Character
Tobin
Sallowbank eel-catcher
Hook
Forty years on the Sallow, and believes every story about it, the Drowned Choir's hum included.
Connected
Items
3D model
Scroll here to load the model.
Elsewhere in the Codex
Villagers to talk to in the square: Tobin, Marra Hesk and Fenn (section 5). What they say changes after the glints and again after the send-off.
From Story Bible › Story Outline › Prologue: The Door-Mark (Sallowbank)
- Stage
- 1
- Where
- Sallowbank, free roam
- What plays
- Tobin, Marra and Fenn in the square. Aske at the ferry (
Prologue_FerryAske): "go home".- Sets
met.aske, maybeaske.trustFrom Walkthrough: Prologue and Act 1 › Prologue: The Door-Mark (as built) › Stage table
Where Aske stands (VEL-53): at the ferry (
Mark_aske_ferry) at stages 0–1 and 4; at the barn door (Mark_aske_barn) at stages 2–3; gone from Sallowbank from stage 5, because she is walking with the player; atMark_aske_lessonon the Drowned Steps at stage 6 only. Tobin, Marra and Fenn are always in the square, and their nodes pick their lines by stage.From Walkthrough: Prologue and Act 1 › Prologue: The Door-Mark (as built) › Stage table
Who: Tobin (eel-catcher), Marra Hesk (bakehouse), Fenn (Marra's grandchild).
From Walkthrough: Prologue and Act 1 › Prologue: The Door-Mark (as built) › Scenes
What happens: For the first time since the river started climbing, it is calm, and in the quiet there is a hum on the water, low and many-voiced: Tobin's drowned choir, or something like it. Past the lowest step a long pale shape turns under the surface, as long as a barge, and is gone. The protagonist is alone with two letters and a road.
From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 1: Alone
Player does: walk into the trigger; choose a reaction ("Tobin was right." / "Something's down there." / say nothing and go). The choice changes one line.
From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 1: Alone
Who: Aske; Tobin, Marra, Fenn.
From Walkthrough: Prologue and Act 1 › Act 1: The Sallow Road › Chapter 6: The road onward
Returning: Aske ("Coil. Huh."), Tobin, Marra and Fenn, in their Act 1 lines (scene 6.3).
What happens: at dawn the five menders take their places round the warp and begin a five-person mirrored seal, the same kind as Corran's. The player holds the line, with Tamsin guarding the menders' backs, while the warp throws glints at the circle: three waves, then a glint brute that sheds smaller glints as it breaks. Midway, the player sees the two Facet hunters still in the reeds inside the seal line (the hidden moral choice inside the job, Codex section 8). Ondine sees them too and orders the circle closed on time. The player chooses: hold the line and let the seal close (the hunters are stilled in glass where they stand), or break off, Repel the glints away from the hunters and drag them out (the seal closes late and weaker). Either way the circle closes the seal and the warp dims; the menders stay to hold it for three nights while it sets. A ring of reeds, a heron and Tobin's eel weir at the bend are left standing in clear glass. Ondine thanks the player sincerely and doesn't look at the glass. As a reward she teaches the player Weigh, a Warden glyph, hand over hand.
From Walkthrough: Act 2 › Chapter 5: The Midpoint Choice › The mending guard at the Sallow warp
Who: Marra Hesk, Tobin, Fenn (if Fenn walked back); Aske's ferry, tied up on the far bank.
From Walkthrough: Act 2 › Chapter 5: The Midpoint Choice › The mending guard at the Sallow warp
What happens: the player's home, with the warp's glow on the water at night. Marra has been minding the hens and feeds the player. Tobin says the Drowned Choir has stopped humming. Aske's ferry is on the far bank and stays there; Aske doesn't come over. The player can walk to the landing and look across. (Idea) If the player shouts across, Aske answers with one line: "Further back than you think."
From Walkthrough: Act 2 › Chapter 5: The Midpoint Choice › The mending guard at the Sallow warp
Landmarks: the reed bend, the glowing crack under the water, the five mender stones, Tobin's eel weir, the seal line.
From Walkthrough: Act 2 › Locations › The Sallow warp (`sallow_warp`, scene `SallowWarp`)