The Velan Codex

Character

Prelate Ondine Ash

Speaker of the five factions; antagonist

Hook

Gave the Corran order, and will sacrifice Lanternfall to close the warps. Sincerely believes it saves more lives.

From Story Bible › Key Cast

In this act

Receives the Twinhold letter; asks for the mending guard; teaches Weigh if it is guarded

Voice

"I'm not asking you to like it. I'm asking you to stand where the glints are."

From Walkthrough: Act 2 › Characters

One line of voice

"The seal held. Two hundred against a valley. I'd sign it again tonight."

From Walkthrough: Act 3 › Characters

Connected

Characters

Spells

Items

Elsewhere in the Codex

Past: born in Twinhold to a Warden family; a mender by twenty-five, one of the Evane casters who seal warps and enforce the rules; later a company captain under Ondine Ash. Twenty years ago at Corran, a Facet town beside a widening warp, Ondine ordered a five-person mirrored seal. Aske argued against it, then cast her part. The seal held the warp and froze the town with it: Corran's people still stand in clear glass, mid-step. She blames Ondine, and herself more.

From Story Bible › Protagonist and Mentor › The Mentor

(Idea) Arc: refuses to go back; follows the player to Corran in Act 3 when the warps reach Sallowbank; faces Prelate Ondine, who gave the Corran order; casts again, once, to help undo the stilling. Joins neither side afterwards.

From Story Bible › Protagonist and Mentor › The Mentor

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.

From Story Bible › Story Outline › Act 2: Two Courts

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.

From Story Bible › Story Outline › Act 4: The Heart Pane

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.

From Story Bible › Story Outline › Act 4: The Heart Pane

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
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. Sets letter.twinhold.opened or letter.lanternfall.opened to 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 way aske.trust drops 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

Who: Prelate Ondine Ash; Tamsin, waiting at the door.

From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The Hall of Measure: the Speaker's letter

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