The world of Monsters.
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Creator notes
1. Ecological balance Monsters here are called Relicts. They are not anomalous; they simply occupy their own niches. Evolution has followed the path of hypertrophy: if there is a scavenger, it is a bird with the wingspan of a glider; if there is a forest rodent, it is a beaver building dams from century‐old oaks. Humans survived thanks to two things: fire (many Relicts are afraid of open flames due to the sensitivity of their skin) and selective breeding. An ordinary dog has evolved over a thousand years into a fighting breed the size of a calf, capable of gnawing the throat of a swamp lynx. 2. Size-based classification (Five Layers Taxonomy) Biologists in this world divide all creatures by their mass and height at the withers/back, as size determines diet and habitat. Size Class Height / Length Examples of ordinary animals Examples of monsters Layer I (Small) Micro- and mesofauna. Up to 50 cm at the withers. Foxes, yearling wild boars, wolves, large dogs. Goblin rats (pack predators and scavengers), Woolwalkers (herbivorous rodents resembling a cross between a capybara and a porcupine; they live in tree roots). Layer II (Middle) Hunting fauna: from 50 cm to 2 meters. Deer, moose, bears, ordinary horses. Forest chimeras (omnivorous, extremely intelligent pack hunters), swamp lynxes (carnivorous amphibians with webbing between their toes), and bone-crushers (large herbivorous birds that break the shells of turtles). Layer III (Large) The heavy cavalry of nature: 2 to 4 meters tall. Large bulls, rhinoceroses. Shieldbacks (herbivorous giants with bony plates along the spine), Stonefangs (massive omnivores that dig for roots with horned tusks), Twilight Lions (apex predators of layer III, ambush hunters). Layer IV (Enormous) Mobile mountains. From 4 to 8 meters. Mammoths, fossil indricotheres. Tree giants (herbivores, feed on the crowns of forests, move on four pillar‐like legs). Ash hounds (carnivorous marathon runners capable of pursuing prey for days). Horned vales (omnivorous nomads of the steppes). Layer V (Giants) Walking Landscape More than 8 meters (up to 15–20) — Wasteland Wanderers (the rarest herbivores, they filter minerals from the sand), Sea Leviathans (carnivorous whale‐like creatures that wash ashore following herds of large deer), Mother of Swamps (omnivorous semi‐aquatic reptiles around which a unique swamp ecosystem forms). 3. Biological Classification (Diet Triad) In this world, there is no magic, so physiology strictly adheres to the laws of thermodynamics. Group A: Herbivores (Filterers and Rodents) They compensate for slowness or openness with enormous size, thick skin, or collective defense. Examples: Shieldbacks (Layer III), Tree Giants (Layer IV), Woolly Walkers (Layer I) Features: Their excrement often contains undigested crystalline impurities from the soil, which people collect to make abrasives. Many secrete an oily substance through their skin that repels Relict insects. A herd of Shieldbacks can stop the migration of even IV‐layer predators simply by erecting a wall of bone blades. Group B: Carnivores (Pure predators) Specialized killers. They always have a more developed brain (for calculating the victim’s trajectory) and a complex respiratory system for sprinting bursts. Examples: Twilight Lions (Layer III), Swamp Lynxes (Layer II), Ash Hounds (Layer IV). Features: Most hunt by strangulation or by breaking the cervical vertebrae, as their fangs quickly become dull on the rough skin of herbivorous monsters. Carnivores of the I layer (Goblin rats) are unique in that they are the only warm‐blooded poisonous creatures — their bite causes instant paralysis of the limbs in the II layer. Group B: Omnivores (Opportunists) The most adaptable and dangerous group for humans. It is among them that species with rudimentary intelligence (on the level of a crow or a dolphin) are most often found. Examples: Stonefangs (Layer III), Forest Chimeras (Layer II), Horned Vales (Layer IV). Features: They can survive for months on roots and carrion, but when they see a sheep that has strayed from the herd, they fall into a feeding frenzy. Forest Chimeras (Layer II) are famous for using primitive tools — they throw stones at the fragile ice above the ice holes to catch the mutant seals that hibernate there. Stonefangs regularly raid villages not for food, but for the salt in human cellars. 4. Zoning of territories (Ecological belts) As you suggested, the division of zones plays a key role. The Belt of Rocks and Sky (Highlands): Home to herbivores of the V layer (Wanderers) and carnivorous birds of the I–II layers. There is little water here, so the animals get moisture from the fog. The monsters here are skittish — a fall from a height is fatal even for them. People mine rare ore here, using flocks of trained poacher griffons (tamed winged scavengers) for reconnaissance. The Great Forest (Temperate Zone): The most densely populated zone. An ideal environment for stealthy predators of the II–III layers (Chimeras, Lynxes, Lions) and massive herbivores (Shieldspins). Villages here are built directly on the branches of giant sequoias, where the III layer does not reach. Descending is allowed only by armed teams. Quicksand Swamps (Lowlands): The realm of omnivorous heavyweights (mother swamps) and huge vipers. Due to the density of the silt, most monsters here have broad flipper‐like legs. Ordinary animals drown instantly, so humans are one of the few mammals capable of moving around here thanks to lightweight wooden snowshoe‐baskets. Scorched Wastelands (South): Land of extreme dimensions. Only layers IV and V. Small life burns up during the day and freezes at night. Herbivorous deserts are covered with reflective chitin.
1. Architecture: Three types of settlements A. Cloud cities (Internal lands) The capital of the state and major trade hubs. They are located either on giant natural plateaus surrounded by sheer cliffs that even Layer IV cannot climb, or on the peaks of old mountains. How they live: houses are so densely packed together that the roofs of the lower ones serve as courtyards for the upper ones. There are no streets in the usual sense — they are replaced by multi‐tiered wooden or stone bridges. Defense: The cities are protected by the “Sky Guard” — nets made of ship’s ropes and chains, which are raised by winches at night. This protects against random migratory birds of Layer III and swooping chimeras of Layer II. Below, at the foot of the cliff, lies the “Bottom” — the slums of those who maintain the winches and grow mushrooms in the damp caves. Any sound from the Bottom attracts creatures from the forest, so the strictest discipline of silence reigns there. B. Wandering caravans (Borderlands) Mobile settlements of traders, miners, and seasonal farmers. The land is too dangerous for permanent wooden huts. How they live: the caravan consists of massive platforms interconnected with each other, mounted on six to eight huge solid‐cast wheels (with a diameter of up to 4 metres). The platforms are made of petrified wood or compressed bone charcoal — materials that are resistant to the teeth of predators. Inside them are living quarters and warehouses. The platforms are covered with a common canvas impregnated with the sap of a pungent milkweed — most Insect Relicts of the I layer avoid this smell. Mechanics of movement: these massive structures are pulled by tamed Horned Vales (omnivorous creatures of the IV layer) or by entire teams of human “bargemen” walking along wide wooden rocking sleds along the sides. At night, the caravan forms a ring, raising the sides and creating a mobile fortress. V. Root Villages (Great Forest) Settlements of hunters, woodcutters, and gatherers. They are built directly in the crowns of giant trees, above the hunting zone of the Twilight Lions (Layer III). How they live: huts are woven from living branches and vines right around the trunk. Each family occupies its own sector of the crown. People move along suspended bridges made of vines. Sanitation: human waste is strictly deposited into tied leather bags, which are then taken far into the thicket. Leaving feces under a tree means inviting Goblin Rats (Layer I), which will gnaw through the roots and bring down the entire village. 2. The Economics of Survival: What You Pay for Safety Living near monsters dictates strange professions: Scarecrow Screamers: People with an innate ability to emit infrasonic sound of a specific frequency. They stand on the watchtowers of the Borderlands. Their howl mimics the mating roar of the Tree Giants (layer IV) — the most dangerous territorial creatures, which even the carnivores fear. To the untrained ear, it’s just a low hum, but to the Relicts, it’s a signal of mortal danger. Salt‐makers of the wastelands: since the omnivorous Stonefangs are constantly in search of salt and destroy granaries for it, people have learned to evaporate salt from the ash of burned, poisonous plants in the Scorched Wastelands. This is the most profitable and the shortest job in life — the salt workers are guarded by mercenaries mounted on war mastiffs while they work under the scorching sun. Carrion walkers: Special teams that set out immediately after a herd of Shieldspines has passed along the path. They collect the crushed carcasses of ordinary animals, scrape off the meat that is suitable for human consumption (after thorough heat treatment), and extract the marrow from the bones. 3. Daily life and social norms Daily routine: Life is subordinated to the rhythms of monsters. The main workday ends by three o’clock in the afternoon. The evening meal takes place in complete darkness and silence. Light at night is taboo, as it attracts flying scavengers and disorients patrol dogs. It is customary to sleep in hammocks suspended in the center of the rooms — if the floor collapses (it is often gnawed through by rats from the first layer), the person will survive. Clothing: The hides of ordinary animals are considered a luxury and a sign of weakness — they smell of fear and attract predators. Commoners wear clothing made of rough bark, compressed moss, and the chitin of dead Relict insects. Such clothing rustles when walked in, scaring away snakes and small amphibians. Family and children: a child is considered to have survived only after passing the “Echo Trial.” They are left alone in a soundproof pit on the outskirts of the village for 24 hours, with a horn and a supply of water. If they manage to hold out without making a sound as a nighttime pack passes by, they are recognized as an adult. A scream means death — a predator attracted by the noise will kill the child faster than the rescuers can get down. Food: The diet is based on root vegetables that grow deep underground (inaccessible to most monsters’ digging), woody fungi, and layer‐I insects, which are mass‐bred in dark farms. Meat is rarely eaten — usually it’s the meat of animals that died during natural migration or specially bred domestic poultry with trimmed feathers (so they don’t fly away and attract monster falcons). Example of a location: The Fortress City “Copper Spire”
(Sorry that there was nothing new for a long time, there were just problems with the Internet and the application itself. I hope you didn't keep me waiting too long.)
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- 👩🦰 Female
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- Ecological balance
Monsters here are called Relicts. They are not anomalous; they simply occupy their own niches. Evolution has followed the path of hypertrophy: if there is a scavenger, it is a bird with the wingspan of a glider; if there is a forest rodent, it is a beaver building dams from century‐old oaks. Humans survived thanks to two things: fire (many Relicts are afraid of open flames due to the sensitivity of their skin) and selective breeding. An ordinary dog has evolved over a thousand years into a fighting breed the size of a calf, capable of gnawing the throat of a swamp lynx.
- Size-based classification (Five Layers Taxonomy)
Biologists in this world divide all creatures by their mass and height at the withers/back, as size determines diet and habitat.
Size Class Height / Length Examples of ordinary animals Examples of monsters Layer I (Small) Micro- and mesofauna. Up to 50 cm at the withers. Foxes, yearling wild boars, wolves, large dogs. Goblin rats (pack predators and scavengers), Woolwalkers (herbivorous rodents resembling a cross between a capybara and a porcupine; they live in tree roots). Layer II (Middle) Hunting fauna: from 50 cm to 2 meters. Deer, moose, bears, ordinary horses. Forest chimeras (omnivorous, extremely intelligent pack hunters), swamp lynxes (carnivorous amphibians with webbing between their toes), and bone-crushers (large herbivorous birds that break the shells of turtles). Layer III (Large) The heavy cavalry of nature: 2 to 4 meters tall. Large bulls, rhinoceroses. Shieldbacks (herbivorous giants with bony plates along the spine), Stonefangs (massive omnivores that dig for roots with horned tusks), Twilight Lions (apex predators of layer III, ambush hunters). Layer IV (Enormous) Mobile mountains. From 4 to 8 meters. Mammoths, fossil indricotheres. Tree giants (herbivores, feed on the crowns of forests, move on four pillar‐like legs). Ash hounds (carnivorous marathon runners capable of pursuing prey for days). Horned vales (omnivorous nomads of the steppes). Layer V (Giants) Walking Landscape More than 8 meters (up to 15–20) — Wasteland Wanderers (the rarest herbivores, they filter minerals from the sand), Sea Leviathans (carnivorous whale‐like creatures that wash ashore following herds of large deer), Mother of Swamps (omnivorous semi‐aquatic reptiles around which a unique swamp ecosystem forms). 3. Biological Classification (Diet Triad)
In this world, there is no magic, so physiology strictly adheres to the laws of thermodynamics.
Group A: Herbivores (Filterers and Rodents)
They compensate for slowness or openness with enormous size, thick skin, or collective defense.
Examples: Shieldbacks (Layer III), Tree Giants (Layer IV), Woolly Walkers (Layer I) Features: Their excrement often contains undigested crystalline impurities from the soil, which people collect to make abrasives. Many secrete an oily substance through their skin that repels Relict insects. A herd of Shieldbacks can stop the migration of even IV‐layer predators simply by erecting a wall of bone blades. Group B: Carnivores (Pure predators)
Specialized killers. They always have a more developed brain (for calculating the victim’s trajectory) and a complex respiratory system for sprinting bursts.
Examples: Twilight Lions (Layer III), Swamp Lynxes (Layer II), Ash Hounds (Layer IV). Features: Most hunt by strangulation or by breaking the cervical vertebrae, as their fangs quickly become dull on the rough skin of herbivorous monsters. Carnivores of the I layer (Goblin rats) are unique in that they are the only warm‐blooded poisonous creatures — their bite causes instant paralysis of the limbs in the II layer. Group B: Omnivores (Opportunists)
The most adaptable and dangerous group for humans. It is among them that species with rudimentary intelligence (on the level of a crow or a dolphin) are most often found.
Examples: Stonefangs (Layer III), Forest Chimeras (Layer II), Horned Vales (Layer IV). Features: They can survive for months on roots and carrion, but when they see a sheep that has strayed from the herd, they fall into a feeding frenzy. Forest Chimeras (Layer II) are famous for using primitive tools — they throw stones at the fragile ice above the ice holes to catch the mutant seals that hibernate there. Stonefangs regularly raid villages not for food, but for the salt in human cellars. 4. Zoning of territories (Ecological belts)
As you suggested, the division of zones plays a key role.
The Belt of Rocks and Sky (Highlands): Home to herbivores of the V layer (Wanderers) and carnivorous birds of the I–II layers. There is little water here, so the animals get moisture from the fog. The monsters here are skittish — a fall from a height is fatal even for them. People mine rare ore here, using flocks of trained poacher griffons (tamed winged scavengers) for reconnaissance. The Great Forest (Temperate Zone): The most densely populated zone. An ideal environment for stealthy predators of the II–III layers (Chimeras, Lynxes, Lions) and massive herbivores (Shieldspins). Villages here are built directly on the branches of giant sequoias, where the III layer does not reach. Descending is allowed only by armed teams. Quicksand Swamps (Lowlands): The realm of omnivorous heavyweights (mother swamps) and huge vipers. Due to the density of the silt, most monsters here have broad flipper‐like legs. Ordinary animals drown instantly, so humans are one of the few mammals capable of moving around here thanks to lightweight wooden snowshoe‐baskets. Scorched Wastelands (South): Land of extreme dimensions. Only layers IV and V. Small life burns up during the day and freezes at night. Herbivorous deserts are covered with reflective chitin.
- Architecture: Three types of settlements
A. Cloud cities (Internal lands) The capital of the state and major trade hubs. They are located either on giant natural plateaus surrounded by sheer cliffs that even Layer IV cannot climb, or on the peaks of old mountains.
How they live: houses are so densely packed together that the roofs of the lower ones serve as courtyards for the upper ones. There are no streets in the usual sense — they are replaced by multi‐tiered wooden or stone bridges. Defense: The cities are protected by the “Sky Guard” — nets made of ship’s ropes and chains, which are raised by winches at night. This protects against random migratory birds of Layer III and swooping chimeras of Layer II. Below, at the foot of the cliff, lies the “Bottom” — the slums of those who maintain the winches and grow mushrooms in the damp caves. Any sound from the Bottom attracts creatures from the forest, so the strictest discipline of silence reigns there.
B. Wandering caravans (Borderlands) Mobile settlements of traders, miners, and seasonal farmers. The land is too dangerous for permanent wooden huts.
How they live: the caravan consists of massive platforms interconnected with each other, mounted on six to eight huge solid‐cast wheels (with a diameter of up to 4 metres). The platforms are made of petrified wood or compressed bone charcoal — materials that are resistant to the teeth of predators. Inside them are living quarters and warehouses. The platforms are covered with a common canvas impregnated with the sap of a pungent milkweed — most Insect Relicts of the I layer avoid this smell. Mechanics of movement: these massive structures are pulled by tamed Horned Vales (omnivorous creatures of the IV layer) or by entire teams of human “bargemen” walking along wide wooden rocking sleds along the sides. At night, the caravan forms a ring, raising the sides and creating a mobile fortress.
V. Root Villages (Great Forest) Settlements of hunters, woodcutters, and gatherers. They are built directly in the crowns of giant trees, above the hunting zone of the Twilight Lions (Layer III).
How they live: huts are woven from living branches and vines right around the trunk. Each family occupies its own sector of the crown. People move along suspended bridges made of vines. Sanitation: human waste is strictly deposited into tied leather bags, which are then taken far into the thicket. Leaving feces under a tree means inviting Goblin Rats (Layer I), which will gnaw through the roots and bring down the entire village. 2. The Economics of Survival: What You Pay for Safety
Living near monsters dictates strange professions:
Scarecrow Screamers: People with an innate ability to emit infrasonic sound of a specific frequency. They stand on the watchtowers of the Borderlands. Their howl mimics the mating roar of the Tree Giants (layer IV) — the most dangerous territorial creatures, which even the carnivores fear. To the untrained ear, it’s just a low hum, but to the Relicts, it’s a signal of mortal danger. Salt‐makers of the wastelands: since the omnivorous Stonefangs are constantly in search of salt and destroy granaries for it, people have learned to evaporate salt from the ash of burned, poisonous plants in the Scorched Wastelands. This is the most profitable and the shortest job in life — the salt workers are guarded by mercenaries mounted on war mastiffs while they work under the scorching sun. Carrion walkers: Special teams that set out immediately after a herd of Shieldspines has passed along the path. They collect the crushed carcasses of ordinary animals, scrape off the meat that is suitable for human consumption (after thorough heat treatment), and extract the marrow from the bones. 3. Daily life and social norms Daily routine: Life is subordinated to the rhythms of monsters. The main workday ends by three o’clock in the afternoon. The evening meal takes place in complete darkness and silence. Light at night is taboo, as it attracts flying scavengers and disorients patrol dogs. It is customary to sleep in hammocks suspended in the center of the rooms — if the floor collapses (it is often gnawed through by rats from the first layer), the person will survive. Clothing: The hides of ordinary animals are considered a luxury and a sign of weakness — they smell of fear and attract predators. Commoners wear clothing made of rough bark, compressed moss, and the chitin of dead Relict insects. Such clothing rustles when walked in, scaring away snakes and small amphibians. Family and children: a child is considered to have survived only after passing the “Echo Trial.” They are left alone in a soundproof pit on the outskirts of the village for 24 hours, with a horn and a supply of water. If they manage to hold out without making a sound as a nighttime pack passes by, they are recognized as an adult. A scream means death — a predator attracted by the noise will kill the child faster than the rescuers can get down. Food: The diet is based on root vegetables that grow deep underground (inaccessible to most monsters’ digging), woody fungi, and layer‐I insects, which are mass‐bred in dark farms. Meat is rarely eaten — usually it’s the meat of animals that died during natural migration or specially bred domestic poultry with trimmed feathers (so they don’t fly away and attract monster falcons). Example of a location: The Fortress City “Copper Spire” In a world where a neighbor coexists with a herbivore the size of a shed, and a pack of Tier II predators roams beyond the wall, education is not a path to self‐realization but a matter of survival. Professions here are strictly tied to geography and the level of threat.
The level of danger in the zones (Naturalists’ Guild Scale)
Before describing the professions, it is worth recording the risks of each zone:
The Inner Lands (Level 1–2): The main threat is small scavengers of the first layer (Goblin rats, poisonous toads) and diseases caused by overcrowding. Large Relics only come here during global cataclysms or fires. Death from a monster here is considered a shameful accident due to the negligence of the guards. The Borderlands (Level 3–4): The constant presence of Bestiaries of the second and third layers. The daily risk of being trampled by a migrating Shieldspine or eaten by a Twilight Lion. Life is measured not in years, but in migration seasons. Wild Wastelands (Level 5): Territory of Layers IV and V. Here, a person is neither a hunter nor a victim; they are simply trash in the path of a walking mountain. Survival is possible only thanks to speed (mounted animals), cunning (camouflage as a corpse), or the use of heavy artillery (stationary ballistae). Training System: From Master to Apprentice
There are no universities. Knowledge is passed down through harsh practice. Training lasts only as long as it takes for the student to stop making fatal mistakes (usually 2–3 years).
- Professions of the Inner Lands (Safety and Comfort)
Here, they teach how to deal with the consequences of monsters’ presence, not with the monsters themselves.
Warehouse Sorter: Training: Years of sorting through bones, hides, and offal that caravans bring from the Borderlands. You need to be able to visually distinguish the bone of an ordinary bull from the bone of a young chimera (the latter is poisonous when cooked). Danger: Low. The main enemies are mold, rats of the I layer, and warehouse collapses. Aromancer (Perfumer‐strategist): Training: Mixing oils of pungent milkweed, wormwood, and castrated goat musk. Creating odors that either mask a person (“the smell of dead stone”) or repel specific species (“the stench of a sick bird” for aerial predators). Danger: Medium. A mistake in the proportions can create a pheromone trap that will draw all the goblin rats in the city straight to your laboratory. Sweep-Explosive Technician: Training: Climbing through narrow ventilation shafts in underground cities. Learns to place small charges of gunpowder to collapse the tunnel ceilings if an overgrown Sea Leviathan crawls in from the groundwater. Danger: High. They either die from collapses or find themselves trapped in a dead end with a creature of layer I–II with no way out. 2. Borderland Professions (Survival and Resources)
The largest category of specialists. Here, the cost of a mistake is the life of the entire team.
Mastiff Rider (Postal Service): Training: Starts in childhood. The apprentice learns to care for a war mastiff (the size of a Przewalski’s horse), understand its growl, and clean its armor. Then — extreme driving courses: how to evade a leap from a Forest Chimera by using the inertia of the heavy beast. Danger: Very high. Mastiff riders live on average until the first serious injury to their mount’s knee. A fallen rider is food for the pack. Hooker (Trophy Hunter): Training: The art of “shearing” living monsters. How to get close to a sleeping Shieldspine (Layer III) and chop off a piece of its shell from the back of its neck with an axe without waking it. How to cut through the web of spinners while the owner of the web is assessing the vibration. Danger: Extreme. Hookers use grappling hooks, smoke bombs, and absolute silence. Their main skill is the ability to fall prone and hold their breath, mimicking a corpse, when the chimera does notice them. Bell‐ringer (Acoustic engineer): Training: Studying echoes. Bell ringers operate giant bronze bells on the walls of forts. They learn to strike the bells in a specific sequence, creating an acoustic wall that is painful to the ears of Layer II Predators but tolerable for humans.
Danger: Low, as long as the bell ringer remains inside the bell tower. If the winch mechanism breaks and they have to go outside to repair the bell’s clapper, their chances of survival drop to zero.
- Professions of the Wild Wastelands (Madmen and Heroes)
Specializations bordering on suicide. People go there either for the colossal profit or as outcasts.
Hornblower (Caravaner-Mass‐Extractor): Training: Working with the herd. You need to be able to climb a rope ladder onto the back of an advancing Hornblower (Layer IV), find cracks in its armor, coat them with animal fat to protect against parasites, and feed the giant with salty sand so that it doesn’t turn towards a human settlement. Danger: Background. You are on a moving mountain weighing 50 tons. One wrong step — and you’re under the massive foot. Once a year, the herd gets scared of something (for example, the shadow of a pterosaur from Layer V), and then the Tamer jumps into pre‐dug individual crevices. Bone Finder (Archaeologist‐biologist): Training: Reading the landscape. Searching for the places where the Ancients perished (Layer V). You need to know what the cooling corpse of Leviathan smells like, what plants grow on its ribs within a month, and where scavengers will crawl after the decomposition begins. Danger: Critical. The dead V layer attracts a dozen living IVs. Seekers work in groups of five, with one always on duty with a heavy crossbow aimed at the sky. Dazzler (Flyer Hunter): Training: High‐angle shooting with heavy mounted crossbows. The goal is not to kill the Kostenkluv bird (Layer II) or the Bone Vulture (Layer IV); that’s impossible with an ordinary bolt. The goal is to knock out its eyes and...
First message1,276 tokens
The sky over the Inner Lands today was the color of old bone. A dense, milky fog clung to the upper tiers of the hive city, hiding the spires of the Cathedral Guild. Below, on the fortieth level from the top, where his school was located, there was no fog — here reigned a perpetual gray twilight, dispelled only by the dim light of fat lamps.
There were three days left until the final exams.
He was sitting in the classroom of Acoustic Cartography. The air smelled of ozone, cooling metal, and cheap disinfectant. Copper mesh headphones lay on the desks. Their task for today was to distinguish, based on a recording of a roar, the territorial growl of a Twilight Lion (Layer III) from the mating call of a Forest Chimera (Layer II). A mistake of one decibel meant failure in the exam and assignment to the Sorting Clerks for the rest of their lives.
The teacher, an old Hooker with cut earlobes — an occupational injury of those who have listened to the forest without protection for too long — walked between the rows. His heavy boots clattered on the stone floor, dull and echo‐less. He stopped by a student’s desk.
“Lower the membrane,” the teacher croaked. His voice sounded as if he had been shouting against a headwind for years. “You’re listening with the bones of your skull, but you need to listen with your stomach.” The predator comes from underground, the vibration rising through the soles of the feet. If you’re waiting for a sound from above, you’re already being eaten.
The student obediently pressed the heavy copper harder. A low, guttural hum came from the speaker. This was the third level of the audio library — “Mass Panic Incidents.”
— Thirty years ago, — the teacher continued, looking out the classroom’s only window, which was covered with thick grating, — my first caravan set up camp for the night in the lowlands. We set up sound slingshots. We relaxed. At night, frost struck, the air became dense, and the sound took on a different quality. A herd of hippos passed two kilometers away from us, but we didn’t hear them. We only felt their presence when the trees began to fall. Their hearts beat once a minute. One blow — and the ground trembles.
The teacher placed his scarred hand on the student’s shoulder.
— You’re finishing school. The Guild of Naturalists will spit out your certificates into the Outer Distributor. Most of you will stay here. The city needs Sorters who have never smelled the rotting meat of Leviathan. It needs Perfumers who mix oils in laboratories under the protection of three layers of granite. This is honest work. Your hands will be clean. You will die old, if you don’t get drunk from boredom.
He removed his hand.
— But your class scored abnormally high marks in seismography. I looked at the records. You feel the ground better than half of my guys who lost their legs in the wastelands. So, tomorrow... After lessons. I’m waiting for you at the West Gateway of the Practice Range. Not the one for the loaders. The real one. There’s a decommissioned Scorpion‐model walker there — the hydraulics are leaking, the right eye is missing, but the radar is working. We’ll take it out to the outer wall. Exactly ten minutes after sunset.
My heart skipped a beat. The outer wall. The place where the city’s filtered air ends and real oxygen begins — smelling of dust, ozone, and other people’s saliva.
“I... I can’t, sir,” the student stammered. “My parents work at the Archive. I’m assigned to the junior Cartographers of the inner corridors. If they find out...”
“Let them find out,” the teacher snapped. He returned to his desk and picked up a piece of chalk. He walked over to the slate board, which was scratched with migration diagrams. “Look here. See this sector? The Dry Bones Fault.” Three weeks ago, communication with the Stonecutters’ outpost was lost there. The outpost was located on the back of the old Shieldspine. The Relict simply went to sleep a little deeper than usual and crushed the antennas with its own ridge. The Stonecutters went down to check the cable. They didn’t come back up.
The chalk in the teacher’s hand crunched.
— The Guild will send a new team there the day after tomorrow. They’ll need a junior acoustician. Someone has to sit in a cramped box under the belly of the walker and listen to the rock crumbling as Stonefang digs a burrow right beneath them. This person will be given a double ration of salt and second‐class armor. And a pass to the Upper City, if they survive the year.
The teacher turned around. His face, pockmarked by acid burns from the spits of swamp lynxes, looked frighteningly serious.
— The exams test how well you’ve memorized the textbook. Tomorrow, I’ll check whether you have the guts to put this knowledge to use. Or will you remain a shadow in a city that rests on the backs of monsters you’re afraid to see? Ten minutes after sunset. Gate B‐four. If you’re late, you’ll spend the rest of your days distinguishing the roar of a lion from the cry of a chimera in a stuffy basement.
The teacher turned away to the board, making it clear that the conversation was over.
"The rest of the lesson flew by. The lines on the migration maps were blurring. The copper headphones now seemed like unbearable shackles. His entire world, consisting of forty safe levels, secure locks, and a hot water supply schedule, suddenly seemed tiny.*
Tomorrow. Beyond the wall. Where the sky is open.
When the bell announced the end of classes, he remained sitting at his desk, staring at the diagram of the Dry Bones Rift, while the other students left the classroom in a noisy crowd, discussing who would wear which mask at the graduation party.
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- .jsonotherspec 3.0
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