Faction
Keepers of the Hour
Time and the order of events
Keepers of the Hour: time and the order of events.
From Mobile RPG Codex › The Two Sides › The Light Side: magic with limits
Connected
Characters
Keeper Hale
Knows what really caused the Breaking and keeps the records sealed.
Novice Tull
"Keeper Hale says you're early. Keeper Hale says everyone is."
World
Spells
Prism Snare

Toll
One loop clockwise from the top, then a straight tail down, like a bell on its rope

Hasten
A spiral from the centre outward, one and a half turns clockwise

Linger
Two loops, one below the other, drawn top to bottom
Items
Elsewhere in the Codex
The Hundred-Year Hour. The Keepers once held a single hour open for a century. Nobody agrees what they were hiding in it.
(Idea) Rivalry: the Wardens think they lead; the Tenders think nothing matters more than life; the Keepers think everyone else is in a hurry. The other four call Waymaker casting barely Evane, so most quarrels end up there.
- Faction (style)
- Keepers of the Hour (mirrored, loops)
- Attack
- Toll
- Defence
- Healing
- Assist
- Hasten
- Control
- Linger
[ ] Several shapes may be confused by the recognizer and need a check on device: the Keepers' loops (Toll, Hasten, Linger), the Still Choir's short strokes (Hush, Calm, Listen), and Gale against Squall.
Who: Tamsin; a Warden Measurer; the envoys of all five factions in the gallery: Tamsin for the Wardens, Brother Fallow (Tenders), Novice Tull (Keepers, sent by Keeper Hale), Sister Ise (Still Choir), Caravan-master Dace (Waymakers).
From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The Measuring
Content to make: Yarn
Act2_Hall_Measuring,Act2_Hall_Measuring_Result. New command<<measure_draw>>that scores a draw without casting and stores its parts; then<<court_profile>>setscourt.lead(1 Wardens, 2 Tenders, 3 Keepers, 4 Choir, 5 Waymakers):From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The Measuring
Keepers: the most even quality across the three draws.
From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The Measuring
Keepers (Novice Tull): a sealed note from Keeper Hale: "Come to the Hour Stair when you are ready. You are not." An Act 3 hook.
From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The courting
What happens: The girl who gave Aske the shard still stands in the glass beside the well, one hand held out (concept:
Art/Concepts/characters/stilled-girl-concept-a.png). (Idea) Aske has never learned her name. She takes the shard out of her coat, where it has been for twenty years, and gives it to the player. The player's Act 2 half pulses when the two are close: the wave shard from the Shardfield is the other half. Aske knows what a split glyph is, and knows that tracing it here, next to a live warp, could break the glass instead of thawing it. Nobody living knows how a five-person Warden seal ties a town to a warp. The Keepers might: they keep the record of every seal.From Walkthrough: Act 3 › Chapter 2: Corran, the stilled town › The girl at the well
What happens: (Idea) A spiral stair cut into a cliff above a misty gorge, a bronze bell at every turn. The gate-warden lets in anyone with clean hands and a reason. A fallen player (section 11) is turned away here and has to take the smugglers' climb from the Undermere instead (6.3). Halfway up, Tamsin is waiting on a landing. The Wardens sent her for the Keepers' record of the Corran seal, because Ondine wants to seal Corran again and needs to know how the first seal was made. Tamsin is glad to see the player and stiff with Aske, whom every Warden child has been taught to despise as the captain who walked out.
From Walkthrough: Act 3 › Chapter 3: The Hour Stair › The climb
Art and audio: (Idea) Hour Stair location (concepts:
Art/Concepts/world/hour-stair-a.png,Art/Concepts/buildings/hour-stair-kit-a.png); Keeper scribe model (Art/Concepts/characters/keeper-scribe-ref-a.png); Tamsin model. Audio: one bell struck on the hour of the in-game clock; wind; a faint choir hum from the gorge (the Drowned Choir legend, Story Bible section 1). Music: the Keepers' theme, a slow ostinato that never speeds up.From Walkthrough: Act 3 › Chapter 3: The Hour Stair › The climb
