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  1. Tales Unending
  2. Lore

The Open Wake

The Open Wake

Departure Point of Homeward

The Open Wake is where Homeward lets go.

It is the city’s primary point of departure—a broad threshold where Anchors may pass onward into other Story Realms, arrange passage through the Storywake, or prepare vessels capable of surviving the space between stories.

If the Threshold of Return is where Anchors arrive safely, the Open Wake is where they choose to risk motion again.


Nature of the Open Wake

The Open Wake is not a single gate, but a vast, open departure district built along the edge of Homeward’s narrative gravity.

Here, the Storywake is visible—not as stars or void, but as slow-moving currents of color, light, and resonance beyond the city’s bounds. The air feels thinner. Sound carries oddly. Distance behaves less reliably.

The Open Wake exists to make departure intentional.

Nothing here happens by accident.


Appearance

The Open Wake manifests as a grand, open concourse leading toward the edge of Homeward, where solid architecture gives way to platforms, docks, and suspended structures.

Common features include:

  • Wide plazas opening toward the Storywake

  • Gate frames and anchor pylons that shift alignment over time

  • Docks and hangars designed for Wake Ships

  • Elevated walkways overlooking drifting currents of Light

There are no walls at the edge—only space, held stable by purpose.


Gates and Passage

Anchors may depart Homeward in several ways:

  • Through Gates, when a stable path to a Story Realm exists

  • Via Arranged Transit, guided by specialists attuned to the Wake

  • Aboard Wake Ships, vessels capable of independent travel

Gates do not open on command. They respond to alignment—intent, readiness, and narrative relevance. Some appear briefly and vanish. Others remain for long periods, serving as well-traveled routes.

No gate leads directly into the Unwritten.


Wake Ships

Wake Ships are vessels designed to navigate the Storywake itself.

They are not purely mechanical, nor purely metaphysical. Each Wake Ship is partially shaped by its crew, responding to purpose, resolve, and shared intent. Two identical hulls may behave very differently depending on who commands them.

Wake Ships are acquired, commissioned, or inherited at the Open Wake. They range from small personal craft to larger communal vessels.

Ownership is less important than compatibility.

A ship that does not answer will not fly.

(Wake Ships are expanded in their own lore section.)


Commerce and Preparation

The Open Wake hosts specialists rather than vendors:

  • Navigators who read Storywake currents

  • Shipwrights who repair or attune Wake Ships

  • Cartographers of unstable paths

  • Brokers who trade in access, timing, and opportunity

Continuance is commonly used here, but not always sufficient. Some journeys demand readiness rather than payment.

Those unprepared are not turned away—but they are warned.


Relationship to Homeward

The Open Wake is the least stable district in Homeward—and intentionally so.

It is meant to pull.

Anchors lingering too long here often feel restless, compelled to move on. This is not coercion, but resonance. The Open Wake reminds stories that motion is still possible.

Homeward does not fear departure.

It exists so that departure can happen safely.


Narrative Function

For players, the Open Wake serves as:

  • Primary world-travel hub

  • Access point for Wake Ships

  • Transition between arcs

  • Visible reminder of scale and choice

Every major journey begins here—or returns here changed.


Canon Summary

  • POI Name: The Open Wake

  • Function: Departure hub and Wake Ship port

  • Location: Outer edge of Homeward

  • Theme: Choice, motion, readiness

Homeward does not hold on.

It opens.

And waits to see
who will return.