Character
Old Pim
Connected
Spells
Elsewhere in the Codex
Who: (Idea) Old Pim, a Keeper bell-ringer who has rung the third bell for sixty years.
From Walkthrough: Act 3 › Chapter 3: The Hour Stair › The bell-ringer (optional)
What happens: (Idea) Pim's knees have gone and the third bell must be rung on the hour, every hour, or the Keepers will notice. The player rings it three times at the right in-game hours (a timing errand). Pim teaches Toll in return: "One loop, one rope. The bell does the rest, later."
From Walkthrough: Act 3 › Chapter 3: The Hour Stair › The bell-ringer (optional)
Content to make: Yarn:
Act3_Ringer_Ask,Act3_Ringer_Ring,Act3_Ringer_Teach. Quest:side_bell_ringer. Flags:side.ringer.asked= 1 when Pim asks (starts the quest),side.ringer.rings(0–3),spell.learned.toll.From Walkthrough: Act 3 › Chapter 3: The Hour Stair › The bell-ringer (optional)
Art and audio: (Idea) Pim (a keeper-scribe variant, older); bell-rope interaction; Toll VFX.
From Walkthrough: Act 3 › Chapter 3: The Hour Stair › The bell-ringer (optional)
[ ] New names (Sabe, Brin, Hollis, Old Pim, Mott, Vey, the twelve Stilled, the Girdle cut): all (Idea); replace freely.
[ ] 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
[ ] 24. Names that clashed across acts. Settled for now by VEL-63, confirm. Pim, Mott and Pell each named two different people, and Act 2's Bryn sat next to Act 3's Brin. Recommendation: the renames this pass made: Act 1's drover is Jory, its Amber Row glyph-giver Nell and its gate Facet Wren; Act 2's glyph-hunter is Rusk; Act 3's Stilled child and cart-driver are Pip and Teg. Pim (the bell-ringer), Mott (the Undermere door) and Pell (the sealed runner) keep their names. An alternative worth a thought: make the Halfway gate's Facet the Pell who is sealed in Act 2, so the un-teaching seals a face the player knows. Sources:
walkthrough-act-1.md § 12;walkthrough-act-2.md Q14;walkthrough-act-3.md § 18 Q12.From Walkthrough: Act 4 › Open questions for Ray, all tabs › Story and cast
Scene 2.3: Pim "won't take a coin" became "won't take a copper" (one currency, copper)
Cast: the Halfway gate's Facet Pell is now Wren (
Mark_wren), the Amber Row's glyph-giver Mott is now Nell (Act1_Halfway_Nell), and the Waymaker drover Pim is now Jory (Act1_Road_Jory,met.jory) (Pell, Mott and Pim are other people in Acts 2 and 3)
3.5: flags now set
side.ringer.asked= 1 when Pim asks (the quest's startWhen flag was never set)
Toll: glyph kind whole → taught; Learned bell lip → Old Pim at the third bell after the bell-ringing errand; Act 3 (optional) (VEL-63 schedule)
Story: A Waymaker wagon has thrown a wheel on the ridge road, and gale hounds hunt that ridge after dark. Dace has a spare wheel and nobody to roll it up there, and the light is going: the in-game clock matters, and arriving after dusk starts the fight with the wagon already hurt. The stranded driver is Pim, who offered the protagonist a lift to Halfway in Act 1 (he remembers if
met.pim). One of the hounds is a half-grown pup with glass in its paw, and the protagonist can pull it out instead of fighting it. Back at the yard Dace says the player ran it like the wind owed them money, and teaches Tailwind hand over hand so that next time it does.From Side Quests › The Long Road › Wheel Before Dark (`side_first_job`)
