Faction
The Evane
The light side
- Believes magic may only be used for good and must never break the rules of nature.
- Divided into five well-defined factions, each with its own drawing style. The five are in constant competition over who's best, with tension and conflict between them.
- Each faction owns exactly one drawing style.
- One faction is the Waymakers, who guard motion (what moves keeps its course). They draw parallel, and Gale is their spell.
- Factions should NOT be the cliché classical elements (fire, water, earth, air).
- (Idea) Each faction guards one rule of nature, for example:
- Wardens of Measure: balance, cause and effect, every spell has a cost.
- The Tenders: growth and decay, the cycle of life.
- Keepers of the Hour: time and the order of events.
- The Still Choir: sound, stillness, the unseen.
From Mobile RPG Codex › The Two Sides › The Light Side: magic with limits
Factions
Wardens of Measure
balance, cause and effect, every spell has a cost.
The Tenders
growth and decay, the cycle of life.
Keepers of the Hour
time and the order of events.
The Still Choir
sound, stillness, the unseen.
The Waymakers
One faction is the Waymakers, who guard motion (what moves keeps its course). They draw parallel, and Gale is their spell.
Spells
Connected
Characters
Tamsin Vale
Sent to recruit the player; believes the rules completely until she reads what the Hour Stair hides.
Rook
One-armed, yet casts, which the Evane call impossible. Gives glyphs to anyone who asks and won't look at what that has cost.
Prelate Ondine Ash
Gave the Corran order, and will sacrifice Lanternfall to close the warps. Sincerely believes it saves more lives.
Mother Bramble
Heals anything nature would heal and nothing it wouldn't, and turns the dying away.
Keeper Hale
Knows what really caused the Breaking and keeps the records sealed.
Choirmistress Wen
Speaks only in mirrored hand-signs; the one Evane leader who writes to the Facets.
Caravan-master Dace
Runs caravans for both sides, which the other four factions resent.
Jory
"Waymakers carry. That's the whole of it."
Sef
"Hands, please. Both of them."
Sister Orla
"I mend what would mend. The rest isn't mine to touch."
Harl
"I set silver. Glass is someone else's sin."
Brother Fallow
"Corners are for people in a hurry to be right."
Novice Tull
"Keeper Hale says you're early. Keeper Hale says everyone is."
Sister Ise
(signs) "Come and be quiet with us."
Ness
Dace's outrider; may be hurt at the pass
World

Twinhold
A city built as two mirrored halves either side of a river, joined by the bridge-palace Hall of Measure; pale stone, silver, pale-blue glyph light

Greenvault
Overgrown terraces, a hall roofed with living vines, violet glyph light

The Hour Stair
A spiral stair cut into a cliff face, a bell for every hour

Hushfold
Snow, no bells, monks signing with mirrored hands

The Long Road
Wind, sails and a windmill on every ridge: the caravan road over the pass between the two courts. Work comes from Dace and Ness, from the drivers and…
Spells
Repel
Coil
Gale
Brace
Mend
Any cross-side thread
Any Evane spell into any Facet spell, or the reverse, including Thaw (thaw, Repel into Pavilion Wake) from Act 3
Items
Concept art

Prompt
Visual language concept for a mobile fantasy RPG, the Evane, a light-side magic order whose temples, robes and sigils are perfectly bilaterally symmetric like a reflection in still water, a grand white marble sanctum with pale gold filigree and sky-blue glass, two robed adepts mirroring each other's pose, mirrored glyphs glowing on the floor, calm order and restraint, perfectly centered symmetrical composition, stylized hand-painted 3D JRPG game art, soft cel shading --ar 16:9 --sref https://cdn.midjourney.com/e1cbf51f-e14d-47a5-878b-299fa466e41a/0_1.png`,
Midjourney job 70b07654-fc90-44cd-bfc4-0ebdaf7ccdef / 2, 3

Prompt
Visual language concept for a mobile fantasy RPG, the Evane, a light-side magic order whose temples, robes and sigils are perfectly bilaterally symmetric like a reflection in still water, a grand white marble sanctum with pale gold filigree and sky-blue glass, two robed adepts mirroring each other's pose, mirrored glyphs glowing on the floor, calm order and restraint, perfectly centered symmetrical composition, stylized hand-painted 3D JRPG game art, soft cel shading --ar 16:9 --sref https://cdn.midjourney.com/e1cbf51f-e14d-47a5-878b-299fa466e41a/0_1.png`,
Midjourney job 70b07654-fc90-44cd-bfc4-0ebdaf7ccdef / 2, 3
Elsewhere in the Codex
Working names (work in progress): the light side is the the Evane (a soft spin on "even"). Others call the other side the Shattered (a broken mirror). They call themselves the Facets (each shard catches the light its own way).
The attack comes from a warp upstream, opened partly by an Evane mistake. Details: Story Bible.
The casting prototype ships eight spells, five Evane and three Facet. Repel, Coil, Gale and Facet Seal came first, one per drawing style; Brace, Mend, Bevel Lash and Prism Snare are the first batch from the Spell Set tab. Each lives in its own data file (
Assets/StreamingAssets/Data/Spells/<id>.json), and the scorer checks exactly what this table describes. Shapes are written as the player sees them on a landscape phone; "outward" means toward that thumb's screen edge.From Mobile RPG Codex › Spellcasting › Spell Book (Prototype)
- Composite
- Bulwark
- Chain
- Repel, then Facet Seal (Evane and Facet together)
- Effect
- 35 shield, 3 s stagger, 10 damage
- Breath window
- 1,190 ms
From Mobile RPG Codex › Spellcasting › Composite Spells (Prototype)
(Idea) A shape drawn on the Glass takes hold only when the world and its reflection agree on it. The Evane teach that one hand speaks for the world and the other for its reflection, so every spell needs both hands. That is Evane tradition, not law: Rook, a one-armed Facet, casts anyway (section 2).
From Story Bible › World › The Glass: why magic takes two hands
(Idea) In Evane teaching, the three drawing styles are three ways of asking the reflection:
From Story Bible › World › The Glass: why magic takes two hands
Mirrored: the second hand draws exactly what a mirror would show. The world is asked to act within its own nature. This is why the Evane, who guard nature's rules, draw mirrored.
From Story Bible › World › The Glass: why magic takes two hands
(Idea) The Evening, about 5,000 years ago. Casters agree that only true reflections are safe and found the Evane, "those who keep things even". Five factions form around five rules of nature and have competed ever since.
(Idea) The Facets. Casters who settle among the shards find that asymmetric glyphs surface there, and that they work. The Evane call them the Shattered and blame them for the Breaking.
The First Pair. Two lake-folk, one on each shore, drew the first glyph between them across the water. The Evane say they were twins; the Facets say they were strangers.
The Girl with the Circle and the Square. The first asymmetric caster drew Facet Seal over her village on the night of the Breaking. The Facets say she saved it; the Evane say she caused it.
- Right about (Idea)
- Evane
- Asymmetric casting does strain the Glass and widen cracks. The rules keep ordinary people safe.
- Facets (others call them the Shattered)
- Evane rules forbid healing that would save lives. Evane archives keep glyphs from anyone they don't approve of.