The Velan Codex

Spell

Listen

Idea, not yet confirmed

Described in the Codex; there is no Data/Spells file for it yet, so no strokes to draw.

Connected

Characters

Concept art

Elsewhere in the Codex

[ ] 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

The deep glyphs: glyphs cut far down the Drowned Steps, visible only when the river is still (steps.deep_glyphs). A reflected glyph for later: the Drowned Choir's, reachable with Listen (Still Choir) or a Ford across the stair. Ties to the Drowned Choir legend and the Still Choir's claim to descend from it.

From Walkthrough: Prologue and Act 1 › Hooks for side content

What happens: the player and Iver's crew go in through the east-pier drain. The wards are mirrored glyphs; an even pair can draw their reflection and open them without breaking them (a timed draw: the player casts the ward's own glyph, mirrored, inside one breath). Three wards, three guards: a Warden golem at each of the first two doors and a Warden sentinel at the third. The wards "weigh" every spell, so no guard here will take the same spell twice in a row, and the player has to vary their casts or thread. Casting a Facet spell in here is casting inside an Evane town: if any ward breaks instead of opening, the alarm rings, and the next Facet spell the player casts in the Vault is witnessed. In the inner Vault, Tamsin is on watch. The player chooses: talk Tamsin down (needs tamsin.trust >= 2), Repel Tamsin out of the way and run, or fight Tamsin properly. Iver's crew empties the shelves into sacks. Behind the shelves they find a whole Warden glyph cut into the wall: Weigh. The player can trace it while the sacks fill. The Corran, five-seal shelf is here; Iver doesn't care about it, but the player can look (an Act 3 hook). Iver lets the player keep one glyph of their choice from the haul (Idea): the straight-stroke half of Bevel Lash, a Warden Brace variant, or a Still Choir fragment of Listen.

From Walkthrough: Act 2 › Chapter 5: The Midpoint Choice › The Measure Vault break-in

What happens: snow, no bells, monks signing with mirrored hands. Running is loud here: the valley echoes footsteps back, and monks stop and look. The player walks. Wen speaks only in mirrored hand-signs, the same gestures as mirrored casting, so the player half understands before the subtitles do. Wen asks about the Drowned Steps and whether the Sallow still hums (the Choir claims descent from the Drowned Choir). Wen teaches Calm and Listen (an overworld spell that shows hidden fragments for 20 s) at a listening stone.

From Walkthrough: Act 2 › Chapter 6: Faction Visits (optional) › Hushfold: the silent abbey

Kind
Taught (Wen)
Where
Hushfold (6.3, 6.4)
Main line or optional
Optional

From Walkthrough: Act 2 › Spells Gained

(Idea) How a warp-born glyph appears: a fresh warp opens at a named site for a set window (first guess: 7 days of real time), shown on bulletin boards as a rumour ("light on the water at the Drowned Steps"). The player goes there, Listen (overworld spell) shows the fragment, a guardian (a glint pack or something stronger) has to be beaten, and the glyph is traced as usual. When the window closes, the warp seals and the glyph is gone until it surfaces again, months later, somewhere else.

From Walkthrough: Act 4 › The world after › Warp-born glyphs

[ ] 28. The naming lists. Story Bible § 7 gives Veil (Still Choir), Slip (Waymakers), Crown Ward and Culet Spike (Facets) as examples. The roadmap uses none of them: the Choir has Hush, Echo, Calm and Listen; the Waymakers Gale, Drift, Squall and Tailwind; the Facets Facet Seal, Bevel Lash, Prism Snare, Crown Surge, Table Mend, Girdle Gate and Pavilion Wake. Recommendation (new): swap the § 7 examples for roadmap spells, and keep Veil, Slip, Crown Ward and Culet Spike as spare names for later warp-born glyphs. Sources: story-bible.md § 7 Naming future spells; spell-roadmap.md At a glance.

From Walkthrough: Act 4 › Open questions for Ray, all tabs › Spells and casting

Characters: Wen teaches Calm, Listen, Hush and Echo; Dace shows Tempest, Headwind in route B, Tailwind; Ondine teaches Weigh if guarded (internal slip O; VEL-63 spell schedule)

From Walkthrough: Act 4 › Continuity notes › Change log

Listen: glyph kind whole → taught; Learned the never-rung bell → Wen at the listening stone (VEL-63 schedule)

From Walkthrough: Act 4 › Continuity notes › Change log

Story: Tobin has heard the Drowned Choir hum on still nights for forty years, and he'll talk about it to anyone who cuts him five green reeds for his weir. In Halfway a Still Choir monk watches the protagonist the way Tobin watches the river; stand with him long enough and he leaves a folded note in mirrored hand-signs, which Sister Ise or any Hushfold monk can read: "When the Sallow is still, the Steps sing. Listen with both hands." With Listen (or Drift's ford across the lowest step) the deep glyphs under the Steps (steps.deep_glyphs) turn out to be no spell at all: they are the Choir's hymn, cut as marks down the stair, running on under the river. When the Act 3 warps crack the lowest step open, the stair leads down to the Undermere's flooded nave, where drowned choristers still sing the last lines and leave a hymn page when they are beaten. Tobin can't read it either, but he can hum it, and the Steps hum back; the protagonist decides whether the page stays with him or goes to Choirmistress Wen.

From Side Quests › The Sallow › The Drowned Choir (`side_drowned_choir`)

Story: Shardfield Facets find their water caches by which shard shows which sky. Since the Mending, every shard shows the same sky, and three of the Table cut's water carriers haven't come back. The player finds them. Listen shows where the caches are, and Recall cast on a cache's still water shows who drank there last and which way they went. The last carrier is at the one shard in the field that still shows something different, the player's own reflection, which steps out and fights. Then the choice: teach Nim a mirrored glyph to find water by (Listen, hand over hand), which a Facet would never have taken before the Mending, or chalk door-marks on the cache shards so the cut can find them by eye.

From Side Quests › The Heart Pane and the deep Shardfield › The Same Sky (`side_same_sky`)

Rewards: 200 copper (the Table cut's whip-round); morality +5, rep.facets +5. Teaching Listen (needs spell.learned.listen): rep.facets +5 more, rep.choir +5. Chalking: uses 3 × ward_chalk.

From Side Quests › The Heart Pane and the deep Shardfield › The Same Sky (`side_same_sky`)

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