Character
Iver Kest
Radical; antagonist
Hook
Un-taught as a boy; means to shatter the Heart Pane so no one can be un-taught again.
Voice
"They took the shape out of my hands when I was twelve. I took it back. Twice."
Connected
Characters
Items
Concept art
Elsewhere in the Codex
Midpoint choice. Prelate Ondine asks the player to guard a mending at the Sallow warp. Iver the Cutter asks the player to steal glyphs from the Measure Vault in Twinhold. Do either, both or neither; each has a cost and moves reputation with each side.
Prelate Ondine leads all five factions in a second Great Mending, which would end asymmetric magic for good. Iver the Cutter means to shatter the Pane and free every glyph at once, which would open warps everywhere.
Set piece: a two-phase finale. Phase one against Ondine's mirrored chorus, phase two against Iver's asymmetric shattering, fought on the Pane's mirror surface with the sky above and below.
What happens: They have plainly met before: Tamsin's company once chased Rook out of a Warden town, and neither will say which. Under the truce they sit at one table and make their cases. Tamsin: Twinhold can teach the protagonist properly, under rules that keep people safe. Rook: Lanternfall will give them everything and let them choose. Each sees the other's seal on Aske's letters, and each recognises the name on their own city's letter (Ondine Ash and Iver Kest, as Act 2 has them; question 5). They agree on one thing: in Halfway the only place to see the protagonist cast is the Ring.
From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 4: Whoever rang the Glass
[ ] 5. Who are Aske's two letters addressed to? Still open in the Story Bible. Recommendation: follow Act 2, which every tab now uses as the working assumption. The Twinhold letter goes to Ondine Ash, so Tamsin goes quiet when she reads the name; the Lanternfall letter goes to Iver Kest, so Rook laughs. Each guide then has a personal reason to bring the protagonist to their city, and Aske's past touches both (VEL-63).
From Walkthrough: Prologue and Act 1 › Open questions for Ray
- Beat
- Iver's Vault plan
- Twinhold first
- Iver asks what you saw in the Hall and finds his way in from it
- Lanternfall first
- Iver gives you a drain map to check when you reach Twinhold
From Walkthrough: Act 2 › Order of play › Beats that change with order
- Beat
- Second letter's recipient
- Twinhold first
- Iver knows you've come from Twinhold
- Lanternfall first
- Ondine knows you've come from Lanternfall
From Walkthrough: Act 2 › Order of play › Beats that change with order
What happens: Tamsin and Rook have each waited out the Wyrm, and each wants to walk the player to their own city. The two letters come out: pale blue seal for Twinhold, amber for Lanternfall. Tamsin offers an escort and a bed in the Hall of Measure; Rook offers "a door that's never shut". Both admit the other city is days away the other way, and both mention that a Waymaker caravan runs the Long Road between the courts. (Idea) The names on the letters are now readable: Ondine Ash, Speaker, the Hall of Measure and Iver Kest, Lanternfall. Tamsin goes quiet at the first, Rook laughs at the second.
From Walkthrough: Act 2 › Chapter 0: The Fork at Halfway › Two guides, two letters
What happens: Aske said not to read them. The player can break a seal anyway. The Twinhold letter reads: "Ondine. This one rang the Glass. Keep them out of your mending circles. You know why. A." The Lanternfall letter reads: "Iver. They're not yours either. You owe me one crossing. This is it. A."
From Walkthrough: Act 2 › Chapter 0: The Fork at Halfway › (Idea) Reading a letter
Content to make: Yarn
Act2_Letter_Read_Twinhold,Act2_Letter_Read_Lanternfall. Setsletter.twinhold.openedorletter.lanternfall.openedto 1. Each recipient notices the broken seal (scenes 1.4 and 3.4). Ondine takes it badly (-5 rep.wardens); Iver approves ("Never carry what you haven't read"). Either wayaske.trustdrops by 1 when Act 3 brings Aske back (VEL-57 to pick up).From Walkthrough: Act 2 › Chapter 0: The Fork at Halfway › (Idea) Reading a letter
What happens: the player delivers the pale-blue letter. Ondine reads it twice, folds it and puts it in a drawer rather than the fire. She pays the carrier 100 copper, counted out exactly. Ondine asks about Aske the way a commander asks after a captain who left, carefully, and about the ring the player sent across the Glass. Ondine is warm and sincere, and lays out the Great Mending in plain words: close every warp for good, so no more farms like the player's get glints at the door. Then the ask: when the time comes, guard a mending circle at the Sallow warp, upstream of Sallowbank. "You'll be defending your own river." [Lanternfall first] Ondine knows where the player has been: "You've met Iver. Did he show you his hands?" (Idea) If the seal was broken, Ondine notices and says only "Aske would have told you not to."
From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The Hall of Measure: the Speaker's letter
What happens: Tamsin is proud of this part. The Vault holds every glyph the Wardens have judged unsafe, plus fragments taken from Facets: shelves of shards and stones behind pale-blue wards, and a Warden golem, newer and sharper than Aske's training golem, that never moves unless a ward breaks. The player sees the antechamber only. Through the ward on the inner door they can make out one sealed shelf labelled Corran, five-seal, and Tamsin doesn't know what it means (an Act 3 hook). Tamsin says aloud what the Facets would say ("we keep glyphs from people") and answers it ("we keep them from people who'd burn a village with them"). The player notes the layout: the drain grate under the east pier, the ward pattern, the golem's post. This is what Iver uses in route A.
From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The Measure Vault
