From The CBG Wiki

Jump to: navigation, search

“So long as the mind keeps silent in the motionless world of its hopes, everything is reflected and arranged in the unity of its nostalgia. But with its first move this world cracks and tumbles: an infinite number of shimmering fragments is offered to the understanding.” - Albert Camus

Was it good or evil that won the final battle? Regardless, the victorious gods struck the fatal blow, smiting the last opposing god from the heavens. No one expected what came next: the universe rejected singularity. Without evil, there could be no good. Without law, there could be no chaos. The imbalance in the forces that controlled the universe caused a devastating cataclysm, the Shattering. The planets were destroyed, the universe was sundered and only the indomitable will of the remaining gods kept existence from an utter end. Even the gods could not grasp the doom they had wrought and many perished. Most that endured did not remain whole or sane.

No physical realms remain. Vestiges of each race survived through the will of the gods and find themselves adrift in an infinite, chaotic swirl of pseudo-worlds called the Tangle; the hopes, dreams, memories and despair of the surviving gods. Two centuries have passed and the Reflections of once-great cities teem with life again, terrifying beasts conjured from the Nightmares of mad gods roam unchecked and intelligent races are starting to understand that they walk upon the stuff of dreams, not the solid earth of the True World.

Wake is a campaign setting primarily intended for Dungeons and Dragons 4th Edition in which the players assume the role of beings in the boundless Tangle, a Shattered Universe of countless possibilities. Wake is intended for play as a standalone campaign setting but with some imagination it can be adapted to serve as an extraplanar addition to an already existing campaign.


Wake's central theme is that of exploration and adventure. Each realm, or Sphere, created in the Shattering is a frontier to be explored and each action an opportunity to introduce these new realms. A simple staircase may end on the second floor of an inn or transport those who climb it to Ascension. An entrance to a dark alley on Lumin may have an exit on Twilight. The possibilities are endless and, as a storyteller, you are limited only by the breadth of your imagination in crafting adventures for your players.

While adventure plays a key role in Wake, there are ample opportunities to explore themes ranging from political intrigue in the dealings of the Great Houses, to the ostensibly endless onslaught of Ashraead's settlements by the Mad God's followers. Wake is a rich universe in which any story may find fast purchase.


Wake was first dreamed up in the spring of 2004 and was originally intended for play using the Dungeons and Dragons 3rd Edition system. After posting and feedback on the Wizards of the Coast forums, Wake moved to the Campaign Builder's Guild where it received additional praise and support. The original campaign thread for Wake is derelict but feel free to use the discussion thread if you wish to comment, constructively criticize or ask any questions.