HALLOWBANE: Requiem of a Fallen Knight

Codex of the Chapel of Dawn

Ex Libris

The Order of the
Radiant Dawn

Reliquary shelf of the Chapel of Dawn

Should this book be found beyond hallowed ground, commit it to the flame.

The Codex of

HALLOWBANE: Requiem of a Fallen Knight

Set down by Hallowwisp Games
MMXXVI

Ser Vael stands with a blood-red greatsword before the Order's host, while the four curses rise behind him: vampire, lich, werewolf and demon.
Plate I The Lantern-Knight, and the four that took him.

Of the Matters Herein

  1. IThe Pyre
  2. IIThe Bargain
  3. IIIThe Four Curses
  4. IVThe Order of the Radiant Dawn
  5. VThe Land Remembers
  6. VIThe Hunt
  7. Arms of the Fallen
  8. VIIThe Black Ledger
  9. VIIIThe Roll
  10. IXThe Dawn to Come

Turn the leaves by scrolling, swiping or dragging a page corner, or with the arrow keys. The tabs on the fore-edge open each chapter.

Chapter I

The Pyre

Ser Vael, the Lantern-Knight, was the brightest blade of the Order of the Radiant Dawn, until a relic hunt in the crypts beneath the Chapel of Dawn ended with something old biting back.

The Order's law is absolute. The tainted burn. So Vael's own comrades lit the pyre, and Vael ran.

You play the Order's own nightmare, the hero who came back wrong. Every enemy in this game is one of the good ones: peasants with torches, zealous templars, war-clerics and old friends.

The tragedy is the engine. The more you level, the less of Vael is left.

Burned by his own order for a curse he could not control.

Vael, cloaked and bloodied, faces the white-and-gold host of the Order marching out of its cathedral city.
Plate II The Order of the Radiant Dawn comes for its own.

HALLOWBANE is a dark-fantasy action game in which you are the monster the heroes are hunting. A run opens with a cursed knight, a sword and deliberate, weighty strikes. By the tenth minute it is a screen-filling storm of curses.

Chapter II

The Bargain

The curse is the progression. Every kill feeds a single meter, Bloodlust, and when it cracks past the Breaking Point the curse makes you an offer.

Embrace

Take the monster's shape and its gifts. The change goes one way only.

Resist

Drive the hunger back and keep a boon of humanity for the rest of the run.

Hold out too long and the meter fills. Then the curse takes you anyway, and you fight the next stage weakened.

While he is still a man, Vael fights with steel and a shield bash, and hallowed ground cannot slow him. The monster's gifts wait in his hand, dormant.

The Three Faces

Ser Vael as a cursed knight, red-eyed, in scarred plate and a torn crimson hood.
IThe Cursed Knight
Vael half-turned: pale, fanged, still armoured.
IIThe Half-Turned
Vael as the Vampire Lord, winged and screaming.
IIIThe Monster

Three tiers, one body. Each turning is a ceremony. The world slows around him while the flesh breaks and remakes itself, and the ground is marked where he stood.

Plate III Three faces of the Crimson Thirst.

Chapter III · The Four Curses

The Vampire Lord

The Crimson Thirst

Vampire

A dying noblewoman begged sanctuary. The Order said burn her. You gave her your arm instead, and she left her thirst in your veins. The Dawn burned you for mercy.

Lifesteal on all damage dealt · Signature: Mist Dash

Chapter III · The Four Curses

The Alpha Direwolf

The Moon-Marked

Werewolf

Something took the village children into the pines. You went in after them, and only one shape walked out: yours, mostly. The Order saw the wound and lit the pyre.

Blood Rage: damage rises as health falls · Signature: Feral Lunge

Chapter III · The Four Curses

The Lich Ascendant

The Grave-Bound

Necromancer

You buried your brothers-in-arms and read the rites over them, night after night, until one night a grave answered back. The Order does not forgive an open door.

Death Pact: kills restore health · Signature: Grave Burst

Chapter III · The Four Curses

The Pit Fiend

The Hell-Bound

Demon-Possessed

The relic blade was meant to stay sealed. The breach was meant to be lost. You drew it anyway, and something drew you back. The Order burned the man; the passenger survived.

Hellbrand: attackers catch fire · Signature: Flame Wave

Chapter IV

The Order of the Radiant Dawn

They are the good guys, and by their own lights they are right. The Order sends everything it has, and it sends more at every stage.

The Rank and File
Torchbearers, bowmen, hounds, templars and war-clerics fill every wave. Each stage sends more of them, and each stage they last longer and hit harder.
The Champions
Every third stage, one of seven named elites takes the field, shielded by a Beacon of holy light.
The Bosses
Every fifth stage, a champion grown huge and crowned, with a title and a power of its own.
A Templar of the Order in mail and a torn white tabard with a red cross, sword drawn and shield raised.
Templar
A War-Cleric in hooded white and crimson robes, a rosary hanging from one hand and a glowing scripture open in the other.
War-Cleric
A hooded Bowman of the Order in leather and a red-cross tabard, drawing a longbow.
Bowman

Plate IV The rank and file of the Radiant Dawn, from the studio's concept sheets.

The Rank and File

A Torchbearer: a hooded peasant in a torn tabard, a torch in one hand and a wooden cross in the other.

Torchbearer

Swarm · melee

They are not soldiers. They are farmers, fishermen, tanners and widows' sons. The Order gave them fire and prayer and sent them against a monster.

A Bowman of the Order: hooded, in leather and a tabard with a red cross, drawing a longbow.

Bowman

Ranged · kiter

Trained to strike from afar, they believe distance is faith. They hold their range, stop to aim, and fall back when you close.

A Chapel Hound: a black war hound in a steel helm and a ragged tabard with a red cross, snarling.

Chapel Hound

Fast · flanker

War hounds bred beneath the chapel to break lines. Low and quick, it runs for your flank and lunges.

A Templar: helmed, in mail and a torn white tabard with a red cross, sword and shield ready.

Templar

Armoured · bruiser

The Order's footsoldiers in plate, with sword and shield. They advance as one, slow and heavy, and every blow lands hard.

A War-Cleric: hooded, in white and crimson robes, a rosary in one hand and an open, glowing scripture in the other.

War-Cleric

Support · caster

Shepherd and executioner at once. It hurls homing orbs of holy light, heals the faithful near it and unmakes the dead you raise. It kneels to relight a desecrated shrine and to bury the fallen. Kill it first.

Called to the field

Zealots
Torchbearers a boss raises at its Beacon to fight at its side.
Tracker Hounds
The Huntsmaster's pack: chapel hounds with amber collar seals. Killing one buys a few quiet seconds and nothing more.

The Champions

Every third stage the fifth wave brings a champion, named as it enters: Kessler the Swift, Roswyn the Warded. Beside it stands a Beacon, a font of holy light.

The Beacon
While the font stands, its champion takes a quarter of every blow and heals on blessed ground. Break it, and the champion staggers and fights unshielded. The Beacon

Marks of favour

Bastion
More life, and bigger for it.
Warded
A ward swallows one blow, then returns.
Radiant
Its Beacon blesses faster and wider.
Volatile
It bursts in a nova when it dies.
Swift
It and its wave move faster.
Brutal
It and its wave hit harder.
Vampiric
Wounding you heals it and its wave.

Two for a champion, three for a boss.

The Bosses

Every fifth stage the fifth wave brings a boss: one of the seven, grown huge, crowned and wreathed in light, and named for its office. High Templar Roswyn. Grand Justicar Aldric.

It fights beside its Beacon like any champion, with three marks of favour and one power that no champion has.

Summoner
Calls zealots to its Beacon, torchbearers raised to fight at its side.
Earthbreaker
Leaps at you. Where it lands the ground turns holy and a shockwave rolls outward; don't be on the ring when it passes.
Judgement
Kneels in prayer, then looses a ring of holy bolts in every direction.

Its offices Witch-Hunter · Inquisitor · High Templar · Saint-Blade · Grand Justicar · Lord-Confessor

A boss's Beacon never yields a Tarnished relic.

The Seven

IThe Dawn Bulwark

Shield high. It punishes impatience.

Shield Strike · Shield Rush · Sunwall Stance. The shield is its weapon and its wall. Bait the rush, punish the miss, take it from behind.

IIThe Dawn Executioner

“The Dawn does not pardon. It descends.”

Sweeping Verdict · Overhead Sentence · Backswing. Slow and lethal, with an armour-breaking axe or a longer greatsword. Leave the arc; step aside once the lane locks.

IIIThe Oathblade Duelist

“Precision is my oath.”

Quick Cut · Threefold Assault · Oathbound Riposte · Crescent Step. The Order's mirror held up to Ser Vael. Strike into its riposte and it answers.

IVThe Relic Inquisitor

“We are the scripture made steel.”

Scripture Bolt · Reliquary Ray · Seal of Denial. It fights from afar and seals holy ground where you are about to step.

The Dawn Bulwark in ivory and gold plate, a crown of lit candles on his great helm and a longsword at his side.
IThe Dawn Bulwark
The Dawn Executioner in spiked ivory and gold plate, a sun with a skull on his breastplate and a halo of spikes on his helm.
IIThe Dawn Executioner
The Oathblade Duelist in ivory plate over dark quilted armour, a crimson sash and a banner with the Order's sun at his waist.
IIIThe Oathblade Duelist

Plate V Three of the Seven, from the studio's concept sheets.

VThe Dawn Huntsmaster

“The light hunts. We track. We judge.”

Barbed Arrow · Marked Quarry · Pack Pounce. Never alone: his tracker hounds are half his strength. He marks you as their quarry and sends the pack in, one after another.

VIThe Dawn Marshal

“No healing. No prayer. No mercy.”

Marshal's Presence · Standard Sweep · Command the Line. His threat is everyone else. Soldiers near his standard fight harder and faster. Cut him down and watch the line break.

VIIThe Dawn Censer Knight

“Where the censer burns, the unworthy wither.”

Censer Sweep · Cast the Censer · Recall. A flail in one hand, a burning censer in the other. He hurls the censer to fill the ground with sanctified smoke; while it is out, he has only the flail.

Each champion's own arm may fall with it, sun-bright and Hallowed. The Arms of the Fallen

The Beacon

The Beacon: a square stone font with pointed arches and a sunburst on its face, a ring of spikes around its open bowl.
Standing
The same font guttered, its stone gone dark and cold.
Guttered

Every champion plants a Beacon beside it: a stone font of holy light that claims the ground around it.

The Aegis
While the font stands, its champion takes a quarter of every blow, heals on blessed ground and blesses the ground it walks.
Breaking it
Cracks open as the stone weakens. When it falls, the Aegis shatters and the champion staggers. Kill the champion first and the font, guttered, takes double damage.
The leash
Drawn too far from its font, the champion turns back.

The relic lies in the Beacon. Both must fall to clear the stage.

Chapter V

The Land Remembers

Where Vael fights, the ground corrupts in the image of his curse and feeds his power. It thickens as it settles and never fades on its own: only the Order's Beacons and Shrines turn it back to holy gold.

One ground, four curses All four grow on the same dark stone, and each adds a pair of colours of its own.

Crimson Blight
Blood veins, thorns and bats.
Feral Wilds
Silver grass, briar and watching eyes.
The Withering
Ash, bone and the remains of the dead.
Hellscorch
Ember seams, flame and cinder vents.
The Chapel of Dawn seen from above: a burning chapel over a graveyard courtyard, a pyre at its centre, walled with iron and stone.
Plate VI The Chapel of Dawn, burning. The first ground of the hunt.

Chapter V · The Land Remembers

The Crimson Blight

The Vampire's ground

Dark veins spread through the stone, and pressure travels along them like a pulse. A low red mist lies over it, barely moving: blood does not blow away.

What grows
A carpet of blood veins, broken by crimson thorns.
Its signature
The bats. At every surge the ground gives up two to four of them, and now and then a whole flock crosses, its shadow running over the veins.
When it grows
A sanguine surge: veins branch outward from a heart, never an arc.
On its ground
Vael drinks more of the life he takes, and only the Vampire drinks the blood that pools there.
The Crimson Blight in the game: glowing red veins threaded through the dark stone around Vael and the pyre, under a low red mist.
Blood veins
Crimson thorns
A bat with its wings spread. The same bat with its wings raised. The bat dissolving.
The bats: a wingbeat, and the dissolve

Plate VII The Crimson Blight, held in the game, and what grows there.

Chapter V · The Land Remembers

The Feral Wilds

The Werewolf's ground

Moon-silver rootlets thread the soil, and silver grass grows in clumps through briar and thorn. A cold silver breath drifts low over it, the heaviest mist of the four.

What grows
Silver grass, broken by briar and thorn.
Its signature
The eyes. Amber pairs hide in the grass, each blinking on its own clock; one in five simply closes and waits. At every pulse, all of them glint at once.
When it grows
Rolling fog with a paw print in it: the fear pulse.
On its ground
Vael moves faster, and any foe who steps onto the Wilds is seized by fear.
The Feral Wilds in the game: violet-black ground around Vael and the pyre, thick with clumps of silver grass, its edge rimmed with silver breath.
Silver grass
Briar
A pair of amber eyes, open. The eyes half lidded. The eyes closing in a blink.
The eyes: open, lidded, and the blink

Plate VIII The Feral Wilds, held in the game, and what grows there.

Chapter V · The Land Remembers

The Withering

The Necromancer's ground

The earth greys to ash, and bleached roots lie through it. Only the soul-wisps move; the Withering's whole character is that it settles.

What grows
Withered tufts, with shards of bone rising through them.
Its signature
The remains: skulls, ribs and hands, gathering where the ground is oldest and crowding its edge.
When it grows
A drawn sigil, so the ground reads as summoned.
On its ground
Vael's skeletons strike harder.
The Withering in the game: grey ash around Vael and the pyre, withered tufts and pale roots, skulls in the grass and green soul-wisps drifting.
Withered tufts
Bone shards
A skull. A ribcage half sunk in the earth. A skeletal hand reaching up.
The remains: a skull, a ribcage, a hand

Plate IX The Withering, held in the game, and what grows there.

Chapter V · The Land Remembers

Hellscorch

The Demon's ground

Dark basalt plates split along hot seams that kindle and cool on their own. Ash smoke rises off the crust, the only mist of the four that truly climbs.

What grows
Ember veins in the cracked crust, with flames licking up between them.
Its signature
The cinder vents. Each passes through five states, and a growth pulse throws it to its peak.
When it grows
A torn ember shockwave, for fire does not travel in circles.
On its ground
Foes standing on the scorch burn, and burn hotter as Vael turns.
Hellscorch in the game: cracked dark basalt around Vael and the pyre, its seams glowing ember, small flames licking up across it.
Ember veins
Hellfire
A cinder vent, dormant. The vent smouldering. The vent flaring. The vent bursting into flame. The vent collapsed and cold.
A cinder vent: dormant, smouldering, flaring, bursting, collapsed

Plate X Hellscorch, held in the game, and what grows there.

Chapter VI

The Hunt

Thirty stages of five waves each, and the Order sends more every time. Survive the thirtieth and the Endless Night begins.

Arms of the Fallen
Champions and bosses guard relic weapons with names like the Reviled Reaper's Scythe of the Red Harvest. Step onto one to take it or leave it. The armoury follows.
The Harvest
The dead are fuel. Each curse feeds on corpses in its own way, once it has become the monster.
The Flock
Innocents flee across the field. Killing them heals nothing and feeds the curse. Sparing them is a choice everyone can see.

Arms of the Fallen

A relic is a base weapon, a rarity, a few rolled virtues and sometimes a skill, and its name says which. The Reviled Reaper's Scythe of the Red Harvest is a two-handed scythe of the third rarity. The Red Harvest is only where it was lost.

One-handed
Five swords and five axes and maces. With the other hand empty you recover quicker and move lighter.
Two-handed
Scythe, maul and greatsword: nearly twice the blow and a third more reach, but slower back to guard, and no shield.
Daggers
Lighter, quicker, shorter. Alone it fights as a one-hander; beside a one-hander or another dagger it makes a pair, and both blades' skills strike.
Shields
Only beside a one-hander. A shield takes a little from every blow and slows your swing by a tenth, and it rolls only defence.

Whatever you pick up wins. What it displaces waits on the ground until the stage ends.

The Armoury

One-handed · Swords

One-handed · Axes and maces

Fell Sword
Fell SwordThe first blade the Order ever failed to burn. It remembers.Touch another relic to read it.

Two-handed

Daggers

Shields

Reaper's Scythe
Reaper's ScytheThe harvest never asked what it was cutting.Touch another relic to read it.

Five Degrees

  1. TarnishedOne virtue.
  2. CursedTwo virtues.
  3. ReviledThree, sometimes a skill.
  4. DreadrelicFour, always a skill.
  5. HallowedFour, a skill, a burden.

Hallowed arms are the champions' own: the Oathblade, the Bow of Dawn, the Sunwall Aegis and five more. They fall very rarely, and each carries a burden, for a holy weapon resents its cursed bearer.

Baneful relics

Some relics come Baneful: stronger, with one more virtue, and a Bane for as long as you hold them.

Sanctified Scorn
Blessed ground burns you.
Withering Grip
Each stage steals max HP.
Dimmed Shadow
Corruption spreads slower.
Sealed Veins
Healing is dimmed.
Hunted
Each blow taken calls a zealot.

The Virtues

A weapon rolls its virtues from all eleven, and they grow with the hunt. A shield rolls one fewer, and only the five of defence, marked here with a diamond.

Damage
Everything you deal hits harder.
Attack speed
Your swing and your curse's powers come back sooner.
Reach
Your swing carries further.
Critical chance
More blows land true, and a true blow can take a limb.
Lifesteal
Your swings drink back a share of what they deal.
XP gained
Every kill teaches more.
Armour
A flat bite out of every blow you take.
Max HP
More blood to lose.
Move speed
You cross the field faster.
Thorns
Whatever strikes you is struck back.
Holy ward
The Order's light burns less, and its searing fades sooner.

Relic Skills

From Reviled upward a relic may carry one skill. In a pair of blades, both skills strike.

Cleave
Your strikes hit all around you.
Reaper
Slain foes erupt, wounding the pack.
Bloodletter
Wounds keep bleeding.
Stunning Blow
A chance to stagger with every hit.
Sunder Blow
Heavy strikes throw them to the ground.
Rimebite
Hits chill; enough cold freezes solid.
Venomed Edge
Hits poison: rot, slowness, armour eaten.
Cinderbrand
Hits set them burning.
Cursed Edge
Kills corrupt the ground wider and deeper.
Dawnsbane
Half again the damage to consecrators.

Shield skills

Bulwark
More armour while the shield is raised.
Aegis
A chance to turn a bolt or orb aside.

Chapter VII

The Black Ledger

Every run is written down: who fell, where, and what they had become. The killing blow is recorded by name.

Specimen entries
CurseFell atSlain by
Vampire LordStage 23Maren the Unbowed
Half-BeastStage 11a War-Cleric's orb
Plague ScholarStage 7Kessler the Swift

Seeds can be shared, and a weekly seed puts every hunter on the same night.

Your legend is written. The hunt continues.

Chapter VIII

The Roll

Every hunter who takes up the chase is written into the Roll of the Chapel. Set your name down and the codex will know you when you return.

or

Write your name with an email

Google Firebase keeps the Roll for us. How the Roll keeps your name

Sign the Roll

Return to the Roll

How the Roll Keeps Your Name

Who keeps it

Hallowwisp Games publishes this codex and decides what the Roll keeps. Write to blaise90@gmail.com about anything on these two pages.

What it keeps

If you write your name with an email: that name, your email address, and your password, stored scrambled so that no one can read it. If you sign in with Google: the name, email address and picture link of your Google account, and the account number Google gives it. For every account: when it was made and when it last signed in.

Why

Only so that the codex knows you when you return. The Roll sends no newsletters, and it is never sold, shared or used for advertising. It is kept because you asked for an account (GDPR, Article 6(1)(b)).

Who holds it for us

Google Firebase keeps the accounts on our behalf, and may keep them in the United States under Google's data-processing terms. When a new account is made, Google emails us its name and email address. Netlify hosts this site and keeps ordinary server logs.

What reaches Google

Nothing, until you open the Roll's pages or have signed in on this device before. The rest of the codex comes from this site alone: no advertising or tracking cookies, no analytics. Your browser keeps only your sound setting and, once you sign in, your session.

How long

Until you strike your name, which erases your account at once. Google clears its own copies on its usual schedule.

Your rights

You may ask to see, correct or erase what the Roll keeps, object to its use, and complain to your data protection authority.

Written on 25 September 2026.

Vael, seen from behind with a red cloak, looks across a ruined field of banners toward a moonlit castle.

Chapter IX

The Dawn to Come

HALLOWBANE is in development at Hallowwisp Games. It is coming to Windows and Android.

Colophon

This codex is set in Cinzel and Crimson Pro, the typefaces of the game itself. Its plates are taken from the game's key art and concept work.

Here ends the codex

© 2026 Hallowwisp Games. All rights reserved.