The Velan Codex

Character

Dorrit Mallow

Idea, not yet confirmed

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; nodes Act1_Orla_Errand, Act1_Landing_Dorrit_Tonics, Act1_Orla_Lesson (ends in <<learn_spell mend>>). Orla gives 3 mend_tonic to carry (<<give_item mend_tonic 3>>) and Dorrit takes them (<<take_item mend_tonic 3>>). Sets orla.stage 1–3, spell.learned.mend 1, 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.

From Walkthrough: Prologue and Act 1 › Halfway › Districts

NPC
Dorrit Mallow
Where
Barge Landing
Role
Bargewoman; brings the Wyrm news.

From Walkthrough: Prologue and Act 1 › Halfway › People

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

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