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
| District | What's there | Mood |
|---|---|---|
| Bridge Gate and the Truce Stone | Arrival from the Sallow Road (Spawn_from_overworld, Exit_to_overworld); the Gate Pair; the Truce Stone. | Busy, checked, polite. |
| The Pale Row | Evane stalls under pale blue awnings: Sister Orla's Remedies, Harl the silversmith, the Measure Post. | Symmetrical, quiet, fixed prices. |
| The Amber Row | Facet stalls under amber lamps: Quill's Cut Glass, Nell's free glyph table. | Mismatched, loud, haggling. |
| The Middle Market | The 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 Landing | Moorings on the Sallow, Dorrit's barge, a fish stall. | Wet, working, worried. |
| The Quarry | Quarry Lane out to the Proving Ring in the old quarry. | Echoing; a crowd on bout days. |
| The gate square | The 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
| NPC | Where | Role |
|---|---|---|
| Reeve Hollin Tace | Truce Stone, Mark_reeve | Keeps the truce; elected; pays the Wyrm reward. |
| Sef (Warden) and Wren (Facet), the Gate Pair | Bridge Gate, Mark_sef, Mark_wren | Check everyone entering; bicker; finish each other's sentences. |
| Bram Tolley | The Split Loaf | Innkeeper; rooms ("Rest"); gossip. |
| Hob | Hob's Sundries | General goods; keeps the Market board. |
| Sister Orla | Pale Row | Tender healer; teaches Mend. |
| Harl | Pale Row | Evane silversmith; sets the wyrm plate in a locket. |
| The Measure Post clerk | Pale Row | Warden letter office; won't carry Aske's letter ("That seal says by hand."). |
| Quill | Amber Row | Facet glass-cutter; cuts the wyrm plate. |
| Nell | Amber Row | Gives away chalk copies of Facet glyphs. |
| Ringmaster Ulla Stroud | The Quarry, Mark_ulla | Runs the Proving Ring. |
| Dorrit Mallow | Barge Landing | Bargewoman; brings the Wyrm news. |
| A Still Choir monk | Wanders the Middle Market | Never 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.
| Shop | Keeper | Sells | Price |
|---|---|---|---|
| Hob's Sundries | Hob | honey_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 Remedies | Sister Orla | mend_tonic (belt: heal 20) | 18 |
herb_salve | 15 | ||
| Harl, silversmith | Harl | Sets the cut wyrm plate into a still_water_locket (charm: breath +8%) | 25 |
| The Measure Post | Clerk | Sends letters; sells a twinhold_road_map (marks the Pale Road) | 10 |
| Quill's Cut Glass | Quill | sigil_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 commission | 90 and 3 mirror_grit | ||
| Cuts the wyrm plate | 20 | ||
| Nell's table | Nell | Chalk 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 copper | 50 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.
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.
| Stall | Part | Keeper | Sells |
|---|---|---|---|
| Hob's Sundries | Middle Market | Hob | Honey 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-maker | Middle 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 Remedies | Pale Row | Sister Orla | Mend Tonic, Herb Salve. Sister Orla, a Tender healer, teaches Mend in return for a small job (quest mend_lesson, Act 1). |
| The Still Corner | Pale Row | (unnamed) | Breath Tonic, Vial of Still Water |
| Harl, silversmith | Pale Row | Harl | Still-Water Locket; or sets the Wyrm Plate into one for 25 copper (Act 1) |
| The Measure Post | Pale Row | the clerk | twinhold_road_map (10); Warden letters (won't carry Aske's) |
| The Amber Stall | Amber Row | (unnamed) | Amber Cordial, Amber Cuff |
| Quill's Cut Glass | Amber Row | Quill | Shard Cuff as a commission: 90 copper and 3 Mirror Grit; Sigil Pendant; cuts the Wyrm Plate for 20 copper (Act 1) |
| Nell's table | Amber Row | Nell | Chalk 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
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.
Connected
Characters
Tamsin Vale
Sent to recruit the player; believes the rules completely until she reads what the Hour Stair hides.
Rook
One-armed, yet casts, which the Evane call impossible. Gives glyphs to anyone who asks and won't look at what that has cost.
Reeve Hollin Tace
"Everybody's welcome. Nobody's welcome to cast."
Sef
"Hands, please. Both of them."
Wren
"No sigil? Nobody's ever given you anything, have they."
World
Spells
Items
Wyrm Plate
A mirror plate that shows a different sky. Harl the silversmith in Halfway sets it into a Still-Water Locket for 25 copper, and the plate is used up.
Rope
A quest prop for side jobs.
Lamp Oil
A quest prop for side jobs.
Dry Boots
Cosmetic, no stats. Aske notices them.
Twinhold Road Map
Marks the Pale Road to Twinhold on the map.
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).
(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_TruceStoneFrom Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road
- Stage
- 7
- Means
- Reported to the Reeve at Halfway.
- Set by
Act1_Halfway_Reeve_AfterFrom 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_1toRoad_3and an exitExit_to_halfwaywith a matchingSpawn_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, triggerRoad_3where 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). Setsact1.stage2,met.reeve1. Afterwards the Reeve's "Talk" playsAct1_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



