From the codex
Five Titans fell. The world inherited their grief.
What was scripture became ruin. What was ruin became a frontier — and you, an heir to its broken elements.
The Age of First Bindings
The game opens in the age when mortals first learned to bind themselves to the corpses of fallen titans. The titans died ages before recorded history — gods that overreached, killed one another, or were broken by something older still. Their bodies have been settling into the world ever since, leaking elemental power into the stone, the rivers, the air.
You are not a hero. You are a steward — a coordinator of factions, a builder of districts, a patron of shrines. The heroes are the members in your roster, and they are the ones who bind themselves to the dead gods on your behalf.
The five patrons
Five faiths consecrate the world's temples. None are villains. Each interprets the titans differently — as ancestors, as sin, as harvest, as discipline, as wound. Consecrating a temple to a patron unlocks their relic crafting tree and turns their districts into something your roster can build on; it also closes the door, hard, on the other four. Apostasy is possible but costly.
- Mendicants — the wandering faith. Sees the titans as ancestors owed grief. Their relics lean on travel, mercy, and the long road.
- Stewards — the agrarian faith. Sees the titans as soil. Their relics lean on harvest, refinement, and the slow turn of seasons.
- Wardens — the militant faith. Sees the titans as sin to be guarded against. Their relics lean on defense, garrison, and disciplined violence.
- Cenobites — the monastic faith. Sees the titans as mystery to be studied. Their relics lean on knowledge, focus, and the quiet of a stone cell.
- Stigmata — the bleeding faith. Sees the titans as wound, and themselves as the cloth pressed against it. Their relics lean on sacrifice, blood-pacts, and the things that can only be paid in cost.
The six regional factions
Inside any given region, six factions vie for your loyalty: the local nobility, the merchants, the artisans, the militia, the common folk, and the temple. Loyalty is per-region — what you owe the Velden nobility is independent of what you owe the Casaril merchants. Loyalty unlocks the shrines, the better buildings, and the recruitable members of each faction.
Faction loyalty drifts. Neglect a faction long enough and they cool on you. Push hard for one and the others sour. The Heartbeat feed shows when an event jolted the loyalty meter — read it before it stings.
What's happening right now
The world is recovering from a Veilbreak — an incursion of things that should not exist, pushed back at terrible cost a generation before the game opens. The aftermath is what shapes the early game: districts wrecked, factions distrustful, shrines abandoned, patrons competing for the souls of the survivors.
The road ahead is not "stop the next Veilbreak." The road ahead is rebuilding well enough that the world can survive the next one.
Reading further
More lore is unlocked through the chapter comics, the backstory quests on individual members, and the Patron Shrine doctrine tooltips. We don't dump it on the wiki — half the joy is finding it yourself.
