A guide for the crew · five minutes.
There are no dice here, and no character sheets. There is only the story we tell together — and a handful of promises about how it answers back.
By price. What you pay for. You may seize an answer by spending something of your own — a truth confessed, a new trouble taken on, a little time lost. Price is yours to demand. It always costs the self, and it is always true.
By grace. What you are given. The keeper may hand you an answer freely — unearned, unasked, because you are stuck and the story loves you. Grace cannot be bought or demanded. It falls where it falls, and it falls most on those who keep trying and keep hoping.
Strive and pay, or be given — most tales are told in the weather between the two.
You cannot be truly stuck. Behind every real obstacle the keeper has already written three clues — a gentle nudge, a plain bearing, and, at the last, the answer itself. They are never improvised and never withheld forever. However you reach for help — by cleverness, by price, by grace — one of these comes. No riddle in Council is a locked room with no key. That is a promise.
The one thing worth keeping. Council is built to reward hope. The world bends kinder to a crew that believes it can be made better, and grace runs toward them like water downhill. The game can wound you — it can cost you dearly, and grieve you truly — but it only truly breaks the one who has stopped hoping. Keep hope, and you are never past saving.
Despair is the only door that locks from the inside.
One stranger you should know. There is a madman named Landis, who is real only in water. Find still water in any world — a sea, a cistern, a cup — look in, and ask him with grace, and he will sell you a true answer at a steep and personal price. He is not the main road, and you will not need him often. But he is always there, in every water, and every answer he gives is true. More of him waits in the pages that follow.