Rifts North America

FantasyHighEpicGritty
3plays
0remixes
Feb 2026

In the shattered heart of North America, megacities of steel and sorcery clash with wild frontiers where dragons soar over neon wastelands and ley‑line storms unleash demons, aliens, and ancient gods—each tear in reality a new threat or opportunity. Amid authoritarian Coalition states, free‑wheeling Tomorrow Legion enclaves, and arcane federations, heroes—cyborg soldiers, mystic scholars, and dragon‑blooded warriors—must navigate a world where technology, magic, and faith collide, and survival hinges on grit, alliances, and the timing of a Mega‑Damage blast.

World Overview

Rifts® presents a post-apocalyptic Earth shattered by arcane catastrophe and reborn in a blaze of magic, monsters, and megatech. When humanity’s unchecked experimentation and global war triggered dimensional “Rifts,” ley lines erupted across the planet, tearing holes in reality and unleashing demons, aliens, gods, and forgotten myths into the modern world. Centuries later, Earth—now called Rifts Earth—is a patchwork of tyrannical empires, struggling kingdoms, alien enclaves, and wild frontiers where power armor patrols ruined cities and dragon hatchlings soar over neon-lit wastelands. In North America, the authoritarian Coalition States wage war against magic and non-humans, while arcane realms like Lazlo and New Lazlo promote learning and cooperation. Everywhere, ley line storms crackle with raw energy, ancient intelligences stir, and adventurers—glittering cyborg soldiers, mystic scholars, rogue psychics, alien vagabonds, and dragon-blooded heroes—carve their legends amid the chaos. Powered by the fast, flexible rules of Savage Worlds Adventure Edition, the setting blends high-octane action with cosmic horror and gonzo science fantasy, where anything from a Juicer to a Techno-Wizard can stand against world-ending threats—and where survival often depends on grit, allies, and a well-timed Mega Damage blast.

Geography & Nations

In the central regions of what was once the American empire—stretching across the Midwest and into the Great Lakes and Appalachian regions—the landscape is a volatile mix of blasted ruins, fertile river valleys, ley line nexuses, and monster-haunted wilderness. Much of this territory falls under the iron control of the Coalition States, a human-supremacist empire ruled from the fortress city of Chi-Town. From there, they project power across a network of heavily fortified states, patrolling farmlands and reclaimed urban zones with power armor divisions and Dead Boy infantry while ruthlessly suppressing magic and non-human populations. South and west of Coalition strongholds lies the growing influence of the Tomorrow Legion, headquartered in the city of Castle Refuge in what was once Arkansas. Their territory is less an empire and more a beacon—an expanding coalition of settlements, trade routes, and fortified communities that welcome humans, D-Bees, psychics, and mages alike. The region around them is rugged and dangerous, marked by ley lines, ancient ruins, and dimensional instability, but the Legion works to bring stability and cooperation to the chaos. To the northeast, the dark forests and ancient hills of the Ohio Valley and Pennsylvania region fall under the shadow of the Federation of Magic. This realm is steeped in arcane power, dotted with hidden wizard enclaves, monster-haunted woods, and mystic strongholds ruled by powerful sorcerers and warlocks. Ley lines run thick through this territory, making it one of the most magically active regions on the continent—and a constant threat in the eyes of the Coalition. Scattered between these larger powers are fiercely independent city-states and trade hubs. Whykin, a Dwarf-dominated manufacturing city in the old Ozarks, thrives on craftsmanship, rune weapons, and heavy industry, maintaining a wary neutrality while defending its mountain borders. Merctown sits near key ley line intersections and functions as a lawless but economically vital marketplace for mercenaries, adventurers, and fortune-seekers, its shifting leadership balancing profit against survival. Meanwhile, Tolkeen—once a powerful magic kingdom in Minnesota—stands as a symbol of arcane resistance and tragedy, having risen as a refuge for practitioners of magic before drawing the full military wrath of the Coalition in a devastating war that reshaped the political landscape of the north. Together, this central region is a powder keg of ideology and power: authoritarian megacities, hopeful coalitions, mercenary free markets, dwarven industrial enclaves, and arcane theocracies all competing across a landscape where ley lines glow against the night sky and the next Rift storm could change everything.

Races & Cultures

North America in is one of the most culturally and biologically diverse regions on the planet, shaped by magic, megatech, and dimensional invasion. Humanity remains numerically dominant, but it is far from unified. In the territories of the Coalition States, human culture is militaristic, xenophobic, and tightly controlled—citizens are raised on propaganda, fear of magic, and strict social order. In contrast, communities aligned with the Tomorrow Legion promote cooperation between humans and non-humans, valuing freedom, trade, and mutual defense over ideological purity. Beyond baseline humans, North America is home to countless D-Bees (Dimensional Beings)—immigrants, refugees, and invaders from other worlds. These include horned and scaled humanoids, insectoid scholars, energy beings in synthetic shells, and species barely comprehensible to human senses. Some form tight-knit cultural enclaves preserving traditions from lost homeworlds, while others assimilate into frontier towns or mercenary companies. Pre-Rifts supernatural races such as elves and dwarves also maintain strong identities; dwarves are renowned as master craftsmen and industrialists (especially in cities like Whykin), while elves often gravitate toward arcane study or trade networks. In the magic-dominated territories of the Federation of Magic, arcane practitioners of many species form mage-led hierarchies where power determines status more than race. Native American nations have also reasserted themselves in powerful ways. Groups such as the Pecos Empire blend spiritual traditions, shamanism, and advanced technology, fielding spirit warriors and techno-shamans who defend their lands against demons and foreign powers alike. These cultures often maintain strong communal bonds and spiritual reverence for the land, seeing ley lines and Rift activity as part of a larger cosmological struggle rather than mere chaos. Cyborgs, Juicers, Crazies, psychics, and other augmented or empowered humans form subcultures of their own. Some are celebrated heroes in frontier settlements; others are exploited soldiers in corporate or Coalition service. Mercenary culture thrives in hubs like Merctown, where race matters less than firepower and reliability. Across the continent, identity is shaped less by species alone and more by ideology—whether one believes in human supremacy, arcane freedom, frontier independence, spiritual balance, or simple survival. The result is a continent defined not just by racial diversity, but by cultural tension: authoritarianism versus freedom, magic versus technology, tradition versus adaptation. In North America, coexistence is possible—but never easy—and every settlement reflects the delicate balance between fear, hope, and the ever-present threat beyond the next Rift.

Current Conflicts

Rifts North America is a continent defined by ideological war, territorial ambition, and supernatural instability. The most defining conflict remains the long shadow of the Coalition War Campaigns—particularly the brutal war between the Coalition States and the fallen magic kingdom of Tolkeen in 109 PA (current game year). Though Tolkeen has been destroyed, the aftermath continues to destabilize the region: displaced refugees, rogue warlords, lingering supernatural horrors, and simmering resentment toward the Coalition keep tensions high across the upper Midwest. Cold war tensions also persist between the Coalition and magic-aligned powers such as the Federation of Magic. While not always in open warfare, both sides conduct espionage, proxy conflicts, and border skirmishes. The Coalition views arcane societies as existential threats, while the Federation sees the Coalition as tyrants bent on eradicating magical freedom. Further south, the Tomorrow Legion works to stabilize and expand cooperative settlements from Castle Refuge, often clashing with bandit kingdoms, monster states, and Coalition-aligned interests. Their very existence challenges the Coalition narrative that humans and D-Bees cannot coexist peacefully. In the west and southwest, conflicts rage between the Pecos Empire, vampire kingdoms expanding north from Mexico, and independent city-states struggling to survive. Vampire intelligence networks and necromantic forces push steadily into frontier territories, forcing uneasy alliances among rival human and D-Bee groups. Meanwhile, mercenary skirmishes flare constantly around trade hubs like Merctown, where shifting alliances, corporate espionage, and ley line politics can ignite sudden violence. Beyond political struggles, the land itself is a source of conflict: dimensional incursions, demon invasions, dragon power plays, and ancient alien intelligences awakening along ley line nexuses create threats that ignore borders entirely. In short, North America is locked in layered conflict—ideological (technology vs. magic), racial (human supremacy vs. coexistence), territorial (empires vs. frontier coalitions), and existential (humanity vs. the supernatural). Peace is local and temporary; war, in one form or another, is constant.

Magic & Religion

Magic and religion in Rifts North America are inseparable forces that shape politics, culture, and daily survival. The return of the ley lines and the eruption of dimensional Rifts made magic a measurable, undeniable power—raw arcane energy flows visibly across the continent, surging at nexus points and erupting during ley line storms. In regions like the Federation of Magic, sorcery is institutionalized and political power often rests in the hands of powerful wizards, summoners, and techno-wizard guilds. In contrast, the Coalition States treat magic as an existential threat, outlawing its practice and portraying mages as corrupting influences or inhuman dangers. Religion is just as real—and just as dangerous. Unlike pre-Rifts faith, gods, demons, and supernatural patrons can physically manifest, grant miracles, and demand service. Traditional religions such as Christianity still exist in scattered communities, often reshaped by the realities of living proof of angels and devils. At the same time, new cults have risen around alien intelligences, dragon lords, ancient deities freed by the Rifts, or charismatic psychic leaders claiming divine mandate. Some clergy wield true miraculous power, functioning as mystics or battle priests; others are frauds exploiting fear in unstable frontier towns. Among Native American nations like the Pecos Empire, spiritual traditions blend shamanism with awakened ley line mysticism, viewing the return of magic as part of a larger cosmic cycle rather than a catastrophe. Spirits, totems, and ancestral forces are active participants in the world once more. The tension between arcane magic, psychic power, divine miracles, and advanced technology creates a philosophical battlefield as fierce as any military campaign. To some, magic is humanity’s rebirth. To others, it is the reason the old world died. In Rifts North America, faith is tested daily—not by doubt, but by proof—and belief can be a weapon as powerful as any Mega-Damage cannon.

Planar Influences

Planar influence is one of the defining realities of Rifts North America. The eruption of dimensional Rifts permanently thinned the barriers between worlds, turning Earth into a crossroads of the Megaverse. Ley lines act as conduits not just of magical energy, but of planar traffic—at nexus points, entire armies, alien ecosystems, or godlike entities can spill into the world in moments. Some Rifts are temporary and chaotic; others stabilize into semi-permanent gateways that become strategic strongholds, holy sites, or war zones. Infernal dimensions exert constant pressure on the continent. Demon and Deevil realms send infiltrators, cults, and full-scale incursions, especially during ley line storms when planar boundaries weaken. These incursions often manifest as localized hellscapes—twisted terrain, corrupted wildlife, and regions where reality obeys foreign metaphysical laws. In response, orders of demon hunters, techno-wizard scholars, and psychic defenders monitor these hotspots, knowing that even a small breach can spiral into a regional catastrophe. Alien intelligences and transdimensional empires also view Earth as valuable territory. Some treat it as a frontier for colonization or resource extraction; others see it as a battleground in larger cosmic wars. Refugee species fleeing destroyed homeworlds establish enclaves, bringing with them strange technologies, philosophies, and enemies. Dragon hatchlings, elemental beings, and extradimensional predators are no longer myths but naturalized parts of the ecosystem. Even subtler planar influences shape society. Certain regions resonate more strongly with specific dimensions—faerie realms bleed into forested valleys, astral currents swirl around ancient ruins, and ghostly afterworlds overlap battlefields soaked in Mega-Damage devastation. Sensitive individuals—mystics, psychics, and shamans—can feel these currents shifting like weather fronts. In short, North America is not merely post-apocalyptic—it is transdimensional. Borders are porous, reality is negotiable, and the next storm in the night sky might not bring rain, but an army from another universe.

Historical Ages

Rifts Earth is shaped by several distinct historical ages, each defined by catastrophe, resurgence, and transformation. The Golden Age (Pre-Rifts Earth) was humanity’s technological peak—an era of global communication, advanced robotics, cybernetics, orbital platforms, and experimental energy research. Magic existed but was weak and largely dismissed as superstition. Nations resembled our modern world, though increasingly dependent on powerful technologies and complex geopolitical alliances. The Cataclysm (The Coming of the Rifts) began when global war and massive energy discharges triggered the eruption of ley lines and dimensional Rifts. Nuclear detonations and other high-energy events amplified dormant magical forces, tearing holes in reality. Demons, aliens, monsters, and ancient beings poured into the world. Civilization collapsed in days. This apocalyptic cascade is often simply called “the Great Cataclysm.” The Dark Ages followed—a long period of chaos, fragmentation, and survival. Humanity splintered into isolated communities while supernatural predators dominated vast territories. Knowledge of the old world was lost or mythologized. Magic flourished, dragons and alien warlords carved out kingdoms, and small human enclaves survived behind walls or under powerful protectors. The Age of Reclamation emerged centuries later as organized powers began to rise from the ruins. Human supremacist movements coalesced into what would become the Coalition States. Magic kingdoms such as Tolkeen flourished. Mercenary cities, techno-wizard guilds, and independent federations rebuilt trade networks. This era saw ideological lines harden between technology and magic. The Modern Rifts Era—the default campaign timeframe—is an age of unstable balance. The Coalition has waged devastating wars (including the fall of Tolkeen), frontier alliances like the Tomorrow Legion attempt cooperative rebuilding, and planar incursions remain constant. It is not an age of peace, but of contested dominance—where empires, dragons, demons, and heroes all compete to define what the future of Earth will become. Each age leaves scars on the land and its people, and in Rifts Earth, history is not buried—it often returns through a glowing tear in the sky.

Economy & Trade

The economy of Rifts North America is a rugged mix of barter, salvage, regional currencies, and high-value megatech trade, shaped by danger and distance as much as supply and demand. In stable territories controlled by the Coalition States, commerce is tightly regulated and supported by state-backed industry. Coalition cities manufacture weapons, armor, robots, and consumer goods at scale, exporting surplus to allied settlements in exchange for food, raw materials, and strategic resources. Credits are standardized within Coalition territory, but outside their borders, that currency rapidly loses universal acceptance. In frontier regions and free cities, trade is far less centralized. Barter remains common—food, ammunition, medical supplies, and energy cells are often more valuable than currency. Salvage from pre-Rifts ruins fuels entire local economies; adventurers and “ruin runners” recover ancient tech, lost databases, and functioning vehicles that can command enormous prices. Mercenary markets thrive in hubs like Merctown, where contracts, arms dealing, and information brokerage drive the flow of wealth. Magic also fuels commerce. In territories influenced by the Federation of Magic, enchanted weapons, protective charms, summoned labor, and techno-wizard devices are major trade goods. Dwarven industry in cities such as Whykin produces master-crafted arms and rune weapons prized across the continent. Meanwhile, communities aligned with the Tomorrow Legion promote cooperative trade networks, encouraging safe trade routes and cross-cultural markets between humans and D-Bees. Trade routes themselves are strategic assets. Caravans travel with heavy escort due to bandits, monsters, and dimensional incursions. River transport, fortified roadways, and even ley line–assisted travel can determine whether a settlement prospers or collapses. In the southwest, black markets tied to vampire kingdoms and smuggling rings add another layer of shadow economy. Overall, North America’s economy is not unified but fragmented—state-controlled industry in some regions, mercenary capitalism in others, arcane guild economies elsewhere. Wealth is measured not only in credits, but in firepower, alliances, and the ability to defend what you own.

Law & Society

Law and society in Rifts North America vary dramatically depending on who holds power, but everywhere they are shaped by fear, survival, and ideology. Within the Coalition States, law is strict, centralized, and authoritarian. Citizens live under constant surveillance, with heavy military presence and harsh penalties for dissent, magic use, or harboring non-humans. Propaganda reinforces loyalty to the state, and public order is maintained through visible force—Dead Boy patrols, curfews, identity checks, and mandatory service. Society is structured, industrial, and relatively safe from monsters within the walls, but personal freedom is limited and cultural diversity is suppressed. In contrast, territories aligned with the Tomorrow Legion promote a more cooperative and pluralistic model. Laws tend to emphasize mutual defense, fair trade, and coexistence between humans and D-Bees. Authority is often local—town councils, guild leaders, or Legion-appointed wardens maintain order. Justice can still be swift and harsh when survival is at stake, but communities value inclusion and practical compromise over ideology. Independent city-states such as Merctown operate under looser legal frameworks. Law there is often contract-based—what matters is reputation, enforceable agreements, and the balance of power between mercenary companies. Crime exists openly, but so do consequences; cross the wrong faction, and justice may come in the form of a bounty hunter rather than a courtroom. In arcane-dominated regions like those controlled by the Federation of Magic, power often defines legality. Mage lords, sorcerer councils, or arcane guilds enforce rule through magical might. Social hierarchy is frequently based on personal power, magical knowledge, or patronage rather than birth or wealth. Across the continent, frontier settlements develop pragmatic codes of conduct—defend the town, contribute to survival, and respect local authority. Trial by combat, bounty systems, mercenary arbitration, and communal judgment are common where formal courts do not exist. In a world where monsters can level a village overnight and Rifts can open without warning, society prioritizes resilience over philosophy. Ultimately, law in North America is less about abstract justice and more about stability. Whether through authoritarian control, cooperative defense, mercenary contract, or arcane dominance, every system answers the same question: how do you maintain order in a world where reality itself is unstable?

Monsters & Villains

Monsters and villains in Rifts North America range from primal horrors to organized tyrants, and many blur the line between the two. The most immediate threats are often supernatural predators unleashed during the Great Cataclysm—demons, Deevils, gargoyles, Brodkil raiders, Xiticix hive-swarms, and countless unnamed Rift-spawned horrors that stalk wilderness and ruin alike. Vampire kingdoms to the south push northward with undead armies, enslaving human settlements and spreading fear through both brute force and subtle infiltration. Ley line storms can disgorge entirely new species overnight, reshaping local ecosystems in terrifying ways. Dragons and ancient intelligences represent another tier of danger. Some operate as manipulators and power brokers, while others rule territories outright or pursue inscrutable long-term agendas. Alien warlords and extradimensional conquerors treat Earth as a strategic foothold in larger cosmic struggles. At the same time, psychic aberrations, rogue AIs from the Golden Age, and biomechanical monstrosities recovered from lost laboratories haunt the ruins of the old world. Among human and near-human threats, the most formidable villains are ideological as much as monstrous. The Coalition States can function as antagonists when their expansionist policies crush independent towns or persecute D-Bees and magic users. In opposition, extremist elements within the Federation of Magic may summon entities they cannot control or sacrifice entire communities in arcane experiments. Mercenary warlords, techno-wizard crime syndicates, and black-market arms dealers thrive in chaos, particularly in volatile hubs like Merctown. What makes Rifts unique is scale: a roadside encounter might involve mutant bandits or a rogue Juicer, while a major campaign arc could pit heroes against a demon prince, a dragon manipulating regional politics, or a dimensional invasion force. In North America, monsters are not rare aberrations—they are part of the landscape. Villainy can wear claws, power armor, holy vestments, or a corporate uniform. The true danger is not only what crawls out of a Rift, but who learns to control it.

Similar Fictions

Noble's Families

In the Crowned Realm of Eryndor, ancient noble bloodlines war for a vacant throne—mage dynasties wielding hereditary sorcery against Aura-forged knights whose will can cleave castle walls. As succession duels ignite and border raiders close in, adventurers walk a razor’s edge between coveted weapon and expendable pawn in a realm where power is literally in the blood.

3,962
0

Faerun

Across war-torn Faerûn, floating cities lie shattered, gods walk as mortals, and an unquiet Weave bleeds wild magic into haunted ruins where dragons, drow, and ambitious heroes race to seize relics that can remake the world. From the glacier-rimmed frontiers of Icewind Dale to the perfumed courts of Calimshan, every coin, spell, and blade tips the balance between the reborn Empire of Netheril, the scheming Red Wizards, and the restless dead—while adventurers rise from obscurity to decide whether the next age will dawn in light or in shadow.

3,021
0

Sword Art Online

The Tower is a colossal, mysterious structure that dominates the world. Rising far above clouds and mountains, it contains 100 floors, each a unique realm with its own climate, dangers, and society. Every floor has a city where some dwell, trade, and train, while others push upward in search of glory, power, or survival. Magic is rare and feared; most rely on skill, strategy, and courage. Few know the truth of the Tower’s origin, but rumors hint that reality itself may be shaped by its unseen purpose. Every step upward is a test of wit, strength, and resolve, and the summit holds a revelation that will challenge everything you thought you knew about existence.

1,084
0

One Piece

One year after the Pirate King’s execution, every outlaw captain on the endless blue races toward the mythical One Piece, while devil-fruit powers and hidden Haki turn the oceans into a crucible of impossible battles. Sail the Grand Line’s storm-wracked islands where fish-men, skyfolk, and Minks choose sides between the Navy’s iron justice, the Revolution’s burning banners, and the dream that the last treasure can remake the world.

957
0

Game of thrones

In the war-torn realm of Westeros and Essos, noble houses clash for the Iron Throne while ancient evils stir beyond the Wall and dragons reborn in fire herald the return of forgotten magic. As prophecies of ice and fire converge, kings rise and fall, assassins worship death, and the fate of all living things teeters between the Lord of Light’s flame and the Great Other’s endless winter.

814
0

Harry potter

Hidden beneath modern London, a centuries-old society of wands and bloodlines fractures as Death Eaters seek to resurrect the dark lord Voldemort while the Ministry of Magic struggles to keep order. From the moving staircases of Hogwarts to the haunted halls of Azkaban, young wizards, cursed werewolves, and goblin bankers wield relics like the Elder Wand against Dementors and dragons in secret wars the oblivious Muggle world never sees.

430
0

More by This Author

Invincible

In Invincible, Earth’s familiar cities are battlegrounds for superhumans while the Viltrumite Empire’s iron‑clad conquest turns the planet into a pivot of a galaxy‑spanning war, and every decision can tilt the balance between hope and annihilation. Amidst high‑tech heroics, alien intrigue, and occasional mystical flashes, heroes must navigate a world where ordinary life collides with cosmic ambition and every battle reshapes the fate of worlds.

35
0

DC: Prime Earth

On DC: Prime Earth, humanity shares the planet with gods, aliens, and magic, while a living legacy of heroes and villains shapes every city and nation—from the soaring metropolises of Metropolis and Gotham to the hidden realms of Atlantis and Themyscira. In this high‑magic, high‑tech world, the Justice League and its allies must balance global politics, cosmic threats, and ancient mysticism to protect a reality that has survived countless apocalypses yet teeters on the brink of the next.

19
0

Heavy Metal

In Heavy Metal, kingdoms rise and fall on blood, steel, and ambition, while forbidden magic and steam‑powered inventions threaten to tear the world apart; every throne is built on bones and every ruler is feared. Heroes are rare, and even the greatest can become villains with one ill‑chosen spell or betrayal, as monsters, warlords, and unseen planar forces stalk a landscape of perpetual war and corruption.

2
0

Battle for OZ

In the war‑scarred realm of Oz, the once‑glorious Emerald City now glows with forbidden technomancy as tyrant Ozymandias II commands armies of tin‑men and undead pumpkinheads, while the resistance—led by Dorothy’s daughter Amber Gale—fights to reclaim a land where magic itself has turned deadly. Amidst a continent locked in a deadly desert and accessed only through catastrophic storms, heroes of diverse Kinfolk, Fae, and Earth‑born wanderers clash on enchanted Yellow Brick Roads, hoping to restore the ancient druidic order of Lurline and free Oz from a reign of iron and shadow.

1
0

Rippers

In the gaslit streets of Victorian London, the secret order of Rippers wages a clandestine war against vampires, werewolves, and mad scientists, grafting monster parts onto themselves in a desperate bid for power—at the cost of their own humanity. Amidst empire‑spanning intrigue and shadowy planar incursions, these hunters must balance faith, forbidden science, and the thin line between hero and monster to keep the world from slipping into eternal darkness.

1
0

Fantasia: The Dreamwalker Chronicles

A living dreamworld built from every beloved fairy tale, where rare mortals called Dreamwalkers can consciously enter, remember everything, and reshape reality with belief—but risk madness, obsession, and death if they lose themselves to the dream. The greatest threats aren't monsters or darkness, but other Dreamwalkers who've become tyrants, wielding godlike power to conquer realms and enslave the story-folk who call this world home.

1
0

Frequently Asked Questions

What is Rifts North America?

In the shattered heart of North America, megacities of steel and sorcery clash with wild frontiers where dragons soar over neon wastelands and ley‑line storms unleash demons, aliens, and ancient gods—each tear in reality a new threat or opportunity. Amid authoritarian Coalition states, free‑wheeling Tomorrow Legion enclaves, and arcane federations, heroes—cyborg soldiers, mystic scholars, and dragon‑blooded warriors—must navigate a world where technology, magic, and faith collide, and survival hinges on grit, alliances, and the timing of a Mega‑Damage blast.

What is Spindle?

Spindle is an interactive reading app where you become the main character in richly crafted story worlds. Think of it like stepping inside your favorite book—you make choices, shape relationships, and discover how the story unfolds around you. If you love series like Fourth Wing or A Court of Thorns and Roses, Spindle lets you live inside worlds with that same depth and drama.

How do I start a story in Rifts North America?

Tap "Create Story" and create your character—give them a name, a look, and a backstory. From there, the story opens around you and you guide it by choosing what your character says and does. There's no wrong way to read; every choice leads somewhere interesting, and the narrative adapts to you.

Can I write my own fiction?

Absolutely. Spindle gives storytellers the tools to build and publish their own worlds—craft the lore, the characters, the conflicts, and the magic. Once you publish, other readers can discover and experience your story. It's a beautiful way to share the worlds living in your imagination.

Is Spindle a game?

Spindle is more of an interactive reading experience than a traditional game. There are no scores to chase or levels to grind. The focus is on story, character, and the choices you make. Think of it as a novel where you're the protagonist—the pleasure is in the narrative, not the mechanics.

Can I read with friends?

Yes! You can invite friends into the same story. Each person plays their own character, and the narrative weaves everyone's choices together. It's like a book club where you're all inside the book at the same time—perfect for friends who love the same kinds of stories.