Character
Dorrit Mallow
Elsewhere in the Codex
Who: Sister Orla, Dorrit Mallow (bargewoman).
From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 3: Halfway
What happens: Orla needs tonics carried to Dorrit's crew at the Barge Landing, who were cut by something under the river. Dorrit is blunt about it: something has been rocking barges near the Drowned Steps for two nights. Back at the stall, Orla teaches Mend hand over hand, a taught glyph with no fragment, because the protagonist has "two good hands and a long road". She is a Tender: she heals what would heal anyway, and says so.
From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 3: Halfway
Content to make: quest
mend_lesson; nodesAct1_Orla_Errand,Act1_Landing_Dorrit_Tonics,Act1_Orla_Lesson(ends in<<learn_spell mend>>). Orla gives 3mend_tonicto carry (<<give_item mend_tonic 3>>) and Dorrit takes them (<<take_item mend_tonic 3>>). Setsorla.stage1–3,spell.learned.mend1,rep.evane+5.From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 3: Halfway
Who: Dorrit Mallow, Tamsin, Rook, Ulla.
From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 5: The Sallow Wyrm
What happens: Dorrit runs in soaked: "The river stood up at the Drowned Steps. Stood up!" Something made of the river's own reflection took her barge under and is coiled round the Steps, and the water is climbing again. Sallowbank is a morning's walk from the Steps. Tamsin says the Wardens should be sent for; Rook says it's a glint and glints break. Both say they're coming. The protagonist, who rang the Glass three nights ago, wonders aloud whether the ringing woke it (Tamsin: "Things in the Glass hear when it rings.").
From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 5: The Sallow Wyrm
Art and audio: Dorrit placeholder, wet; an alarm bell from the landing.
From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 5: The Sallow Wyrm
Who: Reeve Hollin Tace, the Gate Pair, Dorrit, a crowd.
From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 6: The road onward
What happens: The barges are moving again and Halfway knows who to thank. The Reeve pays a reward from the market fund, then tells the protagonist plainly that half the town now wants them in Twinhold and the other half in Lanternfall, and the truce only covers the town. Dorrit gives them free passage on her barge for life. The Halfway NPCs switch to their after-the-Wyrm lines.
From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 6: The road onward
- District
- The Barge Landing
- What's there
- Moorings on the Sallow, Dorrit's barge, a fish stall.
- Mood
- Wet, working, worried.
- NPC
- Dorrit Mallow
- Where
- Barge Landing
- Role
- Bargewoman; brings the Wyrm news.
The Truce Board: Halfway's job board (main tab, section 8: side quests from town centres and bulletin boards). First jobs: escort a Waymaker wagon to the milestone and back (glints on the road); find Dorrit's lost cargo in the reeds after the Wyrm; settle a stall-boundary quarrel between the Rows, where each answer moves one side's reputation, the main tab's moral choices hidden in ordinary jobs.
From Walkthrough: Prologue and Act 1 › Hooks for side content
Dorrit's barge: free passage on Dorrit's barge, later a fast route along the Sallow between Halfway and Sallowbank.
From Walkthrough: Prologue and Act 1 › Hooks for side content