Character
Sabe
Elsewhere in the Codex
Who: Aske; three Facet glyph-hunters (a cut with no name, led by (Idea) Sabe, wiry, quick, defensive).
From Walkthrough: Act 3 › Chapter 1: The warps reach home › The Sallow warp
What happens: (Idea) Two kinds of mark lie around the warp, and Aske reads both without explaining them yet: pale blue Warden seal-stones set in a ring, every one cracked; and amber chips and spoil heaps where someone has been digging warp-born glyphs out of the bank. The glyph-hunters are digging now. Sabe admits the cut has worked this crack for a year: fresh glyphs surface at fresh cracks, and fresh glyphs sell. They name Rook as their best buyer, which matters later. A warp-born glyph is surfacing in the glass at the warp's lip: Crown Surge.
From Walkthrough: Act 3 › Chapter 1: The warps reach home › The Sallow warp
Flags:
act3.stage= 3,act3.hunters1–4,spell.learned.crown_surge. If the player is missing the Act 2 half (item.corran_half_wave= 0), Sabe's cut has a wave shard in their spoil heap (open question 3), and options 2–4 give it to the player.From Walkthrough: Act 3 › Chapter 1: The warps reach home › The Sallow warp
- Encounter
sallow_glyph_hunters- Enemy (id)
- glyph-hunter (
glyph_hunter) ×3 (Sabe's cut)- HP
- 140 each
- Attack
- Bevel Lash every 5 s for 15, ignoring shields; flees at 30% unless staggered
- Difficulty
- Medium
The glyph-hunters' fate. Depending on
act3.hunters: Sabe's cut rebuilding, in a Warden cell, or in the Undermere.
[ ] 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
[ ] 37. Missing the Act 2 half. What if the player never picked up the wave half in Act 2? Recommendation: make it unmissable in Act 2 (VEL-56), and keep the fallback in Act 3 (Sabe's glyph-hunters dug a copy) as a safety net. Sources:
walkthrough-act-3.md scene 1.3, § 18 Q3.From Walkthrough: Act 4 › Open questions for Ray, all tabs › Spells and casting
Rewards: 50 copper; Dorrit's barge runs again, so her free passage (scene 6.1) becomes a fast route along the Sallow between Halfway and Sallowbank (
travel.barge1). Odd crate, choice 1, returned sealed:rep.facets+5. Choice 2, opened and closed again: no move, butside.dorrit_cargo.choice2 lets Sabe at the Sallow warp (Act 3, scene 1.3) recognise the player as "the one who opened our crate". Choice 3, handed to Sef:rep.evane+5,rep.facets−5.From Side Quests › The Sallow › Dorrit's Cargo (`side_dorrit_cargo`)
Story: When the Wardens' seal went over the Sallow warp, Tobin's eel weir at the reed bend went to glass with it: every stake, every trap and the eels inside (the whole bend, if the player declined the mending,
world.sallow_stilled == 2). Tobin has heard what happened at Corran and wants his weir back. Glints roost on the glass; once they are cleared, the protagonist threads Thaw over the weir. If Sabe's cut was let go or sent home (act3.hunters1 or 2), they are camped at the bend with a boat the glints stove in, and helping float it is one of Act 3's atonement deeds. When the weir wakes the eels come out of the glass alive and go straight downstream, and Tobin laughs for the first time in the game.From Side Quests › The Sallow › The Stilled Weir (`side_tobin_weir`)
Rewards: 150 copper (Tobin's eel money, "saved for a new weir he won't need now"), 3
eel_pie. The boat (needs 2ropefrom Hob):morality+5 (an atonement deed),rep.facets+5, and Sabe gives afacet_token. Ifact3.hunters == 4the cut's camp is empty with a Warden notice nailed to the boat; if 3, only their spoil heaps are left. If Act 4 is over, Tobin's last line at the weir usesSide_Steps_HumAfter's outcome variant.From Side Quests › The Sallow › The Stilled Weir (`side_tobin_weir`)
Story: Vey wants a glyph hoard cleared out: a sack of stolen fragments behind a false wall, kept by a hollow cut caster who catches spells on shards and throws them back. If the player hurt Sabe's glyph-hunters at the Sallow warp (
act3.hunters= 3), the caster is Sabe, and the hoard is everything Sabe's cut has left. They remember the player. The choice: hand the sack to Vey, give it back to whoever owns it, or tip it out in the den so every outlaw can trace what's in it.From Side Quests › The Undermere › The Hoard (`side_hoard_raid`)