The Velan Codex

Location

Halfway

Market town under truce

(Idea) A walled market town at the bridge where the Sallow Road crosses the Sallow, with roads out in four directions (concept halfway-overworld-a). Neither side owns it. It runs under the Halfway Truce, kept by an elected Reeve and enforced at the gate. The Act 1 hub.

The truce

  • Everyone may trade; every customer is served.
  • No casting inside the walls, except in the Proving Ring under its wards.
  • No recruiting by force, no un-teaching, no Warden courts.
  • Breaking it gets a visitor barred at the gate: Halfway is the first town where the main tab's "refused entry by gate guards" (section 7) can happen. Act 1 never makes the player break it.

Districts

DistrictWhat's thereMood
Bridge Gate and the Truce StoneArrival from the Sallow Road (Spawn_from_overworld, Exit_to_overworld); the Gate Pair; the Truce Stone.Busy, checked, polite.
The Pale RowEvane stalls under pale blue awnings: Sister Orla's Remedies, Harl the silversmith, the Measure Post.Symmetrical, quiet, fixed prices.
The Amber RowFacet stalls under amber lamps: Quill's Cut Glass, Nell's free glyph table.Mismatched, loud, haggling.
The Middle MarketThe square between the rows: Hob's Sundries, the Market board, the Truce Board, the token-changer, the Split Loaf inn. Unaligned.Market-day crowd.
The Barge LandingMoorings on the Sallow, Dorrit's barge, a fish stall.Wet, working, worried.
The QuarryQuarry Lane out to the Proving Ring in the old quarry.Echoing; a crowd on bout days.
The gate squareThe Pale Gate (Twinhold road) and the Amber Gate (Lanternfall road), facing each other.Open from the end of Act 1.

Rough layout: the Sallow runs along one side with the bridge and landing; the Bridge Gate opens onto the Truce Stone; the two Rows run parallel from the stone with the Middle Market between them, so the Pale Row and Amber Row face each other across the square; the Split Loaf closes the far end of the square; Quarry Lane leaves from one corner to the Proving Ring in the old quarry, still inside the walls and the truce stones (the one place inside them where casting is allowed); the gate square is at the far end beyond the inn. Keep the square open in the upper middle of the screen, with stall fronts on the sides.

People

NPCWhereRole
Reeve Hollin TaceTruce Stone, Mark_reeveKeeps the truce; elected; pays the Wyrm reward.
Sef (Warden) and Wren (Facet), the Gate PairBridge Gate, Mark_sef, Mark_wrenCheck everyone entering; bicker; finish each other's sentences.
Bram TolleyThe Split LoafInnkeeper; rooms ("Rest"); gossip.
HobHob's SundriesGeneral goods; keeps the Market board.
Sister OrlaPale RowTender healer; teaches Mend.
HarlPale RowEvane silversmith; sets the wyrm plate in a locket.
The Measure Post clerkPale RowWarden letter office; won't carry Aske's letter ("That seal says by hand.").
QuillAmber RowFacet glass-cutter; cuts the wyrm plate.
NellAmber RowGives away chalk copies of Facet glyphs.
Ringmaster Ulla StroudThe Quarry, Mark_ullaRuns the Proving Ring.
Dorrit MallowBarge LandingBargewoman; brings the Wyrm news.
A Still Choir monkWanders the Middle MarketNever speaks; signs with mirrored hands; a seed for Hushfold (concept choir-monk-concept).

Shops

Prices are in copper, the one currency: Halfway's holed copper coins (concept items/currency-a, which also shows Evane silver and Facet tokens; those are valuables to sell, not money). Every item here is (Idea). Ids, effects and prices follow the items tab's catalogue (VEL-61); dry_boots, rope, lamp_oil and twinhold_road_map are quest props with no catalogue row. Items can't be used in battle yet; the battle effects listed assume they will be.

ShopKeeperSellsPrice
Hob's SundriesHobhoney_bread (before battle: +10 max HP in the next battle)6
herb_salve (belt: clears every harmful effect, then heal 5)15
copper_band (band: sync grace +10 ms)45
dry_boots (cosmetic; Aske notices)30
rope, lamp_oil (for side jobs)3 each
Sister Orla's RemediesSister Orlamend_tonic (belt: heal 20)18
herb_salve15
Harl, silversmithHarlSets the cut wyrm plate into a still_water_locket (charm: breath +8%)25
The Measure PostClerkSends letters; sells a twinhold_road_map (marks the Pale Road)10
Quill's Cut GlassQuillsigil_pendant (charm: independent spells' sync grace +30 ms; Quill helps design the protagonist's sigil, a hook)170
shard_cuff (band: independent spells +5% power; odd pair: their sync grace +30 ms), a commission90 and 3 mirror_grit
Cuts the wyrm plate20
Nell's tableNellChalk copies of Facet glyphs (free; they fizzle until traced from a real fragment)0
Token-changer(unnamed)Buys Evane silver measures (evane_silver) and Facet glass tokens (facet_token) for copper50 each

Act 1 income: 60 copper from the Reeve, and Truce Board jobs. Glints pay in materials, never copper: glint_quicksilver (about 1 per 2 glints), which any shop buys at 4. The protagonist starts Act 1 with whatever the Prologue gives (nothing today; the items tab proposes 20 copper from Aske at the send-off), so the first tonic costs a Truce Board job or a few sales of quicksilver.

The Proving Ring

  • An old quarry turned arena: a round sand floor, tiered stone seats, pale blue banners on one side and amber on the other.
  • Ring wards: old training-golem glyphs painted under the sand, so every spell pulls its punches. Nobody is hurt badly; a beaten fighter is stopped, not killed.
  • It is the one place PvP lives (main tab, section 10): no open-world PvP, no taking anyone's things. Later it hosts player bouts and the scheduled tournaments with their leaderboard.
  • In Act 1 it hosts the story bout with Tamsin, and optionally a Ring Card of NPC challengers (section 11).

Halfway music and sound

One loop built from two motifs played together: a mirrored, symmetrical Evane phrase and an off-kilter Facet one, over market percussion. The Split Loaf has its own warm ambience; the Proving Ring has a crowd loop. The existing loops are music_sallowbank_loop, music_overworld_loop, music_barn_night_loop, music_battle_loop and music_victory_sting.

From Walkthrough: Prologue and Act 1 › Halfway

The Halfway Market (section 6) has three parts, named as the Act 1 walkthrough names them: the Pale Row (Evane stalls under pale blue awnings), the Amber Row (Facet stalls under amber lamps), and the Middle Market, Halfway's own traders, between them. Stall and keeper names follow the Act 1 walkthrough, which lists what its scenes use.

StallPartKeeperSells
Hob's SundriesMiddle MarketHobHoney Bread, Eel Pie, Herb Salve, Ward Chalk, Waking Reeds, Halfway Copper Band; the quest props rope, lamp_oil and dry_boots. Hob also keeps the Market Board.
The Coat-makerMiddle Market(unnamed)Hooded Travel Cloak, Quilted Jerkin
The token-changer (the weigh-house)Middle Market(unnamed)Sells nothing. Buys materials and valuables at the catalogue rate, whatever your standing.
Sister Orla's RemediesPale RowSister OrlaMend Tonic, Herb Salve. Sister Orla, a Tender healer, teaches Mend in return for a small job (quest mend_lesson, Act 1).
The Still CornerPale Row(unnamed)Breath Tonic, Vial of Still Water
Harl, silversmithPale RowHarlStill-Water Locket; or sets the Wyrm Plate into one for 25 copper (Act 1)
The Measure PostPale Rowthe clerktwinhold_road_map (10); Warden letters (won't carry Aske's)
The Amber StallAmber Row(unnamed)Amber Cordial, Amber Cuff
Quill's Cut GlassAmber RowQuillShard Cuff as a commission: 90 copper and 3 Mirror Grit; Sigil Pendant; cuts the Wyrm Plate for 20 copper (Act 1)
Nell's tableAmber RowNellChalk copies of Facet glyphs, free (they fizzle until traced from a real fragment)

From Items and Economy › Shops: Acts 1–2 and the Undermere › Halfway (Act 1 hub)

Look

Stalls in pale blue and amber side by side; the Proving Ring in an old quarry

From Story Bible › Key Locations

Spawns

Spawn_from_overworld, Spawn_split_loaf (waking), Spawn_from_ring, Spawn_from_pale_road, Spawn_from_amber_road

Exits

Exit_to_overworld, Exit_to_ring (if the Ring is its own scene), Exit_to_pale_road, Exit_to_amber_road

Landmarks

Truce Stone, the two Rows, the Split Loaf, the Market and Truce boards, the Barge Landing, the Quarry, the two gates.

From Walkthrough: Prologue and Act 1 › Locations

Connected

Characters

World

Spells

Items

Concept art

Elsewhere in the Codex

Halfway, the neutral market town: both sides trade under truce. Introduces the Market (section 9) and the Proving Ring, the PvP arena (section 10).

From Story Bible › Story Outline › Act 1: The Sallow Road

(Idea) The protagonist walks on alone with the two letters, reaches Halfway, the market town under truce where the roads to Twinhold and Lanternfall meet, and is found there by Tamsin Vale and Rook, both looking for whoever rang the Glass. News comes that something has risen out of the Sallow at the Drowned Steps; the protagonist goes back and drives off the Sallow Wyrm with Repel and Coil while whichever recruiters came watch from the bank. The act ends at Halfway's two gates, choosing which letter to deliver first.

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road

Story Bible beat
Halfway, the neutral market town; both sides trade under truce
Scene
3.1–3.5 and section 4

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road

Stage
2
Means
Arrived at Halfway.
Set by
Act1_Halfway_TruceStone

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road

Stage
7
Means
Reported to the Reeve at Halfway.
Set by
Act1_Halfway_Reeve_After

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road

The overworld scene grows: past the Drowned Steps' turning the road goes on to Halfway's bridge. New markers Road_1 to Road_3 and an exit Exit_to_halfway with a matching Spawn_from_halfway.

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 2: The Sallow Road

What happens: A milestone at a fork in the towpath reads HALFWAY twice: once in neat Evane letters cut mirror to mirror, once scratched below in a Facet hand with someone's sigil. Narration explains the name: Halfway sits halfway between Twinhold and Lanternfall, and both cities say they walked further to reach it.

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 2: The Sallow Road

Where: overworld, trigger Road_3 where the road leaves the river for the last hill before Halfway, radius 6, once.

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 2: The Sallow Road

What happens: A short train of wagons rolls by under pale-green-lit sails, windmill toys spinning on the roofs. Jory the drover slows to say Halfway is full of pale blue and amber this week: everyone felt something ring, and everyone's come to see who did it. He offers a lift as far as the gate and won't take a copper: "Waymakers carry. That's the whole of it."

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 2: The Sallow Road

Player does: talk; accept the lift (a fade cuts to the Halfway exit) or walk on.

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 2: The Sallow Road

Content to make: Act1_Halfway_TruceStone (Dialogue/Act1/halfway.yarn). Sets act1.stage 2, met.reeve 1. Afterwards the Reeve's "Talk" plays Act1_Halfway_Reeve, which picks lines by stage. Truce rule in data: Halfway has no field-cast interactables outside the Ring.

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 3: Halfway

Art and audio: the Truce Stone (a standing stone with a mirrored glyph on one face and a Facet sigil on the other), the bridge gate; the Halfway music (section 4). Gate Pair concepts: warden-guard-concept, facet-guard-concept.

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 3: Halfway

156 more mentions