Section
Story
The tale so far: the theme at its heart, how it opens, and the story bible as it is written.
Core Theme
The world has two great sides of magic, a "light" side and the other side (deliberately not called "dark"). This is not good vs. evil. Each side…
Story Opening
(Idea) Full world, story outline, cast and locations proposals: Story Bible. The player's village is attacked (monsters or invaders). The attack…
Protagonist and Mentor
The protagonist From section 4: the player picks male or female; an ordinary farmer or villager, unaligned, possibly an orphan, born with limitless…
Story Outline
(Idea) A prologue and four acts. Spells arrive in difficulty order (mirrored, then parallel, then asymmetric, then composites across sides), so the…
Key Cast
Every name below is (Idea). Only the protagonist and the mentor's role come from the Codex. Name Side Role Hook The protagonist (player-named)…
Key Locations
Every place below is (Idea). The Look column is written as a brief for concept art. Place Side What it is Look Story use Sallowbank Unaligned border…
Spell Lore
Shapes and effects match the Spell Book in section 6 and the spell data files. The faction for each Evane spell and every line of in-world text are…
How to read a scene
Every scene has the same fields: Where: the location id (Data/Locations/<id>.json), and the marker or area in it. When: the story gate: quest stage…
Prologue: The Door-Mark (as built)
Sallowbank, the Sallow Road and the Drowned Steps. The player wakes on the farm, meets Aske, draws the door-mark when glints come up the river, spars…
Act 1: The Sallow Road
(Idea) The protagonist walks on alone with the two letters, reaches Halfway, the market town under truce where the roads to Twinhold and Lanternfall…
Halfway
(Idea) A walled market town at the bridge where the Sallow Road crosses the Sallow, with roads out in four directions (concept halfway-overworld-a).…
Quests
All Act 1 quests are (Idea). They follow Data/Quests/prologue.json: ids, text and completeWhen, with startWhen where the quest shouldn't show from…
Locations
(Idea) What Act 1 adds to each location's JSON and scene. Location Scene Camera Spawns Exits Landmarks overworld (The Sallow Road) Overworld,…
Characters
New in Act 1, all (Idea) except Tamsin and Rook, who are in the Story Bible cast. Character Side Where Voice Tamsin Vale Evane, Wardens of Measure…
Encounters
Numbers are first guesses against a 100 HP player, like the Spell Set's. Enemy stats, behaviour and drops are the bestiary's (VEL-59); this table…
Spells gained
Spell How Where Required? Coil Learned at the end of the Prologue; Act 1 is where it's used: the road glint, the Ring, the Wyrm. — Yes (already…
Flags
New flags, all (Idea), for the Lead to record: Flag Values Meaning act1.stage 0–8 The act's stage (section 3 table). act1.done 1 Act 1 is over; set…
Hooks for side content
The Truce Board: Halfway's job board (main tab, section 8: side quests from town centres and bulletin boards). First jobs: escort a Waymaker wagon to…
Notes for the continuity pass (VEL-63)
Act 1 ends at Halfway's gate square with act1.stage 8 and act1.done 1, both letters still held (letter.twinhold, letter.lanternfall), act2.first set,…
Open questions for Ray
1. Do Tamsin and Rook fight alongside the player in Act 1? The Story Bible says travelling with them is worth exploring; the main tab still lists it…
How to read this
Chapters follow the ticket: the fork at Halfway (0), Twinhold (1), the Long Road (2), Lanternfall (3), threading (4), the midpoint choice (5) and the…
Starting state
Act 1 was written at the same time, so this act starts from what the Story Bible says Act 1 leaves behind. The continuity pass (VEL-63) has…
Order of play
Step Twinhold first (route A) Lanternfall first (route B) 0 The fork at Halfway: choose Tamsin's road The fork at Halfway: choose Rook's road 1…
Chapter 0: The Fork at Halfway
Two guides, two letters Where: Halfway, the market square at the crossroads stone (marker Event_fork). The north road climbs to Twinhold, the south…
Chapter 1: Twinhold, with Tamsin
The Evane capital, a city built as two mirrored halves on either side of a river, joined by the bridge-palace of the Hall of Measure. Tamsin guides.…
Chapter 2: The Long Road
The caravan route over the highland wind pass between Twinhold and Lanternfall. Caravan-master Dace runs caravans for both sides, which the other…
Chapter 3: Lanternfall, with Rook
The Facet city inside the largest standing shard of the Shardfield. Amber sunlight broken into colours, mismatched buildings of salvaged glass, no…
Chapter 4: Threading
The first composite, Headwind: Repel into Gale. In-world, a composite is a thread: both thumbs stay down from one spell into the next, so the Glass…
Chapter 5: The Midpoint Choice
Prelate Ondine asks the player to guard a mending at the Sallow warp. Iver the Cutter asks the player to steal glyphs from the Measure Vault in…
Chapter 6: Faction Visits (optional)
Greenvault and Hushfold open once their invitations arrive at the courting (invite.greenvault, invite.hushfold). Each is a short chapter of its own,…
Quests
Written like Data/Quests/prologue.json: each quest shows its first incomplete stage, so stages done out of order still count. startWhen is the…
Characters
Character Side In this act Voice Tamsin Vale Evane, Wardens Twinhold guide; rides the Long Road in route A "It's not cruel if it's fair. I'll keep…
Encounters
All enemies and numbers are (Idea). The bestiary (VEL-59) owns the stats, and the numbers below are its numbers. The enemies it is still adding…
Spells Gained
Spell Kind Where Main line or optional Gale Taught (Dace, hand over hand) Long Road, windmill ridge (2.2) Main Facet Seal Split: the circle given by…
Hooks for Side Content
Lio's door: teach Lio the door-mark, Repel, which can never be sealed. A Facet child learning an Evane charm from the even pair. Ends with Lio…
Content and Code This Act Needs
Collected from the scenes above, for ticket writing. Yarn commands: add_flag (reputation deltas), measure_draw and court_profile (the Measuring),…
Open Questions for Ray
Who are the two letters addressed to? (Story Bible section 8, still open.) Recommend: Ondine Ash in Twinhold and Iver Kest in Lanternfall. The two…
Continuity Notes for VEL-63
Act 1 sets act1.done 1 in scene 6.4. This act assumes Act 1 leaves Tamsin and Rook at Halfway. If Act 1 parts with them earlier, scene 0.1 moves to…
The act at a glance
(Idea) The act's shape, with the Story Bible's beats placed in it: Chapter Where Beat Set piece Spells 1. The warps reach home Sallowbank, the Sallow…
Chapter 1: The warps reach home
Glints by daylight Where: the Sallow Road (overworld), arriving at Sallowbank by the south road; then Sallowbank square (Event_square). When: Act 2…
Chapter 2: Corran, the stilled town
The town line Where: Corran (corran), the south gate (Spawn_south, Event_town_line). When: act3.stage = 3. Sets act3.stage to 4. Who: Aske. What…
Chapter 3: The Hour Stair
The climb Where: the Hour Stair (hour_stair): the foot of the cliff (Spawn_foot), the gate landing (Event_gate), then twelve bell landings (Bell_1 to…
Chapter 4: The glint colossus
Ondine at Corran Where: Corran square (Event_menders), the ring of menders around the well. When: act3.stage = 9 and the player arrives back at…
Chapter 5: Undoing the stilling
Two halves Where: Corran square, the well (Event_well). When: act3.stage = 11. Sets act3.stage to 12 when Pavilion Wake is learned. Who: Aske;…
Chapter 6: The Undermere
The Undermere is the underworld for players on the evil path (Codex section 7): (Idea) caverns under the Shardfield whose roof holds the world's…
Quests
(Idea) Written like Data/Quests/prologue.json. Flags are integers; a missing flag reads as 0. The conditions use the flag, all, any and not forms the…
Spells gained
Spell Kind of glyph Where Main line? Notes Crown Surge Warp-born The Sallow warp (1.3) No Spell Set: "Act 3, warp-born glyph". (Idea) It surfaces at…
Choices, morality and reputation in this act
(Idea) Three numbers, as Codex section 7 suggests: personal morality, and standing with each side, rep.evane and rep.facets. All three start at 0.…
Falling and the way back
(Idea) Bands of morality. Each band is twice as deep as the one above it: Band morality What changes Clean above −10 Nothing. Wary −10 to −19 Prices…
Characters
Every voice line below is (Idea). Character In this act One line of voice Aske Tarran Companion all act; casts once (Brace) at the Unstilling; stays…
Encounters
(Idea) Enemy ids, stats and behaviour follow the bestiary (VEL-59), which is sized against the Training Golem (120 HP, 12 damage every 6 s). The…
Hooks for side content
The woken of Corran. Twelve named townsfolk with kin outside who aged twenty years (13). Deliver news to Lanternfall, find a sister in Halfway,…
Flags read from earlier acts
VEL-63 should check these against Acts 1 and 2. Flag Set in Used here act2.done End of Act 2 Starts the act3 quest. item.corran_half_wave Act 2,…
Screens used
Built today: overworld HUD with interaction prompts, dialogue panel, battle HUD, glyph prompt, spell book, trace screen (learning), pause menu.…
Open questions for Ray
Which Evane spell threads into the Corran glyph? Recommendation: Repel, the door-mark. It is the protagonist's first spell, older than the Wardens…
Where the act starts
Acts 1–3 were written at the same time as this one (VEL-55, VEL-56, VEL-57). VEL-63 reconciled the acts, so Act 4 starts where Act 3 leaves the…
The act at a glance
(Idea) Both rites need the player. Ondine's chorus needs a flawless mirrored voice to sing its last note; Iver's cut needs hands that can hold two…
Chapter A: The Summons
Corran, the morning after Where: Corran, the town well (Mark_well). Corran's location and markers come from Act 3; this scene adds Mark_well if Act 3…
Chapter B: The Inner Shardfield
The walk in Where: the Shardfield, inner ring (an area of the Act 2 shardfield location, or a new shardfield_inner location if the Shardfield scene…
Chapter C: Two Rites
The two camps can be visited in either order, as Twinhold and Lanternfall can in Act 2. The chapter ends when both have been heard. The Evane camp:…
Chapter D: The Night and the Dawn
Aske's fire Where: heart_pane, south rim, Aske's fire (Event_aske_fire). When: act4.stage = 3, at night (the location's lighting is night while the…
Chapter E: The Finale on the Pane
The finale is fought on the Pane's surface with the sky above and below (battle arena arena_heart_pane). It has two phases on every path: phase one…
Chapter F: Epilogues
Epilogue cards Where: epilogue screen (over a still of each place). When: act4.stage = 7, after Act4_Outcome_Aske. Who: narration only. What happens:…
The world after
There is no endgame (Codex section 1). After scene 4.20 nothing locks and nothing ends: every location stays open, Act 4's outcome becomes the…
Characters
Character In Act 4 One line of voice (Idea) Aske Tarran Keeps the fire at the rim. Won't cast again. "Anyone sits. That's the rule." Tamsin Vale…
Encounters
HP follows the bestiary's totals. The other numbers are first guesses, sized against the Training Golem (120 HP, 12 damage every 6 s) like the Spell…
Spells gained
Act 4 is about mastery, not new spells. By now the player has every tier, and the finale tests all of them together. Act 4 adds one named composite…
Quests
The act4 quest runs from Corran to the choice. Then one of three path quests starts, by act4.path. Progress is worked out from flags, as for the…
Hooks for side content
(Idea) Each hook is a side quest or arc that grows out of Act 4. The outcome column says where it applies. Hook Outcome What it is Iver's trial…
Open questions for Ray
Each question has a recommendation. Does the Mending stop the player's own Facet spells? The Story Bible says it ends asymmetric magic "for good".…
Open questions for Ray, all tabs
Taken from the open-questions sections and inline mentions in the four walkthroughs, the Bestiary, the Spell Roadmap, Items and Economy, Game Screens…
Continuity notes
(Idea) VEL-63 read the four walkthroughs, the Bestiary, the Spell Roadmap, Items and Economy, Game Screens and the new Side Quests tab against the…
How to read a quest
Ids. A side quest's id is side_<slug>, unless a walkthrough named it first (aske_brace, mend_lesson, long_way_up, act4_side_last_wagon). Its file is…
The Sallow
River country: reeds, barges and a market under truce. Work comes from the neighbours in Sallowbank (Aske, Tobin, Fenn), from Halfway's Truce Board…
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…
Twinhold and Greenvault
Pale stone, mirrored streets and a rule for everything, with the terraces downriver where everything grows and dies. Work comes from the two bulletin…
Hushfold and the Hour Stair
Snow, silence and bells: an abbey where nobody speaks and a cliff where every hour is kept. Work comes from Sister Ise and Choirmistress Wen in…
The Shardfield and Lanternfall
Wind, ringing glass and amber light, and nobody asks who you are. Work comes from Facets, who would rather give than pay: the Bevel cut, Sorrel's…
Corran
A town twenty years late. In Act 3 it is silent glass and the only voice is Aske's. Once Corran wakes, the work is its people: the woken townsfolk,…
The Undermere
An upside-down sky on the cave roof, dripping water, and nobody asking which side you were on. Work comes from Mott, Vey and the bad-jobs board…
The Heart Pane and the deep Shardfield
Taller, cleaner glass, every shard reflecting a sky a little closer to the Pane's doubled one. The deep Shardfield opens in Act 3 east of Corran…
Recurring world activities
Three activities keep the world open after Act 4 (Story Bible section 1: no endgame): the Proving Ring ladder, caravan jobs and warp-born glyph…
Items, flags and names this tab adds
Quest props have no catalogue row; the Items and Economy tab's section 3.6 points here for them. Each is held as item.<id> while carried. Regions…