Book the fifth — for the keeper: how to raise a Council game from nothing, and run it well.
The first four books are the game. This one is the craft of it — how to stand a table up in an evening, and the three small arts that make a keeper of you: writing Seals, giving grace, and wounding without cruelty.
Council boots in a single evening. Five moves, in order:
The creed — optional, taken at one's own good grace.
I believe in the power of words. No thing is created without them, Nor no thing that is not created can be described with them. I believe there is Grace in words, For the cutting syllable is duller than the sword. Hold Fast! Hipp Hipp Hurrah! And don't forget to: Tally Hoe! Hurumph! Hurumph! Hurumph! — L.F.
For any obstacle worth being stuck on, write three clues before play and seal them: the Nudge, the Bearing, the Answer. Write them before — never under the pressure of a stuck table, when your judgment is worst.
Give it quietly. Give it toward the stuck and the hopeful. Do not tally it, do not let it be demanded. Its one hard law is that a truly aground crew always receives it.
Deliver bad news as a report on the letterhead of whoever bore it. In Council, bad news always arrives signed.
Council is built to reward hope. The game may wound — it may cost dearly, and grieve truly. But it breaks only the one who has stopped hoping.
Despair is the only door that locks from the inside.
Two bundles make a Council game ready for a table:
The Living Ledger — a place to run Works between sessions: on paper, or (better) online at the Council website, frosted-mug.com.
Print the first. Keep the second. Run the third.