CHRONICLES GAMES
Our first game · in development

VESPÉRANCE

A violet haze moving from land to land. It does not kill: it erases. Whatever it touches slowly stops having ever existed.

When the Veil began to spread, the prophecy did what it always does: it imagined someone who reaches the end. It sends out visions, possible futures barely sketched, to cross the seven lands and reach the gate of Karn. Seven guardians stand in their way.

The world

Seven lands, one road

From the Misty Lands to the veiled city of Karn, every land has its guardian, its creatures and its page in the Chronicle.

Map of the road

iMisty Lands iiHaunted Lands iiiDrowned Marshes ivAshka's March vAshka's Pass viAshen Lands viiKarn

Click a land to jump to its page of the Chronicle.

i.Act I

The Misty Lands

The first land every vision crosses. A calm forest wrapped in blue mist, where the lanterns along the road light up a kingdom forgotten under the moss. Calm puts the careless to sleep.

Guardian

Skarn the Skull-Breaker

A brute in mismatched armour, dragging a mace as tall as AYLIS. He laughs at everything, visions most of all. When he raises his mace, the ground is about to give way.

On the road

Ashka's scouts

Warriors, trackers, shamans and shield-bearers. They rise from the earth when a vision enters a clearing, and their eyes glow red just before they strike.

ii.Act II

The Haunted Lands

Twisted woods where ropes hang that nobody remembers tying. Poison seeps from the ground, and the Matriarch's wolves hunt in packs.

Guardian

The Matriarch

The witch of the twisted woods, crowned with antlers, her wolves always around her. Her vials of green brew glow just before she throws them.

On the road

The packs of the hanged

Houndmasters and wolves, shamans and brutes. Here they hunt together, and the wolves charge in a straight line.

iii.Act III

The Drowned Marshes

The marshes of Sombreval have swallowed whole villages. The water rises without warning, and whatever it touches ends up belonging to it.

Guardian

The Drowned King

A dead king, risen from the marshes in rusted armour, his crown askew. When he plants his sword, the water starts to rise.

On the road

The drowned of Sombreval

Bloated drowned men, spitting toads and leeches that steal life. These ones rise from the mud rather than the earth.

iv.Act IV

Ashka's March

The fortress of the warlord Ashka guards the mountain road. Its flagstones rise into traps, and its soldiers, neatly ranked, never sleep.

Guardian

The Stone Guardian

A giant carved from the stone of the fortress, covered in runes that light up before each blow. Nothing reaches him, except heavy blows.

On the road

The soldiers of the March

Armoured sentinels, crossbowmen, prowlers and little golems: Ashka's army. Their armour only gives way to heavy blows.

v.Act V

Ashka's Pass

The frozen pass, where Ashka waits for the visions at the summit, her banner in the blizzard. The cold slows everything down, and the frost freezes whoever lets it touch them twice.

Guardian

Ashka

The warlord whose soldiers hold the March and the pass. A proud archer in a crimson cloak, who sees the visions coming from very far away.

On the road

The guards of the pass

Snow wolves, frost shamans, a yeti and Ashka's archers. They strike in the blizzard, where you see the least.

vi.Act VI

The Ashen Lands

A burning rift where the earth splits and spits fire. Vorgath's forge burns there night and day, fed with the ashes of those who came before.

Guardian

Vorgath the Destroyer

A blacksmith colossus with skin of cooled lava, who charges head down. Jars of ash hang on his back: his collection.

On the road

The children of ash

Firestarters, smiths, salamanders, pyromancers and ember colossi. Born of the rift, they burn like it.

vii.Act VII

Karn

The veiled city, heart of the kingdom, at the end of the road. The Veil has already won there: the towers fade like a drawing being rubbed out, and time has stopped.

Guardian

The Oracle of Karn

The last guardian, before the gate of Karn. He claims to have seen the road of AYLIS end before him a thousand times.

On the road

The echoes of Karn

The guards of the city, the blades and the archers of the Veil, and echoes of the visions who fell before.

Between two visions

The Entre-monde

A camp outside of time, neither on the road nor in the Veil. When a vision falls, or reaches the end of the road, the next one wakes up here, by Oswin's fire.

The Veil cannot hear the Entre-monde: it is the only land it has never found. Here, nothing is lost. What one vision brought back makes the next one stronger, and the camp itself changes as the visions go by.

OswinYou see the lanterns? One per vision. I light one more each time someone wakes.

AYLISThat makes a lot.

OswinNot yet enough to light up Karn.

Around the fire

i.

Oswin's fire

Sit down and talk. Oswin remembers every vision, comments on your last fall, and almost always has something new to say.

Dozens of scenes
ii.

The Watcher's cards

Oswin turns the Memories you bring back from the road into cards: lasting strengths that every new vision carries with it.

12 cards
iii.

The candles

One more candle, and the fire carries a little further. So does the next vision.

5 candles
iv.

The stone of vows

Those who have seen Karn sometimes make vows here. The road costs them more, and gives them more in return.

7 vows
v.

The altar of Omens

The prophecy engraves there what it expects of the visions. Do what it announces, then come back and read it: for once, it pays well.

16 omens
vi.

The Chronicle

The book of everything you have discovered: lands, guardians, masters and fragments of the story. Some pages only reveal their sequel much later.

35 pages
vii.

The lanterns

One lantern for every vision that has passed through the camp. The more you fall, the brighter the Entre-monde becomes.

One per vision
viii.

The empty seats

On the road, the masters only appear as projections of light. At the camp, they come in person and sit by the fire.

Six seats

Game in development: numbers and places may still change.

Meet Oswin and the masters →
The characters

Those who walk the road, and those who wait by the fire

Every character has a voice of their own, and a memory. They recognise you, comment on your falls, and some of them hold a grudge.

The vision

AYLIS

A vision sent by the prophecy: light and unfinished lines, that will only fully exist at the end of the road. A dry sense of humour, a lot of stubbornness, and not an ounce of heroic posing.

OswinThree wakings. You are starting to find your place by the fire.

AYLISI would rather find it in Karn.

The keeper of the fires

Oswin, the Watcher

The keeper of the fires along the road. He remembers every vision who ever sat beside him, and turns their Memories into cards.

AYLISYou never come with us?

OswinSomeone has to keep the fire. And I walk too slowly for a prophecy.

On the road

The masters of the elements

Five masters offer their gifts to the visions who cross their path, and a sixth offers something else. They remember who you are, how often you chose them, and how long it has been.

Fire

Brann

A gruff blacksmith who talks too loud. His gifts burn, and he hands them out the way you throw a hammer.

Frost

Isaure

She hardly ever comes down from the peaks. She speaks little, and every gesture she teaches is the right one.

“If she spoke to you, she saw something in you.”Oswin
Sap

Orme

An old druid who only trusts trees. He heals, he holds, he makes things grow.

“Orme held out a root to you? He usually only trusts trees. And not all of them.”Oswin
Storm

Velka

Always in a hurry, always somewhere else. With her, lightning never asks for permission.

“Velka came through here yesterday. Or last week. With her, it is hard to tell.”Oswin
Dawn

Aurel

Nearly blind, and yet he sees visions better than anyone. His gifts carry the light of the returning day.

Pacts

Liss, the Rift

She offers pacts: a curse first, a gift after. She always keeps her word, but she is the one who sets the price.

Game in development: characters, names and texts may still change. Final character art is in production.

Follow the chronicle

Come sit by the fire.

Until the next vision.