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THE
DUSCUR
CANINE
("UNDERWHELP",
"SITHE") |
A pair of glowing purplish eyes, mad and round and gone in a second, are all most people see of wild Duscur. That is not to say, however, that they are shy, or rare, or even particularly elusive. In parts of Western Nybelmar this extraordinary predator can be heard hunting most nights. The eerie mimicking ability which Duscur put to such deadly use means they can confine most of their activity to dusk and dawn, when all other animals are caught in the in-between worlds of twilight that Duscur revel in. Duscur are also known under the name "Underwhelp", "E'enset" or "Sithe".
Appearance.
Any observer able to get a clear view of a Duscur would instantly see that they
are not canines in the usual sense. Indeed, by any measure, except perhaps the
Nybelmarian, they are decidedly strange
looking. Lanky and scraggy in build, they have naturally lean bodies, and long
thin legs with big feet. The gait is springy and exuberant, almost puppy-like,
with frequent leaps and bounds, making full use of the long, agile spine and
flexible frame. They are not a large predator, rarely standing over a ped and a
fore tall. The light frame adds to this graceful appearance – they are built for
speed and stealth, not brute strength.
Almost entirely hairless, Duscur are covered instead with a leathery skin, which
folds and creases at the joints much like a skinny pig’s. The colour of the skin
is highly variable, though the majority fit into a few types: white or extremely
pale skinned animals are most common in arid areas and often have red-orange
markings; striking green individuals, though less common overall, can be seen in
isolated populations, especially those living in forest; and dark animals,
usually mottled, brindled or piebald (entirely black individuals are very rare)
seem equally frequent in all habitats.
The only substantial hair is on the tail tips and the backs of the ears, and is
usually a darker tone to the overall skin colour, though this too is variable.
The hair is coarse and plume-like, somewhat akin to horsehair. The tail is
unusually long, and held curled back on itself in an intriguingly heraldic
position.
The Duscur’s face is very un-dog-like – large triangular
ears tufted at the edges with longer hair, very round forward facing eyes of a
strange, iridescent purplish-pink colour, and a muzzle unlike that of any known
animal. Instead of the usual fur-covered snout of dogs
and other carnivores, it has an apparently fleshless, almost beaklike muzzle,
dished and toothless. In profile it has a head shape similar to a large fox,
sharp and blunt, and rather intelligent looking, but in texture and details it
is like some strange blunt ended beak. Examinations of a skull show that instead
of teeth it has a reinforced and sharpened jawbone with serrated edge, and an
unusually long, mobile tongue with an abrasive rasping surface much like a
cat’s.
A pair of oversized ears sits very near the top of the skull, and they’re very
mobile – a good indicator of an individual’s mood. Usually they are held upright
to catch any sound, but if the animal is agitated or scared, the ears are laid
back against the head, a clear sign of unhappiness.
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Special Abilities.
Its most important attribute, and one that should certainly be noted by any
intending to study them in the field, is their mimicking ability. Though they
can also hunt normally, by ambushing and chasing down prey, their preferred
method is to mimic the sounds of their prey, in the hope of attracting, either
by curiosity or in the belief that they are seeking out one of their own kind,
vocal animals, including orcs and men, settled
or nomadic.
The mimicking ability of Duscur is a little selective in comparison to, say, the
gossiper bird, as they tend to focus mainly on vocalisations and sounds made to
communicate. For instance, they usually ignore the calls of small insects, or
solitary animals, which would be unlikely to react to the sounds of another of
their kind. Young Duscur tend to show the greatest variety, with their
repertoire refined as they learn which calls are likely to yield prey. That
said, they are opportunistic and very quick learners. Many a curious wanderer
has been drawn towards a Duscur when, idly talking or singing, they find that
within a few minutes of their uttering them, their words are echoed back at
them. The researcher Shabakuk Zeborius Anfang, who has had the doubtful luck of
watching Duscurs calling to their prey, described their voices like this:
“The strangest thing was to hear the creatures speaking with
human voices. Though they have the knack of
copying the sounds very accurately, they seem to have trouble with inflections,
and some of the delicacies of tongue and throat seem to disappear in the depth
of the Duscur's carnivorous maw. The result of this is a strange, sibilant,
almost singsong echo of human speech. One can
well believe that the Underwhelp truly steals the voices of those it hunts,
twisting them to its own ends.”
That said, Duscur by no means limit their mimicry to the voices of animals and
people. Any noise which might merit interest from prey is used, from a
remarkably realistic rendering of rustling bushes, to the high-pitched whining
of flies, which will in turn attract insectivorous animals. Individual Duscur
tend to specialise in a few calls, which they will practice to perfection. Often
a single Duscur will systematically learn all the calls of a particular species,
and even appear to use them in context, for example, only repeating mating calls
on the appropriate breeding season.
As a largely crepuscular animal, the Duscur is able to see very well in
twilight, as its unique eyes seem to be extremely adaptable to the changing
light levels in which Duscur hunt. Duscur also have extremely sensitive ears
that can distinguish subtle differences in sounds, as well as locate with
supreme accuracy any hidden prey unfortunate or foolish enough to betray itself
by making a noise.
In hunting, Duscur display considerable intelligence, and although they are at
the outset reluctant to chase anything that can’t be persuaded to come to them,
they show great speed and agility. Long, springy legs and a light build enable
them to move across a variety of terrain in great bounds, the large feet
absorbing the shock of drops that would break the ankles of other animals. A
highly flexible spine and long tail help to increase the agility of a Duscur at
high speeds, so they can turn on their own footprints without breaking stride.
Perhaps the most unique aspect of the Duscur is the partnership the species
seems to have struck up with the gossiper bird, a regular migrant to the forests
of Nybelmar which also has a reputation for
mimicry, though in a less sinister vein. In places where the two species share
territory, however, they seem to spend an inordinate amount of time in each
other’s company. Gossiper birds follow Duscur, and Duscur follow gossipers. The
reason for this partnership isn’t entirely clear – it seems likely that they
were originally drawn to each other in the belief that they were seeking out
members of their own species.
A Duscur would benefit from hanging around with gossipers if that increased the
likelihood of attracting prey – the gossiper would be likely to mimic the calls
of potential prey, and even to imitate the Duscur itself. But as to what benefit
the bird receives from following Duscur, there are many hypotheses, none of
which fully account for the behaviour. Both males and females, of which only the
latter performs a mimicking song, are associated with Duscur. It could be that
gossipers are simply taking advantage of the Duscur’s preference for meat
riddled with maggots and other insects, or even that they think they are
spending their time with a strange local variant of their own species.
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Territory.
Duscur are unique to Western Nybelmar, where they frequent almost any kind of
plains or forest habitat. Throughout the more intensely desertified areas they
are largely absent, but they have moved into the Kaerethi Deserts, where they
appear to live comfortably in the shadow of the
Orcristh civilisation. They also seem
to flourish in the Zhunite Plains, and are more likely to be seen in large
packs, but this is as far East as they’ve been recorded, and seems to be an
isolated population, suggesting that Duscur were much more widespread in past
times.
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Habitat/Behaviour.
A versatile and widespread predator, the Duscur is found in plains, forests, and
everything in between. They are very variable socially, forming packs depending
on resources available, which can be anything up to fifty animals in one pack –
which, the researcher can confirm, is a terrifying spectacle to see when they
are on the hunt.
The favourite method of hunting is to mimic the calls of their prey, enticing it
towards them until they can surround it. Usually only one animal will call,
whilst others are concealed waiting for the target to move within reach. When
hunting, Duscur lose their usual argumentative, playful tendencies, and seem to
streamline themselves, a whole pack focused on the single aim of catching their
prey. Often a pack will use a natural trap in the terrain, such as a gully with
a dead-end, to help them trap prey. Often they will re-use such areas again and
again, until local animals learn the hard way not to venture near.
Packs are quite loose, and often break up if there is a food shortage or another
problem. There is no real leader, and an anarchic lack of organisation in all
the pack’s activity is clear to the observer. The main function of pack living
seems to be to allow some animals to stay behind to raise pups, whilst others
hunt. Young are very vulnerable, and Duscur do not build dens, so it is
important that adults stay near to the pups at all times.
Duscur, though efficient hunters, are not particularly strong or dangerous when
defending against attackers. Their main predators are men and orcs, who treat
them as a dangerous vermin, but they are also hunted by large predators such as
lingra, and smaller animals will react aggressively
to their presence, mobbing them in an effort to prevent future predation.
Apart from helping protect against such aggression, pack living also allows
hunting parties to venture into more hostile terrain, such as desert, to forage,
and bring their catch back to younger or weaker animals, so all can benefit.
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Diet.
Duscur have to eat regularly, and the majority of their diet is meat, with some
fruits, insects, and even honey for those prowling the Scepteres. They eat
carrion mostly, congregating around any carcass, however old or putrid it may
be, where they bicker noisily and viciously over the corpse. Common prey include
zaniskari, burrow bachik, small rodents, reptiles and insects.
They are quick learners, and fearlessly tackle even poisonous animals, using
dexterity and patience to exhaust and disable dangerous prey. They seem to have
a sweet tooth, and there are stories of them being appeased by offerings of
chocolate or cake.
Duscur feed their young, and any non-hunting pack members, by bringing home
whole pieces of meat, or by regurgitating food. They have unusually small
stomachs though, presumably to keep their weight down, and so must eat regularly
to stay healthy.
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Mating.
Female Duscur seem to come into heat on a fairly random basis, though quite
often the females within a pack will roughly synchronise. In an unusual reversal
of roles, a female in heat approaches a male, rather than the other way round,
and leads him away from the pack to mate. If there is a shortage of males in a
pack, or one particularly desirable male, he will often end up chased by several
females before the less keen ones give up.
Females are extremely promiscuous, and will often mate several times before
giving birth, leading to mixed litters which prevent males becoming too jealous
of each other’s offspring. As no one male can lay claim to any litter, there is
nothing to be gained from males behaving differently to different pups, and thus
behaviour such as infanticide is nearly nonexistent.
Litters of three to ten pups, each only two
palmspans long and entirely
hairless and blind, are born in the open after a gestation period of around
forty days. They are suckled by any female who is old enough, and fed and cared
for by all of the pack. In such a disorganised and apparently argumentative
species, it has been argued that the need to look after the extremely needy pups
is the main thing holding them together in such close packs.
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Usages.
Although they are despised by most people who live with them, Duscur do have
their uses. They are often hunted, with the aim of keeping them away from
habitations and livestock, and the carcasses are therefore put to any use
possible. The meat is inedible, as a diet of mostly carrion means that toxins
build up in what little meat is available on such a lean animal.
The leather, however, can fetch a reasonable price – it is soft, supple and well
coloured, even if not particularly tough. It is often used to make gloves and
clothes, and hides from well coloured animals, especially the greens, are a
popular material for wealthy adventurers, particularly the boisterous Morchini.
If caught young, they make reasonable hunting animals and good pets, but the
owner must keep in mind that they are never going to be as loyal, trainable or
well behaved as any conventional canid, and require more food than most animals
their size. Among wealthier societies, they have become popular guardian
animals. Their sensitive hearing and adaptable vision allow them to spot the
approach of any possible intruder, and this usually causes them to start
mimicking. If carefully conditioned, the repertoire of an individual Duscur can
be restricted to the calls of fierce animals or threatening voices, and at the
very least will make it clear to any prospective burglar that his or her
presence has been noticed.
Mention should also be made of the practice, now largely abandoned, among
overseas traders of raising Duscur pups in human
company, and then selling them in Sarvonia
as “talking dogs”. Sarvonians, seeing, and more
importantly hearing, the Duscur for the first time, tend to be so astonished at
the sight of the purple-eyed, green furred canids apparently speaking directly
to them, that they fail to notice that they are repeating a few stock phrases.
The sheer unnerving appearance of the Duscur prevents them from treating its
ability with the scepticism they might if presented with a bird, as people are
used to the idea of birds using mimicry. Thus many
Sarvonians are unwittingly tricked into
buying an animal which will eat them out of house and home, and be no more able
to speak than a trained bird.
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Myth/Lore.
As a relatively common, but still dangerous and bizarre animal, the Duscur has
attracted a good deal of folk tales and superstition. Their ability to mimic
sounds so accurately, and for such grisly purpose, coupled with their
association with
gossiper birds, has led
them to be credited with great intelligence, and they are often seen as
mischievous spirits, who relish chaos and like to steal children away to be
raised amongst them. It is quite likely that such stories stem from real
incidents of children being predated – their natural curiosity makes them an all
too common target for Duscur hunts.
Although Duscur have many names, when referred to in folktales and superstition,
they are almost always called "Sithe". The origins of this name are unclear, but
among many peoples it seems to have associations with disorder and madness. They
are believed to collect voices, stealing them from the creatures they hunt and
using them to bewitch and ensnare others. The
gossipers, or “Babbling
Foreigners” as they are more commonly called in
Nybelmar, add to the Sithe’s ill repute, as they themselves tend to be
viewed, at least when in the company of Sithe, as strange and otherworldly
creatures. Thus Sithe have an indelible association with deceit, theft and
cunning. To refer to some one as “Sithe-tongued” is to infer that they twist
people’s words to their own advantage. In the same way, to be “honest like a
Sithe” is to use language in a deceptively cunning or manipulative way.
Sithe in this semi-mythologised sense have worked themselves into a lot of
Nybelmarian language. In a reference to the
female-led breeding habits of Duscur, a woman who is over confident of her
attributes, or simply more forward than most men are comfortable with, is often
called “a mad Sithe”. The term "delirious Duscur" is sometimes applied to a
babbling drunkard, or to someone who is hallucinating - a saying which may
express ordinary folks’ fear of both altered psychic states and the Duscurs.
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Researchers. Shabakuk Zeborius Anfang was originally drawn to
Nybelmar by his researches into the
gossiper bird, a creature upon which he has
become a noted expert. Upon reaching Nybelmar,
he found that the birds he was asiming to learn about could often be found in
the company of an animal which he was, understandably, somewhat less keen to
spend time with. Nonetheless, the stories he heard about the Underwhelp, and its
ambiguous relationship with gossiper birds, piqued his interest, and on his
subsequent return to the continent, he has made several important observations
on their habits, especially in the details of their mimicry and social
structure.
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