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  1. Tales Unending
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Starter Wake Ships

Starter Wake Ships

First Vessels of Motion

Starter Wake Ships are vessels that have already proven they can move—but are still open to becoming something more. They are forgiving, responsive, and relatively stable, making them ideal for newly established Anchors.

None of these ships are unique.
All of them are personal.


1. The Wayfarer’s Wake

Skiff-Class | Personal Exploration Craft

A compact, single-hull Wake Ship designed for solo or duo travel. The Wayfarer’s Wake responds quickly to intent and is known for “listening” closely to its pilot.

Profile

  • Crew: 1–2

  • Strengths: Agility, responsiveness, low maintenance

  • Weaknesses: Minimal redundancy, limited cargo

  • Narrative Tone: Freedom, curiosity, early independence

Starting Configuration

  • Light adaptive hull

  • Basic Core Assembly (Exploration-aligned)

  • Standard Wake propulsion

  • Minimal stabilization suite

  • Simple navigation interface

Why It’s a Starter
The Wayfarer’s Wake teaches players how alignment and intent matter. It forgives mistakes—but remembers patterns.


2. The Crossroads Cutter

Cutter-Class | Party Standard Vessel

A reliable, multi-seat Wake Ship built for small groups. The Crossroads Cutter is balanced and unassuming, often chosen by Anchors who expect to travel together for some time.

Profile

  • Crew: 3–5

  • Strengths: Balance, customization flexibility

  • Weaknesses: Requires cooperation to function well

  • Narrative Tone: Fellowship, shared purpose

Starting Configuration

  • Reinforced mid-frame hull

  • Cooperative Core Assembly

  • Stable propulsion system

  • Moderate stabilization components

  • Dual-interface control system

Why It’s a Starter
This ship rewards teamwork. When the crew aligns, it performs better than expected. When they don’t, it gently but firmly makes that obvious.


3. The Lantern Drift

Skiff-Class | Guidance & Recovery Craft

A small Wake Ship outfitted with enhanced navigation and stabilization, favored by Anchors who expect to work near unstable realms or fading paths.

Profile

  • Crew: 1–3

  • Strengths: Navigation, Wake hazard resistance

  • Weaknesses: Low speed, limited combat avoidance

  • Narrative Tone: Vigilance, responsibility

Starting Configuration

  • Narrow, resilient hull

  • Stability-focused Core Assembly

  • Precision Wake propulsion

  • Advanced navigation suite

  • Reinforced integrity systems

Why It’s a Starter
The Lantern Drift teaches players that not all paths should be taken. It excels at retreat, recovery, and safe passage.


4. The Hearthbound

Cutter-Class | Support & Transport Vessel

A warmer, slower ship built with crew comfort and cargo in mind. The Hearthbound is often chosen by Anchors who expect to ferry others or carry more than just themselves.

Profile

  • Crew: 3–6

  • Strengths: Support systems, endurance

  • Weaknesses: Slower response, larger profile

  • Narrative Tone: Care, continuity

Starting Configuration

  • Broad-frame hull

  • Sustenance-aligned Core Assembly

  • Steady propulsion

  • Expanded utility modules

  • Reinforced habitation systems

Why It’s a Starter
The Hearthbound makes rest and recovery feel natural. It is forgiving of inexperience—but demands care in return.


5. The Quiet Vector

Skiff-Class | Stealth & Precision Craft

A low-profile Wake Ship designed to minimize narrative disturbance. Favored by Anchors who prefer to avoid attention from the Storywake itself.

Profile

  • Crew: 1–2

  • Strengths: Stealth, low Wake signature

  • Weaknesses: Fragile under pressure

  • Narrative Tone: Caution, subtlety

Starting Configuration

  • Narrow silhouette hull

  • Suppression-tuned Core Assembly

  • Low-output propulsion

  • Resonance-dampening systems

  • Minimal external modules

Why It’s a Starter
The Quiet Vector teaches that sometimes survival means not being noticed. It rewards restraint and planning.


6. The Common Thread

Cutter-Class | Adaptable Generalist

A versatile, modular ship with no strong initial alignment—designed to grow into whatever the crew needs over time.

Profile

  • Crew: 3–5

  • Strengths: Adaptability, modular expansion

  • Weaknesses: No early specialization

  • Narrative Tone: Becoming

Starting Configuration

  • Neutral modular hull

  • Open-ended Core Assembly

  • Standard propulsion

  • Expansion-ready interfaces

  • Flexible utility slots

Why It’s a Starter
The Common Thread becomes what the story demands. It starts modest—and ends up memorable.


Final Understanding

Starter Wake Ships are not chosen for power.

They are chosen for compatibility.

A ship that answers you early will grow with you.
A ship that resists you will teach you why.

Your first Wake Ship is not your destiny—
but it will remember how you began to move.