Character
Caravan-master Dace
Teaches Gale
In this act
Teaches Gale and shows Tempest; Headwind in route B; Tailwind after the first Waymaker job
One line of voice (Idea)
"When the Mere's in trouble you keep people moving. That's all the road ever was."
Connected
Characters
Spells
Gale
Tempest

Tailwind
Both thumbs: a check mark, a short stroke down and to the right, then a long one up and to the right
Items
Elsewhere in the Codex
The Long Road. A Waymaker caravan job with Caravan-master Dace teaches Gale.
Composites. Rook (or Dace) shows threading: keep both thumbs down between two spells so the Glass never closes. The first thread is Repel into Gale.
Content to make:
Act1_Road_Jory. A cut toExit_to_halfwayon accepting (<<fade_out>>, place the player,<<fade_in>>). Setsmet.jory1. Seeds Caravan-master Dace and the Long Road for Act 2.From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 2: The Sallow Road
Composites: with Repel, Coil, Mend and Brace learned, the prototype allows every two-spell chain, so Repel into Coil (34 × 1.2 = 41 damage and a 2.5 s stagger) is possible against the Wyrm before anyone in the story has taught threading. The Story Bible puts the first thread in Act 2 (Rook or Dace, Repel into Gale: Headwind). Question 2 settles it: chains wait for
thread.taught.
Jory's wagons: the Waymakers who carry anyone for free, a way into the Long Road and Caravan-master Dace in Act 2.
From Walkthrough: Prologue and Act 1 › Hooks for side content
- Step
- 3
- Twinhold first (route A)
- Lanternfall; Rook meets you at the Sand Gate, Tamsin comes in (chapter 3)
- Lanternfall first (route B)
- Dace teaches threading at the pass summit (chapter 4)
(Idea) Why the Long Road sits between the courts: Twinhold, Lanternfall and Halfway form a triangle. Halfway has a road to each court, and the Long Road is the highland caravan route that joins the two courts directly. Whichever city the player starts in, Dace's caravan takes them to the other one, so Gale is always learned between the two letters and the first thread always comes after Gale.
- Beat
- Where Dace hires you
- Twinhold first
- Twinhold, as the Waymaker envoy at the courting
- Lanternfall first
- Lanternfall's caravan yard
From Walkthrough: Act 2 › Order of play › Beats that change with order
- Beat
- Who teaches threading
- Twinhold first
- Rook, in Lanternfall, with Tamsin watching
- Lanternfall first
- Dace, at the wind pass summit, with Rook watching
From Walkthrough: Act 2 › Order of play › Beats that change with order
Who: Tamsin; a Warden Measurer; the envoys of all five factions in the gallery: Tamsin for the Wardens, Brother Fallow (Tenders), Novice Tull (Keepers, sent by Keeper Hale), Sister Ise (Still Choir), Caravan-master Dace (Waymakers).
From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The Measuring
What happens: the factions compete for the player as the Codex says they always compete. Each envoy makes a pitch and offers something. The lead envoy's pitch is warmer and its gift better; the others speak to what the player drew. None of the pitches is binding, and Tamsin tells the player so with visible effort. The rivalry shows: Fallow calls the Wardens "accountants", Tull says everyone is in a hurry, and the other four dismiss Dace as "barely Evane".
From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The courting
Waymakers (Dace): a job on the Long Road caravan, which leaves in two days. [Twinhold first] This is how the main line moves on. [Lanternfall first] Dace already knows you from the road and offers the Waymaker side quests instead (Tailwind and Squall; side quests tab).
From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The courting