The page has turned a rune out of its stance. Give back the one that stands upright.
FROSTQUILL
Complete the frost-rune before the melt reaches your quill.
Each page carries a law, and the law changes with the line. Read the page, find the rune that answers it, and take it from the hand of six. A rune taken right re-freezes its line and slows the melt. A rune taken wrong thaws the line, and the melt comes faster.
- THE TURNThe page has turned a rune out of its stance. Give back the one that stands upright.
- THE COUNTThe page names how many strokes the rune carries. Give back a rune with exactly that many.
- THE MIRRORThe page was read in a glass. Give back the rune the glass shows reversed.
The first line is frozen through.
Ten runes, and the melt held where it was.
Thirty runes, three laws, and the melt never reached the quill.
You read the page, took the rune that answered it, and let the ice hold the line.
The page ran under before the quill lifted.
Cold hands, warm ink. Start the line again and read the page before you reach.
The runes are shapes. These are the only rules.
- THE TURNThe plate shows a rune turned 90°, 180° or 270°. Rotate it back in your head and take the upright rune from the hand.
- THE COUNTThe plate names a number of strokes. Count the hand, not the plate: exactly one of the six carries that many strokes.
- THE MIRRORThe plate shows a rune seen in a glass across the spine or the fold. Flip it back and take the rune from the hand.
No two runes in the game differ only by a turn or a flip, so the answer is always the only rune that fits.
Paused.
Nothing melts while the page is closed. Take it up when you are ready.