COUNCIL · THE HANDBOOK · BOOK THREE

Works & the Tide


Book the third — how the world keeps moving even while the table sleeps.

A scene is what the crew does with their hands. A Work is what they set in motion and must then wait upon. Everything in this book is bought with the one coin the game keeps honest for everyone at once — time.

§3.1 · Declaring a Work

A Work is any labour too large for a single scene — a bomb built, a treaty struck, a ruin excavated, a wound healed. It is written on a card the whole table can see, and it carries three lines and no more:

§3.2 · The Tide — watches

Time in Council comes in like a tide, on its own, needing no one's permission. A watch is a unit of fictional time, not a unit of table time. When the keeper turns the watch, every open Work advances one — whether the crew touched it or not. A session may pass one watch, or several; a night's sleep passes a watch, and a long journey may pass more. Spend a whole scene labouring at a Work, and it takes one watch more. The counts are public.

TierWatches
Small Work1 watch
A Work3 watches
Great Work5 watches

§3.3 · The Ledger — stakes

A Work spends more than time; it spends the crew's finite holdings, pledged under three headings:

A stake cannot be pledged twice — and to wound a pledged stake is to stall everything pledged to it. This is how a single blow lands everywhere.

§3.4 · Squalls

Every Great Work — and, at the keeper's discretion, some lesser Works — is declared with one sealed complication — its squall — set face-down beside the card. It breaks at the halfway watch, or sooner if the weave calls for it.

§3.5 · Forcing a Work

Once per session, a crew may drive a single Work one extra watch by paying one of two coins:

Note the mark of haste: a forced Work still delivers its squall.

§3.6 · Completion & Work Orders

A finished Work stops being a card and becomes a plain fact of the world. Between sessions the crew may send Work Orders — written instructions to the hands who do the labour — and the keeper answers in those hands' own voices next the table sits. Such orders turn no extra watch of their own; they come due as of the next watch the tide brings, so the world moves between sittings without the calendar running wild.

§3.7 · The Divine Work — the great tier

Above the Great Work stands one tier more, reserved for labours that span a whole telling, or a season. A Divine Work is not a card the crew declares; it is a weather the keeper sets moving beneath everything:

A Divine Work ends not on a watch but on a turning. Even here the one law holds: mercy. A Divine Work cannot be seized head-on; it throws off ordinary Works the crew can grasp — its Footholds, each marked on its card with a small cursive ℓ to name the greater tide it serves. Such a work moves by turns the keeper alone counts; now and then the fiction lends the crew a weatherglass — a warning read early — that a turning draws near.

How a storm speaks — a standing house style. Every squall, every beat, every hard turn is delivered as an in-fiction report on the letterhead of whoever bore it. Never an omniscient voice from the clouds. In Council, the bad news always arrives signed — witnessed, not narrated. Testimony is king.

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