The complete Codex in one volume — opening with the Blackthorn Academy beginner's on-ramp, then all three campaigns and every supplement: the Ashwind Atoll, the Shrouded Isle of Thalen'Veyr, and the Prism City of Ilyrath, bound with a full table of contents and clickable bookmarks. Opens with the master code.
DM-only companion that ties Blackthorn Academy and the three campaigns into one continuous saga — the shared binding-lattice, how each locale helps mend a failing ward, the Isle's cautionary precedent, the recurring cast (Veyra Shard-Sight, the Uncolored Veil), and a reading order with a meta-arc map. Spoiler-bearing; keep it behind the screen.
Start here. A gentle beginner's campaign that teaches brand-new players how to play — and how to use the Codex tools — one class-House at a time, as a failing ward at Blackthorn Academy's heart quietly draws thirteen strangers together. The Dungeon Master's book: the secret, the cast, the clue ledger, and low-lethality encounters. The on-ramp to the Prism City of Ilyrath.
The spoiler-free player's companion to First Light: how to play in a single page, the three table tools, and a first-day tutorial for every class House. No experience needed — start here.
The full Dungeon Master's book for the Dancing Djinn: a living volcano where Djinn, Marid and Ifrit contest three elements, with the Heart Vent's secret, a three-act campaign, encounter and boon tables, and original stat blocks.
The player-safe guide to the Atoll: its geography, the three genie courts, and the rumours on the wind — everything a party should know before they sail in, and nothing they shouldn't.
Thalen'Veyr behind the Veil of Tempests: the hidden port of Vael'Tirath, the grown city of Sylthariel, the Verdant Council, a full bestiary by ward, and the vampire Jude's plan beneath the Shadowwell.
A traveller's guide to the storm-wreathed isle of Thalen'Veyr — its cities, its people, and the first whispers that something is wrong beneath the roots.
The Rainbow City in full: six colour districts, Blackthorn Academy's fourteen Houses, the Prism Council, the Uncolored Veil, and the truth of Astraeth — the bound god whose chains are the prisms.
Supplement — the rite that passes the Veil of Tempests: its three anchors of offering, its invocation, and a table of what the storm claims when the ritual fails.
Supplement — a dungeon drawn as you walk it: a sketch-realm that maps itself, hides its goal until the party traces two shapes, and resets when the table turns on itself.
Two original player races for the Codex: the Azimari, heirs of the Djinn, Marid and Ifrit, and the Nephilim, Children of Light — full traits, ancestry tables, and roleplaying hooks.
Five original subclasses: the Planar Warden and Triune Envoy of the Heart Vent, and the Oath of the Radiant Fall paladin, Order of the Profane Soul blood hunter, and Fallen Celestial warlock of Thalen'Veyr.