The World
How the prison-world is built, and what its laws will and won't let you do.

The Accords
Border law for the prison-world: who crosses, what it costs, who may contact humans, which gates stay sealed. Still in force.

The Between
Roads, thresholds, dream corridors, missing time, wrong exits: the jurisdiction of how things move. Lit from the wrong angle.

The Demiurge
Architect and jailer of the prison-world. He built time, names, mortality and the border architecture. He's dead.

The Law of Crossings
Five rules for any crossing between jurisdictions: a threshold, a state change, recognition, a toll, and a custodian.
The Lost Highways
Route 66, old Route 666 in Arizona, and US 70 through Waverly, Tennessee. Signs change. The record keeps the roads, and a list for later.

Magick Is Access
Magick is access to layers of reality you can't normally perceive. Every spell feeds something. No free spells.

The Mantle
The True Mage's office: a check from the Source, worn as belief in someone who cleans up after gods die. Verone is its current address.
The Roads
Highways are liminal places you can drive. They work like the Belows, keep local custodians, and all of them run to Ellis Road.

The Shift
The membrane between the jurisdictions. It moves Verone across space, sometimes across realities, and it decides where.

The Vertical Structure
The prison-world floor by floor: the Above, the Middle, the Below, the Between, and the Shift, the membrane that is none of them.

The Whisper
The True Mage's office felt as pressure, instinct and half-heard warning. It's the assignment. At Stillwell it says one word.
Elsewhere in the Codex
It has not opened yet.
A Thursday letter from the Codex is planned. The first one has not gone out. Leave an address and it comes to you.


