The Velan Codex

Faction

Keepers of the Hour

Time and the order of events

Keepers of the Hour: time and the order of events.

From Mobile RPG Codex › The Two Sides › The Light Side: magic with limits

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Elsewhere in the Codex

The Hundred-Year Hour. The Keepers once held a single hour open for a century. Nobody agrees what they were hiding in it.

From Story Bible › World › History

(Idea) Rivalry: the Wardens think they lead; the Tenders think nothing matters more than life; the Keepers think everyone else is in a hurry. The other four call Waymaker casting barely Evane, so most quarrels end up there.

From Story Bible › The Two Sides › The five Evane factions

Keepers of the Hour: time (Toll, Linger, Hasten).

From Story Bible › Spell Lore › Naming future spells

Faction (style)
Keepers of the Hour (mirrored, loops)
Attack
Toll
Defence
Healing
Assist
Hasten
Control
Linger

From Spell Set › At a glance

[ ] Several shapes may be confused by the recognizer and need a check on device: the Keepers' loops (Toll, Hasten, Linger), the Still Choir's short strokes (Hush, Calm, Listen), and Gale against Squall.

From Spell Set › Open questions

Who: Tamsin; a Warden Measurer; the envoys of all five factions in the gallery: Tamsin for the Wardens, Brother Fallow (Tenders), Novice Tull (Keepers, sent by Keeper Hale), Sister Ise (Still Choir), Caravan-master Dace (Waymakers).

From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The Measuring

Content to make: Yarn Act2_Hall_Measuring, Act2_Hall_Measuring_Result. New command <<measure_draw>> that scores a draw without casting and stores its parts; then <<court_profile>> sets court.lead (1 Wardens, 2 Tenders, 3 Keepers, 4 Choir, 5 Waymakers):

From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The Measuring

Keepers: the most even quality across the three draws.

From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The Measuring

Keepers (Novice Tull): a sealed note from Keeper Hale: "Come to the Hour Stair when you are ready. You are not." An Act 3 hook.

From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The courting

What happens: The girl who gave Aske the shard still stands in the glass beside the well, one hand held out (concept: Art/Concepts/characters/stilled-girl-concept-a.png). (Idea) Aske has never learned her name. She takes the shard out of her coat, where it has been for twenty years, and gives it to the player. The player's Act 2 half pulses when the two are close: the wave shard from the Shardfield is the other half. Aske knows what a split glyph is, and knows that tracing it here, next to a live warp, could break the glass instead of thawing it. Nobody living knows how a five-person Warden seal ties a town to a warp. The Keepers might: they keep the record of every seal.

From Walkthrough: Act 3 › Chapter 2: Corran, the stilled town › The girl at the well

What happens: (Idea) A spiral stair cut into a cliff above a misty gorge, a bronze bell at every turn. The gate-warden lets in anyone with clean hands and a reason. A fallen player (section 11) is turned away here and has to take the smugglers' climb from the Undermere instead (6.3). Halfway up, Tamsin is waiting on a landing. The Wardens sent her for the Keepers' record of the Corran seal, because Ondine wants to seal Corran again and needs to know how the first seal was made. Tamsin is glad to see the player and stiff with Aske, whom every Warden child has been taught to despise as the captain who walked out.

From Walkthrough: Act 3 › Chapter 3: The Hour Stair › The climb

Art and audio: (Idea) Hour Stair location (concepts: Art/Concepts/world/hour-stair-a.png, Art/Concepts/buildings/hour-stair-kit-a.png); Keeper scribe model (Art/Concepts/characters/keeper-scribe-ref-a.png); Tamsin model. Audio: one bell struck on the hour of the in-game clock; wind; a faint choir hum from the gorge (the Drowned Choir legend, Story Bible section 1). Music: the Keepers' theme, a slow ostinato that never speeds up.

From Walkthrough: Act 3 › Chapter 3: The Hour Stair › The climb

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