The Velan Codex

Character

The Mentor

Mentor; Sallowbank ferry keeper

  • Trustworthy, but jaded.
  • Once caught up in the endless conflict between the two sides. Was pushed to do something and/or realized the conflict was pointless and fruitless, and walked away.
  • A living example that stepping outside the conflict is possible.

From Mobile RPG Codex › Story Opening › The Mentor

From section 5: trustworthy but jaded; once caught in the conflict; was pushed to do something or saw it was pointless, and walked away; living proof that leaving is possible.

  • Name and look: Aske Tarran, a woman of about sixty, ferry keeper at Sallowbank for twenty years. Broad, rope-scarred hands. She still wears her Warden glyph bands, turned inside out so the marks face her skin.
  • 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.
  • The shard: as the seal closed, a Corran girl pressed a shard into Aske's hand, one half of a Facet glyph her mother was teaching her. The girl still stands in the glass beside the town well. The other half was lost; the player picks it up in the Shardfield in Act 2 without knowing what it is.
  • Since then: Aske still knows every Warden glyph and has not cast one in twenty years. She keeps the Sallow ferry because it is the nearest crossing to Corran, and carries anyone for free, Evane or Facet. It is the only rule she still keeps.
  • (Idea) The golem: Aske's training golem, stone and old iron under an old sail in her barn. She "bought it cheap" ("Doesn't eat"). The glyph on its chest makes it pull its punches, mostly.
  • (Idea) The send-off (section 5's Hobbit-style beat): Aske gives two letters, one to a Warden in Twinhold and one to a Facet in Lanternfall. The Twinhold letter has a pale blue seal, the Lanternfall one amber; the names on the front are not decided yet. "Deliver both. Believe neither until you've met both."
  • (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.
  • (Idea) Voice: short, practical sentences. Distrusts speeches from either side, including the protagonist's.

From Story Bible › Protagonist and Mentor › The Mentor

Voice

"Don't promise. Just do it." Short, practical sentences; distrusts speeches.

From Walkthrough: Prologue and Act 1 › Prologue: The Door-Mark (as built) › Characters

In this act

Companion all act; casts once (Brace) at the Unstilling; stays the night in Corran.

From Walkthrough: Act 3 › Characters

Connected

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World

Spells

Items

3D model

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Concept art

Elsewhere in the Codex

A mentor in town (an elder or retired magic-user, not necessarily called "wizard") recognizes the potential and sends the player on a quest to learn more about magic, in a Hobbit-style send-off.

From Mobile RPG Codex › Story Opening

The mentor's name and full backstory.

From Mobile RPG Codex › Open Questions

(Idea) Home: a farm at Sallowbank, a village on the Sallow river where Evane land meets the Shardfield. Parents dead; lives alone; Aske the ferry keeper is the nearest neighbour.

From Story Bible › Protagonist and Mentor › The protagonist

(Idea) Warm thumbs: the door-mark has always felt warm under the protagonist's thumbs, and they have never asked anyone whether that is usual. After tracing Coil at the Drowned Steps, Aske hears this and says: "Warm. Huh. Mine never were." A recurring motif for the even pair.

From Story Bible › Protagonist and Mentor › The protagonist

(Idea) Motivation, in order: keep Sallowbank safe from the warp upstream; find out what they are; later, help Aske undo what Aske did.

From Story Bible › Protagonist and Mentor › The protagonist

Aske saw it. That night, in Aske's barn, the protagonist fights an old Warden training golem. This is the prototype's existing battle.

From Story Bible › Protagonist and Mentor › The first cast: Repel

(Idea) The first fragment is Coil, at the Drowned Steps at the end of the Prologue, with Aske teaching the method.

From Story Bible › Protagonist and Mentor › Learning a spell by tracing a glyph

Aske's barn: the training golem fight, the prototype battle as it exists today.

From Story Bible › Story Outline › Prologue: The Door-Mark (Sallowbank)

Aske walks the player along the Sallow to the Drowned Steps, a Still Age shrine half under the river, and teaches fragment tracing there. Coil is the first fragment. Aske turns back for home.

From Story Bible › Story Outline › Prologue: The Door-Mark (Sallowbank)

Set piece: the Sallow Wyrm, a river serpent made of reflections, rising at the Drowned Steps once Aske has gone. Repel to stagger it, Coil to hurt it.

From Story Bible › Story Outline › Act 1: The Sallow Road

The warps spread and reach Sallowbank. Aske leaves the ferry and comes with the player.

From Story Bible › Story Outline › Act 3: Corran

Corran, the stilled town. The player learns Aske's story from the glass itself.

From Story Bible › Story Outline › Act 3: Corran

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