Hallowbound

Universe

Everything the opening chapters will tell you, and nothing they will not. The rest is worth meeting in the game.

Start here

The world in five sentences

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.

  1. 01

    The Bound carry an inherited essence in the blood, and every piece of magic in the world comes out of it.

  2. 02

    Humans are born without it, so they built tools instead, then engines, then weapons, and they have taken most of the map doing it.

  3. 03

    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.

  4. 04

    A child who has been through the rite keeps the shape of their body and loses almost everything of who they were.

  5. 05

    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.

Factions

Two sides, both certain

Written in their own framing, the way each of them would put it to a new arrival.

the Program

Discipline, clean execution, results that hold up in a report.

A modern intelligence and operations command built around reconnaissance, precision and outcomes nobody has to apologize for in a briefing room.

  • Plan the operation before the operation plans you.
  • A clean result is a professional result.
  • See first, act second, never the reverse.

Read about the Program

the Bound

A people who continue by taking.

Half the pack you grow up with was born to it. The other half was brought in. Neither half is spoken of differently.

  • The pack continues, however it must.
  • A taken one is raised, not marked.
  • The den feeds its young before its elders.

Read about the Bound

Chapters

Where it starts

Only the opening is listed. The later chapters are written and we are keeping them off the site, because finding them yourself is the point.

  1. Prologue

    The Hand Game

    Two children in a village learn a two-player timing game together, and the raid that separates them takes the game away mid input.

  2. Chapter One

    Iron Rota

    A human officer and his partner run a clean, one-sided operation, drones and marked targets and a plan that never once loses control of the room.

  3. Chapter Two

    Undercity

    A theft and a rooftop escape across a torchlit undercity built up and down instead of across, home to a people who live, cook and raise their young there.

Glossary

Words the game uses

A littermate
A cub raised alongside another from the start, taken or born, treated as blood in every way that matters to the pack.
A pack
Where the Bound live, hunt and raise their young. A pack that cannot hold its numbers does not disappear, it replenishes.
A taken one
A human child brought into a pack and made one of it. It is spoken of plainly, not as a wound: ask any den and half of it will tell you the same about itself.
essence
The inherited force that runs in the Bound's blood and nowhere else. It is where their magic comes from, and humans are born without it.
hallowbound
Taken and remade by the rite. A hallowbound child keeps the shape of the body they were born into and loses almost everything else of who they were before.
The Bound
What the Bound call themselves. To humans, the word is beasts; neither term is neutral, and nobody in a den much cares which one the surface prefers.
The Rite
Known outside the dens as the binding rite: the ceremony that takes a human child and grafts essence into them, binding them to a pack for good.
The Undercity
Home to the Bound: torchlit, built up and down rather than across, firelight against cold stone. People live here, cook here, and raise their young here.

All of it is the ground two children were taken from.