The Velan Codex

Character

Mott

Idea, not yet confirmed

One line of voice

"Nobody down here asks which side you were on. Up there, it's the only thing they ask."

From Walkthrough: Act 3 › Characters

Elsewhere in the Codex

Names that collided across walkthroughs were changed in VEL-63: the Halfway gate's Facet is Wren (Pell is Act 2's sealed runner), the Amber Row's glyph-giver is Nell (Mott is Act 3's Undermere door), and the Waymaker drover on the Sallow Road is Jory (Jory is Act 3's old bell-ringer). Halfway and road names now: Hollin Tace, Sef, Wren, Bram Tolley, Hob, Orla, Harl, Quill, Nell, Ulla Stroud, Dorrit Mallow, Jory. The currency is copper, items use the items tab's catalogue ids, and enemies (glint, tamsin_ring, sallow_wyrm) use the bestiary's.

From Walkthrough: Prologue and Act 1 › Notes for the continuity pass (VEL-63)

Who: (Idea) Mott, the Undermere's door: an ex-Warden and ex-Facet with one sleeve of each and loyalty to neither.

From Walkthrough: Act 3 › Chapter 6: The Undermere › The way down

What happens: (Idea) Mott has heard of the farmer who rang the Glass and has heard what they have done since. He lets them down and explains the Undermere's one rule: nobody down here asks which side you were on. The cavern roof shows Velan upside down: fields, the Sallow, the Hour Stair cliff, Corran glittering. The outlaws use the roof as their map.

From Walkthrough: Act 3 › Chapter 6: The Undermere › The way down

Art and audio: (Idea) Undermere location (concepts: Art/Concepts/world/undermere-a.png, undermere-overworld-a.png; Art/Concepts/buildings/undermere-den-a.png, undermere-kit-a.png); the roof reflection as an inverted, darkened render of the overworld; Mott (outlaw model, Art/Concepts/creatures-items/enemies/undermere-outlaw-a.png, unmasked). Music: the overworld theme played backwards and slowed, under dripping water.

From Walkthrough: Act 3 › Chapter 6: The Undermere › The way down

Who: Mott; outlaw casters of both sides; (Idea) a fence called Vey who sells stolen glyph fragments.

From Walkthrough: Act 3 › Chapter 6: The Undermere › The den

Who: Mott; Aske (who comes, because she said she would, and says nothing about it); Hale and Tamsin (inside).

From Walkthrough: Act 3 › Chapter 6: The Undermere › The smugglers' climb (the fallen road to the records)

What happens: (Idea) Fallen players can't use the gate, so they climb. Mott knows the old route the Keepers' own runaways used. The player comes in through the archive window and finds Hale waiting: Keepers notice everything. Tamsin is in the archive too: the Wardens sent her up the stair for the Corran record (3.1). She does not like how the player came in, but she stays with them. Hale opens the records anyway. He keeps the truth for anyone who will look at it properly, and he says so. The player can instead knock Hale out and take the records (morality −10). The truth is the same either way: 3.3 and 3.4 play from here. Without Hale's trial there is no Hasten, but Mott's fence sells a stolen Hasten fragment.

From Walkthrough: Act 3 › Chapter 6: The Undermere › The smugglers' climb (the fallen road to the records)

Who: Mott; outlaw quicksilver-diggers.

From Walkthrough: Act 3 › Chapter 6: The Undermere › Under Corran's warp

Who: Aske (if in the party), Mott.

From Walkthrough: Act 3 › Chapter 6: The Undermere › The long way up

Aske: I walked away once. Took me twenty years to stop walking. Yours'll take less if you start now.

Mott: Nobody takes the board. That's why it's still up.

From Walkthrough: Act 3 › Chapter 6: The Undermere › The long way up

[ ] New names (Sabe, Brin, Hollis, Old Pim, Mott, Vey, the twelve Stilled, the Girdle cut): all (Idea); replace freely.

From Walkthrough: Act 3 › Open questions for Ray

[ ] 23. New character and place names. Act 2 adds Pell, Brother Fallow, Novice Tull, Sister Ise, Ness, Garnet, Cass, Sorrel, Bryn and Oda. Act 3 adds Sabe, Old Pim, Mott, Vey, the twelve Stilled and the Girdle cut. Act 4 adds the Undercrack, the Pane gauge and Even-handed. Recommendation: keep them as working names. Pell, Ness and Sorrel stay named characters because they come back; the rest stay roles until needed. Brin and Hollis are entry 10; clashes are entry 24. Sources: walkthrough-act-2.md Q14; walkthrough-act-3.md § 18 Q12; walkthrough-act-4.md § 16 Q13.

From Walkthrough: Act 4 › Open questions for Ray, all tabs › Story and cast

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