Story
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 and never sealable, so the thread that makes the Unstilling is the first spell plus the newest. The alternative is Hasten (time moving again), which ties the act to the Keepers but asks for a much harder thread. Settled: Repel. The thread is Thaw (
thaw), Repel into Pavilion Wake, because Repel can never be sealed and every player has it (VEL-63). - What does Aske cast? Recommendation: Brace, the glyph she taught hand over hand in Act 1 without casting. It pays off that lesson, and it is a holding spell, not an attack. The alternative is the Repel she cast as part of the seal, undone. Settled: Brace, across the warp, at the same moment the player casts Thaw; it is her one cast (VEL-63).
- What if the player never picked up the Act 2 half? Recommendation: make it unmissable in Act 2 (VEL-56), and keep the fallback in 1.3 (the glyph-hunters dug a copy) as a safety net.
- Name of the Corran glyph: "Girdle Thaw" (
girdle_thaw) and the Girdle cut, following the Facet naming rule. Recommendation: Pavilion Wake (pavilion_wake), the spell roadmap's name and shape (hourglass and low wave), in the Spell Book; "the Corran glyph" stays what characters call it until 2.5. The Girdle cut and the Girdle house keep their names (VEL-63). - Thaw breath (1,360 ms): too long for an unlevelled player without Hasten. Recommendation: keep 0.85 × (600 + 1,000) = 1,360 ms. Hasten is taught on the main line right before it (3.2) and gives about 1,904 ms for 12 s, and the cast has no fail state; check on the device (VEL-63).
- Do Tamsin and Rook fight in battle in Act 3? Recommendation: no, not yet. They travel and talk; companions in battle is a systems decision (Codex section 12) and Act 3 doesn't depend on it.
- "Falls to one side": what does falling mean? This walkthrough uses personal morality only for the Undermere, and keeps standing with each side separate (Codex section 7's idea). Recommendation: keep them separate. Falling deep into one side's camp should feel like zealotry, not outlawry.
- The exponential way back. Doubling bands with a flat +5 per deed (section 11). Recommendation: keep; it is simple data, and the quest log can show the exact count. The alternative (deeds worth less the deeper you are) is harder to explain on screen.
- Is the Undermere closed to unfallen players? Recommendation: closed as a hub, but its diggings (6.4) reachable from Corran's north edge once Corran wakes, so everyone can find out about the quicksilver trade.
- Ondine knew the truth of the Breaking all along. Recommendation: yes. It makes her sincere rather than ignorant, which fits "sincerely believes it saves more lives" (Story Bible section 5).
- Aske after Act 3: home to the ferry, waving this time. Recommendation: she stays the night in Corran (5.4). In Act 4 she goes ahead to the Heart Pane's rim and keeps a fire where both camps can sit, and joins neither side, which keeps "joins neither side" true; after that she goes home to the ferry. Her wave at the bend moves to Act 4 (4.3), when she sets off with the handcart (VEL-63).
- New names (Sabe, Brin, Hollis, Old Pim, Mott, Vey, the twelve Stilled, the Girdle cut): all (Idea); replace freely.
- Front matter: this file is not a tab in the live doc yet;
order: 8assumes the prologue and Acts 1–4 walkthroughs take orders 5–9.site.jsonis untouched, per the ticket. The Lead decides whether it becomes a doc tab and site page.