Locke and Key Codexery

The Keys

Every lock holds a secret, and every key holds a soul.

The Keys are the beating heart of Locke and Key, a collection of small, ornate magical artifacts scattered throughout a sprawling old mansion in the small town of Matheson. Each key, when inserted into its one-and-only matching lock—whether that lock is a door, a music box, a pair of scissors, or something stranger—unleashes a unique and often extraordinary ability. They are not merely plot devices; they are the story's engine, the source of wonder, the currency of conflict, and the measure of how much power a person is willing to wield over themselves and others.

Created by writer Joe Hill and artist Gabriel Rodríguez, the Keys transform a coming-of-age family drama into a mythic struggle between those who would use magic to heal and those who would use it to dominate. Every key is a question: what would you do with a power that bends the world around you, and how much of yourself are you willing to lose in exchange?

Type
Magical artifact collection / central plot mechanism
Creator (writers)
Joe Hill (writer), Gabriel Rodríguez (artist)
First appears
Volume 1 – Locke and Key (IDW Comics)
Primary users
The Locke family (Bodhi, Tyler, Kinsey, Rachel, Nan)
Antagonistic seekers
Tom, the Demon, and other shadowy figures
Setting
Key House, Matheson (fictional small town)
Status
Central to the entire narrative arc across all volumes

Lore & Background

The Keys are not manufactured by any known hand. They simply exist within the walls, the garden, the attic, and the deep foundations of the mansion the Locke family inherits. They are small, beautifully wrought, and each one is subtly different in shape, weight, and feel—as though each was carved for a single purpose and a single user. There is no manual, no inventory list. You find a key, you find its lock, and the lock tells you what the key can do. Some keys are gentle (a key that lets you hear what a house remembers). Others are violent, seductive, or deeply unsettling in their implications.

The house itself seems to guard its keys. Rooms rearrange. Corridors shift. The mansion is old enough to have its own moods, and the Keys are its vocabulary. The Locke family—Nan and her four children, Bodhi, Tyler, Kinsey, and Rachel—arrive as refugees of grief after the death of the father, Mitchell, and the house slowly reveals its secrets to them one key at a time. But they are not alone in their curiosity. Tom, a figure from the family's past, and a far older and more terrible presence known only as the Demon, are drawn to the same house by the same hunger: the Keys, in the wrong hands, can unmake a person's identity, rewrite their memories, and bend other people into puppets.

What makes the Keys truly dangerous is not their power but their intimacy. A key doesn't just give you a superpower; it gives you a version of yourself that is more confident, more cruel, more lonely, or more free than the one you woke up this morning. The story of Locke and Key is, at its core, about a family learning that the most important lock to pick is the one inside their own chest, and that some doors, once opened, cannot be closed again.

In Their Own Story

The rain had been falling for three days when Bodhi found the key in the garden, half-buried in wet mulch beside the old rosebush his mother kept talking to. It was smaller than the others—barely the length of his thumbnail—and it was warm, like it had been sitting in a pocket. He turned it over in his palm. On one side was an engraving he couldn't quite read, a script that shifted when he blinked. On the other, a single word: FORGET.

He didn't know what it would do. He didn't know what lock it belonged to. But his fingers were already reaching for the handle of the front door, and the door was already waiting, and the house was already listening, and somewhere in the deep rooms beneath the foundation, something old turned its face toward the garden and smiled with a mouth it had not used in a very long time.

Reader's Guide

The Keys function as a self-contained system of magical artifacts. Each key is paired with exactly one lock in the world, and the pairing is fixed—there is no universal key, no override, no combination. A key's power is singular and specific, and it only activates when inserted into its designated lock. This means the Keys are not a toolkit; they are a language, and every sentence is a different power.

Membership in the 'key-holder' circle is not formal. The Locke family are the default custodians simply because they live in the house, but any person who finds a key can use it. This creates a constant tension: the family must decide who is trusted with which key, and whether a key's power should be used at all. Nan, as the adult, often acts as a gatekeeper, but the children—especially Bodhi and Tyler—frequently take keys into their own hands, and the consequences of those choices ripple outward.

Power dynamics among key-holders are shaped by the nature of the key itself. A key that grants invisibility creates a different kind of social leverage than one that grants knowledge or physical strength. Antagonists like Tom and the Demon do not merely want the Keys; they want to use them to strip other people of their autonomy, turning the Keys into instruments of control rather than self-discovery. This creates the story's central fracture: the Locke family uses the Keys to understand themselves, while their enemies use them to unmake others.

Over the course of the narrative, the group of key-holders fractures and reassembles. Alliances shift. A key that was a gift becomes a weapon. A family member who was a protector becomes a threat. The house itself seems to curate who gets which key and when, as though the mansion is a slow, patient teacher—and the final lesson is the hardest one to learn.

Did You Know?

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