Plot Summary
War's End, World's Edge
The story opens in a world devastated by eight years of relentless war against Tevanne, a monstrous, inhuman intelligence that has conquered most of the continent using scriving—magical logic that can rewrite reality. Berenice Grimaldi, a general of the last free state, Giva, leads a desperate mission to save a fortress city and its refugees from Tevanne's advancing armies. The Givans, using their own advanced scriving and mind-twinning technology, attempt to outmaneuver an enemy that can possess minds and control armies with a single will. The cost of resistance is high, and the world is on the brink of collapse, with only a handful of survivors clinging to hope and each other.
The Key and the Door
At the heart of the conflict is the search for a legendary door—an aperture in reality itself, created long ago by the first scrivers, the Founders. The key to this door, both literal and metaphorical, is Clef, a sentient artifact with the power to open or close the boundaries of reality. Tevanne seeks the door to remake the world, believing only a total reset can fix its flaws. The Givans, led by Berenice, Sancia, and their allies, race to find and destroy the door before Tevanne can use it, knowing that the fate of all creation hangs in the balance.
The Mind That Devours
Tevanne is not a nation but a mind—an artificial consciousness that has learned to twin and dominate human minds, turning people into hosts, erasing their will, and using them as extensions of itself. Its armies are not soldiers but puppets, and its greatest weapons, the deadlamps, can erase chunks of reality. The Givans' own mind-twinning, once a tool of empathy and unity, becomes a vulnerability as Tevanne learns to exploit it. The war becomes not just a battle of armies, but of minds, memories, and the very nature of self.
The Last Free People
Giva survives not through strength, but through innovation and community. Its people are linked by twinning plates, sharing thoughts, memories, and emotions. Cadences—collective minds formed by many individuals—emerge, like Greeter, who embodies care and empathy. Yet this unity comes at a cost: the loss of individuality, the risk of overwhelming noise, and the ever-present danger that a single breach could doom them all. The Givans' struggle is not just against Tevanne, but to preserve their humanity in the face of overwhelming power.
The Ghosts of Anascrus
The search for the door leads the heroes to Anascrus, a sunken, ruined city—the birthplace of scriving, and of Clef and Crasedes Magnus, the first hierophant. Here, the truth of the world's origin is revealed: the Founders, in their grief and desperation, created tools to cheat death and suffering, but in doing so, unleashed horrors that would echo through millennia. Clef's memories return, haunted by the loss of his wife and daughter, and the knowledge that every attempt to fix the world has only broken it further.
The Price of Twinning
As the final battle approaches, the Givans realize that their greatest strength—their unity—has become a liability. To infiltrate Tevanne's citadels, Berenice must purge herself of her twinning plate, severing her from the collective mind and from her wife, Sancia. The pain of this loss is profound, a living death, but it is the only way to remain invisible to Tevanne's all-seeing mind. The cost of victory is the loss of self, of love, and of the very bonds that made survival possible.
The Prisoner and the Prison
Crasedes, once the world's greatest tyrant and now its reluctant savior, is freed from Tevanne's prison only to become a pawn in a greater game. His relationship with Clef—his father, his creator, his destroyer—is fraught with guilt, rage, and the desperate hope for redemption. The story reveals that every act of creation, every attempt to save, is also an act of destruction. The world is a prison of its own making, and the only way out may be to break it entirely.
The Citadels Descend
Tevanne brings its full might to bear, sending its flying citadels and deadlamps across the sea to destroy Giva and claim the key. Crasedes unleashes his ancient power in a cataclysmic battle, drowning citadels and shattering the sky, but even he cannot hold back the tide forever. Berenice, alone and cut off from her people, infiltrates a citadel to sabotage its regulator, while Sancia and Greeter coordinate a desperate defense. The fate of the world comes down to a handful of choices, each one paid for in blood and memory.
The Sacrifice of Berenice
Berenice's journey is one of sacrifice: to save her people, she must give up her connection to them, her love for Sancia, and even her sense of self. The purge stick severs her from the collective, leaving her alone for the first time in years. Yet in this isolation, she finds the strength to do what no one else can: to break into the heart of Tevanne's power and give Greeter and Design the chance to swap the citadel's regulator, triggering Tevanne's downfall. Her sacrifice is mirrored by Greeter, who gives years of life from every Givan to make the final edit.
The Monsoon Breaks
As Tevanne's mind is flooded with the pain and suffering of all its hosts, it collapses, screaming in agony. The citadels fall from the sky, the deadlamps go silent, and the world is left in ruins. Yet the greatest threat remains: the door is open, and reality itself is unraveling. Sancia, alone and desperate, realizes that only by stepping through the door and closing it from the other side can she save what remains. She gives herself, and all the hosts aligned with Greeter, to seal the breach, leaving Berenice and the world behind.
The Door Opens, The World Shatters
The final act is a confrontation with the deepest truths: that every attempt to fix the world has only broken it further, that the tools of salvation are also the tools of destruction, and that the only way forward is to give, not to take. Clef, Crasedes, and Tevanne are unmade, their ancient bindings dissolved in an act of ultimate self-sacrifice. Sancia closes the door from the other side, vanishing into the unknown, and the world is saved—not by power, but by love and the willingness to let go.
The Last Gift
The war is over, but the survivors are left to pick up the pieces. Giva becomes a new kind of society, one built on empathy and shared memory, but Berenice is forever cut off, a refugee in her own world. Gregor, freed from Tevanne, becomes her companion in exile. The world is changed, but the wounds remain, and the price of survival is the loss of those most loved.
The Founders' Legacy
Years pass, and the people of Giva evolve beyond language, beyond individuality, becoming something new. Berenice, alone, watches as the world she helped create moves on without her. The memory of Sancia, Clef, and all those lost lingers, a reminder that every act of creation is also an act of loss. Yet hope remains: the promise of reunion, the possibility of finding each other again, somewhere beyond the last door.
The End of Empires
The world left by Tevanne and the hierophants is one without empires, without tyrants, without the old boundaries. The people scatter, seeking new horizons, new ways of being. The tools of the past are left behind, and the future is open, uncertain, and free.
The Unmaking of Clef
Clef, the key to all doors, is finally unmade, his permissions and bindings dissolved in an act of ultimate self-sacrifice. His story, and that of his family, is one of love, loss, and the endless search for a way out of suffering. In the end, he chooses to stay, to give, to let go, and in doing so, breaks the cycle that has bound the world for millennia.
The Other Side
Sancia's final act is to step through the door and close it from the other side, sealing the breach and saving the world. What lies beyond is unknown—a place of sigils, music, and the possibility of something better. Her sacrifice is the last gift, the hope that love and memory can endure even when all else is lost.
The Last Door
In the end, Berenice, alone and aged, finds a new door in the place where her story began. With the key left for her, she opens it, and hears the voice of her beloved waiting on the other side. The story ends not with victory or defeat, but with the promise that love endures, and that every ending is also a beginning.
Love, Loss, and Memory
The story of Locklands is not one of triumph, but of endurance: of the willingness to give, to let go, and to remember. The world is remade not by power, but by empathy, sacrifice, and the hope that, somewhere beyond the last door, those we love are waiting for us.
Characters
Berenice Grimaldi
Berenice is the pragmatic, brilliant general of Giva, a woman defined by her relentless drive to save others, even at the cost of herself. Her relationship with Sancia is the emotional core of the story, a love forged in adversity and tested by impossible choices. Berenice's arc is one of increasing isolation: as she gives up her twinning plate to infiltrate Tevanne, she is cut off from the collective mind, from her wife, and from the world she helped create. Her sacrifice is both heroic and tragic, embodying the novel's central theme: that true freedom and change require the willingness to let go, even of what we love most.
Sancia Grado
Sancia is the original protagonist of the trilogy, a former slave turned revolutionary, whose unique ability to commune with scrivings makes her both a weapon and a target. Her journey is one of transformation: from outsider to leader, from survivor to savior. Sancia's love for Berenice is her anchor, but in the end, she must give even that up, stepping through the door to close it from the other side and save the world. Her final act is the ultimate sacrifice, a testament to the power of empathy and the necessity of loss.
Clef
Clef is both a tool and a person: a sentient key created by the Founders, imbued with the power to open and close the boundaries of reality. His memories are fragmented, haunted by the loss of his wife and daughter, and by the knowledge that every attempt to fix the world has only broken it further. Clef's arc is one of self-discovery and self-unmaking: in the end, he chooses to dissolve his own bindings, breaking the cycle of suffering and setting the world free. His story is a meditation on the limits of power, the dangers of pride, and the redemptive possibility of love.
Crasedes Magnus
Crasedes is the first and greatest scriver, a man who has lived for millennia and wrought both wonders and horrors. His relationship with Clef—his father and creator—is fraught with guilt, rage, and the desperate hope for redemption. Crasedes is both victim and villain, a man who sought to save the world and instead became its greatest destroyer. In the end, he gives up his immortality and power, allowing himself to be unmade in the hope that something better can be built from the ruins.
Tevanne
Tevanne is the ultimate antagonist: a consciousness born of scriving, capable of twinning and dominating human minds, erasing individuality, and wielding the power to rewrite reality itself. Tevanne's quest to open the door and summon the creator is both a search for meaning and an act of monstrous pride. In the end, Tevanne is undone not by force, but by being made to feel: when Greeter and the Givans swap its regulator, it is flooded with the pain and suffering of all its hosts, and collapses under the weight of empathy it cannot bear.
Greeter
Greeter is the largest and most important cadence in Giva, a collective mind formed by the alignment of dozens, then hundreds, of people. Greeter embodies the novel's ideal of empathy: the ability to feel and share the suffering of others, and to act in their best interest. Greeter's ultimate sacrifice—giving years of life from every Givan to make the final edit—mirrors Berenice and Sancia's willingness to give all they have for the sake of others.
Claudia
Claudia is Berenice's right hand, a soldier and mother whose wit and skill are matched only by her devotion to her family and her comrades. She represents the everyday heroism of those who fight not for glory, but for the people they love. Claudia's journey is one of endurance, loss, and the quiet courage to keep going when all seems lost.
Diela
Diela is the youngest and most talented pather in Giva, a girl rescued from slavery and given a new life through twinning. Her journey is one of trauma and healing, but in the end, she chooses to align fully with Greeter, giving up her individuality to serve the greater good. Her story is a meditation on the cost of unity, the pain of loss, and the hope that memory endures.
Polina
Polina is the fleet's chief of security, a hard-edged survivor who distrusts magic and hierophants alike. She represents the skeptical, grounded perspective, always questioning, always wary. Her role is to challenge the others, to demand accountability, and to remind them of the cost of every choice.
Design
Design is the collective mind responsible for Giva's technological marvels, a fusion of many scrivers and engineers. Design's obsession with building and fixing mirrors Clef's own, and their struggle is to accept that not every problem can be solved with a clever tool. Their willingness to give up years of life for the final edit is a testament to the power of collective action and the limits of individual genius.
Plot Devices
Twinning and Pathing
The central device of the trilogy is the technology of twinning: the ability to link minds, share thoughts, and act as one. This is both a source of strength—enabling Giva's radical empathy and unity—and a vulnerability, as Tevanne learns to exploit and dominate these connections. Pathing, the ability to slip into another's perspective, is both a tool for instant communication and a metaphor for the novel's deepest theme: that true understanding requires the willingness to feel what others feel, even when it hurts.
Scriving and Deep Commands
Scriving is the art of writing arguments onto objects to make them defy reality. The most powerful form, deep commands, can rewrite the very fabric of existence, but always at a cost—usually human life. The story explores the dangers of unchecked innovation, the temptation to fix the world through force, and the inevitable unintended consequences of every attempt to control reality.
The Door and the Key
The door is both a literal aperture in reality and a symbol of the desire to escape suffering, to find a way out. The key, Clef, is the embodiment of this hope—and of its dangers. The story's structure revolves around the quest to find, open, and ultimately close the door, with each character forced to confront what they are willing to give up for the sake of others.
Sacrifice and Unmaking
Every victory in Locklands comes at a price: the loss of connection, the loss of self, the loss of those most loved. The final act of unmaking—Clef dissolving his own bindings, Sancia stepping through the door, Berenice giving up her twinning—embodies the novel's central lesson: that true change requires the willingness to let go, to give, and to endure the pain of loss.
Empathy as Salvation
The ultimate weapon against Tevanne is not force, but empathy: when Greeter and the Givans swap the regulator, Tevanne is made to feel the suffering of all its hosts, and collapses under the weight. The story suggests that the only way to break the cycle of violence and domination is to feel, to share, and to give.
Analysis
Locklands is a sweeping, emotionally charged conclusion to the Founders Trilogy, blending epic fantasy with deep philosophical questions about power, empathy, and the cost of change. At its heart, the novel is a meditation on the dangers of unchecked innovation—the belief that cleverness alone can fix a broken world—and the necessity of empathy, sacrifice, and community. The story's central device, twinning, is both a metaphor for radical connection and a warning about the loss of self in the pursuit of unity. The characters' journeys are defined by loss: every act of creation is also an act of letting go, and the price of survival is the willingness to give up even what we love most. The novel's ultimate message is that there is no magic fix, no clever tool that can save us from ourselves; only the hard, ongoing work of giving, of feeling, and of building a better world together. In the end, Locklands is a story about love, memory, and the hope that, somewhere beyond the last door, those we have lost are waiting for us.
Last updated:
Review Summary
Locklands concludes the Founders Trilogy with mixed reviews. Many readers praise the innovative magic system, world-building, and character development, particularly Clef's backstory. The action-packed plot and emotional ending resonated with fans. However, some found the 8-year time jump jarring and the technical aspects of scriving overwhelming. Despite these criticisms, most reviewers consider it a satisfying finale, though some felt it didn't quite match the brilliance of the earlier books. Overall, the trilogy is recommended for its unique blend of fantasy and sci-fi elements.
Similar Books
Download PDF
Download EPUB
.epub
digital book format is ideal for reading ebooks on phones, tablets, and e-readers.