A living 5E world shaped by real players, real campaigns, and real consequences. Coming to Kickstarter in 2026.
Across the world of Medi, reality itself is beginning to fracture. Portals tear open as the realms collapse on themselves and the Pattern which binds the universe together has begun to fray. A fledgeling Empire maintains a strenuous hold on order over the continent of Axis, as a creeping curse spreads like disease. The demon Kryphos, The Great Silence, and his followers seek to bring about an end to all life. An oblivion, final and enduring.
As the Cult of Silence spreads, hope withers and praise feels hollow. The Silence is hollowing out the hearts of the great and small alike, making them forget that which they once loved. Axis now rests in the hands of those brave enough to stand against the darkness.
The Axis Saga is a 300+ page sourcebook of dark, high stakes fantasy designed to empower Game Masters and players to tell unforgettable stories. Fully compatible with 5E and 5.5E, the book provides a richly detailed world filled with dangerous mysteries, powerful factions, unique monsters, and new mechanics to bring to any table.
Whether your table thrives on intense tactical combat, deep roleplay, or sweeping narrative campaigns, The Axis Saga gives Game Masters the tools to run deeply immersive long term adventures or modular stories that can be woven into any campaign.
Every table will face difficult choices. Every hero will be tested.
And the fate of Axis will be decided one story at a time.
Every table becomes canon at their own scale.
The continent of Axis is caught between powers that cannot coexist. Every campaign begins with a choice of where to stand.
A newly forged power born in a time of crisis. The Empire of Axis was formed as nations, factions, and faiths united to face the growing threats of The Silence and Portal Crisis. Old rivals are asked to fight side by side, and factions that once competed for power must now unite.
Empress Jocelyn Rivers, refusing to be bound by the curse of Vampyrism, established the legal code known as The Gift. Under her rule Vampyres who rein in their hunger and submit to the law are named Eternals, and granted protection for their service to the Empire. The Inquisition, led by her Reclaimers and the Knighthawks, stands against the dual shadows of the Silence and the Unforgiven vampyres who refuse to bow to her rule.
The Empire is young, politically fragile, and built from peoples who once stood opposed to one another. Yet, it brings authority, structure, and the promise of stability to a world on the brink of chaos, seeking to hold civilization together.
Predating kingdoms and empires, before even the planet of Medi had a name, there were the Druids. Before the Primal Wars that cracked the surface of the world, ancient druids contended with the elemental forces known as The Pillars.
While the Pillars raged across the surface of the planet, the Druids of Medi protected the nascent, fragile lives of their people in the secluded forest glens of the Wyldtrees. As they learned to tame the might of the Pillars, their power rooted deep through earth, tapping into the Pattern itself.
They are keepers of the sacred cycles of nature, unfettered by political factions or lines on a map, they honor and protect Life, Growth, and Death in the world as it should be.
In this they oppose The Cult of Silence, as the deaths they offer are as empty of purpose as the lives they lead. Whereas Kryphos wishes to silence the Pattern, the champions of nature hear it thrumming through the currents of the earth and echoing in their hearts.
The Silence does not conquer with armies. It seeps into the soul, eroding hope, faith, and the bonds that tie us together. Its quiet claws scratch at the edges of The Pattern, always seeking a way in. A stray intrusive thought lingers too long. Doubt takes root where confidence once stood.
It is not a monster to be hunted nor a tyrant to be overthrown, but an insidious mental assault that settles behind the eyes and hums beneath conscious thought. It frays certainty, dulls joy, and thins resolve until resistance feels disproportionate to the effort of living.
Kryphos, the Great Silence, spreads his influence, as those infected with the curse of The Silence seek to spread it to new followers. Each one only wishing that more people understood how they feel.
Yet each of them was once a mother, a friend, or a lover. And can be once again. They are people in pain. Neighbors in need of healing.
No one is too small to matter. No one is too powerful to fall.
The question is no longer whether the darkness is coming. The question is, will you stand against it?
Everything a Game Master needs to bring Axis to life at their table.
12 unique subclasses and an entirely new class included to create your own Axis character.
Detailed maps of the continent and its major cities, alongside descriptions and lore for each location.
New mechanics of Resonance, Raids, and more are included to bring to any table!
Organizations that can serve as either your allies or enemies, plus a full list of NPCs to include in your campaigns.
Included is the full campaign of The War of Silence, along with plot hooks like the Inquisition and the Portal Crisis to integrate players into the world.
A full section of new creatures plus ready-to-play adventures like "The Exorcism of Mikko" and "Mischief at the Menagerie."
We are proud to collaborate with some of the finest names in tabletop gaming.