The Velan Codex

Location

Lanternfall

Facet city inside the largest standing shard

Idea, not yet confirmed

Look

Amber sunlight broken into colours through cut glass; mismatched buildings of salvaged shard

From Story Bible › Key Locations

Connected

Characters

Spells

Items

Concept art

Elsewhere in the Codex

Structure
Evane
Five factions, always competing.
Facets (others call them the Shattered)
(Idea) No hierarchy. Households called cuts gather around a teacher; Lanternfall is run by whoever turns up to its open council.

From Story Bible › The Two Sides

Blind to (Idea)
Evane
A Mending would end asymmetric magic, darken Lanternfall and leave its people powerless. Some warps are their own failed mendings.
Facets (others call them the Shattered)
Giving glyphs to anyone puts power in hands that can't hold it. Bystanders pay for their freedom.

From Story Bible › The Two Sides

Sealed is not erased. Retrace the glyph from the start to relearn it, or pay a Facet unbinder in Lanternfall to break the seal, which Evane NPCs will hear about.

From Story Bible › The Two Sides

Split: each half of an asymmetric glyph sits on a different fragment, often far apart, and you need both. Facet Seal works this way: the circle is given in Lanternfall, the square is found in the Shardfield.

From Story Bible › Protagonist and Mentor › Learning a spell by tracing a glyph

(Idea) The send-off (section 5's Hobbit-style beat): Aske gives two letters, one to a Warden in Twinhold and one to a Facet in Lanternfall. The Twinhold letter has a pale blue seal, the Lanternfall one amber; the names on the front are not decided yet. "Deliver both. Believe neither until you've met both."

From Story Bible › Protagonist and Mentor › The Mentor

Lanternfall (Facets). Rook guides. The circle half of Facet Seal is given freely; the square half has to be found in the Shardfield. The player meets Lio, a child handed a glyph too early.

From Story Bible › Story Outline › Act 2: Two Courts

[ ] Who are Aske's two letters addressed to? The seals are set (pale blue for the Twinhold Warden, amber for Lanternfall); the names are not.

From Story Bible › Open Story Questions › Still open

What happens: Morning; the river has dropped a hand's width. Aske has packed for the protagonist. Someone will come asking after them, two someones likely, and each will blame the other for the river. She sets down two letters, one with a pale blue seal for a Warden in Twinhold and one with an amber seal for Lanternfall: "Deliver both. Believe neither until you've met both." She will walk with the protagonist as far as the Drowned Steps.

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

(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

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

What happens: They have plainly met before: Tamsin's company once chased Rook out of a Warden town, and neither will say which. Under the truce they sit at one table and make their cases. Tamsin: Twinhold can teach the protagonist properly, under rules that keep people safe. Rook: Lanternfall will give them everything and let them choose. Each sees the other's seal on Aske's letters, and each recognises the name on their own city's letter (Ondine Ash and Iver Kest, as Act 2 has them; question 5). They agree on one thing: in Halfway the only place to see the protagonist cast is the Ring.

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 4: Whoever rang the Glass

What happens: The barges are moving again and Halfway knows who to thank. The Reeve pays a reward from the market fund, then tells the protagonist plainly that half the town now wants them in Twinhold and the other half in Lanternfall, and the truce only covers the town. Dorrit gives them free passage on her barge for life. The Halfway NPCs switch to their after-the-Wyrm lines.

From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 6: The road onward

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