Kneeshaw Developments

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 six patrons

Six faiths consecrate the world's temples. None are villains. Each interprets the titans differently — as sacred wild, as wayfarer, as deep stone, as drowned secret, as omen, as the Mother's children. 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 five. Apostasy is possible but costly.

  • Wardens — the grove-keeping faith of the greenwood. Sees the titans as sacred wild to be tended, not conquered. Their relics lean on growth, poultices, and the long vigil of the green.
  • Riders — the wayfaring faith of the sun-road. Sees the titans as old guests owed passage and welcome. Their relics lean on travel, light, and the open road.
  • Conclave — the stonecut faith of the ironpeaks. Sees the titans as the deep mountain, to be measured and matched. Their relics lean on the forge, endurance, and disciplined craft.
  • Coven — the mire faith of the bleakfen. Sees the titans as the drowned dead whose secrets the marsh still keeps. Their relics lean on hexes, wards, and what the shadow remembers.
  • Seers — the dune faith of the ashwalkers. Sees the titans as omens written in ash, to be read rather than fought. Their relics lean on sight, stillness, and prophecy.
  • The Tide Mother — the tideborn faith of the deep shore. Sees the titans as the Mother's drowned children, returning with every wave. Their relics lean on the tide, its cycles, and what the deep gives back.

Region loyalty — the same six faiths, region by region

Those same six patrons compete for your loyalty inside every region. Each region carries a six-faction loyalty vector — the Greenwood Wardens, the Sunlit Riders, the Ironpeak Conclave, the Bleakfen Coven, the Ashwalker Seers, and the Tide Mother — and each faith starts ahead in its home region: the Wardens in the forest, the Riders on the plains, the Conclave in the mountains, the Coven in the swamp, the Seers in the desert, and the Tide Mother along the Sundered Coast. Loyalty is per-region, so the standing you build with the Conclave in the mountains is independent of where they sit in the forest.

Region loyalty drifts back toward each region's natural baseline. Neglect a faith long enough and they cool on you; push hard for one and the others sour. The Heartbeat feed shows when an event jolted a region's 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.