
The Knowing Lands
Before the age of the Knell, in a land they called Rome, the people prayed to false gods. But when the Pseustan Gods reached out across the unknown towards a world alien to them, both man and god discovered that they were not alone and, in time, a new utopia was created on this earth. A place of peace for the human soul with the truth of the cosmos.
In time, there was a Knowing Land.

And yet, there would be no peace.
As wishes were granted and the continent overflowed with the impossible, new and terrifying problems arose. Untamed monsters. Upheaved land. Scattered nations. Wars between man and waves of new forms of divinity erupted, eventually culminating in the truly unthinkable;
Celil-Vas, the God of Dreams, was killed.
Now, in the decades since the Awakening, the Knowing Lands reel from the idea of outright battle with the gods as the rest of the pantheon goes quiet. As a god- dependent society crumbles and chaos begins to seize the faithful, can humanity regain a paradise lost?

Or is the Dream truly dead?

The Knowing Lands setting is designed specifically for Axes & Axees, filled with characters, symbols and stories all tailored towards the strengths of the system. Below are the features most prominent to the people of its world.
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Psuestan Pantheon
The bells of heaven have, until recently, not been shy to make their presence known. Rather, every peoples of every size has formed deep and abiding ties to each and every one of them. Still, it is rare to find someone who does not favor one or some over others, and many Worships have distinct cultures that can be found nearly unperturbed in every corner of the realm. Well, had. Since the Awakening, the idea of being faithful is no longer taken for granted, and entire societies have forsaken the gods. But what will come in their place?

The Folk of the Pact
The Gods are generous, giving myriad gifts to humanity in their time as the stewards of the Knowing Lands. None, however, is more noticeable, or “enjoyed” more thoroughly, than the Pactbourne. Tribes of men throughout history have made pleas onto the Gods, transforming them and their kin forever into a form that would grant them their wish. Their descendants walk the Knell, carrying down their touched lines as living proof of the covenant between mortal and divine. Marked, eternally, whether they wish it or not.

The Teething Cities
While the larger nations of the Knell obviously hold sway in matters large and small, this era sees the dawn of new powers yawning into the blinking light. The eight Teething Cities have the densest consolidation of money, resource, talent and population yet seen, and in the chaos of the post-Awakening world they are finding far more purchase than their meager sizes would suggest. Will they come out on top of the roiling tumult and establish themselves as the bastions of a new society, or are they doomed to simply be crushed under the colossal forces of history?

Divine Favors
No man is meant to directly wield the powers from beyond the Mavros, but there have been no shortage of boons given all the same. A complex language of ritual and prayer has long been established where men could ask for the touch of the divine to grace their world in small, measurable ways. These Favors often take the form of items that defy the natural order of the world, though countless are the gifts that permeate the laws, skies and land of the Knell. That said, it has been some time now since the Awakening, and no new favors can be granted. As technology surges forward to fill the need, the artifacts of old grow less and less important.

Heroic Knock-Knells
The Awakening is a strange time for the groups of adventurers they call the Knock-Knells. During the Heroic Age their exploits in ridding the land of untamed magic was met with awe and applause. Before that, the War of Cinders gave them dire purpose, and the Beast Hunts before that. Now it seems those cheers are dying out, and those few that still walk the scattered paths are scooped up as mere sell-swords for the greedy warlords that dot the land. Surely though, within the reaches of the furthest bells, there must still be some who seek the thrill of the journey.






