House law, both halves: testimony is king. Every seal, every beat, every squall arrives on someone's letterhead — never an omniscient voice from above.
| PART | CONTENTS |
|---|---|
| I | Sealed contents of the live cards (Annex B) — Cards 01, 02, 04, 06. |
| II | The Divine Work engine — one-page quick reference. |
| III | Taxe's Federation — Saga, first draft, beats you can arm tonight. |
| IV | Blank beat planners — build a Divine Work at the table. |
Ore going missing from the Genii stocks — small amounts, well hidden, but the numbers do not close. I am not the only one counting, and I do not think the one diverting it answers to Dina.
Do not act on this in writing.
KEEPER: do not let this resolve as a device delivered — let it seed the Storm. This is a Foothold into a larger tide.
The compound works. It also kills roughly one in two of those it is given to. Field-ready is not the same as safe, and if we deploy it the wraith will read Hoff as the source and make an example of it.
I have written this down so that whoever orders it done cannot say they were not told.
The recovered ZPM is nearly dead. It is good for almost nothing — except powering a shield exactly like the one it was pulled from. We crossed a world's goodwill for a battery that fits one lamp.
OPEN QUESTION (undecided): does the wound to the children's Standing surface later as its own squall, or simply colour every future dealing with that world? Decide before Card 04 is closed.
Players believe monks guard the site. Truth: a team of contemporary researchers, already partway through translating the tablets — and the table has clocked them as attractive, which is a hook, not an accident.
Reveal through the dig materials, never narration. The name — Brotherhood of the Fifteen — surfaces inside a translated fragment.
STILL TO WRITE: the three seals (Nudge / Bearing / Answer) and the riddle itself. Deferred; not needed to open the card tonight.
Cards 03 & 05 carry no seal.
EPISODE one sitting · a single strong beat ARC several sittings · a handful of chained beats SAGA one or more seasons · beats that may sleep long between arming
| TRIGGER | the fictional condition that arms the beat. Until met, nothing moves. |
|---|---|
| CLOCK | watches once armed. May be 0 — fires the instant it arms. |
| BREAK | what it does when the clock runs out: usually a signed squall (letterhead), sometimes a rewrite of the card (recast the aim, add a stake, release another beat). |
Beats may branch: one Break can open several possible next beats, chosen by what you know at the moment it breaks.
1. An un-armed beat cannot be advanced, forced, or grace'd forward. No player lever moves a clock that hasn't started.
2. Once armed, the clock is yours — it runs on the terms you set, not the tide's one-per-session cadence.
By default the clock is yours and hidden — the crew feels the squeeze without seeing the number. The fiction may hand them a weatherglass (long-range sensors, an intercepted order, a defector's word) that makes one armed clock visible before it breaks — turning dread into a race they can run. Earned through play, never granted.
Standing default this chapter: keeper's own and hidden, made visible only by an earned weatherglass.
A Divine Work can't be seized head-on. It throws off ordinary Works the crew can grasp — its Footholds. Each is a normal card (Aim / Hands / Stakes) marked with a small cursive ℓ. Habit, not law: every armed beat should expose at least one Foothold. A beat with no handhold is something that happens to the players — railroading by another name.
Grace and Standing can nudge a people, open a door, soften a blow — but they cannot make a people other than what they are. When you decide whether a faction lifts a hand, ask first what that people is; the answer is the ceiling.
This is a first skeleton, not scripture. Swap the fiction freely; keep the engine. Clocks hidden by default. Every Break arrives signed.
Tonight: Beat I arms the moment Taxe/Cinco says the word to a second people. Everything after sleeps until its trigger. Don't tick what isn't armed.
| DIVINE WORK | |
|---|---|
| TIER | EPISODE / ARC / SAGA |
| ARMING PRESSURE | |
| THE TURNING (END) |
| # | TRIGGER (what arms it) | CLOCK | BREAK (signed, on whose letterhead) | FOOTHOLD ℓ |
|---|---|---|---|---|
| I | ||||
| II | ||||
| III | ||||
| IV | ||||
| V |
| DIVINE WORK | |
|---|---|
| TIER | EPISODE / ARC / SAGA |
| # | TRIGGER | CLOCK | BREAK | FOOTHOLD ℓ |
|---|---|---|---|---|
| I | ||||
| II | ||||
| III |
Reminders: un-armed = untouchable · armed clock is yours · hidden unless a weatherglass is earned · every armed beat gets a Foothold · the maker's hand goes only as far as a people's nature.
The pen is mightier than the die. · by Sir Landis Fishman