The Velan Codex

Character

Vey

Idea, not yet confirmed

Elsewhere in the Codex

Who: Mott; outlaw casters of both sides; (Idea) a fence called Vey who sells stolen glyph fragments.

From Walkthrough: Act 3 › Chapter 6: The Undermere › The den

[ ] New names (Sabe, Brin, Hollis, Old Pim, Mott, Vey, the twelve Stilled, the Girdle cut): all (Idea); replace freely.

From Walkthrough: Act 3 › Open questions for Ray

[ ] 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

4. new "Act 3: the Undermere fence": Vey's fence in Mott's den, fallen players only, shop id undermere_fence; stolen fragments of Hasten and Crown Surge at 300 copper each (first guess), Mend Tonic, Herb Salve and Amber Cordial at catalogue +50% (VEL-63 schedule: fence sells stolen Hasten and Crown Surge)

From Walkthrough: Act 4 › Continuity notes › Change log

new "Act 3: the Undermere fence": Vey's fence in Mott's den, fallen players only, shop id undermere_fence; stolen fragments of Hasten and Crown Surge at 300 copper each (first guess), Mend Tonic, Herb Salve and Amber Cordial at catalogue +50% (VEL-63 schedule: fence sells stolen Hasten and Crown Surge)

From Walkthrough: Act 4 › Continuity notes › Change log

An upside-down sky on the cave roof, dripping water, and nobody asking which side you were on. Work comes from Mott, Vey and the bad-jobs board (undermere_board, Event_board); the one good job is the Atonement board nobody takes. The den (market, pit, boards) is for fallen players (morality ≤ −20, undermere.stage ≥ 1). The deep tunnels (the flooded nave, the carving, the diggings) are also reachable by the back door: Girdle Gate's shard-step from the Corran road (undermere.backdoor = 1, see Shelter from the Storm), or the diggings tunnel from Corran's north edge once Corran wakes (walkthrough-act-3.md, open question on the Undermere).

From Side Quests › The Undermere

Vey's stall, the fence (undermere_fence). The canon calls it Mott's fence; Vey runs it.

From Side Quests › The Undermere

Story: This is the walkthrough's "quicksilver trade" hook. Gessa's new bucket keeps coming up with beads of quicksilver in it, and the trail leads down to the outlaws' dig under Corran's warp. If the player broke the dig's props in scene 6.4, the diggers have moved the rig further along. The player follows a load to its buyers and finds two. Iver's workshop polishes its lenses with it. The Warden menders' quartermaster sets seal-stones on it, the same stones that fed the Sallow warp and stood Corran's colossus up. Both sides are buying the stuff that widens the warps, and neither knows the other is. The player decides: take it to the Keepers, so Hale records it and both courts order the dig shut; tell Corran, whose folk can fill the tunnel from above; or take Vey's offer to broker the trade.

From Side Quests › The Undermere › The Quicksilver Dig (`side_quicksilver_dig`)

Rewards: Keepers: 200 copper (the Keepers' bounty, paid to the coin), rep.keepers +5. Corran: morality +5, rep.facets +5, and it counts as an atonement deed. Vey: 250 copper and 5 × glint_quicksilver, morality −5. Item dig_tally (the buyers' tally slate) while the quest runs. Sets side.quicksilver_dig.choice (1 Keepers, 2 Corran, 3 Vey).

From Side Quests › The Undermere › The Quicksilver Dig (`side_quicksilver_dig`)

Giver / where: Vey (outlaw), the fence, through the bad-jobs board (board: undermere_board). The hoard is behind a false wall in the deep tunnels, Event_hoard (new).

From Side Quests › The Undermere › The Hoard (`side_hoard_raid`)

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`)

Rewards: Vey: 200 copper, morality −5. Given back: morality +5 (an atonement deed); if it was Sabe's, Sabe's cut climbs out of the Undermere (sabe.left_undermere = 1). Tipped out: rep.facets +5 (glyphs free to anyone), and the duel pit's outlaws each gain one more spell. The hoard_sack prop is held between stages 2 and 3.

From Side Quests › The Undermere › The Hoard (`side_hoard_raid`)

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