Spell
The Waymakers
Described in the Codex; there is no Data/Spells file for it yet, so no strokes to draw.
Parallel: both thumbs draw the same stroke the same way. Pale green #9CFFB0. Seat: the Long Road.
Gale (gale) — In data
- Faction, colour: Waymakers,
#9CFFB0 - Tier: parallel
- Both thumbs: a peak: up and to the right, sharp tip, down and to the right.
- Size, breath, corners: 30 mm, 600 ms, 1 per thumb (at the tip)
- Battle: 15 damage.
- Field: turns windmills, fills a sail, clears fog or smoke from a path, blows out a fire.
- Glyph kind: taught
- Learned: the Long Road, taught by Caravan-master Dace on the windmill ridge, during the caravan job.
- Act: Act 2 (main path)
- Role: damage
Drift (drift)
- Faction, colour: Waymakers,
#9CFFB0 - Tier: parallel
- Both thumbs: one straight stroke up and to the right, at 45 degrees.
- Size, breath, corners: 26 mm, 500 ms, none
- Battle: the enemy's next attack within 4 s misses. The breath is the shortest in the set on purpose, because a dodge is cast in reaction.
- Field: crosses a river or a gap marked for it (the Spell Set's Ford).
- Glyph kind: taught
- Learned: the Long Road camp, taught by Ness, Dace's outrider, in return for the three ribbons lost along the ridge.
- Act: Act 2 (optional)
- Role: defence
Tailwind (tailwind)
- Faction, colour: Waymakers,
#9CFFB0 - Tier: parallel
- Both thumbs: Gale's peak turned upside down: down and to the right, sharp corner at the bottom, up and to the right to the starting height.
- Size, breath, corners: 28 mm, 600 ms, 1 per thumb (at the bottom)
- Battle: your next 2 casts get +25% power.
- Field: wagons, boats and the player travel overworld routes 50% faster for a while.
- Glyph kind: taught
- Learned: the Long Road, taught by Dace after the first Waymaker side job (see the side quests tab).
- Act: Act 2 (side quest)
- Role: utility
Squall (squall)
- Faction, colour: Waymakers,
#9CFFB0 - Tier: parallel
- Both thumbs: a lightning bolt: from the top left, down and to the right to just below halfway, sharp corner, a short stroke back to the left (slightly up), sharp corner, down and to the right to the bottom.
- Size, breath, corners: 30 mm, 700 ms, 2 per thumb
- Battle: 3 hits of 6 (18).
- Field: brings a short hard rain: knocks loose hanging glass, nests and fruit, and puts out fires.
- Glyph kind: whole
- Learned: a whole glyph stitched on a sail-patch (key item
fragment_squall) at the Endless Caravan's last known camp, reached through a Waymaker side quest. - Act: Act 2 (side quest)
- Role: damage
Connected
Spells
Elsewhere in the Codex
The first four come from section 3's examples. The Waymakers are the fifth, and Gale is theirs. Each faction owns exactly one drawing style.
- Faction
- The Waymakers
- Rule it guards
- Motion: what moves keeps its course
- Drawing style (one per faction)
- Parallel: both hands travel the same way
- Glyph colour **(Idea)**
- Pale green (Gale's #9CFFB0)
- Seat **(Idea)**
- The Long Road (no fixed seat)
What happens: Ondine explains the rite. Four voices, one for each mirrored faction, sing the Pane still; the last note, sung by a flawless mirror, makes the stillness permanent. The warps close everywhere, and asymmetric glyphs will never take hold again. She says plainly what it costs: Lanternfall goes dark and the Facets lose their magic. She has done the sum and believes fewer people die this way, and she doesn't pretend Corran didn't happen; she says she will pay her own share. (Idea) The Waymakers are not in the circle. Dace refused, and that is why the chorus is four mirrored voices: the "mirrored chorus". Tamsin is to sing the Wardens' voice in Ondine's place, because Ondine conducts.
From Walkthrough: Act 4 › Chapter C: Two Rites › The Evane camp: the second Great Mending
What happens: Dace refused Ondine and isn't helping Iver. The Waymakers are doing what they always do: moving people. Wagons are taking Lanternfall families north in case the Mending darkens their city, and Shardfield hamlets west in case the cut opens warps there. Dace says the Endless Caravan legend (Story Bible section 1) was always about this: when the Mere is in trouble, you keep people moving. Dace offers a job: escort one wagon to the edge of the inner ring and back before dawn.
From Walkthrough: Act 4 › Chapter C: Two Rites › Dace's caravans
Story: The Waymakers keep a book of every camp the Endless Caravan is said to have made. The last entry is two hundred years old: a ring of stones on the highest ridge, above the storm line, and Dace has never had the time to go. Winged glints ride the storm wind at the shrine. Nailed to the cairn is a sail-patch with two peaks stitched in green, the Squall glyph, and round the cairn wagon ruts are cut into the stone, fresh: someone camped here this year. Waymaker custom says you leave a camp as you found it, so the protagonist can take the patch or trace it there and leave it for whoever comes next, and then tell Dace about the ruts or keep them.
From Side Quests › The Long Road › The Last Known Camp (`side_last_camp`)