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  1. Tales Unending
  2. Lore

Wake Ships

Wake Ships

Vessels of the Storywake

Wake Ships are not merely ships.

They are agreements—between crew, purpose, and the Storywake itself.

Where gates allow passage only when paths already exist, Wake Ships allow Anchors to go looking. They are the primary means by which stories travel between worlds when no safe door is waiting.

If Anchors are those who act, Wake Ships are how action moves.


What a Wake Ship Is

A Wake Ship is a narrative-capable vessel designed to traverse the Storywake—the luminous, unstable expanse between Story Realms.

They are neither purely mechanical nor purely metaphysical. Each Wake Ship exists in a hybrid state:

  • Part structure

  • Part resonance

  • Part intention

A Wake Ship does not function without a crew. More specifically, it does not function without alignment. A ship that is well-built but poorly purposed will drift, stall, or fail entirely.

The Storywake responds to meaning.


Relationship to the Storywake

The Storywake is not empty space. It is a current of unrealized stories, dissolved endings, and potential paths. Travel through it is not a matter of distance, but of narrative coherence.

Wake Ships move by:

  • Maintaining internal story integrity

  • Resisting Unwritten stagnation

  • Creating a wake of continuity behind them

This wake is what keeps the vessel from dissolving.

Hence the name.


Construction and Customization

Wake Ships are fully modular and customizable, both structurally and narratively.

Rather than engines or fuel, Wake Ships are built from Storybound Components—modules that stabilize intent and function. Examples include:

  • Hull segments that define resilience

  • Core frames that determine handling

  • Wake stabilizers that resist narrative erosion

  • Specialized modules for navigation, defense, or interaction

Ships can be reconfigured over time. Components may be swapped, upgraded, or removed entirely. No Wake Ship remains static forever—nor should it.

A ship that never changes eventually stops answering.


The Ship Core

At the heart of every Wake Ship is a Core—a resonance chamber where purpose is anchored.

The Core does not provide power in the conventional sense. Instead, it:

  • Defines what the ship is for

  • Determines how the Storywake responds to it

  • Shapes how the ship behaves under stress

Some Cores are literal artifacts. Others are conceptual constructs, rituals, or shared oaths. Regardless of form, the Core must be acknowledged by the crew.

A ship without a Core is inert.


Crew and Attunement

Wake Ships respond to crew alignment, not hierarchy.

Pilots, navigators, engineers, and passengers all contribute to a ship’s stability simply by being present and engaged. Conflict among the crew does not inherently destabilize a ship—but unresolved denial does.

Common effects of poor attunement include:

  • Drift

  • Route distortion

  • Partial dematerialization

  • Increased Unwritten exposure

Conversely, a well-aligned crew can compensate for damaged components or unstable routes.

Some ships will not answer new crews at all.


Travel and Routes

Wake Ships do not follow fixed lanes.

Instead, they navigate currents of relevance—regions of the Storywake where connection between realms is possible. These currents shift constantly.

Navigation relies on:

  • Reading resonance

  • Interpreting Storywake flow

  • Recognizing when a route should not be followed

Journeys can take minutes or months. Time spent in the Wake does not always correspond to time spent in realms departed or reached.

Arriving “late” or “early” is common.


Defense and Risk

The Storywake is not actively hostile—but it is indifferent.

Threats faced by Wake Ships include:

  • Narrative shear (loss of coherence)

  • Wake storms (turbulent story collisions)

  • Unwritten incursions

  • Drift into irrelevant regions

Wake Ships are rarely armed in conventional ways. Defensive systems instead focus on:

  • Stabilization

  • Deflection

  • Avoidance

  • Resonance reinforcement

Combat-capable ships do exist—but they are rare, and often short-lived.


Wake Ships and the Unwritten

The Unwritten is uniquely dangerous to Wake Ships.

Prolonged exposure dulls responsiveness. Components lose definition. The Core may fall silent. A ship that loses its wake becomes Storyless—adrift, inert, and eventually dissolved.

Some legends speak of Unwritten-hardened ships that survived by embracing stagnation.

No confirmed sightings exist.


Acquisition and Ownership

Wake Ships are acquired at the Open Wake through:

  • Commission

  • Inheritance

  • Salvage

  • Resonance recognition

Ownership is informal. A ship belongs to those it answers.

Attempting to force control over a Wake Ship results in failure at best—and catastrophic loss at worst.

Ships that change hands too often tend to break down.


Cultural Perception

Across Story Realms, Wake Ships are viewed with a mix of awe and unease.

They represent:

  • Freedom

  • Risk

  • Refusal to settle

  • Stories that have not chosen to end

In Homeward, Wake Ships are respected but not glorified. They are tools, not destinies.

Some residents refuse to board them again.


Final Understanding

Wake Ships exist because stories refuse to stay still.

They are not shortcuts.
They are not guarantees.
They are commitments.

To board a Wake Ship is to accept that:

  • You may not return unchanged

  • Your destination may not be what you expect

  • The journey itself may matter more than arrival

The Storywake does not care where you want to go.

But a Wake Ship will try
—if your story still knows how to move.