Reverse Index
Referencing “The Locked”
Every codex entry that links to The Locked. 10 entries.
Return to The Locked

Appraisal Chambers
The room names the price after the wanting has confessed itself
Fourth level of the Vault of Ten Thousand Keys, where Velmora's Appraisers price personal desire as contract, custody and eventual glass.
Codex Ref. IV.1.07-004

Appraisers
The price is always slightly more than you possess.
Fixed denizens of Velmora's Vault who sit at one desk per chamber, price desire to the grain, and make the shortfall feel like a clerical matter.
Codex Ref. IV.1.07-004

Cataloguers
The reader will ask whether I fear my own entry. I fear its accuracy.
Things of ink and paper drift through Velmora's Vault, making ledger entries. Doctrine believes they inventory every visitor's identity and desires. No page has been recovered.
Codex Ref. IV.1.07-005

Counting Halls of the Vault of Ten Thousand Keys
The ledger opens at your name
The Vault's third level opens its ledgers at your name. Inspector Venne sat down in A.S. 174 and has not returned. Precision is a respectable virtue; here it supplies the leash.
Codex Ref. V.6.02-004

Final Assessment
The collector becomes the inventory
Final Assessment is Velmora's completed ownership: the hoarder becomes his hoard, the Locked become exhibits, and the Bureau returns petitions unread.
Codex Ref. XIII.1.37-198

Fourth Expedition
Three days of reports. No return reported.
War sent twelve Shadows operators into the Vault in A.S. 196 over Doctrine's objection. Three days of bell reports followed; no return has been reported. The final eleven words remain classified.
Codex Ref. VII.8.10-196

Gallery of Rarities
The chain held until the chaplain reached
The Vault's second level narrows around rarities. A chaplain was absorbed in A.S. 147; the A.S. 196 relay reported changed displays. The Bureau has observations. It has no floor plan.
Codex Ref. V.6.02-003

Hall of Surplus
The first room is still a prison
The Vault's outermost hall offers crowns, coin and comfort under Keymaster custody. Some visitors find enough; the Treasure-Locked keep their prizes behind glass.
Codex Ref. V.6.02-002

The Keymasters
Custody is combat when the prison has learned your name
Vault-bound custodial entities of Velmora, the Keymasters carry original keys, open plausible doors, and appoint each visitor to the room that owns him.
Codex Ref. IV.1.07-002

The Vault of Ten Thousand Keys
Every door opens. Every door locks behind you.
Velmora's seat within the Gilded Chasm — a palace of infinite descending doors, each one beautiful, each one locking behind you. Four expeditions entered. None returned intact. The Bureau has recommended permanent interdiction.
Codex Ref. V.6.02-001

