The Velan Codex

Story

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 with Aske's training golem, takes two letters and walks with Aske to the Drowned Steps, where they trace Coil. Aske turns back for home.

Stage table

prologue.stage drives the whole Prologue. The order is the Lead's decision in VEL-53.

StageWhereWhat playsSets
0New Game, at Spawn_farm_bedPrologue_Wake as the location loads (an enter entry). Its last lines ring the ferry bell.stage 1
1Sallowbank, free roamTobin, Marra and Fenn in the square. Aske at the ferry (Prologue_FerryAske): "go home".met.aske, maybe aske.trust
1, then 2The farm door, walking home after meeting AskePrologue_FarmDoor_Before, then _After.stage 2
2 or 3Aske's barn (Event_barn, "Go in")Prologue_Barn and the golem spar. Ends at stage 4, win or lose. Stage 3 means the player quit mid-spar; it replays.stage 3, then 4
4Aske at the ferryPrologue_SendOff: the two letters.stage 5, letter.twinhold, letter.lanternfall
5The overworld (the Sallow Road)Prologue_Walk_1, _2, _3 as the player walks.stage 6 (at _3)
6The Drowned StepsThe fragment: Prologue_Steps_Lesson, then _Done.spell.learned.coil, stage 7

Where Aske stands (VEL-53): at the ferry (Mark_aske_ferry) at stages 0–1 and 4; at the barn door (Mark_aske_barn) at stages 2–3; gone from Sallowbank from stage 5, because she is walking with the player; at Mark_aske_lesson on the Drowned Steps at stage 6 only. Tobin, Marra and Fenn are always in the square, and their nodes pick their lines by stage.

Scenes

Scene P1: Wake

Scene P2: The square

Scene P3: Aske at the ferry

Scene P4: The farm door

Scene P5: Aske's barn

Scene P6: The send-off

Scene P7: The walk

Scene P8: The Drowned Steps

Quest

Data/Quests/prologue.json with VEL-53's changes: a new stage between wake and farm_door, and farm_door reworded so it no longer gives the attack away. VEL-53 doesn't name the new stage; see_aske is a placeholder for whatever its branch uses.

{
  "id": "prologue",
  "title": "The Door-Mark",
  "description": "Glints have come up the Sallow to the farm. Something answered when you drew the door-mark, and Aske the ferry keeper wants to know what.",
  "stages": [
    { "id": "wake", "text": "Wake up and see to the farm.",
      "completeWhen": { "flag": "prologue.stage", "op": ">=", "value": 1 } },
    { "id": "see_aske", "text": "The ferry bell rang. Go down to the ferry and see Aske.",
      "completeWhen": { "any": [
        { "flag": "met.aske", "op": "!=", "value": 0 },
        { "flag": "prologue.stage", "op": ">=", "value": 2 } ] } },
    { "id": "farm_door", "text": "Go home to the farm.",
      "completeWhen": { "flag": "prologue.stage", "op": ">=", "value": 2 } },
    { "id": "aske_barn", "text": "Go to Aske's barn by the ferry.",
      "completeWhen": { "flag": "prologue.stage", "op": ">=", "value": 3 } },
    { "id": "training_golem", "text": "Spar with Aske's training golem.",
      "completeWhen": { "flag": "prologue.stage", "op": ">=", "value": 4 } },
    { "id": "two_letters", "text": "Take Aske's two letters.",
      "completeWhen": { "flag": "prologue.stage", "op": ">=", "value": 5 } },
    { "id": "walk_to_steps", "text": "Walk with Aske along the Sallow to the Drowned Steps.",
      "completeWhen": { "flag": "prologue.stage", "op": ">=", "value": 6 } },
    { "id": "trace_fragment", "text": "Trace the glyph fragment on the Drowned Steps.",
      "completeWhen": { "all": [
        { "flag": "prologue.stage", "op": ">=", "value": 7 },
        { "flag": "spell.learned.coil", "op": "!=", "value": 0 } ] } }
  ]
}

Locations

LocationSceneCameraSpawnsExitsMarkers and entries
sallowbank (Sallowbank)SallowbanktownSpawn_farm_bed, Spawn_ferry, Spawn_village_square, Spawn_from_overworldExit_to_overworldEvent_farm_door (trigger), Event_barn (interactable). VEL-53 adds Mark_aske_ferry, Mark_aske_barn, Mark_tobin, Mark_marra, Mark_fenn, the actors and the Wake enter entry.
overworld (The Sallow Road)OverworldoverworldSpawn_from_sallowbank, Spawn_from_drowned_stepsExit_to_sallowbank, Exit_to_drowned_stepsWalk_1, Walk_2, Walk_3 (triggers).
drowned_steps (The Drowned Steps)DrownedStepstownSpawn_from_overworldExit_to_overworldEvent_fragment (interactable), Mark_aske_lesson, the lesson camera.

Rough layout. Sallowbank: the farmhouse and its yard on the west bank by the farm lane, the square in the upper middle, the ferry landing and Aske's barn on the river, the road out toward the overworld. The overworld: a river road along the Sallow, Sallowbank at one end and the Drowned Steps' turning further on. The Drowned Steps: a riverbank landing with stairs into clear water and the fragment on the lowest dry step.

Characters

CharacterVoice
The protagonistSpeaks only through choices: plain, a little wry, never a speech.
Aske Tarran"Don't promise. Just do it." Short, practical sentences; distrusts speeches.
Tobin"Bring me back a story. A true one, mind." Believes every river tale.
Marra Hesk"Eat first, talk after." Feeds everyone, believes very little.
Fenn"Then I'm doing it forty times a night." Ten, stubborn, sure the door-mark works if you push hard enough.

Encounters

EncounterEnemyStatsCounterDifficulty
The farm door (cutscene, not a battle)A glint flocknoneRepel, forced by the Cast promptCan't fail.
golem_spartraining_golem120 HP, 12 damage every 6 s, first attack after 8 sRepel (10 damage, 2.5 s stagger)Gentle; losing is allowed and changes only Aske's lines. 20 XP.

Spells gained

Flags the Prologue sets

FlagValuesSet by
prologue.stage0–7Every Prologue scene, guarded.
met.aske1Prologue_FerryAske
aske.trust0–2Prologue_FerryAske, Prologue_Barn
letter.twinhold, letter.lanternfall1Prologue_SendOff
spell.learned.coil1Prologue_Steps_Lesson

From Walkthrough: Prologue and Act 1 › Prologue: The Door-Mark (as built)