The Service
Discipline, clean execution, results that hold up in a report.
- Plan the operation before the operation plans you.
- A clean result is a professional result.
- See first, act second, never the reverse.
Hallowbound
Everything the opening chapters will tell you, and nothing they will not. The rest is worth meeting in the game.
Start here
That is the whole of it. Everything else you learn from a room, a label, a piece of gear, or something a character does without stopping to explain it.
The Bound carry an inherited essence in the blood, and every piece of magic in the world comes out of it.
Humans are born without it, so they built tools instead, then engines, then weapons, and they have taken most of the map doing it.
The Bound cannot replace their own numbers fast enough to hold ground, so they take human children and graft the essence into them with the rite.
A child who has been through the rite keeps the shape of their body and loses almost everything of who they were.
Human laboratories now run the mirror of the same act, taking children of the Bound and drawing the essence back out to power human equipment, and neither side calls its own version a crime.
The world
Every location in the game is built at two time periods, fifteen years apart. You are meant to recognize the second one.
Home, built up instead of out.
Two names for the same ground, fifteen years apart.
Ordinary, on purpose.
Factions
Written in their own framing, the way each of them would put it to a new arrival.
Discipline, clean execution, results that hold up in a report.
A people who continue by taking.
Characters
The center of it
A counting game two children made up in a house that does not exist anymore.
It is a mechanic, not a symbol. Two players perform it, and the prologue teaches it before there is any combat to attach it to. Half of it is written down on this site. Half of it is not.
All of it is the ground two children were taken from.