The Velan Codex

Location

Greenvault

Terraced garden-monastery

Idea, not yet confirmed

Look

Overgrown terraces, a hall roofed with living vines, violet glyph light

From Story Bible › Key Locations

Connected

Sides & Factions

Characters

Spells

Items

Concept art

Elsewhere in the Codex

Un-teaching risk. The narrow rule from Story Bible section 2 applies all act: a Warden court seals a spell only after the player is caught casting a forbidden (Facet) spell on Evane people or inside an Evane town. Twinhold, Greenvault and Hushfold are Evane towns. The Shardfield, the Long Road's wild stretches and Lanternfall are not. Repel can never be sealed.

From Walkthrough: Act 2 › Starting state › Act-wide systems this act uses (Idea)

Step
any
Twinhold first (route A)
Greenvault and Hushfold once their invitations arrive (chapter 6)
Lanternfall first (route B)
Same

From Walkthrough: Act 2 › Order of play

Tenders (Brother Fallow): an invitation to Greenvault and a seed charm.

From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The courting

What happens: the drill-master teaches Tally (Wardens, mirrored Z) as a whole glyph on a drill stone, then runs the player through a spar against a drill golem. The boards carry Evane side jobs (Codex section 8): escort grain to Greenvault, find a missing Choir courier on the Long Road, a reward for "an unregistered caster seen on the Far Hand roofs" (Pell's copied glyphs, now loose in the city).

From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › Optional in Twinhold: Tally and the bulletin boards

What happens: the caravan runs the pass in a gale. Glints ride the wind from the warp in the cliff and dive at the wagons: winged glints, hawk-sized and fast. In the air, ground-bound spells like Coil do half damage to them; Gale hits them full and knocks them down. Three waves come, the wagons move between them, and each wave adds a wagon to protect. The last wave is the Windglass Kite, a large glint with sail-like reflective wings. While airborne it only takes Gale, and a Gale hit grounds it; on the ground Repel staggers it and Coil hurts it. If a wagon is lost the caravan still gets through, but Dace pays less and Ness is hurt (Ness's glass-sickness hook for Greenvault, scene 6.2).

From Walkthrough: Act 2 › Chapter 2: The Long Road › Set piece: the wind pass defence

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.

From Walkthrough: Act 2 › Chapter 3: Lanternfall, with Rook › Unbinders and Table Mend

Greenvault and Hushfold open once their invitations arrive at the courting (invite.greenvault, invite.hushfold). Each is a short chapter of its own, playable any time before act2.done, and stays open after it for side content.

From Walkthrough: Act 2 › Chapter 6: Faction Visits (optional)

Where: Greenvault, a terraced garden-monastery a day south of Twinhold down the valley road (scene Greenvault; spawn Spawn_lower_gate; markers Event_bramble, Event_decay_terrace, Event_fragment_wither).

From Walkthrough: Act 2 › Chapter 6: Faction Visits (optional) › Greenvault: the terraces

Art and audio: overgrown terraces, the vine-roofed hall, violet glyph light. Bramble glint: a glint tangled in thorn and hedge, about 3 m. Greenvault theme: slow woodwinds, long phrases that never break.

From Walkthrough: Act 2 › Chapter 6: Faction Visits (optional) › Greenvault: the terraces

Where: Greenvault, the vine hall (marker Event_bramble).

From Walkthrough: Act 2 › Chapter 6: Faction Visits (optional) › Greenvault: Mother Bramble turns the dying away

carry the patient outside the walls to the old orchard, which isn't Greenvault ground, and cast there unseen (+10 morality, no rep change; needs spell.learned.table_mend);

From Walkthrough: Act 2 › Chapter 6: Faction Visits (optional) › Greenvault: Mother Bramble turns the dying away

Spawns: Spawn_mirror_gate (from Halfway), Spawn_far_gate (from the Long Road), Spawn_valley_gate (from Greenvault).

From Walkthrough: Act 2 › Locations › Twinhold (`twinhold`, scene `Twinhold`; `hall_of_measure`, scene `HallOfMeasure`; `measure_vault`, scene `MeasureVault`)

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