Character
Mother Bramble
Faction head
Hook
Heals anything nature would heal and nothing it wouldn't, and turns the dying away.
Connected
Spells
Elsewhere in the Codex
Who: Brother Fallow; Tender gardeners; Mother Bramble.
From Walkthrough: Act 2 › Chapter 6: Faction Visits (optional) › Greenvault: the terraces
Art and audio: overgrown terraces, the vine-roofed hall, violet glyph light. Bramble glint: a glint tangled in thorn and hedge, about 3 m. Greenvault theme: slow woodwinds, long phrases that never break.
From Walkthrough: Act 2 › Chapter 6: Faction Visits (optional) › Greenvault: the terraces
Who: Mother Bramble; the patient (Ness or the glass-cutter); Fallow.
What happens: Bramble heals anything nature would heal and nothing it wouldn't. The patient has warp glass-sickness, glass spreading slowly from a wound, and Bramble judges that nature would let it run. She turns the patient away, gently, and means it. The player knows Table Mend if they took it in Lanternfall, and Table Mend would heal it. Casting it here is casting a Facet spell inside an Evane town.
accept Bramble's word (
+5 rep.tenders,-5 morality; the patient leaves for Lanternfall and doesn't make it, which comes up later);
Content to make: Yarn
Act2_Bramble_Patient,Act2_Bramble_Choice,Act2_Bramble_Orchard. Field cast<<prompt_cast table_mend>>. Setsbramble.patient(1 accepted, 2 healed in the hall, 3 healed in the orchard, 4 carried),crime.table_mend1 for choice two. If the player knows Mend and Root, Bramble shows them the thread Wellspring (Mend into Root) before the patient is brought in (composite.known.wellspring1 on its first cast).
Art and audio: the vine hall, a stone healing bed under hanging flowers. Mother Bramble's model: broad, earth-stained, violet trim, a hand always on a plant. Glass-sickness on the patient: clear glass creeping from a forearm (shared look with Cass, scene 3.3).
Ness's glass-sickness: if Ness was hurt at the pass and Bramble's word was accepted, Ness doesn't make it, and Dace remembers.
Art: Twinhold, the Hall of Measure (Measuring Floor, Bridge Court, Speaker's Chamber, Vault), the Long Road and wind pass, Lanternfall, the Shardfield and glass storm, the Sallow warp, Greenvault, Hushfold. Characters: Tamsin, Rook (with the one-armed casting animation), Dace, Ondine, Iver, Lio, Pell, Bramble, Wen (signing set), envoys, Ness, outlaws. Creatures: the winged glint and glint brute (bestiary), the Windglass Kite, the storm, bramble and echo glints, the Warden golem and Warden sentinel (bestiary). VFX: Gale, Facet Seal, Headwind, the sealing bands, the five-person mending dome, the stilling glass spreading, ward opening, glass storm.
Who: Prelate Ondine Ash; Tamsin; Mother Bramble (Tenders); Keeper Hale (Keepers of the Hour); Choirmistress Wen (Still Choir); Warden menders.
From Walkthrough: Act 4 › Chapter C: Two Rites › The Evane camp: the second Great Mending
Art and audio: Evane camp kit (pale stone banners, silver, mirrored tents); the chorus circle of four standing stones, each lit in its faction's colour (Wardens pale blue, Tenders violet, Keepers and Still Choir as their colours are decided). Models: Ondine, Bramble, Hale, Wen (from Acts 2–3). Music: the mirrored chorus theme, a four-voice canon in which each voice is the one before it, mirrored.
From Walkthrough: Act 4 › Chapter C: Two Rites › The Evane camp: the second Great Mending
Who: Ondine (conducting, not targetable in phase one); the four voices: Tamsin (Wardens), Mother Bramble (Tenders), Keeper Hale (Keepers), Choirmistress Wen (Still Choir), or a mender in any head's place who sits the finale out (section 12); on the Ondine path, Culet cutters.
From Walkthrough: Act 4 › Chapter E: The Finale on the Pane › Phase one: the mirrored chorus