Nobody signed that pact. Everyone lives off it. Here is what can be said
without giving away the ending.
Kingdom and character names stay in French, that's how they read in the game.
The film
The world, before anyone explains it
A minute and six seconds. Two ancient gods, a world that held, and
the night it split. Original music by Jean-Christophe Martinez. Sound only starts
when you press play.
This is not the game's trailer. It is what happened before it, and
what nobody in the kingdoms tells the same way any more.
Before the Rift
There weren't always four kingdoms
There was a single territory. The ancient wars tore it apart, and
that is to be taken literally: they did not happen inside the world, they are what made
it.
What they left behind is called the Crown. Four pieces set in a circle, and a hole
in the middle. The kingdoms never drew closer together: they drew apart, each carrying
off its own fragment. Between them there is no border, there is void, which is to say
whatever was torn away.
A crown is a circle pierced by nature: it has a centre, and that centre is
empty. So the world carries the name of its wound.
Where it all happens
Four islands, and the tear in the middle
The chains are still holding. Four kingdoms around a tear that will not
close. One kingdom is missing from this map, and it is not an oversight.
Why now
The seals were never holding it shut
Every kingdom has kept a seal since the ancient wars, without knowing what
it holds back, the way you maintain a dyke whose river you have forgotten.
They were not closing the Rift. They were holding the kingdoms away from it, each
at the distance its own seal maintained. Then a black eclipse loosened them all at
once. Not broken: loosened.
The Rift was opened by nobody. It simply stopped being held.
Sap❈ The SylvesEmber▲ The CendrésTide✦ The AstrauxReflection◇ The Faës
Another bears a seal, elsewhere. Neither they nor the kingdom that
neither is the kingdom that keeps it.
The third player
The Rift
On the table in 3D. It rises from the ground and stops nowhere.
It tore the world down the middle and it has given nobody back. It drinks the sap of
the forests, it swallows whole constellations, it gives a face to every lie. What it takes
from one kingdom it does not take from another: that is why they have never managed to
unite.
It doesn't only take. It gives, too. Its souls are what you spend to
summon a creature or cast a spell, granted after the first exchange, and converted one by
one. Every kingdom armed itself with the thing that is devouring it.
On the table, it feeds on what dies and on what fires. At a threshold, it strikes, both sides alike. Neither the winner nor the loser asked for it, and its threshold
rises every time: the more you feed it, the dearer it becomes to wake.
"The Rift will choose its heir." It is the one thing the four kingdoms
agree on, and nobody ever asked what it wanted.
When it opens. Three words are enough to say whose side it is on:
it chooses nobody.
The one who converts
The Ecliste
It changes with your turn. Cold while your opponent plays, clear when
you can summon, burning when your allies are ready.
The souls the Rift grants are of no use as they are. Someone has to convert
them, and that someone is the Ecliste: a shard of the Rift, a cut core and two turning
rings, set at the edge of the table.
It is also what you call on to end your turn. Where other games have a button, RIFT has
someone you address, and the most repeated gesture of the game stops being
a click.
It isn't drawn: it is built by the game itself, out of the colours of the
Rift. It breathes, it darkens when nothing is ready, and it catches fire when the assault
can go.
The language
They all speak the same one, and none of them knows why
The world was one before the ancient wars. The land split, not the tongue, and that is why there is only one for all the peoples.
Four stones that do not come from the same quarry, and the same writing on all four.
It is called khron. That is how it is written, it is said kron, and its oldest form, kedhron, means « what held ».
Its writing, sixteen signs, one per sound
Nobody has published what each one says. The steles of the necropolises are covered in them, and they are still waiting to be read.
What you will say without thinking
Eight words are enough to follow a duel. They come back every turn, and players already pass them around.
sim
soul
oth
the assault
kalm
the combo
sael
guard
riv
the Rift
hend
to summon
nask
the seal
elna
the gold
The whole grammar
WHO · DOES · WHAT, always, without exception.
Nur oth ked, the beast attacks the king. Reversing it changes the meaning: Ked oth nur, the king attacks the beast. That is the only thing to remember.
The plural is -ar, and nothing else changes. nur, one creature; nurar, the creatures.
The rest is not learned here. It is deciphered.
Those who reign
Four sovereigns, four ways of having got there
Not one of the four took their throne the same way, and that is what tells
the kingdoms apart best. Another reigns, and has no name here.
❈ The Sylves
L'Enraciné
the one who never left
The Sylves crown nobody: they watch to see who stays. When the other claimants had
gone off to find something elsewhere to last on, he was still there, in the same
place, and the stump had grown around him.
At the table, the Sylves lay their cards and wait for them to grow.
▲ The Cendrés
La Forge-Mère
the one who outlived the fire
Among the Cendrés, the throne is taken. Eleven took it after the last king died, and
the fire took all eleven back. She never took anything: she kept the last ember alive
while they burned, and when the smoke settled there was nothing left but her and what
she had been keeping.
At the table, the Cendrés don't know how to lose.
✦ The Astraux
Treize
the one the calculation returned
The Astraux do not elect their sovereign: they calculate them. The calculation
returned that name, and nobody disputed it, you do not dispute a result.
At the table, the Astraux have already seen how it ends.
◇ The Faës
L'Hôte
the one whose crowning nobody witnessed
No one remembers his crowning, and that is proof enough: among the Faës, the one
whose lie holds longest reigns. He never claimed the throne. He was there, receiving, and it was never established which of the two had been invited by the other.
At the table, the Faës cheat, and only half hide it.
Each waits for you at the end of their kingdom, after
their three generals. What they will say to you, you'll hear in the game.
Those who defy them
Four walk towards the Rift, and none of them was chosen
They leave because staying no longer means anything. In the game, the one
you play is simply called You , here is where they have a name.
Another walks too. Neither they nor their kingdom are on this page.
⠈ The Sylves
The Latecomer
Saelusa
the one who leaves at an age when no one leaves
Warden of a clearing, then a grove, then a whole forest : a lifetime in one
place. She left the day there was no one left to watch over.
« I guarded a forest that no longer exists. I still have my legs. »
▲ The Cendres
The Twice-Forged
Takenda
the one who came out of the fire twice
They remade him once, and he is not counting on a second time. Among the Cendres,
surviving the forge is not a feat : it is a debt.
« They remade me once. I am not waiting for the second time. »
✦ The Astraux
Sixth
Natesa
the one nothing ever designated
The Astraux read the future and stop there. Sixth was on none of their sky
charts : that is precisely why they are going.
« You have read the ending. I am going there. It is not the same thing. »
◇ The Faes
The Only True One
Naveth
the only liar who ever said something true
Among the Faes, the truth is a lapse of taste. He told one, only one , and
since then none of his own will believe him about anything.
« I lie about everything. Except that. And no one believes me , fair enough. »
The kingdoms
Four banners
❈
The Sylves
Growth · healing · swarm
Keepers of ancient clearings who turn every small shoot into a threat. They aren't
trying to defeat the Rift: they want to close it, and send the sap back up through
the wounded kingdoms.
ILa Veilleuse de sève
IILe Piétineur de ronces
IIIL'Essaimeuse
▲
The Cendrés
Fury · sacrifice · impact
Smiths of the volcano and beasts of ember: they turn their wounds into power. Their
throne stands empty, and the only way onto it is to carry the last ember to the
heart of the royal forge.
ILe Forgeron de braise
IILa Cavalière de fournaise
IIILe Dernier Serment
✦
The Astraux
Control · echo · tempo
Mages of the celestial tides, able to bend time and freeze the battlefield. They aren't
fighting for territory but to put three constellations back where they belong, without which nothing will ever unfold in the right order again.
IL'Archiviste des marées
IILa Sentinelle de cristal
IIILe Batteur de mesure
◇
The Faës
Illusions · cunning · mobility
A court of the dusk where nothing is quite where you expect it. Three impostors have
sat on its throne, and the Mirror will not say who the true sovereign is until all
three have vanished along with their reflections.
ILa Rieuse aux miroirs
IILe Marcheur de crépuscule
IIILa Reine des dettes
✧
Sealed entrance
The four kingdoms believed the
war was over. Under their feet, something was waiting for its hour, and this page will
not open it.
The gates
Sixteen opponents, and one throne per kingdom
Three generals hold the road into each kingdom, then its sovereign waits at the end. Each
has a name, a hand-painted face, and lines that belong to nobody else.
❈ Sylves · first gateLa Veilleuse de sève
✦ Astraux · second gateLa Sentinelle de cristal
◇ Faës · second gateLe Marcheur de crépuscule
▲ Cendrés · third gateLe Dernier Serment
Four faces out of sixteen. The other twelve are
waiting behind their gate.
The waiting list
The rest is heard, not read
One address, and you open the first gate on launch day, early January 2027.