A NARRATIVE ROLEPLAYING GAME · RUN ON WORDS, NOT DICE
COUNCIL
A Player's Handbook
BOOK THE FIRST — FOUNDATIONS
being the whole of the game, set down plain, that any hand aboard may read it
§ 0.1  THE THESIS
Council is for tables who left the dice behind — and found they had left something else behind with them.
When a crew stops rolling and starts telling, the story runs warmer and the arithmetic goes quiet — and then, one night, a locked door appears that no one at the table happens to be clever enough to open. Under dice, a character rolled to know things their player did not. Take the dice away and that quiet gift goes with them: now a player can learn only what they personally thought to ask, and the keeper is left dangling hints, praying someone guesses the shape of the answer.
Council exists to hand that gift back without handing the dice back. It is a game of insight, consequence, and shared command that runs entirely on words. One question steers every rule in this handbook: how does a soul come to know a thing without guessing the exact right way to ask? All that follows is an answer.
You will not roll to see if you succeed. You will decide what you are willing to pay to find out. — the first principle
§ 0.2  WHO SAILS UNDER IT
Crews who have already drifted. Long campaigns that quietly abandoned sheets and initiative and now live on narration and trust. Council names what they are already doing and gives it teeth.
Keepers weary of dangling hints. Game masters who love the shared story but keep striking the reef where a puzzle stalls because no one has yet said the magic thing.
§ 0.3  THE TURN OF THE TIDE — THE CORE LOOP
Play turns through three stations. A Scene raises a need the table cannot simply declare true. The world answers by one of two roads — the Water (buy insight now, at a price) or the Tide (commit the work, let time carry it) — and whatever comes back walks into the next Scene, changed. That is the entire machine. All else is rigging hung upon it.
STATION ONE
The Scene
Play, talk, act. A need arises the table cannot just wish true — a locked door, a hidden truth, a thing that must be built.
ROAD A — NOW
The Water
Seek Landis. Trade a truth, a trouble, a scene, for a real answer drawn from a sealed clue — never from guessing the question.
ROAD B — IN TIME
The Tide
Commit a Work. Between sessions the world moves it a watch at a time; the consequence arrives later, signed by whoever bore it.
↺   and whatever the world returns walks back into the next Scene, changed   ↺
Three stations. Two roads. One turning tide. If a rule does not serve the turn, it does not belong aboard.
§ 0.4  THE EIGHT TIMBERS
The fixed vocabulary of the game — the timbers of the hull. These words mean the same at every Council table; a keeper may re-rig the world above, but not rename the timbers below.
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§ 0.5  THE KEEL & THE RIGGING
Council is a keel, not a world. A table brings its own fiction — a drowned empire, a generation ship, a haunted county — and rigs it to the timbers below. But one timber is not the table's to swap. Landis is fixed. The madman on the sea, real only in water, who sells true answers at a price, stands in every Council game that has been or will be run. He is not a figure in your setting; he is the keel itself, and the crew reach him from inside whatever world they inhabit by finding water and asking with grace.
THE KEEL — FIXED
Landis & the Water. The eight timbers and their names. The turn of the tide. Price and grace. The Seals. The mercy that keeps a crew from drowning. These sail unchanged between every Council game.
THE RIGGING — YOURS
The world, its peoples, what "Power" and "Standing" are made of, what a Council governs, what the riddles guard. All of it a table's to invent, replace, and burn to the waterline.
Change everything you like. Leave me the water. — L.F.
A NOTE ON OUR OWN VOYAGE This handbook is the game any crew may read. A single game then hangs its own command upon it: our voyage seats the Council of Un, and its leader keeps a bound supplement — the Standing Orders — that this handbook makes room for but does not contain. The rules are shared; the orders are ours.
COUNCIL · A PLAYER'S HANDBOOK · BOOK THE FIRSTNEXT — BOOK THE SECOND: THE RESOLUTION CORE