The Velan Codex

Character

Ness

Idea, not yet confirmed

Connected

Spells

Items

Elsewhere in the Codex

Who: Dace; Ness, Dace's outrider (Idea); caravan hands; the riding companion (Tamsin in A, Rook in B).

From Walkthrough: Act 2 › Chapter 2: The Long Road › Dace's caravan

Art and audio: wagons under pale-green-lit sails; Dace's model: road-worn coat, both hands ribboned the same way (parallel, not mirrored); Ness, younger, with a sling. Long Road theme: fiddle and accordion over a walking beat, with wind.

From Walkthrough: Act 2 › Chapter 2: The Long Road › Dace's caravan

Who: Dace, Ness, the companion, caravan hands.

From Walkthrough: Act 2 › Chapter 2: The Long Road › Night camp

What happens: the companion talk of the act happens here. [Twinhold first] Tamsin admits the un-teaching bothered them and that they'll never say so in Twinhold. [Lanternfall first] Rook teaches the hands a Facet card game in which every hand you win you must give away. Ness offers to teach Drift, the Waymaker dodge, for help with a side errand. Dace mentions that the other four factions call Waymaker casting barely Evane, and that Dace "carries Facets for the same price, so they're not wrong".

From Walkthrough: Act 2 › Chapter 2: The Long Road › Night camp

Player does: talk; optionally learn Drift (Ness's errand: find three lost ribbons along the ridge, a short field search).

From Walkthrough: Act 2 › Chapter 2: The Long Road › Night camp

Who: Dace, Ness, the companion, the caravan; winged glints; the Windglass Kite.

From Walkthrough: Act 2 › Chapter 2: The Long Road › Set piece: the wind pass defence

What happens: the caravan runs the pass in a gale. Glints ride the wind from the warp in the cliff and dive at the wagons: winged glints, hawk-sized and fast. In the air, ground-bound spells like Coil do half damage to them; Gale hits them full and knocks them down. Three waves come, the wagons move between them, and each wave adds a wagon to protect. The last wave is the Windglass Kite, a large glint with sail-like reflective wings. While airborne it only takes Gale, and a Gale hit grounds it; on the ground Repel staggers it and Coil hurts it. If a wagon is lost the caravan still gets through, but Dace pays less and Ness is hurt (Ness's glass-sickness hook for Greenvault, scene 6.2).

From Walkthrough: Act 2 › Chapter 2: The Long Road › Set piece: the wind pass defence

Who: Dace, Ness, the companion.

From Walkthrough: Act 2 › Chapter 2: The Long Road › The summit and the descent

When: greenvault.stage >= 1. If ness.hurt == 1, Ness is here; otherwise a stranger, a Facet glass-cutter (Idea). Sets greenvault.stage 2.

From Walkthrough: Act 2 › Chapter 6: Faction Visits (optional) › Greenvault: Mother Bramble turns the dying away

Who: Mother Bramble; the patient (Ness or the glass-cutter); Fallow.

From Walkthrough: Act 2 › Chapter 6: Faction Visits (optional) › Greenvault: Mother Bramble turns the dying away

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.

From Walkthrough: Act 2 › Hooks for Side Content

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.

From Walkthrough: Act 2 › Content and Code This Act Needs

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