The Velan Codex

Story

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 Story Bible and each other, and made them agree. This section records how conflicts were settled, what is now the same everywhere, and every change, file by file. Nothing here is approved by Ray; the open questions in section 17 list what Ray needs to decide.

How conflicts were settled

  1. The Story Bible wins over every other tab. It was not edited in this pass, so where a tab still has to differ from it, the difference is an open question in section 17.
  2. Game data in Assets/StreamingAssets/Data wins over the Codex. That is why threads have names (Bulwark and Tempest are named composites in data).
  3. What a spell is (name, id, faction, shape, numbers, colour) comes from the Spell Roadmap. Where, when and from whom it is learned comes from the walkthrough of that act, because the walkthrough owns the scene; the roadmap's "Learned" lines now follow the walkthroughs.
  4. What an enemy is (id, stats, behaviour, counters, drops) comes from the Bestiary. Which fight happens where, and its encounter id, comes from the walkthrough; the Bestiary's encounter tables now use the walkthroughs' ids.
  5. What an item is (id, name, price, effect) and the currency come from Items and Economy.
  6. Screen names come from Game Screens. Section 12 there maps every name the walkthroughs use to a screen.

What is now the same everywhere

Spells. Repel and Coil in the Prologue. Brace (Aske at the Sallowbank ferry, hand over hand; she traces and does not cast) and Mend (Sister Orla in Halfway) in Act 1, both optional. Act 2: Gale (Dace) and Facet Seal (circle from Rook at the Giving Steps, square on a storm shard) on the main line, Weigh on every midpoint path, and the faction and Waymaker spells as options. Act 3: Pavilion Wake and Hasten on the main line, then Linger, Toll, Recall, Prism Snare, Girdle Gate, Crown Surge and Bevel Lash. Act 4 adds no spell. The roadmap's full schedule is in its act table.

The Corran glyph is Pavilion Wake (pavilion_wake): Aske's hourglass shard on the left thumb (corran_half_hourglass) and the low-wave shard the player picks up in the Shardfield in Act 2 on the right (corran_half_wave), traced together at Corran's well. It replaces Act 3's Girdle Thaw and Act 4's placeholder corran_glyph. The Girdle cut and the Girdle house keep their names.

Threads. Headwind (Repel into Gale) is the first, taught by Rook or Dace in Act 2; Tempest (Gale into Coil) and Bulwark (Repel into Facet Seal) follow the lesson; Thornshield (Coil into Facet Seal) and Wellspring (Mend into Root) are Act 2's other named threads. Thaw (Repel into Pavilion Wake, 1,360 ms) undoes the stilling of Corran in Act 3; the scene is still called the Unstilling, and Aske casts Brace across the warp at the same moment. The First Pair (Brace into Facet Seal, #FFFFFF) is Act 4's reflected thread and replaces the roadmap's Stillhold. Knell stays on hold.

Flags.

FamilyNames
Act endsact1.done, act2.done, act3.done (the next act starts on each); Act 4 ends at act4.stage 8
The Act 2 midpointmending.outcome (1 guarded, 2 declined), vault.outcome (1 robbed, 2 declined)
Trustaske.trust, tamsin.trust, rook.trust, hale.trust, 0–5
Companionscompanion.aske, companion.tamsin, companion.rook
Meetingsmet.<id>
Spells and threadsspell.learned.<id>, spell.sealed.<id>, composite.known.<id>, thread.taught
Held itemsitem.<item_id>
The Undermereundermere.stage (1 = entered)
Side questsside.<slug>.stage

Reputation. Side standing rep.evane and rep.facets; faction standing rep.wardens, rep.tenders, rep.keepers, rep.choir, rep.waymakers; personal morality. All run from −100 to 100, start at 0 and move in steps of 5.

Standing bandValueMorality bandValue
Trusted25 and upCleanabove −10
Neutral−24 to 24Wary−10 to −19
Distrusted−25 to −59Fallen (gate guards refuse)−20 to −39
Shunned−60 and belowDark−40 to −79
The depths−80 and below

Act 4's outcome moves standing once: Mended rep.evane +20 and rep.facets −20, Shattered the reverse, Held +10 with each side (and morality +5 if both companions stepped out).

Items and currency. One currency, copper. Battles never pay copper: glints, golems, constructs and wildlife drop the catalogue's materials, and a human who yields may leave a valuable (evane_silver, facet_token) or a little copper. The Bestiary's thirty placeholder drop ids now map onto the catalogue's eight materials. Key and quest items the walkthroughs need are listed in the items tab's section 3.6.

Enemies. The Bestiary has an entry for every enemy the walkthroughs field, including the Windglass Kite, the storm glint, the bramble and echo glints, practice targets and named opponents (Tamsin twice, Iver, Ondine, the culet cutters). The walkthroughs' encounter tables quote the Bestiary's numbers. The finale follows Act 4: Help Ondine is pane_chorus_guard then pane_shatter_stop; Help Iver is pane_chorus_break then pane_shatter_join; Stop both is pane_chorus_break then pane_shatter_stop, then the hold. The chorus is four voices because Dace refuses.

Story.

Front matter. Every tab this pass touched now has the same header: tab, order, section, source, rev, exported. The walkthroughs are "Walkthrough: Prologue and Act 1" and "Walkthrough: Act N". The draft tabs say source: VEL-n draft, not yet in the doc and rev: 0 until the Lead publishes them. Their order follows the story: the walkthroughs 5–8, Side Quests 9, Bestiary 10, Spell Roadmap 11, Items and Economy 12, Game Screens 13.

Change log

Every change, one line each, grouped by file.

walkthrough-act-1.md

walkthrough-act-2.md

walkthrough-act-3.md

walkthrough-act-4.md

bestiary.md

spell-roadmap.md

items-and-economy.md

screens.md

side-quests.md

From Walkthrough: Act 4 › Continuity notes