The Codex

What is known, and what is only whispered

Two thousand years ago there were no vampires. There were no wolves that walked as men. There were only witches, and the balance they were sworn not to break.

Three people broke it. Everything since — every turning, every full moon, every stake driven into someone who had walked the earth for centuries — is a consequence of decisions made by people who have been dead a very long time.

Thirteen fragments

Most of this you have to find yourself

Your codex starts almost entirely sealed. An entry opens when you live through the thing it describes — a night out in the open, watching someone burn, standing close enough to hear the bones break. Nobody ends up holding the same pieces, which is why people trade for them. This is the index. The seals stay on until you break them yourself.

I On the Balance given on arrival
II Something in the Dark survive a night under open sky
III The Thirst feed, or be fed on
IV — sealed — watch one of them burn
V — sealed — let your humanity slip
VI — sealed — be close enough to hear the bones
VII — sealed — find where they held her down
VIII — sealed — survive a wolf's bite
IX — sealed — cast your first working
X — sealed — draw power through another witch
XI — sealed — stand beneath the white oak
XII — sealed — come within reach of a progenitor
XIII — sealed — learn nearly everything else first
Each fragment is a book you can hold. They turn up in village chests, stronghold libraries, jungle temples and bastions. Once you've read one it stays with you for good, which means the book itself is free to give away, hide, sell — or lose to whoever kills you.

The four

Races

Undead — not merely long-lived

Vampires

A vampire is made, never born. Blood is shared, the body dies, and what gets back up has one chance to feed or finish dying.

They are faster and stronger than anything human. The sun unmakes them. So does fire, and a stake of white oak, and losing their head. A wolf's bite is a death sentence written slowly.

Their worst enemy isn't any of that. It's the humanity they carry — a thing they can switch off to stop the guilt, and find they cannot easily switch back on.

The curse sleeps

Werewolves

You can carry the bloodline your whole life and die of old age never knowing. It only wakes when you take a life — which means every wolf that has ever lived became one by killing someone.

After that the moon owns you. You turn whether you want to or not, and what you do in that shape isn't yours to decide.

Wolfsbane burns them. Silver bites deeper than it should. But their venom kills vampires, and that has kept them alive through a thousand years of being hunted.

Servants of the balance

Witches

Every catastrophe in this world traces back to a witch who decided the rules didn't apply to them. Immortality. The moon curse. The first vampires. All witchcraft. All punished.

They have no fangs, no claws, no strength worth speaking of. What they have is the ability to stop a vampire's heart from across a room, and every other race knows it.

Power taken beyond what nature allows is always borrowed. Channel too much and it comes out of you instead.

The overwhelming majority

Humans

A human has no gifts. What they have is numbers, daylight, and the fact that everything hunting them still needs them alive.

Vervain in your pocket makes your mind your own. Wolfsbane and silver make a wolf think twice. A stake ends a creature that has walked the earth for centuries.

Some build Orders and hunt back. Some trade secrets to the highest bidder. Some spend their whole lives never knowing their neighbour turns when the moon is full.

One holder each, ever

The Progenitors

These are not ranks anyone grinds toward. Each is claimed once, by the first person to meet a demanding condition, and then it is gone. Everyone who joins afterward inherits a world those three shaped.

The Immortal

Akaios, the Unburied

Ancient Greek — from the root of akeratos, "undiminished, whole"

He was a witch who wanted to never die, and he was clever enough to talk the finest spellcaster of the age into brewing it for him — as a wedding gift, for the two of them, to share. He drank it with someone else.

What he is now isn't a vampire. Sun doesn't touch him. Blood doesn't interest him. He has had two thousand years of practice at getting what he wants and no reason at all to hurry.

Three times someone has managed to put him in the ground. Three times the ground gave him back.
Claimed byA vampire who drives their humanity to zero and survives it
PowerCannot be permanently killed by stake, fire or decapitation. Immune to sunlight.
CostOnly witch desiccation puts him down. Every witch alive can sense where he is.
The Original Witch

Eldrún Skugga, the Ash-Mother

Old Norse — eldr (fire) + rún (hidden knowledge); skugga (shadow)

She did not want to make monsters. She wanted her children to survive. Her youngest was killed by wolves under a full moon, and grief made her reckless.

She took the old immortality spell — the one that had already ruined one life — and rewrote it. She drew on the sun for life and on the oldest tree in the world for permanence, and made her family into something no wolf could kill.

Nature does not permit that kind of theft without collecting. For every strength she gave them, it carved out a weakness. Sunlight. Fire. A stake from the very tree she had drawn her power from. And a thirst that would make her children into exactly the thing she had been trying to protect them from.

Her mentor warned her it would unleash a plague upon the world. It did.
Claimed byA witch who has cast fifty spells
PowerThe only one who can turn someone directly. Spells cost nothing. Forges Daylight Rings at will.
CostHer power is bound to the White Oak. If it falls, she loses everything, permanently.
The First Wolf

Lupercus, of the Seven Knives

Latin — from lupus (wolf), the root beneath Lupercalia

She was born too powerful, and her own people feared what she would become. Seven tribes came together and put her in the ground.

They were not fast enough. With whatever she had left she reached up and bound every one of them to the moon — not just the ones holding the knives, but their children, and their children's children, out to the last generation.

The curse she wrote was cruel in a specific way: it sleeps. You can carry it your whole life and never know. It only wakes when you take a life.

Seven knives went in. Seven bloodlines came back out.
Claimed byA werewolf who survives three forced transformations
PowerShifts at will any night. Immune to wolfsbane and silver. Senses every latent carrier by name.
CostPermanently locked as a wolf. Every vampire senses her within a hundred blocks.

Seven tribes, seven lines

The Bloodlines

Every werewolf belongs to one, assigned the moment the curse wakes. Bloodline decides how your venom kills — and a vampire who has studied them can sometimes name their attacker from the fever alone.

LineCharacterVenomHow common
Riverborne Followed the waterways and scattered widest of all seven 3.0/s · 65s common
Crescent Tight family units. They remember every debt 3.5/s · 55s common
Stone Ridge Mountain wolves. Most likely to shelter humans on a full moon 2.5/s · 75s common
Ashwood Chained themselves beneath old roots to survive the change 4.0/s · 50s uncommon
North Atlantic Sea-cold and patient. Their venom takes days to finish 2.0/s · 110s uncommon
Emberfell Nearly wiped out in the old wars. What's left is vengeful 6.0/s · 30s rare
Hollow-Born Descended from those closest to her when she died 5.0/s · 40s very rare

She burned her old life down here

Ashfall

Eleven places, and standing in any of them changes what you're capable of. This isn't scenery — it's the map deciding the fight.

PlaceWhat it isWhat it does
Ashfall SquareA clock that stopped at 3:47 on a night the records are quiet aboutNeutral ground. Unclaimable.
The KettleThe only bar in town. Everyone drinks here, which is the problemSanctuary. Nobody swings first.
The Old Boarding HouseDeed changed hands eleven times, always to the same handwritingCourt seat. Vampires strengthen.
Lockridge ManorChains bolted into bedrock the family has never explainedPack seat. Wolves quicken.
The Hedge HouseSalt across the thresholds, on a road that isn't on any mapCoven seat. Spells cost less.
St. Ansel's RuinThey burned witches here and never put up a markerConsecrated. Vampires weaken.
The TombSealed for a reason that was written down and then destroyedSealed. Not yet opened.
Wicker BridgeMore have drowned here than the river accounts forRunning water. Vampires slow.
The White OakA pale tree older than the story about itCut it down and everything changes.
The QuarryThe fence went up after the third bodyNeutral ground.
The Old CemeteryFamilies who buried a son in 1864 and a grandson in 1901 who look identicalConsecrated.
The White Oak is a tree anyone can walk up to with an axe. Fell it and you strip the Original Witch of her power permanently, and walk away with the only wood that kills a vampire for good — including the one who is otherwise unkillable. Vampires physically cannot cut it. Every log taken alerts anyone within eighty blocks. It cannot be done quietly, and nobody can guard it forever.

The rest you'll have to live through

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