Story
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 hierarchy. Rook guides. [Twinhold first] Rook waits at the Sand Gate, and Tamsin comes in with you.
At the gate
- Where: Lanternfall's gate: the Shard Gate arriving from Halfway (route B, spawn
Spawn_shard_gate) or the Sand Gate arriving from the Long Road (route A, spawnSpawn_sand_gate). Each is a split in the great shard wide enough for two wagons. - When:
act2.first== 2 on arrival from Halfway, orlong_road.stage>= 5 arriving from Twinhold. Setslanternfall.stage1. - Who: Rook; [Twinhold first] Tamsin.
- What happens: there is no gate and no guard; it is an open crack in a mountain of glass, lit amber from inside. Doors inside carry their owners' sigils, each made of two unlike shapes. Rook's welcome is the city's: nobody asks who you are. [Twinhold first] Rook greets Tamsin by name ("Vale. You came in. Nobody's going to stop you, which I know you hate."). Rook asks after Pell; the player says what they saw at the un-teaching. Rook takes it badly and changes the subject.
- Player does: move, talk.
- Content to make: location
lanternfall(sceneLanternfall). YarnAct2_Lanternfall_Gate,Act2_Lanternfall_Gate_Tamsin(route A),Act2_Rook_Pell(route A, or route B's message from 1.4a once the player returns to Rook at the midpoint). - Art and audio: the crack in the great shard, amber light, prismatic edges (teal and violet) where light breaks through (Art Direction). Lanternfall theme: hand percussion in 7/8, glass harmonica, a melody that never repeats a phrase exactly.
- Screens used: Dialogue box.
The Giving Steps: the circle half
- Where: Lanternfall, the Giving Steps, a broad stair at the city's centre where Facets hand glyphs to anyone who asks (marker
Event_giving_steps). - When:
lanternfall.stage== 1. Setslanternfall.stage2. - Who: Rook; Facets of several cuts giving and taking glyphs; Lio, watching from the steps; [Twinhold first] Tamsin.
- What happens: the circle half of Facet Seal is given freely. Rook gives it the Facet way: a round amber lens with the circle glyph cut into it, the left-hand half of the first Facet lesson. Rook tells the legend of the Girl with the Circle and the Square, Facet version ("she saved it"). The square half isn't given: it's found in the Shardfield, and Rook says so ("The circle is you. The border you choose for yourself."). The circle alone won't cast; the player can look at it in the Spell Book but not learn it yet. [Twinhold first] Tamsin points out that a Warden would never hand a stranger a glyph without asking what they meant to do with it. Rook says that's exactly the point. Lio, a girl of about nine sitting two steps up, says only "Don't take it."
- Player does: talk; receive the lens; look at it in the Spell Book.
- Content to make: Yarn
Act2_Giving_Steps,Act2_Giving_Legend. Itemfragment_facet_seal_circle(key item, the circle half). Setsfragment.facet_seal.circle1. The Spell Book shows Facet Seal as "half found" (a new entry state).+5 rep.facetsfor asking for it. - Art and audio: the Giving Steps lit through a ceiling of cut glass; the amber circle lens prop with a glowing circle glyph. A crowd loop of Facets talking with their hands.
- Screens used: Dialogue box; Spell Book (half-found state, (Idea)).
Lio
- Where: Lanternfall, the Bevel cut's house, a door painted with a triangle-and-line sigil (marker
Event_lio_door). - When:
lanternfall.stage>= 2. Setsmet.lio1. - Who: Lio; Garnet, Lio's mother (Idea); Cass, Lio's older brother, with one forearm stilled to clear glass (Idea); Rook, who stays at the door.
- What happens: Lio was handed a glyph too early, Bevel Lash, and her first cast went wild and hit her family. Cass's arm is glass to the elbow. Now she sits on her hands. Garnet doesn't blame the glyph; she blames nobody, which is the Facet way and which Lio can't stand. The player learns, from Cass rather than Rook, that Rook gave Lio the glyph. Rook won't come in. [Twinhold first] Lio asks whether the Wardens would un-teach her and whether it would hurt. The player can answer honestly. [Lanternfall first] Lio is the player's first close look at what a glyph can cost.
- Player does: talk; optionally confront Rook outside (
+1 rook.trustfor being straight with him,-1for cruelty); optionally start the side quest "Lio's door" (section Hooks): teach Lio the door-mark, Repel, the one spell that can never be sealed. - Content to make: Yarn
Act2_Lio_Door,Act2_Lio_Rook,Act2_Lio_Unteach_Question(route A). Setsmet.lio1, andlio.rook_confronted1 if the player confronts Rook. - Art and audio: the Bevel cut's house, mismatched glass furniture. Lio: small, oversized one-sleeved coat, hands tucked under her knees. Cass: a clear-glass forearm (the Corran stilling effect at small scale, an early look at the Act 3 look). A three-note music-box figure for Lio.
- Screens used: Dialogue box.
Iver the Cutter: the amber letter
- Where: Lanternfall, the Cutter's Workshop, high in the shard where glass is cut into lenses (marker
Event_iver). - When:
lanternfall.stage>= 2. Setslanternfall.stage3 andletter.lanternfall2. - Who: Iver Kest; two of Iver's cut, cutting glass; Rook.
- What happens: the player delivers the amber letter. Iver reads it, laughs once, and tells the story behind "you owe me one crossing" (Idea): un-taught as a boy in Twinhold, he walked south with sealed hands, and the Sallowbank ferry keeper carried him across for nothing. He retraced the sealed glyph twice out of spite. He shows the player his hands, still crossed with the faint marks of the old seal. He is charming, direct and angry. Then the ask: the Wardens' Measure Vault holds hundreds of glyphs taken from Facets; Iver wants them back and given away, all of them. He needs an even pair to open the wards. [Twinhold first] He asks what the player saw in the Vault, and the drain grate becomes his way in. [Lanternfall first] He gives the player a drain map to check when they reach Twinhold (item
vault_map). (Idea) If the seal was broken: "Good. Never carry what you haven't read." Iver doesn't pay for the letter. He gives the player a sigil pendant instead, because a Facet gives. - Player does: talk; deliver; answer the Vault offer for now.
- Content to make: Yarn
Act2_Iver_Letter,Act2_Iver_Vault. Setsoffer.vault1 (2 if agreed). Itemssigil_pendant(the letter's gift, catalogue effect) andvault_map(route B). Questact2_lanternfalladvances;act2advances. - Art and audio: the workshop: lens grinders, shards on racks, amber light concentrated through lenses into hot white points. Iver's model: one sleeve cut off at the shoulder, scarred hands, a sigil of a broken line inside a circle. Iver's theme: the Lanternfall meter, faster, played on struck glass.
- Screens used: Dialogue box with choices.
Unbinders and Table Mend
- Where: Lanternfall, the Unbinders' alcove off the Giving Steps (marker
Event_unbinder), and the healers' lane (markerEvent_table_mend). - When:
lanternfall.stage>= 1. Optional. - Who: Sorrel, an unbinder (Idea); a Facet healer.
- What happens: the unbinder breaks Warden seals for 200 copper, the second way back from un-teaching (Story Bible section 2). The player learns the price now, in case they need it later in this act. The healer teaches Table Mend, the strongest heal, to anyone who asks; Facets give it freely. The healer mentions the Tenders turning away the dying in Greenvault.
- Player does: talk; optionally learn Table Mend.
- Content to make: Yarn
Act2_Unbinder,Act2_Table_Mend.<<learn_spell table_mend>>(spell datatable_mend.json, Spell Set tab). Unbinding is a service (200 copper): removesspell.sealed.<id>and relearns the spell; setsunbound.used1, which Evane NPCs hear about (-5 rep.evane). - Art and audio: the alcove, hung with broken pale-blue bands as trophies. The healer's lane in warm amber.
- Screens used: Dialogue box; glyph prompt (Trace); (Idea) a service prompt for the unbinder's fee.
Set piece: the glass storm in the Shardfield
- Where: the Shardfield, three hours' walk from Lanternfall toward the old Corran road (scene
Shardfield; markersEvent_storm_start,Event_reflected_square,Event_corran_shard). - When:
fragment.facet_seal.circle== 1 andlanternfall.stage>= 3 (the letter is delivered). Setslanternfall.stage4 andspell.learned.facet_seal1. - Who: Rook; [Twinhold first] Tamsin; storm glints.
- What happens: Rook takes the player out to find the square half. A glass storm comes in: wind full of shards, every standing pane ringing. Rook lost his arm in one. Facet Seal is a split glyph, and its square half is shown the way a reflected glyph is (Story Bible section 3): it is visible only in one standing shard while the storm is up. The player runs between shelters through two waves of shard volleys, finds the shard showing the square, holds up the amber circle lens in the left hand and traces both halves together while the reflection lasts. Then the storm peaks and the player casts Facet Seal for real, the first cast of it, to shelter the three of them. A storm glint comes out of the glass after the peak. On the way back, the player picks up a shard sliver with half of an unknown glyph cut into it, a low wave, lying by a broken Corran road marker. It won't trace ("the Glass won't hold half of something"). Nobody knows what it is. This is the half Aske's Corran girl was missing (Story Bible section 3), and the player doesn't know that yet.
- Player does: move between shelters; learn (trace, timed by the storm, not by breath); cast Facet Seal in the field; fight; pick up the shard.
- Content to make: Yarn
Act2_Storm_Start,Act2_Storm_Square,Act2_Storm_Shelter,Act2_Storm_After,Act2_Corran_Shard.<<learn_spell facet_seal>>atEvent_reflected_square, gated onfragment.facet_seal.circle; then<<prompt_cast facet_seal>>. Encounterstorm_glint(enemystorm_glint: a glint armoured in shards, heavy, slow; Coil and Gale hit it; its big shard volley is blocked by Facet Seal). Field hazard: shard volleys while moving between shelters (new code, or a scripted sequence ofprompt_castmoments). Itemsfragment_facet_seal_square(key item, the record of the square half) andcorran_half_wave(key item, no use yet: the low-wave half of the Corran glyph). Setsfragment.facet_seal.square1,item.corran_half_wave1.+5 rep.facets. - Art and audio: glass storm VFX: wind streaks full of glinting shards, panes flashing different skies; the reflected square appearing in one shard as the light catches it; Facet Seal's shield (Art Direction: circle and square fusing into a jagged prismatic shield). Storm glint model: a glint crusted in mirror shards, about 2.5 m. The storm has no melody: wind and ringing glass, with the Lanternfall percussion entering when the Seal holds.
- Screens used: glyph prompt (Trace, with a storm timer instead of the breath bar, (Idea); then Cast); Battle.
Leaving Lanternfall
- Where: the Sand Gate caravan yard (route B, to the Long Road) or the Shard Gate (route A, to the midpoint).
- When:
lanternfall.stage== 4. Setslanternfall.stage5. - Who: Rook; [Twinhold first] Tamsin.
- What happens: [Lanternfall first] Rook decides to ride the Long Road with the player: "Somebody has to make sure Dace doesn't overcharge you." Dace's caravan leaves for Twinhold (chapter 2). [Twinhold first] Rook teaches threading first (scene 4.1, route A), then both letters are delivered and the midpoint opens (chapter 5).
- Player does: talk; travel.
- Content to make: Yarn
Act2_Lanternfall_Leave. Questact2_lanternfallcompletes. - Art and audio: the Sand Gate yard; the caravan under pale-green sails against amber glass.
- Screens used: Dialogue box; (Idea) Travel map.