Character
Rook
Lanternfall guide; glyph smuggler
Hook
One-armed, yet casts, which the Evane call impossible. Gives glyphs to anyone who asks and won't look at what that has cost.
Voice
"Glyphs are like bread. Nobody should be sitting on a loaf while someone's hungry."
In this act
Lanternfall guide; rides the Long Road in route B; teaches threading in route A
Voice
"Take it. If you're going to ask what it costs, you're asking the wrong person."
One line of voice (Idea)
"I gave her that glyph. Somebody had to. I just never asked who it was for."
Connected
Characters
Spells
3D model
Scroll here to load the model.
Elsewhere in the Codex
Whether NPCs travel with the player in battle (Tamsin and Rook travelling along is worth exploring).
(Idea) A shape drawn on the Glass takes hold only when the world and its reflection agree on it. The Evane teach that one hand speaks for the world and the other for its reflection, so every spell needs both hands. That is Evane tradition, not law: Rook, a one-armed Facet, casts anyway (section 2).
From Story Bible › World › The Glass: why magic takes two hands
(Idea) The one-armed gateway. Rook, the player's way into the Facets, lost his left arm in a glass storm. He casts by drawing one half, holding it open in the Glass, then drawing the other half with the same hand. To the Evane that is impossible; to the Facets it proves two hands were only ever a habit. (In gameplay the player still draws with two thumbs.)
Tamsin Vale (Wardens) and Rook (Facets) both arrive looking for "whoever rang the Glass".
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.
Composites. Rook (or Dace) shows threading: keep both thumbs down between two spells so the Glass never closes. The first thread is Repel into Gale.
- Question
- Why two hands?
- Answer
- It's the Evane's "tradition", certainly not required. A one-armed character could be the gateway to the other side.
- Where it shows
- Section 1; Rook in sections 2 and 5
From Story Bible › Open Story Questions › Decided (Ray, 2 Nov 2026)
- Question
- Do Tamsin and Rook travel with the player?
- Answer
- Sure, worth exploring.
- Where it shows
- Section 5
From Story Bible › Open Story Questions › Decided (Ray, 2 Nov 2026)
[ ] Is Rook the one-armed gateway, or should it be a new character?
(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
- Tamsin Vale and Rook arrive looking for "whoever rang the Glass"
- Scene
- 4.1–4.4
From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road
- Stage
- 4
- Means
- Met both Tamsin and Rook together.
- Set by
Act1_SplitLoaf_TableFrom Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road