Story
Chapter F: Epilogues
Epilogue cards
- Where: epilogue screen (over a still of each place).
- When:
act4.stage= 7, afterAct4_Outcome_Aske. - Who: narration only.
- What happens: (Idea) Six illustrated cards, one each for the Pane, Sallowbank, Twinhold, Lanternfall, the companions and the antagonists, each a short paragraph chosen by
act4.outcomewith a line or two that changes with trust and earlier choices. The text is in the table below. The cards say what happened, not whether it was right. Then a black screen with one line, the same on every path: "The Glass is quiet tonight. It won't be tomorrow." - Player does: tap through (tap to advance; the pause menu works).
- Content to make: a new
<<epilogue act4>>command that shows the cards, with the card text as data (Data/Epilogues/act4.json(Idea), keyed by outcome and by flag variants), or one Yarn node per card if the dialogue box can carry a full-screen image. YarnAct4_Epiloguecalls it. - Art and audio: 18 card illustrations (6 cards × 3 outcomes), painted stills in the Art Direction style; the Pane card uses each outcome's final VFX frame. Music: the Pane theme's resolution for the outcome, carried through the cards.
- Screens used: epilogue cards (new).
| Card | Mended | Shattered | Held |
|---|---|---|---|
| The Pane | Still to its depths. The warps close one by one over the seasons, and the glints thin out until children stop believing in them. No asymmetric glyph surfaces anywhere again. | Gone. Its pieces stand in a ring where it was, each reflecting its own sky, like the rest of the Shardfield. New warps open across Velan every week, and glyphs of every kind surface at all of them. | Cracked from rim to rim and standing. The warps stay as they were: no fewer, no more. The First Pair glyph shows in the Pane at dawn, and people come from both sides to look at it. |
| Sallowbank | The Sallow warp closes; the river runs low and clear and the ferry has no one to carry. Fenn's chalk door-marks are still just chalk. Marra bakes for a village that has nothing to worry about, and doesn't trust it. | Warps on the Sallow: glints at the farm gate most nights. But every door-mark in Sallowbank is half alive now, and Fenn's chalk ones actually work. Marra feeds the families coming downriver. | The river stays high. The Sallow warp stays open but no wider. Envoys from both sides come to the farm to ask what the player will do next, and Aske ferries them both for free. |
| Twinhold | Bells in both halves of the city. The five factions argue over who the Mending belongs to, as they always have. The Wardens send patrols into the Shardfield to "keep it still". | The mirrored city's reflections fall out of step with it: the river between the halves shows each half slightly wrong. The Wardens turn their courts into watch-houses against the glints. No court can seal a spell any more, and they know it. | The Hour Stair records are read aloud in the Hall of Measure (if Tamsin stepped out) or leaked from it (if not). The Prelacy is challenged for the first time in living memory. Un-teaching continues, argued over in every court. |
| Lanternfall | Dark. Amber light comes through the great shard as plain sunlight. Some Facets leave for the Undermere, where it is said asymmetric glyphs still take hold in the dark; most stay and learn whatever their hands can still do. | Blazing. Glyphs are handed to anyone who asks, faster than ever. The open council meets every night and still cannot keep up with the warps. | The lanterns stay lit. The open council votes, for the first time, to keep a few glyphs back until someone can hold them. It passes by one voice. |
| The companions | Tamsin is made a Warden captain; at tamsin.trust ≥ 3 she turns it down and goes to teach at Halfway. Rook cannot cast. At rook.trust ≥ 3 he stays near Lio; otherwise he goes into the Undermere looking for the dark where glyphs still take. Lio's hands go quiet. She is relieved, then sad; if the player told her hands can learn, she starts learning mirrored glyphs. Aske goes back to the ferry. | Rook gives glyphs away in Lanternfall faster than ever; at rook.trust ≥ 3 he stops one day and starts asking who they are for. Tamsin leaves the Wardens if she stepped out; if not, she hunts glints for them, harder than anyone. Lio is handed three more glyphs she doesn't want; if the player told her hands can learn, she asks Rook to teach her to say no. Aske ferries families away from the warps. | Tamsin and Rook both turn up at Aske's fire some evenings, and at the farm, if both stepped out; otherwise they write, separately. Lio keeps her one glyph and learns to hold it, slowly. Aske goes back to the ferry. On the way home she tells the player she'll take her glyph bands off. She doesn't say when. |
| Ondine and Iver | Ondine keeps the Prelacy and can no longer cast. Iver is taken to Twinhold for trial (side quest: speak at his trial, section 15). | Iver becomes Lanternfall's hero and doesn't know what to do with it. Ondine survives and leads mending crews that can mend nothing; she sends the player one letter, unsigned. | Ondine and Iver each go home claiming the Pane for their side, and neither is believed by the other. Iver's cut splits; some of it goes into the Undermere. |
Home
- Where: Sallowbank, the farm (
Spawn_farm_bed, thenEvent_farm_door). - When:
act4.stage= 7, after the epilogue cards. - Who: the player; Fenn; Marra; Aske at the ferry (Mended and Held) or on the river with a full boat (Shattered).
- What happens: The player wakes in their own bed, as at the start of the Prologue. The goat and the hens are where Marra left them. At the farm door the player puts a thumb on each door-mark, as they have every night since childhood, and they are warm, as they always were. Fenn comes up the lane with chalk and asks to be shown properly. The game shows "The world goes on" and hands the player back the open world.
- Player does: move; talk; trace the door-mark (an optional
<<prompt_cast repel>>at the door, which does nothing but warm the marks (Idea)). - Content to make: Yarn
Act4_Home_Wake,Act4_Home_FarmDoor,Act4_Home_Fenn(one variant per outcome), plus new villager barks for every outcome (Act4_Villager_Tobin,Act4_Villager_Marra). Flagact4.stage= 8. Theact4path quest completes here. - Art and audio: Sallowbank, unchanged except per outcome: low clear river (Mended); warp-light on the water at night (Shattered); envoy tents by the ferry (Held). Music: the Sallowbank theme, full.
- Screens used: dialogue box; field cast; a one-line banner (the "The world goes on" title card, which can reuse the Prologue's location title).