Showing posts with label The World Uncertain. Show all posts
Showing posts with label The World Uncertain. Show all posts

Monday, 1 July 2024

A friendless, fingerless mind.

 It’s difficult to imagine a concept of ‘vestigial intelligence’, of intelligence, as we understand it, evolving in a creature that uses it as we use it, and then persisting even a the creature in question, or its descendants, change shape, form and niche so much that there seems little use for it.

In humans the brain is utterly ravenous, gorging itself on perhaps a quarter of the bodies energy. For something so proportionately hungry to persist, it better be putting out some obviously useful abilities to make up for its cost.

Of course, so far as we know, intelligence has only evolved once on this planet, so it might be too early to be making strong laws about it. A creature might enlarge and change habits, making intelligence less directly useful but reducing its proportionate cost, so it ends up something like an appendix; a philosophical, intelligent creature that really doesn’t have any particular need to be, but is just kinda vibing. Or an intelligence that works on fundamentally different properties, so that it costs less overall, and so persists. Or a life form that is intelligent when it is small and social, but needs that intelligence less as it grows, yet retains it.



The closest thing I can think of is the Law of the Tongue; a group of Killer Whales forming a symbiotic relationship with a group of fishermen in which they herded prey for the Fishermen and were rewarded with the tongues of the prey – which was the main thing they wanted all along. The ritual of the Law of the Tongue seems to have ended with the death of a particular alpha female Orca, increasing the likelihood that it was an expression of intelligence, rather than just a working out of instinct and happenstance into an accidental symbiosis.

Corvids having weird relationships with particular people; recognising them by face, harassing them, or rewarding them; one man reported a group of grows he regularly fed in the park, waiting at his house when he got back from holiday. Somehow they had worked out where he lived, and when he went missing from his regular feeding stop, had gone to his address to see what’s up.

Our understanding of what intelligence is, is very strongly moderated by speech, the manipulation of objects, and complex social relationships. To the extent that if something can’t, or doesn’t speak, doesn’t, or doesn’t need to, manipulate objects and doesn’t have complex social relationships, we would have a hard time saying to ourselves precisely if or how it was intelligent.

Thence we come to the subject of this essay, an analysis of the intelligence of Dragons from a somewhat speculative-evolution influenced point of view.



Curious Habits

Obsessive Cleanliness

Prey cool when they die, and with that, all the fleas, nits and gribblies that lived on them try to migrate to the nearest warm thing, which is often whatever killed them. Thence; the Mod Predator/Hippie Scavenger dichotomy, where predators tend to look cool while scavengers tend to look homeless. Why? Because predators clean and groom themselves a lot to get rid of the FUCKING FLEAS, while Scavengers arrive after the body has cooled and can support a more rustic drip.

Social animals groom each other. Creatures with fur or feathers bathe, either in water or in dust. (In ‘The Peregrine’ J.A. Barker speaks memorably of the falcons daily, and exquisitely careful baths in a nearby stream before it begins to hunt). Lizards are a bit more basic but even they will bathe for moisture and cleanliness sometimes, and groom their own sensing organs. At the far end of the scale, Komodo Dragons are famously indifferent to whatever is in-between their teeth but even crocodiles have groomer-birds. 

What does a Dragons behaviour resemble? A bird, Croc, Lizard or something else?

A Dragons fire would help it deal with many parasites, as would its scales, but it couldn’t rely on those entirely, and would have to take care of its wings, where even a small infection or fungus would be a massive issue. 

A Feathered Dragon would likely bathe itself daily, and any period or place of grooming would be one of deep vulnerability. Finding a lair with an equally useful but isolated and secure grooming spot, like an inaccessible mountaintop tarn or glacial stream, might be a key factor in choosing where to settle.

Dragons having subspecies of carrion-eating ‘Grooming Birds’ to eat the bits of raw or burnt meat from between their teeth or spaces in its rear claws, seems like an interesting possibility. One case in which a bird-watcher might be useful is in tracing this rare species; they will likely nest wherever the Dragon goes to groom or bathe itself. If you can find these birds you may be able to find that spot.


Wing Protection

Something rarely mentioned in Dragon-Hunting stories is the enormous vulnerability of a Dragons wings. Those wing-bones may be very strong but are still likely the weakest bones in its body. If even a single one snaps, it will likely be unable to fly, or at least fly well.

Its still a big fire-breathing Bird/Lizard thing, but will be much more vulnerable on the ground, not to mention the loss of pride and status caused by loss of flight.

A Dragon is not going to stick around for attritional warfare against anything big or strong enough to damage its wings, nor will it willingly get into tight environments where something can be dropped on it. If it feels like its wings might be damaged it will simply fly away. 

Retreat to the air is one of a Dragons most powerful abilities. It can simply leave combat and circle, or just fly off to heal and think, returning at a time or place of its own choosing. This core advantage and willingness to simply run away is not remarked on in Dragon-slaying stories.




Complex Builds

Considering their intelligence and access to materials, a dragons lair may well have more 'built' elements than we might suppose. Big mountains generally don't have massive caves of the kind a dragon likes at their peaks so the Dragon will need to claw, magic, or craft the holes it wants, and will probably bring up stuff to add; spars of timber etc.

One key element of a Dragons raids might be light yet strong building material that it can carry off. Parts of ships and boats especially, with their lightness but tensile strength, might be favoured.

Though it lacks manual dexterity and its human-level crafting may be a bit rubbish, it has a high intelligence, so its structural engineering would probably be quite good. A Dragons lair might be more like some kind of crazy log-cabin/palace/aircraft hanger built into a partial cave system, rather than just a bare cave. It would at least be able to wall off parts of the cave if it wanted, and would be able to build some kind of nest or platform to sleep on as both stone and gold will absolutely drink heat away from its body.


Strange Psychological Vulnerabilities

Being largely asocial, singular, very-long lived, highly individual beings, as well as being by our standards, insanely narcissistic, and also having a very high degree of intelligence but, compared to humans, relatively little to *do* with that intelligence, Dragons may be highly vulnerable to ... queer behaviour and curious states of mind.

The closest things we have to them are Kings, Dictators, top Generals, Catwalk Models and Celebrities. I guess; if Kanye was also a fighter jet, how would he act? Or if General McArthur was combined with Naomi Campbell and an aircraft carrier, how would that act?

Singular as they are, it would be hard to us to judge; just what is 'crazy' for a dragon, but they do have a LOT of time on their own, (in a sense, they are always alone), as well as being magical and living across a much greater range of time, and having senses we don't understand. If the Dragon is seeing ghosts or hearing voices, who are we to say how real they are? Or if it is starting to have some crazy theories about reality - I suppose it might be right? Or if its hoarding twine, or the bones of humans inner ears, or just spends a week staring at a tree or something...

Where exactly does the border of madness lie for a Dragon? 

The idea of a genuinely mentally ill, conspiracy theory, Alex Jones/Howard Hawks/Kanye Dragon is utterly tantalising and somehow more worrying than just a regular predictable Dragon. What if it wants to marry a local maiden, and wants an actual marriage ceremony? Or starts acting like something it’s not, like a boar or a mountain? Or if it starts saying its 'The wind' or 'is fire', which generally Dragons say stuff like that all the time but now it’s crossed some invisible kind of Kanye line where it genuinely seems like its disassociating and *actually* literally thinks it’s 'The Wind', or it’s the Sun. Or what if it gets religion, or wants to join one, or starts talking about Jew-Tunnels hidden under the earth? Wtf do you say when a Dragon starts going on about the secret rulers of the world?




Might Simply Run Away If Humiliated

The very intense pride of a dragon, obsession with status, and need to occupy the top of a hierarchy, means that if defeated, but not killed, or endangered, publicly humiliated, it might decide to burn everything around it alive and make ruin, but there is at least a reasonable percent possibility that it might just run away, or fly away somewhere very far that no-one has heard of it and either pretend it didn't happen or strew on it for centuries.

If a Dragon just waits long enough it can kill many of its mortal enemies with Time. In a way, they don’t matter much because, to it, they will be gone in the blink of an eye.

Perhaps we can add this to the capricious just-leave aspects of a Dragon that make sense in a pseudo Evo-Spec sense, and in a Fairytale sense, but don’t fit its role in Epic Fiction of a final last Boss and ultimate challenge. Imagined in this new way, they are much more tricksy, capricious, hard to predict, but also much more indifferent; genuinely part of a different world, only somewhat interacting with ours.




Strategy and Symbiosis

A dragon can take nearly any ground, but cannot hold it, it is singular and its enemies many. It is a little like an imperial power that rules by a combination of terror, buying off elites and managing the local economy and tech level so it can't get too high, but offers some actual benefits in that at least it occupies the top of the dominance hierarchy and is (hopefully) a relatively stable weapon of mass destruction.

Certainly in the area of a Dragons control, it wouldn’t allow any other Alpha-Predator, or anything dangerous enough that it might threaten the Dragon itself. If Sauron sets up shop in a nearby valley He is getting torched. If a chunky enough Giant arrives on the scene it is getting ambushed at night, with a bite to the back of the neck from above.

Humans are useful to a dragon as they cut down forests and keep them low. The Dragon probably thinks of Humanity as a form of ‘growth’. Likely it barely thinks of them as individuals, in the same way that if our garden gets moles, we don’t individually think about this mole or that mole, we just think, ‘Damn, I got too many moles, need to reduce the numbers’.

Let the man piles reach a certain height but burn them when they get too far above it, big densities can be dangerous. Likewise, a human population is stable and controllable. They keep the Orcs out and generally occupy a useful spot in the food chain. They are also a social and hierarchal organism, and so can be dominated from the top. Once there is an Alpha-Human, you only really need to dominate that one human with the gold top, and that one will govern the rest for you, making them quiescent. Very useful, and hard to govern Orcs like that. 

A Dragon might be in some sense, a reasonably good 'Governor' of a large reach of land. Though they have no interest in human flourishing, they do in the survival of human agriculture. From a human perspective - a Dragon *probably* (it might) won't eat you personally, as you are too small and scrawny to make a good meal. It might bankrupt you by eating your livestock, but if its smart it will farm you sustainably.


Rule Through Retributive Terror And Protein Tax

Like the U.S.A., a Dragon is a dangerous Air Power, with incredible destructive potential, that really does not want to get bogged down in complex environments. The biggest threat for most bands of heroes trying to scale a dragons lair has got to be literally the whole population around that lair.

If someone tries to kill the dragon and fails, the Dragon will simply burn every available farm, village and town, maybe giving enough warning for people to escape, but breaking them all back down to poverty and starvation, so they have the strongest possible motivation to prevent anyone from trying that, and it will be pretty obvious if you are going to try that as you are approaching the dragons lair with climbing gear and weapons.


Environmentalists, (to a degree)

Dragons have a deep sense of time that actual humans lack, and a direct very long term investment in their local environment remaining sustainable (for them).

Though, just because Dragons can be wise custodians of their resources, and it would be to their direct advantage to be so, that doesn't mean they actually will. Humans can be wise, but often aren’t, and Dragons would have no innate sympathy with human life, or intuitive understanding of it, a village meaning to them about what a chicken does to us. 

And they can leave at any time, and arrive at any time. So periods of stability might be long, when they happen, but rare in total number. Young Dragons moving in, Older Dragons becoming unstable, disputes between hyper-predators, changes in political system, like a new King or religion, environmental changes leading to famine and stock-loss or famine brought about by war, all could result in rapid disordering and a more conventional Maker-of-Ruin situation where the Dragon just burns and eats everything within wing-range before moving on or just going to sleep.





The View from Above

The world seen from above - a world of landscapes, rivers, food, ocean and weather, herds, whales, schools of fish, rising thermals, rain shadows and dangerous storms.

They would favour flat lands with not too much forest, and definitely not Jungle, and singular inaccessible peaks. Deserts would be good as they are totally accessible from above, everything moving is easy to spot, food clusters round rare oasiies, and caravans and herds will move along set routes. However, even if a Dragon can fly a long way, a Desert may just not be productive enough in terms of Protein, considering how far the Dragon has to fly to get it, then fly back home. If a Dragon did rule a Desert I imagine it would be a rule of 1 Desert = 1 Dragon.


Pastoralist Dragons

They would favour pastoralism (more food on the hoof), over crop-growing (what use is Grain to a Dragon?). 

So; pastoralists, in terms of their impact on other food sources, hunter-gatherer humans are preferred, but in terms of managing developed resources, limited settlements are better, as it locks the humans in place and makes their life and development dependent on something quite easily destroyed from above. A town or small city, from a Dragons perspective, is a 'human-pen', it concentrates them, makes them accessible, and vulnerable, and exploitable.

Like many empires throughout history, Rice cultivation is good, if you can get it, as it massively concentrates populations and makes them intensely vulnerable to hydraulic despotism, but again, Rice might be too efficient. Too many humans and not enough big cows. You really probably want a lot of big cows. Like the Mongols, Dragons might just destroy complex hydraulic systems; they don’t really need intensive agriculture, its much better for them to have a lower population so long as they are all herding goats out in the open or something.


Mountaintop Kings

Even letting humans occupy lesser mountains might be considered a challenge to dominance hierarchy.

However; Kings on Mountains - this might work out. Letting or even insisting Kings occupy mountaintop palaces, on much smaller mountains, separates them from their people, impoverishes them, and brings them into a system of Hierarchy which re-affirms your own place at its unreachable height - Kings are only petty lesser dragons, or you can let them think they are if it keeps the cattle quiet.

The mountaintop palace in this case becomes a kind of Dragon-Versailles, a means of controlling and containing tributary nobility, doling out useless but prized fragments of dominance hierarchy symbology while strongly limiting their actual power. 


Fishermen and Ships

The ocean has a lot of protein, but it’s hard for a Dragon to reliably and safely get. It would be quite vulnerable out to sea, with no guarantee it could land on the surface and easily get back up, and if it did, such a brutal flailing, wet, take-off, might involve a murderous expenditure of calories.

And the things in the Sea are BIG; whales, Kraken etc. Good to eat if you can usefully get one, but how do you lift it up without risking its flailing smacking a wing-bone. Perhaps you could swim back to land - but again, this would be a personal disaster.

Fishermen however, make a business of floating about, gathering Protein which is usually inaccessible to you, then concentrating it in big heaps, which, furthermore, are isolated and vulnerable to fire.

In a way, Fishermen might be so valuable to a Dragon that lives near the sea that it would actually be quite protective of them, in a limited sense. Permanently damaging a fishing fleet, breaking them to the point where they can no longer sustainably fish and gather protein, would be like shooting your Uber Eats driver. It would be wise to only take as much as the economy can stand, vary your predation between different ships, (probably the Dragon can at least remember the ships even if the individual humans are a bit indistinct), and leave the ship intact when you eat its hold full of fish, so it can get back to port and go out again.




The Horde

A Dragon understands dominance hierarchies, high-status stuff, things that gleam and shine and have unusual textures, (an actual dragons horde might be full of rotted silk, embroidered cloth and other rare but beautiful textiles). 

It would probably think more about gems and gold than many other treasures, partly due to status and gleam, but also because they are as eternal as the dragon themselves, and so are one of few things that would last as long as the dragon in a world where everything else passes after a couple of centuries.

Horded would be more like a bower-bird display than just a pile of stuff. If Dragons are intelligent and have a lot of free time they are going to spend a lot of effort arranging things. The arrangement and visual display of a Dragons Horde would be a work of art in itself, a show of astonishing beauty, arranged with mind-blowing complexity regarding the patterns of colour and lustre, but without a humanlike organising intelligence or sense of object hierarchy.

The Dragon may also collect things which are notable to it but don't seem like much to mortal men

either because it can see across a wider range of vision and these things have a lustre in the ultraviolet, or because they have magical properties it can perceive directly, or simply because of some unique element that dragons would perceive as relating to their life-world, or simply from personal preference - they would be highly individual creatures. Its possible to imagine Dragons as deranged, eccentric collectors par-excellence, filling their Bond-Lairs with more curiosities than a Wunderkammer, arranged in wild mosaics that make sense only to itself.




Theft of even a single object from a Dragons Horde would be immediately noticeable on an autistic and aesthetic level; not only is every individual element collected and considered according to its own nature and thought of as part of a ‘set’, but within that, everything is arranged in an unrelentingly specific kaleidoscope of counterpoint and form so that if a single piece goes missing, EVERYTHING IS RUINED! Not only an autists wrath when their hyperfixation is disturbed and disordered, but an artist or aesthetes rage at their long-considered patterning of form being wrecked and made ugly. 

Also these are status objects of course. But really, a Dragons absolute, unrelenting RAGE, and even deep personal wounding, at the theft of a single fragment of a massive horde, is perfectly understandable.




Speaking with a Dragon

The key unheimlich, or even horror-like element of speaking with a Dragon would be the combination of its evident intelligence and complex reasoning, with an utterly non-human perspective, and even indifference to things humans intuitively understand, and a voice and speaking pattern also utterly unlike most other living things. It would be very distinctly weird and scary to speak with a Dragon.


Lack of Intuitive Understanding

Humans learn word-sounds and their meanings bound up with human expressions, patterns of behaviour, posturing, verbal tone and so-on. Babies who don’t even understand words can sometimes still kind of ‘argue’ in a gabbly way, or be sassy or winsome; they grasp crudely the emotional complex behind the worlds long before the words themselves have specific meanings. So for humans, words are a little like pieces slotted into a complex pre-grown structure of relationships and situations, the abstract meanings clearing, defining and making things more specific.

Then, when humans are much older, they can use words alone to try to deal with abstract concepts that may have no physical referents, (though they are not good at it).

A Dragon will have no intuitive humanlike understanding of what those sounds mean, to a human, 

but it has a high intelligence, so can work out complex arrangements of appropriate sound according to circumstance. Yet, in conversation, would be nothing like talking to an actual person.

There may be apparent fluency and perfection of repetition, and even simulation, but riding between that and the deep level abstract intelligence, would be a general incomprehension of language as it is spoken by men and manlike things. It doesn't live a manlike life in a manlike body, or have a manlike society, it would be more like a very adept Minah bird, that can associate signal to utility with great skill, knows what inputs will lead to what outputs, but from an utterly Other perspective. It might be a little like when a Chat A.I. starts to break down, or exposes that it doesn’t really understand what it is saying, but is just ‘making sounds’. This would be pretty terrifying coming from something that big and predatory.

It might be impossible to have a casual conversation with a dragon, or crack a joke, since these things are closely related to the human lifeworld and play no part in anything the Dragon is interested in.


Spellcraft & Ancient Tongues

This would help account for Dragons Spellcraft since they can probably remember and replicate anything they have heard and, with innate magical potential and a high intelligence, can probably iterate and learn to approximate the mental models the spell language is meant to mirror and support - so a Dragons spells, like its language would be an echo of those used against it.

I imagine that it would probably be better at mimicking the models of more elemental spells, less attached to the human lifeworld, since I imagine the mental models used in more 'human' spells would be intuitively alien and difficult for a dragon to grasp.


The Voice

The Dragon also doesn’t have a humanlike throat or mouth. Like a parrot or Minah bird, it can mimic, duplicate and remix highly complex and subtle sounds, and would have complex birdlike trills and repetitions, and its own use of language would be consistently unheimlich; speaking in 'recorded' strands of language from different voices.

Its vocal structure would be like talking to a bunch of tape decks - the dragon knows highly complex words and phrases (can probably repeat entire songs and conversations verbatim, and these might be hundreds, or even thousands of years old). The Dragons 'tape deck' might include many ancient languages long forgotten because, to the Dragon they were not that long ago. 

These might be bent towards the statements of Kings, Heroes, Mages etc, because these are the kind of people the Dragon actually meets and at least listens to somewhat

Many of these voices would be angry or scared, threatening, defying or pleading, since that’s most of what a dragon hears from manlike things, (or negotiating, it probably understands negotiation), or might be strands of distant conversation heard from ordinary people at night, far away, as the dragon heard this when flying above them, or church bells or other church songs, as these will be regular and will probably drift over the countryside and the Dragon will have heard most of them a bunch of times, though it would sing or replicate them with the usual bell or instrumental accompaniment, and/or in full chorus, as that’s how it heard them.

So, imagine this; the core voice is Birdlike, with the slight squarks and chirps and trilling you might expect from a bird, but way, way, way too deep. Deeper than any bird you have ever heard. And it comes from deep within the throat and chest, not from the mouth, which is lipless, and only opens slightly, and not in synch with its words in a human way.  

Above this mouth, regardless of what it is currently saying, the blank lizardlike stare of the Dragon.

And what it says, its ‘calls’, come as a kind of ‘madlibs’ or hyper-complex overlaying of ancient sounds. You are in a D&D setting so have never heard of DJ’s or seen ‘Bumblebee’ from Michael Bays ‘Transformers’, so have nothing to compare it to; voices in ancient languages, cries of ancient kings, fragments of chanted spells, the sound of crowds or singing, but heard as if far away, as the Dragon heard it, natural sounds like waves and wind, secret sounds like those animals make, flowing and overlaying of words, arranged not by precise meaning but in a kind of instinctive modernist collage of sounds.

But clearly this thing, (and it is most obviously a thing when it speaks, not a person as you understand it), understands you. It responds to what you say. Its collages of screams and cries, of sentences, and chanted poetry and old songs and muttered conversation, make some kind of sense, both emotionally, in terms of whether it means weal or woe, but also perhaps in the specifics, because it feels like there are layers of inhuman meaning there, relationships like jokes, or ironies incomprehensible to you, but you can just intuit the inference, and that there is more there you cannot understand. All of it in that terrifying giant-cassowary bird-voice, coming from that staring inhuman Dinosaur-face. The awkward pidgin communication between you limited not by lack of vocabulary, or lack of intelligence, but by a fundamental Otherness.

Speaking directly to a dragon might be more like speaking to a Demon than speaking to an actual Demon would be. Demons after all, are deeply concerned with human ranges of emotion and understanding, though antiethical to them. Speaking to a Dragon would be a truly disassociating Herzogian indifference-of-nature situation.


The Roar

A Dragons full roar, as well as freezing more totally than a lions, might be enough to rupture ears and even break bones. Also pretty likely you would shit yourself. They ‘aint put that in 5e I tell you.


Wednesday, 6 December 2023

The Autumn of Summers

  

Nothing dies like a Summer and the great beasts of forgotten summers, each different. 

Seasons here come from the southwest and fade towards the north east, vanishing over those black hills, but there is something there among the pale lakes which curdles seasons, traps them so, in each season, a great beast comes forth. 

So tit is that this is the land of great beasts. Each beast is always different, as each season is different. And so this is a land of hunters and scholars of the hunt. Ao-one knows precisely what will come forth - the where’s and the hows of it. All can be dangerous, but the parts and danger of each beast can possess increasable properties, and the hunt is always different for each season. 

The beasts of summer are usually the most violent and aggressive, if not the most deadly. 

But now comes a great terror, for up int the black hills, a strange moon rose and the world shook, and this autumn has come forth not one beast of summer but all. A torrent of forgotten summers - one each day or night - slinking sliding or blazing forth so that the cool night shimmers and simmers with beasts. 

It is very terrible, nothing is safe or regular. As bad as the beasts are the hunters that flood up the river. Yet we need them; all the old hunters of past summers. They gather round in creaking hustles, talking here with a farmer, there with a thane, the old men and housewives pulling on pipes and speaking what they know of this beast or that; 


The hunters at rest Vasily Grigorievich Perov

 

1 - Its form; (d20)

 

1. Sinious and lizardine, it curleth and windeth that its end might be hither and yon, now near, now far.

2. a lion in aspect and aye ye might say that none here have seen a lion in this life or the next but the old books speak much of them and tales as well and at all or most points I do say it be lionlike.

3. the beast be horned and prancing, like an old forest god, a great deer or a circus man

4. the beast be a flock or swarm of some flying thing, it be a shimmer in the air, or perhaps like many birds

5. the beast be a river creature swimming in the air as if t’were water above and not below

6. the beast is chimeric, brutal and winged, a beast of many parts and not well arranged

7. the beast is insectile but vast in scael, like a small thing made larger than it might be, or a familiar thing made unfamiliar

8. the beast is a lizard beast of a lost age, or the bones of one, or perhaps it be an alligator or a huge chicken yet it have some part of all of those

9. the beast be a platypus

10. the beast be like a crawling baby or toddling boy with a huge beasts head, or visa versa some say

11. the beast is a great stilted quadruped moving dreamlike yet its feet are cruel

12. the beast is a screeching feathered earthbound mess

13. this is a rapidly tunnelying beast with a strong dorsal fin or spike that preturdeth forth and it do churn its way through the earth very busyliy

14. the beast is a rolling pangolin, or armadillo, or a long beast yet that it form itself into an hoop and roll

15. the beast is akin to a rabbit or hare, small or large

16. the beast is small bird but very big, not a large bird, but a small one made big

17. the beast is most like an elephant or mammoth

18. I would say it is a wild cackling monkey

19. Of this beast a man might say; “this be alike unto a great beetle” but another say “It be not so and you are a foole to say so, look thee upon a beetle for they be common enough and say again that the beast be so alike, go on with ye ye great foole ye”.

20. Some would call it like a Dragonfly, yet one not seen hither, others may call it a bird of heaven. 

 

Drunk Hunters Rest with Dog - Unknown

 

2 - Its coat similar to; (d12) 

1-3; Skin; naked is the beast

4; It be a hairy beast, which is that its hairs be looser and longer than fur

5-6; The beast have scales like a snake

7-8; It hath fur, mayhap short but not too long

9-10; It is a feathered beast

11-12; It be two of the above each in separate parts. 

 

 

3 - Its colour; (d20) 

1. Like fire embers mixed with falling cherry blossom

2. gold tarnished with nitre but in places waxing seemingly molten yet without heat

3. heat-haze sunset red fading into blue counter-shading

4. like a shiny copper penny

5. a shifting blue-green iridescence shining as if always under summer light even when not

6. from powder blue to ink-black mixing with its own long ever-present shadow

7. crocus-yellow veined with pink

8. the red of sunbeaten bricks with parts like fine pink-traced marble

9. like deep red polished wood

10. tobacco-stained dove feathers

11. bee or tiger-striped, aggressive yellow and depthless black

13. shimmering cut-grass green, along with the smell

14. bright burning yellow-white of a noon sun (it be hard to gaze upon)

15. Eclipse-Coloured (that is pseudo twilight, black ringed with white and many-shadowed)

16. A smooth milky white with dream-coloured markings (a colour not of this sphere), either that or the colour of wounded ice.

17. Rose counterpointing the blood-green of thorn

18. The soft tan of well cared-for teeth, ringed with glistening red

19. Perfect lavender with the smell also and bees always near whether day or night

20. beaten heated iron speckled with the colour of its sparks and with something of its heat 

 

 

4 - Its size and bygness; (2d6) 

2. Very little like a kitten yet faster than the eye and fierce as fire

3. Badger size, deft and ferocious withal

4. A wildcats size and suppleness, and as silent and careful

5. The size of a big dog yea also robust, fearless and deep-chested that it tire not

6. As wide as a pygg, or boar very thick set and small legged and oncoming

7. Big as a foal or mule with long slender parts yet some thikke

8-9. It hath the mass of tiger or great catt, very large and at all points well-proportioned

10. More large and mighty than an Aurochs - it could break down simple walls

11. Alike the tales of the Olyphant claim; that it may batter houses

12. Like a Wyrm of tales, or mayhap a Whale of the See. A mighty thing that may push down the tallest trees and fear none 

 

The Hunting Meeting Adolphe Monticelli

 

5 - A Wonderous Aspect the beast hath; (d20)

 

1. Heat, that it gives out a great warmth that parches the green and bakes the earth and makes a shimmer in the air so that the birds drop dead and an egg may be cooked in its track, it may also breathe the fire of the sun some say.

2. Winds. It be cradled and woven with winds that may blast hunters hither and yon and may even carry it forth in the air.

3. Gold. All those wounded by it corrupt not into foulness but transmute slowly into purest gold, spreading like infection from its wound till they die thereof. It may be that its blood be hot gold, or its bones, or that it breathe gold or its fewmets be so.

4. Sweetness. The beast hath about it an Amorous sweetness which do cause those nearby to look kindly and sweetly upon one another and the beast too so that a man may be being eaten by the beast and cry out; hurt it not, the poore thing.

5. Fecundity. A great growth of green things wherever the beast passes, as much as if the land were left untilled and unmanaged for five or ten years or more.

6. Fertilisation. It be that where the beast is or has been, if ye be tupped ye shall seed and if ye tupp another they shall be with child, this being so for all animals even man, and the children be many.

7. Priapism and Satyrification. All males around the beast find themselves in a great heat for what they desire and ever-ready to make their amore with whatever they may see be it alike unto their love or not. This being so for all animals and they becoming most dangerous as a result.

8. Mnemophagy. This beast do devour all memory of it, though how it do this, by bite or sight, or be scent or touch, or by infection or whatever, none can recall. Likewise whatever be said of this beast be hearsay only, aye even this.

9. Loss, Listlessness and Dwelling upon Old Things. Those who hunt the beast are become a melancholic sort, as if the very thought of it do lead the mind down old and winding paths such that men take to drink and poetry and hunt it not.

10. Phoenixaliac Rekindling After Death. If the beast be killed it shall live again another way. How this be done and how stopped none have yet devised/

11. The Engendering of Mazes. Some by growth, others by a changing of the world.

12. It Doth Blind Those Who Look Upon It. As it be its form be but a rumour from seeing it in mirrors.

13. Shamed-to-Mar. All those who pierce, slice, put blows upon or otherwise marr the beast are consumed inwardly by great shame as if they had done a holy wrong and must be kept from blade, rope and poison for a good while.

14. That It May Dwell in Reflections. It do seem very small in a mirror, glass or still water, yet may leap from one to another and come again in its true size and largeness.

15. That It May Change Its Size.

16. That Its Blood Become Clever Snakes. Red and poisonous and at times capable of speech, these issue forth and run up trousers and into joints where they bite venomously and lethally. If a snake may be taken and kept it may give secrets.

17. That Its Roar Makes Panic, Causes Walls to Shatter and Streams to Surge and Doth Awaken Dark Spirits.

18. That It May Not Be Harmed By Weapon Made Of Mortal Hand. Yet how this be accounted, that it be a thing forged, or simply assembled by hand, if a sword will strike, an arrow pierce or even a thrown rock hit home I cannot say.

19. That It Maketh a Music or Cry Which Do Exchange The Selves Of Those Thereabout As If T’were The Shuffling of Cards. If the beast do make its sound aye one shall become another as if the spright were hoisted from one wight and placed in another as a card may change hands and this hath done great confusion for many are not them-selves.

20. That It Be A Phylactery. It be said the beast have within it the souls of any whom it has slain or who have fallen by its hand and should it die they shall be free’d. Yet whether they will attain their old wights or where they shall go, who can say?

 

 

The meeting of Khusrau and Shirīn on the hunting field.
Gouache painting by a Persian artist, Qajar period

 

6 - the prey of the beast; (d20)

 

1. Man. The beast taketh any man or woman wherever and however it may and makes little division or distinction between them be they man, woman, young, old, sic or hale or of this land or that.

2. The Beasts of the Field. It doth eat the cows, sheep, hoggs and Goats and any other beast that the hand of man places in some pasture or closed acre so that the country go bare and the fields overgrown, but of wild beasts it eats not.

3. Bridges. Not only these but perhaps doors, gates, crossing place poles that carry signs it doth gulp and swallow all as if t’were good cheese so that no river may be crossed, door barred and no man know which way go which.

4. Those Sleeping. Both beast and man so that all living fair and foul in the land fear greatly to sleep, or if they can sleep in shifts and all are tired most times and muchly. Sleep not lest the beast take thee!

5. Princes. Tis well these are few and well-guarded and rich withal that they may pay hunters to protect them. Yet a crown to travel faster than a ray of light and should one prince fall the crown do go rightways to another and the beast smells them out rightwise.

6. Children. Oh woe!

7. It Doth Eat of the Greene. As to a locust or plague of voals, the crops are devoured and even the leaves of the trees!

8. It Snuffleth in the Earth. What it seekes there who doth know, yet it tear up the land in great trenches and pitts and leaves a soily ruine wherever it will.

9. Treasures of Silver and Gold. Such riches be like sweetmeats to the beast and it may smell them out readily enough. It hathe eaten half the gold hearabouts and we must go now on credit. No coin or ring is safe but it will not eat flesh.

10. Yron. And mayhap steel, so that horses go unshoed and nothing of great devise may be made or sustained in this land but that the beast will smell it out and devour it.

11. Chickens.

12. Clothes and Eyes. Tis very sad to see the blind and naked people hearabouts. Some say it better that the beast do sukk they yghen outte, others prefer that the orb be pierced and drawn like an olive.

13. Fingers. And it will not discern between but take all and in great bites and then be gone and ye left with bloody mitts as ye may see from some here.

14. Virgins. I be in no danger but in gods name get ye tupped or get ye gonne.

15. Prey of the Hunt. The great of the land be offended for not fox nor deer nor bear or even badger can be quested for but that the beast interrupt and take the prey, even a small man may not take a pigeon by arrow lest the beast be upon them.

16. Honey. Aye and good luck to it and it may keep the hives. But there shall be no honey this year and none left in jars either and I take it sore.

17. Those Who Looke Not Behind Them. For this you see all hereabouts are everglancing and head turning and leaping and twisting hither and yon for if the beast sees you looking towards your own hind to see it then it shall fear to be seen but if not it shall come at thee.

18. It Drinketh the Streme. And gulpeth all down day upon day, now in one place, now another, as if it were the very see, and the land by made parched therewith and there be nothing to drink at all.

19. It Taketh Voices and Wind. ……… tis still ………

20. Wives. And not all are pleased by it (though some are), and do dress their wives in great suits of yron and spikes that the beast may not get upon them and this do please some men who say t’should’ve been done afore times yet others divorce & live free & the men be woe.

 

The Old Hunter
by Ferdinand de Braekeleer

 

7 - manner and habit of the beast; (d20) 

1. Fuming and Bellicose, it doth roar and go with great bobbaunce and make much of itself as if it’were to be a king of beasts aye and men too.

2. Like a Hott Ember that sits yet sparks fiercely if poked. If ye see it show care for it may only growl and then leap forth in ways unseen and with great pain.

3. It Runs like Water always to the Easiest & subtlest Path.

4. It stalks like a Tiger, leaps and carries away what it desires to where it would and only then devours them.

5. Preening and Ladylike. It pleases to be admired and preens and cleans often and is much horrored by being fouled. Likes to be looked upon but does revenge itself like a batty matron if assailed.

6. Afearing and Astounding. It pleasures in the terror it inflicts and enjoys to afear and horrible its prey, to hear them querulous, then to scream and run and be pursued as if the fear itself were meat to it.

7. Like Stagnant Water in a Well. It lies hidden in some place where what is needed is kept, as with; water, firewood or similar, then takes what comes and lets none pass. A bridge may be its dwelling place.

8. Its Manner be Circumspect and Little Known.

9. Subtle and Sidling, striking and assailing from where it be not suspected to come. It doth take much pleasure in this invention.

10. Hawklike and Striking, it do seek to observe what it desires from and great distance, giving little sense or sign of what it would, and in a trice it advance and descend in great speed and silence, aiming at one and only one particular desire of its flesh and either it carry away that one or it retreat and sitt and seem to again give little auger that it ever desired any such thing.

11. Wheeling and False-Craven. The creature makes a squirrel like hopping and friendliness and a craven wheedling like a beaten dogg and a sopping of eyes like a sad child as if to say ay sir let me but be by thy side, but attend it not for it shall eat well.

12. Regular and Castellean. The beast doth patrol its own walls and ways like a well-fed cellarmaster, one may set ones clock by its goings.

13. Playful and Boisterous. Frustrating as a sugared child the beast demands attention and runs circling round and round and round and upon tiring itself breaks down and wails, it assails in manic wise as troubled children will.

14. Slovenly and Villainous. A poor and nasty creature that slinks and covertly writhes in great suspicion and clear malignancy yet it seems not to think it is seen, also the thing by dirty, wrenched and ill-kept.

15. Like a Snail that Knoweth Much. It make is way slowly but beware for the beast is a player of games and wise withal and shall be neither outwitted or surprised, instead ye shall have thy hand turned as if by a sharper of cards for all its slowness.

16. It Goeth about as a Merchant upon highway and road. The jaunty creature travels as if expecting good welcome.

17. Like a Great Shippe, or Drifting Thyng. Or mayhap like a cloud which goeth against the wind, or an old drunk who finds his way home though bleary, the beast doe drift and hang about and do little and then drift away.

18. Curious and nose-arching. Like a pompous drinker of fine wines the beast do sniff here and there and investigate much and poke about where it will yet if seen it shall seem to give over that it seek not and that whatever it hath found be not what it sought or it do be so but not of right quality.

19. It Quest Like a Dogge. Very much do it scent and follow seeking and biting at what it wants.

20. It Cometh and Goeth at Strange Hours Alike Unto a Man Confused. No sooner be it in one place but that it look about it and seem to go on as if it came wrongly, at other times it butts in where nothing it desires may be but yet it shall be present and full of wonders till the sense strike and it wander off or seem woeful and leave. 

 

 

Paulus Potter. The Bull, 1647

 

8 - the lair of the beast if it have such; (d20) 

1. It Lay Down Where it Will. Who can say where the beast be, not I.

2. It Hide in a Nest in a Tall Tree

3. It Seek out Tombs.

4. In the Roof of an House

5. Beneath Something Larger than Itself, often a bridge, perhaps a hill

6. In a great Nutt

7. Behind a Clokk

8. It hideth in a myst which emits from a toad that lives in a tree that grows upon a skul, tho  the nature of the skul be of no consequence in this telling and only a matter of chance and I say to thee any skul will do and busy thyself not with this petty aspect but be about your work.

9. It liveth within a Goat and which Goat or where be not known except that it hunger for lime for the Beast within do afflict its humours.

10. It liveth in a place that cannot be found except that of those that pursue it each shall dream of the beast and dream one thing true so that if several do seek and do remember and compare their dreams the parts of which that are true will be combined to indicate the place yet for that day or night only.

11. It rest where waters fall.

12. It rest not and cease not but be ever-amove such that if it cease it may die.

13. It seeks old castles or ruins of like kind.

14. It be a shape-changing beast and sleeps as a man in a bed, and the man knoweth not that he be the beast.

15. It rest as a sweet Air that drift from a silver harp that be seen only in the reflection of a starlit pool and when day do break the harp fade and with it each note do pass away and as each sound doth fall to earth for each one the Beast be painted in the daylight air as with the stroke of a brush till it be real and fierce once more yet if a man do learn its tune and if it be moonlight and have they a silver harp they may cause the beast to sleep invisible for as long as they do play and play well.

16. It sleep quiet in a cavern of soil beneath the house of an Old Maid and she will have none of thee or thy ways and shall allow thee not but turn the country against they for devilling with her floorboards yet how else shall the Beast be attained I ask thee woman?

17. It rest beneath a great pyre of hott embers and ye may find these by their scent and smoke.

18. In the Cowshed.

19. In three separate parts, one beneath earth, one above and one in neither of those and they may be hunted separate or combined but if ye strike one ye must strike all at the same moment or ye be lost.

20. It build for itself a False House of twigs and the woods leavings, and why it do this none know for the house be hollow within and like a nest yet without it do look very like an house.

 

 

The Jabberwock, by John Tenniel, 1871

 


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Monday, 6 November 2023

The City of Drift

 (Some Discord bros gave me a hand with some of the scent markers. All images by John Atkinson Grimshaw.) 

Once stolen by Ghosts, (allegedly), and still on the run, Drift moves with the mist like a ship drifting at sea, coalescing and emerging, overlapping and interlacing with other places, its streets curving around theirs, its buildings interspacing theirs. So Drift is always changing a little within itself, as it translocates, seamlessly, from place to place. 

It is a town without clear boundaries, signified by mists and gloom, smoke and smog, the ripe interweaving patterning of bells, the clopping of its slow, thin horses, the whispers that skitter through its alleyways and the layers and waves of subtle scent that mark its palaces and shops.

 


The Coming of Drift 

The town no longer has a place reserved for it in clear reality,  instead being confined to the ocean and the mists, to the gloaming of dawn or the embers of the day, to overcast nights or fog-shrouded days. 

Drift comes upon normal places silently, infiltrating its alleyways between buildings in the fog or smoke, at night or in the afternoon, in silent or ill-travelled streets. The exact moment of its arrival cannot be perceived, (in fact that exact moment does not even exist, lost in the records of time the same way the location of Drift is lost on the maps). 

The first signs of Drift are the pungent scents of its shops, narrow alleyways between buildings that previously had no gap, the off-kilter clopping of its pale horses, the smell and distant sound of the sea, no matter how far from the sea you may be, the melodious overlapping of bells telling one time or another, or signalling one direction or another, and the low distant vibration, a sound unlike a horn, deep as a beast, but more regular, coming from the statue of Mutability which stands on an island in the cities harbour. 

All the alleys into Drift lead downhill, no matter where they emerge or what the rest of the geography is doing. The alleys are narrow and shrouded in mist, perhaps with the gas lamps hanging from the rear of one of its thin carriages retreating. 

Once an entry is there, it has always been there, with every sign and evidence of its permanent existence in place; with the same dirt and texture of its current location, the same or similar materials, the same road surface and a sign, if that is usual, in the style of whatever place it is, pointing inwards, spelling ‘Drift’. The sign and walls and floor will be dirty or worn or clean and sharp, just like the place of its arrival. Graffiti will lead in seamlessly from walls which were always there, turning on to walls which have only ‘always been there’ since a moment ago. Vague half-memories of Drift emerge in the minds of anyone approaching an entry; it doesn’t much of a stir. When its there, people soft of remember that it has always been there. When it is gone it is nearly forgotten. 

Magicians, adventurers, occultists, mediums, fortune-tellers,sea-captains, rope merchants, perfumiers, opera singers and hooded figures sometimes suspect when drift will arrive and where and quietly pack the local pubs and cafes, sitting creepily and ruining the ambience for the locals, waiting for a moment that cannot be sensed, after which, the vague memory of the existence of Drift will be revealed especially to Publicans, the Homeless and Cab Drivers past middle age. 

Asking them before this moment will only get you a funny look, but waiting for that senseless un-time and asking then; “Do you know the turn into Drift? Its somewhere around here I think?” And the answer will be a clear “Course I do mate, down the road on tha left innit. Dunno why you’d want to go there.” 

 

The History of Drift 


Founded By Ghosts 

Ghosts walk the streets of Drift City - antechamber to the shadow world, (allegedly). The founders of Drift City were all dead by the time they arrived, (they came on a Ghost Ship), that is why it took them so long but also why they could find it. 

In other stories the Ghosts stole Drift, either to keep it or to keep it safe. Maybe it was a High Fantasy thing? Saving it from the Dark Lord? Or a Steampunk thing? Some experiment which killed the experimenters but left them as ghosts in an empty city? 

Whatever. At some point early in the history of Drift, it was an empty city, but for Ghosts. At that same point it was also a placeless city, drifting, as it still does. 

Maybe whatever created the ghosts made the city Drift, maybe not, but the Ghosts were the first residents, the Founders, and they are still here and are still the Founders. The Municipal Government of Drift has never changed, though it has faded in and out of intelligibility over time. Bylaws and judgements are communicated (though not decided) by Mediums. The ghosts are conservative but reliable, difficult to influence via bribery or pork. Because Drift was founded by ghosts its government buildings are cemeteries and visa versa. 

Of course there are new ghosts, now and then. If they have a knack for it they stay in place and work their way up the ranks. Change is slow. But Drift is a relatively safe place for ghosts. 

 

Populated by Exiles and Slaves 

Shipwreck victims, outlaws, explorers, outsiders. Exiles. Escaped slaves, forgotten Kings. Like many harbour towns, Drift is a mosaic of eternal expatriates. Unlike most there is no ‘back country’, and no main ethnicity, apart from the Ghosts. 

It is rare for anyone to settle in Drift City who is not an eccentric, outcast, or hunted, or anyone who is not comfortable with ghosts, gloom and strange sounds. 

Since all the major governmental roles are occupied by the dead the living elite of Drift are made up of traders, skilled craftsmen, artists, mediums, magicians, Sea Captains, ship owners and the lords of insurance. The lack of (tangible) nobility makes it a relatively flattish, but quite high-toned upper crust. Birth gives a little rank but reputation more. 

 

Turning Into Drift 

A Maritime Town 

Drift is usually a shore city and usually has a harbour of sorts. Sometimes it even has a harbour when it appears far inland. Almost all of its economic activity comes via ship and the sailors of Drift City can always find their way home; they will get there through the mist. 

Usually, one turns into Drift through the alleyways at its periphery and heads downhill towards the moaning of Mutability. On the rare events one can see a view through fog, smoke or gloom, (that is not a careful Trompe l’oeil), one sees the tangled towers and alleyways and mixed-up ziplines of Drift cascading down in a bricolage of driftwood architecture, down to the harbour, the Opera House and the statue of Mutability, the goddess bearing an intermittent torch of fire as pale and translucent as the mist itself, most visible to those near death, with the city spread out around it like a shattered crater of houses with about two fifths cut out of it to let in the black sea. 

 

A City Of Alleyways 

The alleyways are crooked, long and thin. There are not really any streets in drift, or anything you could easily call the Main Way, just alleys leading off alleys. The widest roads are about the width of those in a Medieval European town; ghostwives can chatter between windows in the overhanging eaves, people can easily leap across, bridges, improvised or carefully designed, are thrown between buildings over streets. 

It’s hard to tell the difference between a gap leading to an alley or just a deep porch. Turns are hidden in nooks. Alleys are gated off but the gates are left unlocked. The boundary between public and private is nebulous. Its common to feel that you are trespassing. 

When its busy on a lane, people just turn off, loop around. There is always a possible detour in Drift, people percolate through the city like chemicals in blood. 

 

Buildings Long, Tall And Deep 

Long thin buildings lead off long thin alleyways.. Buildings tall and slender, tenements housing the descendants of pirates, shipwrecks, those lost at sea, traitors, slaves. Drift has famous glassworks,  many buildings are tall, slender and glass fronted with iron frames. The curtains are always closed of course, but you can see lights moving behind them at night. 

Others have narrow frontage but go deep to the rear, ending in gardens. Others are long laterally,  old manufactories, or built like them, asme buildings occupy different positions on the same street, or on another street, either crossing the road on a bridge before dropping down, forming part of the same building but on the opposite side of the road, or even overleaping or burrowing under a whole row of building by bridge or tunnel before occupying an entirely different street. Sometimes the doors and exits are quite different to the buildings position; enter through a narrow door, turn a corner, climb steps to an attic space, cross over the entire block of buildings through a shared attic, take steps down and find the bulk of the building facing a different road.

This aids intrigues in Drift - many secret or forgotten doors, dumb waiters, shared rooms, attics or cellars, and many houses or offices directly adjacent to others across a thin wall while the actual entrances and addresses are in quite different parts of town 

 

Trompe l’oeil 

Trompe-d'oil is prized in Drift, though many of the paintings are decayed. Most high-status buildings or frontages will be painted trompe l’oeil, so that the a description of that painting forms the part of a buildings (or a doorways at least) address. ‘The House of Many Leopards’, the ‘fourth door in the Garden of Setebos’, ‘down there on Flamingo Row’. 

While the rich can have their buildings painted and regularly upkept, the middling classes must subsist on pasted Trompe. Many of the famous painters have tall, thin buildings with tall, thin doors. When their huge paintings are complete they are rolled out through the multistorey doors and shifted into place to block street entrances,  to occupy blank walls at the end of long avenues, or have holes cut in them for windows and doors before being pasted up as the front of residences. 

Over time all the paintings blotch and stain, and those posted up can peel away, or part away, leaving ghost signs or layered palimpsests of variegated images from different eras. Though of course at one point this very decayed palimpsest style, painted as such, was itself a deliberate artifice and quite in vogue for a time. 

 

Texture 

In Drift, everything is textured and patinaed. Nothing shines like new and nothing is entirely clean. It would be nearly pointless anyway, what with the fog, smoke, rain, gloom, the salt from the sea and the lichen and hot breath of its closely packed, though quite quiet, population. The ghosts wouldn’t like it either. 

Ald and worn things are treasured, new made things are not. Wood smoothed by many hands, or by the sea, cups with long-use stains at the bottom, even the slight abrasive chipping of glass or crystal. Smoke stains, soot stains, sun paling, grooves and bends to things. This is the texture of Drift. It is a somewhat comfortable City, the chairs tend to be well-used and easy to sit in. It’s a place where one can slouch easily against a wall. 

 


Smells and Bells 

Because Drift is so gloomy, foggy, smoky, private, narrow and labyrinthine, the city has developed a parallel sensory language to communicate place and location. 

Businesses communicate themselves via scent. Places of business that don't have their own smell will license one from the council. any place that cooks is allowed to fan its scent about and all do,

though there are bylaws and arguments between places about the use of too much smell or spice. Other shops are allowed to communicate their presence through a registered system of scent markers. 

Coffee beans are popular in Drift, though not for drinking. Instead people carry small bags of them in deep narrow pockets. (Drift pockets can be so narrow and so deep that a special form of tongs for reaching into them is in common use). If they need their scent palate cleaning, they pull out the bag of beans and take a deep sniff. In the lee of this strong scent, which fades quickly, their sinuses regain some sensitivity and discretion which may have been lost throughout the day. 

 

Occupations by Scent 

Chandlers smell of beeswax. Blacksmiths of coal smoke and hot metal. Armourers of lapping powder. Jewellers of Ambergris and Furriers of Myrrh. Gambling houses smell of vinegar, Undertakers of Freesia. Tanners of urine, Fullers of urine and lanoline, Brewers of Hops but Pubs of Beer. Cobblers smell of leather and beeswax, Butchers of blood. Bookshops smell of their paper and each shop only sells books printed on paper from the same forest so each shop has a smell quite distinctive to keen readers but a seemingly random selection of books. Clerks smell like wig dust and aniseed, Lawyers of wormwood and brothels of Mint, the slighter and sweeter the mint smell the more expensive the brothel. Heralds have purple coats , and they are associated with the slight fish sauce smell from the marine snails used for that dye while Whisperers smell of Roses. Mediums smell of incense (the only profession allowed to burn it) and Fortune Tellers of fruitful hemp. Knackers smell of death. 

 

Locations by Bell 

Drift has a latticework of bells. Every quarter has a large Belltower which peals in an agreed sequence with each other quarter, with a slightly different tone and a different pattern to each. So Bells in Drift tell not so much time, (though an experienced habitant can tell time from the bells, due to micro differences in rhythm and pattern), but place. 

The large low-frequency bells are raised up about each quarter and below them in each Rue and Tangle, major notable buildings like Taverns, Temples or Cemeteries, have their own bells, set to higher pitches which get lost and trapped in the weave of alleyways and so don’t disrupt other quarters much, and rung in their own evolved patterns of rhythm. 

Some residences, usually at least one on each street, hang wind chimes outside their door; silver for the wealthy, wooden for the poor. 

So the city is covered and woven with a pattern of smells and bells such that those who know the place can easily find their way about, finding general locations by the Great Bells, smaller areas by lesser bells, and single businesses and houses by bell and by scent. 

This rolling wave of soft continual sound, underlaid by the sound of the sea and the moaning of the lamp of Mutability, can be somewhat hypnotic and disturbing for new visitors, but after a time one becomes accustomed to it, and ultimately, becomes an initiate, with the sensory net of the city making its structure and places as clear as day, regardless of the closeness and gloom. 

 


Whisperers 

Public conversation in Drift is muffled or whispered. Crowds are never loud, (except possibly if there is a riot at the opera), but this seems to suit the mood and conventions of the city. 

Whispers do infiltrate through the alleyways like invisible snakes though, wyrms of muttered sound that fleet past, or curl and spiral, hunting questing, before disappearing into a turnaway or over a roof. 

These are not just whispers but Whispers; the substance of much communication in Drift and the main power of its Law. 

Professional Whisperers ply their trade in Drift City, seek the smell of Roses, then give them a lock of hair, or enough personal details, (always in riddle form and without mentioning names), and they can set a whisper to chase after someone, susurussing past others like a snake and resounding only in the ears of that one particular person. 

In most cases this is used only for urgent messages for those difficult to find, like a kind of aggressive Telegram service. Harassing or irrelevant Whispers are punished, (though small numbers of Criminal Whisperers exist). 

Whispers are also the primary method of policing in Drift and all the strongest ‘Blue’ Whisperers are licensed and well-paid members of the Constabulary who whisper under licence. 

If a whisper warrant is given for a suspect, name known or not, only enough details, or some fragments of hair or blood are needed, the Blue Whisperers send packs and flocks of dense whispers after that person, finding them wherever they are, slowly driving them mad with the continual imprecations of guilt and crime until they give themselves up or deafen themselves. 

Sadly the deaf are mistrusted in Drift for exactly this reason and often drawn into the world of Crime. 

 

Thin Aesthetic 

Long thin things are favoured in Drift. Shoes are usually pointed or square-toed, hats tall and, as we said, pockets very thin and very deep. One carries pocket tongs to reach things in there and these have their own inner pockets. Pocket tongs are not carried openly as this is a sign of criminality and there are polite genuflections to make if one must employ them in the street. Round people wear tall thin things and are called fools for doing so; ‘roundlings’ and ‘spheres’. 

Thin foods are preferred; slices are slender, baguettes long. Round foods are disapproved of; the soup bowls are square and sharp-cornered, or shaped like boats as are the spoons, which are like concave oars. Thin tall glasses and mugs are used. High-status banquets are cascades of spikes and verticality as the cities cooks, both living and dead, compete to out-do one another in how spired and slender a meal can be made. 

The poor subsist on noodles, long fries, eels in batter and long onions, all of which are actually pretty good. 

Cabs and carriages can by hired but they are all very slender, the axles about three feet across, so a carriage sits one, or two facing each other, or a sumptuous carriage can have two half-decks with two more seated above and behind those on the lower deck. These are quite unstable and special gyroscopes are made to keep them somewhat steady. 

The thin carriages are pulled by horses specially bred to be similarly thin; the "Driftwood Stretch" breed, a grey to white, somewhat inbred, slow but steady, good at finding their way and so thin they are uncomfortable for most to sit on. Yellow eyed, they are used almost entirely by the coachmen of Drift. They can walk as easily backwards as forwards, as easily uphill backwards as forwards, and can strafe or sidestep slowly. 

 

Strange Transports 

The city has numerous curious boutique travel forms designed to deal with its slopes and its dense and winding layout. Single-person micro cable-cars exist to take commuters upslope at high speed. Zipwires can get you downhill fast. Tower-contained hot-air balloon baskets can save you steps if you need to gain height. Micro-zeppelins are employed by Youths and the Police who pursue them. Registered roof-walks are marked by yellow rope but being seen on the roofs beyond the rope or after dark is an offence punishable by Whispering. 

 



A City Of Hucksters And Seers 

Seers, mediums, clairvoyants, hucksters, magicians and the like are legally protected and live TAX FREE in Drift, on a 'one drop' basis of possible accuracy or validity. A seer or prophet is judged so if there is even one drop of possibility that they might be right, or have accurate predictions or communications.  In order to deprive a Huckster of this protected status one must prove not only that they are wrong, but they are reliably and knowingly wrong, a near-impossible feat in court. 

Despite this legal protection and tax-free status, Drift is not completely overflowing with hucksters as there is quite a lot of competition for accurate soothsaying, too many futures for any single one to be worth worrying over. 

Yet the poor, the homeless, the criminal, drunk, deranged or absurd are all, in their own telling, ‘Mediums’, or diviners or soothsayers or something of the like, as groups or ‘organisations’ of such are always valid and cannot be easily harassed, no matter how very obviously drunk, criminal or homeless they are. 

 

Drift City Opera 

The major social event, and major social location, of the city, the opera itself; a massively vertical slender pie-slice with far too many fragile upper stories and its foundations excavated below floor level so seats beneath the performers can look up at them, with mirrors above the stage so those below can see what is happening at the rear of the stage. Excavations so deep that the floor of the opera house has fallen away and the basement is a pool of black water people sit there in little coracles to watch and hear the performance.