61 pages 2-hour read

Glorious Rivals

Fiction | Novel | YA | Published in 2025

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Prologue-Chapter 17Chapter Summaries & Analyses

Content Warning: This section of the guide includes discussion of child abuse and death by suicide.


Glorious Rivals begins where the first book in the trilogy, The Grandest Game, left off. Seven participants either earned their way or were chosen to compete by the game’s designers, Avery Grambs and her brothers, Jameson, Nash, Grayson, and Xander, to participate in a game of puzzles on Hawthorne Island for a prize of $26 million. The eighth participant, Grayson, was chosen by his family to participate, without his knowledge. Alliances form amongst the competitors: Lyra Kane, Grayson Hawthorne, and Odette Morales; Gigi Grayson, Brady Daniels, and Knox Landry; and Rohan and Savannah Grayson. By the end of the first book, Gigi and Knox have been eliminated, but Odette has offered her spot to Gigi, keeping her in the game. However, in the final chapter of the book, Gigi was kidnapped by a mysterious man.

Prologue Summary

An unnamed woman reflects that the Grandest Game must end for her plan to work. She resolves to guide outcomes without revealing her hand, crediting her subtlety to Alice Hawthorne, whose lessons in quiet control shape her methods.

Chapter 1 Summary: “Lyra”

During a 12-hour respite in the Grandest Game, between phases one and two, Lyra and Grayson share a kiss on a ruined mansion patio. Lyra immediately regrets it, recalling a warning from Odette that a Hawthorne was responsible for a past tragedy and that there are always three. Lyra suspects she is a pawn in a game tied to her father’s death and to Grayson’s grandmother, Alice Hawthorne, because although she thought Avery invited her, her invitation was, in fact, anonymous. Grayson insists that she is not a weapon and stands between her and the cliff’s edge. He offers his jacket, but she refuses, telling him she doesn’t need his protection.

Chapter 2 Summary: “Lyra”

After the kiss, Lyra runs along the shore. She recalls her traumatic childhood—her father abducted her at age four, and she witnessed his death by suicide—which is why she keeps others at a distance. She feels a connection to the island’s wild terrain and recommits to winning the game to save Mile’s End, her home. At the dock, she senses she is being watched but sees no one.

Chapter 3 Summary: “Grayson”

On the northern shore, Grayson sends a coded message through his player smartwatch to his older brother, Nash. He explains that Lyra’s anonymous invitation poses a threat and that Odette implied that their grandmother, Alice, might be alive. Nash reports that Grayson’s half-sister, Gigi, is missing, along with a boat, and warns Grayson to watch his other half-sister, Gigi’s twin, Savannah. Nash gives Grayson a key to his assigned room.

Chapter 4 Summary: “Rohan”

In Savannah’s room, her temporary ally Rohan wakes to find his room key missing. Deducing that she searched his room for their team’s sword, he searches hers, finding a masquerade mask with teardrop diamonds. When Savannah returns, Rohan pickpockets his key back, along with her personal glass dice. Later, he returns the dice, and they reaffirm their fragile alliance.

Chapter 5 Summary: “Gigi”

Gigi wakes in a stone tower and realizes she has been kidnapped. She recognizes her captor as a man named Slate, who works for Eve, who has a hidden agenda and has sponsored a few participants in the game. Slate claims he is acting without Eve’s knowledge to protect Gigi from her. He also warns her of another, unknown threat on the island.

Chapter 6 Summary: “Lyra”

Lyra wakes from a nightmare about her father’s death, this time with new details: a calla lily, a candy necklace with three pieces, and his amber eyes. Her smartwatch instructs her to don her armor. A hidden closet opens, and she chooses a black outfit. She gathers all the objects she has collected so far: her room key, dice, opera glasses, and a key-shaped pin, then messages the game makers that she is ready.

Chapter 7 Summary: “Lyra”

A map on Lyra’s watch leads her to a hidden beach where she meets Avery Grambs, who asks Lyra not to hurt Grayson. The Hawthorne brothers arrive, followed by Grayson in matching armor. Lyra tells Grayson that their kiss cannot happen again. The other remaining competitors, Savannah, Rohan, and Brady Daniels, arrive. To cut the tension, Xander lifts Lyra for a chicken fight, and Jameson tackles Grayson into the surf to start the game.

Chapter 8 Summary: “Lyra”

Later, at the bonfire, Savannah warns Lyra that Grayson will always choose his family, and especially Avery, over anyone else. Brady introduces himself to Lyra, advises caution with Savannah, and suggests an alliance. Rohan interrupts, attempting to seed conflict by accusing Brady of injuring Gigi in the last phase. Brady dismisses the ploy, and Rohan needles Lyra about Grayson’s absence.

Chapter 9 Summary: “Grayson”

Jameson challenges Grayson to climb the cliff above the beach. At the top, he invokes their childhood rule of On Spake, forbidding Grayson to speak. Jameson warns that Lyra is a threat, possibly tied to Eve, and insists that Alice is dead. He forbids Grayson from saying Alice’s name or investigating further. Grayson refuses to fight and sets an ultimatum: Jameson must fix the situation by the game’s end or tell him everything.

Chapter 10 Summary: “Rohan”

During the bonfire, Rohan studies his competition. Savannah suggests that the game is rigged, but he deflects. Rohan reveals that he took a photograph from Brady’s jacket of a girl with heterochromia, Calla Thorp—Brady’s missing girlfriend, and his reason for playing. He states Calla is presumed dead. When Savannah asks if Brady has a sponsor, Rohan says he does not know but recognizes that it is an important question.

Chapter 11 Summary: “Rohan”

Phase two officially begins in the Hawthorne house’s Great Room with rules for a clue-to-clue race. Rohan and Savannah arrive first to find a vast setup of golden dominoes. All five players gather and take one of five crystal flutes. The dominoes topple in a chain reaction, exposing a hidden compartment with five golden darts.

Chapter 12 Summary: “Gigi”

In the stone tower, Gigi questions Slate, who confirms that a recent power outage on the island was caused by a third party. When she asks his name, he replies with Slate but suggests that the answer is both true and false. When Gigi asks about the 13 marks on his knife sheath, he says they are for bad things he has done and carves another one for her kidnapping.

Chapter 13 Summary: “Lyra”

After the players each take a golden dart, Brady heads out alone. Rohan provokes Grayson by touching Savannah’s face; Lyra steadies Grayson with a hand on his neck. After Rohan and Savannah depart, Lyra and Grayson study the setup. They find an “echo,” a clue that is reminiscent of past puzzles set by Grayson’s grandfather Tobias Hawthorne: Numbers rolled on their dice match numbers on certain dominoes, a known Hawthorne-game signature. Grayson uses a bronze key to open a secret passage to his room.

Chapter 14 Summary: “Grayson”

In his mosaic ballroom bedroom, Grayson and Lyra lay out their game pieces and notice that their room keys share identical inscriptions. Lyra tells Grayson about new details she has remembered in a dream about her father’s death, linking them to puzzle logic. When she asks about Alice, Grayson remembers his vow to Jameson and diverts her attention, refocusing them on the clue. They sample their drinks, identifying pomegranate and elderflower.

Chapter 15 Summary: “Rohan”

Rohan and Savannah move through the library and foyers. Rohan maps potential clue sites to reverse-engineer the game’s path, marking anomalies like a clock that runs 30 seconds fast. Deciding that the next clue is outside, Savannah rejects an obvious golden door. Rohan challenges her to a race to the first place they met on the island.

Chapter 16 Summary: “Rohan”

Savannah and Rohan climb a 50-foot flagpole to view the island from above. Rohan senses Brady nearby, observing them, and posits that Brady tracks players instead of solving puzzles. Savannah confronts Brady, who confirms he plays for a girl named Calla, using the present tense. Prodded by Savannah, he counters that she is nothing like her sister, Gigi.

Chapter 17 Summary: “Gigi”

Gigi presses Slate for information. She recognizes that Eve’s motive is personal and tied to her father, Toby Hawthorne—Grayson’s uncle. Slate warns that he is most dangerous when his intentions are good. This, combined with a secret Gigi keeps about her own father, sparks a realization: She asks Slate if Eve’s sponsored player is Savannah.

Prologue-Chapter 17 Analysis

The novel establishes its central motif of games and puzzles as a framework for reality, engaging the theme of Cultivating Awareness of Deeper Games and Hidden Agendas. Characters see their world as a solvable system with rules to master or exploit. The Grandest Game, with its explicit rules, is a container for the shadow games played by the characters. Rohan’s philosophy is the most overtly strategic; he attempts to reverse-engineer the game and views other players as assets or obstacles. His internal monologue reveals a constant calculation of risk and control, such as when he returns Savannah’s dice not as a peace offering but to demonstrate his ability to “control the board” (23). Grayson and Lyra navigate the game by identifying “echoes”—repeating patterns from past Hawthorne competitions—a method that is reactive rather than predictive. Even Gigi, stripped of her player status, reframes her interrogation of Slate as a series of word games, a tactic to reclaim agency. This pervasive motif establishes the novel’s world as one in which human interaction is reduced to strategy and trust becomes a tactical variable.


The narrative establishes The Inescapable Influence of Family History by treating the past as an active force that dictates present conflicts. Lyra’s recurring nightmare of her father’s death evolves, introducing new details like a calla lily and a candy necklace with three pieces, transforming a traumatic memory into a puzzle that intrudes upon her present. Her compulsion to run along the island’s “scarred and ruined” terrain reflects its status as a metaphor for her psychological state. Similarly, Grayson’s rigid conduct and protective instincts are presented as a response to past failures; his therapist’s advice suggests a history of repressive self-control that he is trying to overcome. The past also operates as an external force through family secrets; Jameson’s vehement warning to Grayson to cease investigating Alice Hawthorne reveals that their history is a present and active danger. These unresolved personal and familial histories collide under the auspices of the Grandest Game.


Building on the foundation of strategic maneuvering, the novel explores The Fragility of Trust in a World of Competition through characters who rely on deception and constructed performances. The alliance between Rohan and Savannah is built on an understanding of mutual, eventual betrayal. Savannah’s declaration that “[w]hen [she] promised to work alongside Rohan and then destroy [him], [she] meant it” codifies their partnership as purely transactional (21). This approach to relationships permeates the island. Grayson deliberately withholds information about Alice from Lyra, erecting a wall of secrecy that undermines their growing intimacy. Rohan weaponizes information, revealing the photograph of Calla Thorp to destabilize Brady. These deceptions are further maintained through the use of masks, both literal and metaphorical. The masquerade mask found in Savannah’s room, adorned with diamond “tears,” symbolizes her hidden grief and vengeful agenda, concealed beneath a cold exterior. In this competitive environment, vulnerability is a liability and trust is a risk few are willing to take.


The novel’s narrative structure, which alternates between third-person limited perspectives, mirrors the layered nature of the game and amplifies the theme of hidden agendas. This technique creates dramatic irony and controls the flow of information. The reader is privy to Gigi’s kidnapping, a reality at odds with her family’s belief that she has run off with a boat under her own volition. This disconnect heightens the sense of an unseen threat operating just outside the main characters’ awareness. Similarly, the reader has access to Rohan’s cold internal calculations, which stand in contrast to his performatively casual demeanor. By restricting each character’s viewpoint, the author ensures that no single player possesses a complete picture of events, forcing them to assemble a fractured truth. This structural choice reinforces the characters’ isolation and creates the opportunity for the reader to become an active participant in solving the overarching mystery.


Within this intricate structure, the narrative deploys motifs and symbols that begin building the connection between the Grandest Game and deeper, larger conspiracies. The calla lily, introduced in Lyra’s dream, becomes a symbol of unresolved death and dangerous secrets, linking her father’s tragedy to the present machinations on the island, with an ambiguous link to Brady’s missing girlfriend, Calla. The number three operates similarly, introduced through Odette Morales’s warning that “[t]here are always three” (5), which is echoed in Lyra’s dream. This repetition suggests a hidden structural principle operating behind the scenes. Grayson’s definition of “echoes”—repeating details from past games that can be a red herring or a “lynchpin” to the solution—provides a key for interpretation, giving him and Lyra a path forward. The cumulative effect of these elements establishes that the Grandest Game is not a self-contained event but the visible manifestation of a much older conflict.

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