Cooling pools
Lava that meets water hardens into a glossy obsidian wall. Sometimes that is the dam you were missing.
Carve rills through the hillside, set basalt dams, and pour the glow into every village kiln without a single drop touching a cottage.
One winding slope, every chart proven solvableEvery chart is a slice of hillside. You shape it first, then release the vents and watch the flow obey the same few rules every time.
Molten glow drops straight down through open air and the rills you cut in soft tuff. Dark basalt never gives.
Landing lava keeps its heading along the ground, turns back once if it's blocked at once, and pools against walls until a basin spills over its lowest lip.
Feed each kiln its measures and it seals into stone, sending the rest of the flow looking for a new way. One drop on a home ends the pour.
There is no menu of levels. The game opens on the hillside itself: one trail of cairns winding down from the vents, each cairn a chart, each one proven solvable before it reached you. Solve a chart and its cairn glows; the cottages beside the path light their lamps, and every few bends a kiln hamlet roars back to life.
Lava that meets water hardens into a glossy obsidian wall. Sometimes that is the dam you were missing.
Flip them any time, even mid-pour, to fill one kiln and then swing the flow to the next.
Lava resting against pale pumice slowly melts straight through it. Plan for the wall that won't last.
A chart is solved or it isn't. Light it with no more tools than the guild needed and a mint glass seal is pressed beside its cairn.
Stuck on a slope? A sketch sets down a single tool from the guild's own solution and leaves the rest of the rill to you. Hamlets along the trail leave more.
Seals open honey amber, bluefire and molten gold lava; hamlets open red scoria and moon pumice stone. Pick them from the flue drawer at the top of the slope.