and are lost forever in the desert, and Aunt Em, watering the cabbages, runs to embrace her.
Main character profile
- Name and home background
- Dorothy is a young orphan girl raised by her farmer uncle, Uncle Henry, and his wife, Aunt Em, in a small house on the Kansas prairie. Unlike her quiet, toil-worn guardians, she keeps a merry laugh and playful spirit.
When Dorothy, who was an orphan, first came to her, Aunt Em had been so startled by the child’s laughter that she would scream and press her hand upon her heart whenever Dorothy’s merry voice reached her ears; and she still looked at the little girl with wonder that she could find anything to laugh at. (Chapter I. The Cyclone)
- Home-world anchor
- Dorothy remains attached to Aunt Em and Uncle Henry and worries that her aunt will grieve over her disappearance. Even amidst lush gardens and palace luxuries in Oz, she prefers returning to her bleak Kansas farm over staying.
Thus each of the little party was satisfied except Dorothy, who longed more than ever to get back to Kansas. (Chapter XVII. How the Balloon Was Launched)
- Carryover companion
- Her small, silky-haired black dog, Toto, crosses with her in the house because she stays behind to rescue him from under the bed during the cyclone. Toto accompanies her across Oz, shares her meals, defends her when the Witch strikes him, and inadvertently causes her to miss Oz's balloon.
It was Toto that made Dorothy laugh, and saved her from growing as gray as her other surroundings. (Chapter I. The Cyclone)
- Perceived role in the new world
- People in Oz treat Dorothy as a sorceress or friendly witch because her falling house killed the Wicked Witch of the East, she wears the silver shoes, and her checked gingham frock includes white and blue. Dorothy regards herself as a plain, harmless girl carried from home by chance.
Dorothy did not know what to say to this, for all the people seemed to think her a witch, and she knew very well she was only an ordinary little girl who had come by the chance of a cyclone into a strange land. (Chapter III. How Dorothy Saved the Scarecrow)
- Tokens and protections
- Dorothy wears the charmed Silver Shoes of the Witch of the East and bears a shining mark on her forehead from the Witch of the North's kiss, which prevents the Winged Monkeys and the Wicked Witch of the West from striking or killing her. Later she carries a whistle from the Queen of the Field Mice and takes the Golden Cap from the Yellow Castle.
The Wicked Witch was both surprised and worried when she saw the mark on Dorothy’s forehead, for she knew well that neither the Winged Monkeys nor she, herself, dare hurt the girl in any way. (Chapter XII. The Search for the Wicked Witch)
- Driving objective
- Her central aim is to cross the surrounding desert and reach Kansas again. That single objective motivates her walk to the Emerald City, her journey West into the Winkies' land, and her march South toward Glinda.
This worried Dorothy a little, but she knew that only the Great Oz could help her get to Kansas again, so she bravely resolved not to turn back. (Chapter III. How Dorothy Saved the Scarecrow)
- Core strengths
- Dorothy shows courtesy, practical care, and sudden courage when smaller or helpless companions are threatened. She slaps the Lion on the nose to protect Toto, sneaks food nightly to keep the caged Lion from starving, and organizes Winkie tinsmiths and helpers to restore the Tin Woodman and the Scarecrow.
The reason the Lion did not have to do as the Witch wished was that every night, while the woman was asleep, Dorothy carried him food from the cupboard. (Chapter XII. The Search for the Wicked Witch)
- Human vulnerabilities and blind spots
- Being made of flesh, Dorothy requires food, clean water, and sleep, and she collapses in the scarlet poppy field where her straw and tin companions stay awake. She also lacks knowledge of local charms, wearing both the Silver Shoes and the Golden Cap without realizing what magic they hold.
Her eyes closed in spite of herself and she forgot where she was and fell among the poppies, fast asleep. (Chapter VIII. The Deadly Poppy Field)
- Bond with secondary-world companions
- Dorothy listens sympathetically to the Scarecrow, the Tin Woodman, and the Cowardly Lion, tends their mishaps, and refuses to abandon them when they are scattered. Out of gratitude and affection, the three leave behind safety and high status in the Emerald City to escort her South.
Dorothy was once more filled with the hope of getting home, and the Scarecrow and the Tin Woodman were glad to be of use to her. (Chapter XIX. Attacked by the Fighting Trees)
World and setting sheet
- Sensory contrast with home
- Whereas Kansas is flat, dry, treeless, and baked gray by sun and wind, the Land of Oz greets Dorothy with green turf, fruit-laden trees, bright blossoms, colorful birds, and clear brooks.
There were lovely patches of greensward all about, with stately trees bearing rich and luscious fruits. (Chapter II. The Council with the Munchkins)
- Borders and isolation
- A vast desert encircles the Land of Oz on the East, South, West, and North, cutting it off from outside countries. Because of this isolation, witches and magic remain active in Oz after disappearing from civilized lands.
“I cannot tell,” answered the soldier, “for nobody has ever crossed the desert, unless it is Oz himself.” (Chapter XVIII. Away to the South)
- Regions and inhabitants
- Oz comprises four directional regions around its center: the Munchkins' farming country in the East, the rough untilled land of the Winkies in the West, the Good Witch's domain in the North, and the Quadlings' country in the South. Smaller enclaves also exist, such as the walled Dainty China Country populated by knee-high living china figures.
And, strangest of all, these people were all made of china, even to their clothes, and were so small that the tallest of them was no higher than Dorothy’s knee. (Chapter XX. The Dainty China Country)
- Visual and color motifs
- Distinct colors mark parts of Oz: blue houses, fences, and peaked hats among the Munchkins, yellow in the Winkies' West, white as the color associated with witches, and emerald green around the central city. Within the Emerald City, green-tinted spectacles locked on each person create the illusion that ordinary streets and goods are green.
All were painted blue, for in this country of the East blue was the favorite color. (Chapter III. How Dorothy Saved the Scarecrow)
- Magic users and charmed objects
- Genuine magic is practiced by the Good Witches of the North and South, the Wicked Witches of the East and West, and earlier sorceresses such as Gayelette, while Oz himself relies on papier-mache props, masks, ventriloquism, and circus ballooning. Charmed items include the Silver Shoes, the Wicked Witch's silver whistle, the limb-chopping enchanted axe, and the Golden Cap that compels three services from the Winged Monkeys.
Whoever owned it could call three times upon the Winged Monkeys, who would obey any order they were given. (Chapter XII. The Search for the Wicked Witch)
- Seat of central power
- The Emerald City stands in the middle of the land behind a high green wall with emerald-studded gates tended by the Guardian of the Gates, who holds the key to everyone's locked spectacles. From the central Palace Throne Room, Oz rules unseen behind screens and disguises until his departure, when he appoints the Scarecrow to rule.
In front of them, and at the end of the road of yellow brick, was a big gate, all studded with emeralds that glittered so in the sun that even the painted eyes of the Scarecrow were dazzled by their brilliancy. (Chapter X. The Guardian of the Gate)
- Native creatures and environmental hazards
- Oz holds talking animals such as the Stork and the organized kingdom of Field Mice alongside severe natural and magical dangers. Travelers encounter bear-bodied, tiger-headed Kalidahs, sleep-inducing scarlet poppies, packs of wolves, wild crows, black bees, Winged Monkeys, and forest trees that seize intruders with their branches.
They had just started to cross this queer bridge when a sharp growl made them all look up, and to their horror they saw running toward them two great beasts with bodies like bears and heads like tigers. (Chapter VII. The Journey to the Great Oz)
- Cross-world travel rules
- Characters from the United States reach Oz accidentally by air across the desert, with a cyclone carrying Dorothy's house from Kansas and an untethered balloon carrying Oz from Omaha. Native magical creatures like the Winged Monkeys belong to Oz and cannot fly across the desert into Kansas, while a hot-air balloon cannot be steered or recalled once its ropes break.
We belong to this country alone, and cannot leave it. (Chapter XVIII. Away to the South)
This breakdown uses a public-domain book, with quotes from the original text. The Wonderful Wizard of Oz
Common Pitfalls
- You could establish a clear home-world anchor early—such as a family tie or farm obligation—so readers have context for why your lead still weighs a return trip even when the secondary world offers palaces or high status.
- Consider giving your traveler a carryover companion or a misunderstood token on arrival, as Dorothy has Toto and the Silver Shoes, whose full magic she does not know.
- When designing road hazards and enemy territory trials, you might match human blind spots—like needing sleep, water, or local knowledge—with secondary-world allies whose physical nature offsets those limits during group set pieces.
- You could plan a failed exit before the final portal return, such as an unsteerable vehicle or an unmasking at the seat of central power, which gives web serials and indie novels room for a renewed journey toward another regional border.
FAQ
What sections are included in this portal fantasy story template?
The template covers a Story outline, a Main character profile, and a World and setting sheet. Together, the prompts trace the arc from your protagonist's home-world baseline and transit threshold through secondary-world allies, central power, failed exits, and cross-world travel rules.
Can I adapt this outline if my protagonist stays in the secondary world instead of returning home?
Yes, you could treat the portal return prompt as a choice point rather than a trip back. You could use the home-world anchor and failed exit beats to test whether your lead still wants their old life or prefers building a lasting role alongside secondary-world companions.
Why does the template use The Wonderful Wizard of Oz for the filled-in example?
L. Frank Baum's novel is in the public domain and illustrates classic portal structure clearly, from accidental cyclone transit into Munchkin country to a staged unmasking at the Emerald City. Reviewing a familiar book alongside the blank fields can make it easier to see how world borders, color motifs, and charmed objects connect to plot turns.