VELLUMBRINELEAF I OF V
DRAW THE LAND
INK LAID0.0par 12
STROKES0/5
WALKED0.0ledger 0
Ink may touch. Ink may not cross. It only joins at its ends.
FIVE LEAVES · FIVE STROKES EACH
VELLUMBRINE
Everything you can walk on is ink. Lay a stroke and it dries into a raised bank of vellum-dark road; then a small walker sets out from the mark and has to find the lantern on nothing but what you drew.
- DRAW THE LANDFive strokes a leaf. Every stroke costs ink, and the ledger pays for ink spent well.
- IT TOUCHES, IT DOES NOT CROSSInk joins other ink at its ends. It may never cross a stroke that is already dry.
- YOU CAN WALL IT INCut the road off from the lantern and the walker walks itself into a dead end.
DRAG lay a stroke
SPACE send the walker
R undo
E call back
SHIFT hurry
No leaves inked yet.
LEAF I
The lantern took light.
THE BOOK IS INKED
Five leaves, one lamp.
THE INK IS RESTING
Nothing dries while you are here.
The page, the ledger and the walker are exactly where you left them.
HOW THE LEAF IS WORKED
Ink rules, and what the walker does.
- DRAG ON THE PAGE
- Lays one stroke of ink. It lifts into a bank you could walk on, and it dries over about a second. A stroke is thrown away if it is shorter than two lengths of the nib.
- WHAT INK MAY NOT DO
- Cross a stroke that is already down, run off the edge of the page, or cross a wash. It touches other ink only at its own ends, and a stroke that runs foul stops where it fouled.
- SPACE
- Sends the walker from the mark. It follows the ink you laid, and it takes the shortest way to the lantern. Hold SHIFT while it walks to hurry it along.
- E
- Calls the walker back to the mark, which is worth doing before you undo a stroke it is standing on.
- R · ESC · M · H
- Undo the last stroke, pause, mute, and these notes.
The ledger is ink against distance: par is what a clean hand spends on the leaf, and every stroke you do not lay is seventy points of restraint.