The Velan Codex

Monster

The Sallow Wyrm

River serpent made of reflections (idea)

Idea, not yet confirmed

3D model

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Concept art

In the Codex

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

(Idea) Recurring enemies: glints (loose reflections leaking from warps, the common monster); Warden training golems; Sallow Wyrm; glass storms in the Shardfield; outlaw casters of both sides in the Undermere.

From Story Bible › Key Cast

(Idea) The protagonist walks on alone with the two letters, reaches Halfway, the market town under truce where the roads to Twinhold and Lanternfall meet, and is found there by Tamsin Vale and Rook, both looking for whoever rang the Glass. News comes that something has risen out of the Sallow at the Drowned Steps; the protagonist goes back and drives off the Sallow Wyrm with Repel and Coil while whichever recruiters came watch from the bank. The act ends at Halfway's two gates, choosing which letter to deliver first.

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road

Story Bible beat
The Sallow Wyrm rises at the Drowned Steps once Aske has gone; Repel staggers it, Coil hurts it
Scene
5.1–5.4

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road

Stage
6
Means
The Sallow Wyrm is driven off.
Set by
Act1_Wyrm_Rise (on a win)

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road

Who: the Sallow Wyrm; Tamsin and Rook if they came.

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 5: The Sallow Wyrm

What happens: The river is mirror-flat and humming. Then it stands up: the Sallow Wyrm rises in an S-curve beside the drowned stairs, a serpent of clear water plated with mirror-glass, each plate holding a different patch of sky, with a blank mirror for a face. Its plates turn the protagonist's spells aside until Repel knocks it back and the plates gape; then Coil gets in. If companions came, they shout advice from the bank: Tamsin "Measure it first!", Rook "Hit it while it's open!". Neither can cast for them.

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 5: The Sallow Wyrm

Art and audio: the Sallow Wyrm model (concepts sallow-wyrm-a/b, sallow-wyrm-ref-a/b, sallow-wyrm-ref-side-a; the water body needs a translucent shader with the plates as opaque mirror meshes); a Drowned Steps battle arena (concept arena-drowned-steps-a); VFX for the plates turning a spell aside and gaping open on a stagger; boss music, ideally built on the choir hum.

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 5: The Sallow Wyrm

Encounter
sallow_wyrm
Enemy
sallow_wyrm ("Sallow Wyrm", colour #5FA8A0)
Stats
600 HP, first attack after 8 s. Plated: its mirror plates are a 40-point shield that a stagger opens. Three phases: Rising (14 every 6 s), Undertow (20 every 8 s), the Drowned Hum (12 every 4 s)
Counters
Repel staggers it and opens the plates for 3.75 s; Coil hurts it while they are open; Brace takes the Undertow surges; Mend between phases.
Difficulty
Hard: the act's boss. canLose: true; the trigger replays. 120 XP; drops 3 still_water, never copper (the wyrm_plate is given once, in scene 5.4).

From Walkthrough: Prologue and Act 1 › Encounters

The player is at Halfway, the neutral market town. The Sallow Wyrm is beaten.

From Walkthrough: Act 2 › Starting state

id
sallow_wyrm
Name
The Sallow Wyrm
Family
Boss
Region(s)
The Sallow
First act
Act 1
Model
Static, code (chain)
Concept
sallow-wyrm-ref-a.png, sallow-wyrm-ref-side-a.png

From Bestiary › Roster at a glance

Eight regions, each with 3–5 kinds of enemy. Three have a boss (the Sallow Wyrm, the glint colossus, the finale on the Heart Pane). The others have a set piece instead (the wind pass, the glass storm, the Vault, the hour trial), and the Undermere has neither. Encounter ids follow golem_spar (Data/Encounters/). Where a walkthrough places a fight, the id here is the walkthrough's. Fights no walkthrough places are optional wild encounters. Difficulty is a rough multiple of golem_spar (1.0): total enemy HP times damage per second, adjusted for specials. XP scales from golem_spar's 20. Story set pieces are in bold.

From Bestiary › Regions and encounters

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