The Shifting Fog
kings. There were only ever nine advisors at any one time, and when history supplied a new figure too appealing to be denied inclusion an original member would die or be deposed. (Death was always in the line of duty, reported solemnly in one of the tiny books kept inside the box.)
    Alongside the advisors, each had their own character. Hannah was Nefertiti and David became Charles Darwin. Emmeline, only four when the governing laws were drawn up, had chosen Queen Victoria. A dull choice, Hannah and David agreed, understandable given Emmeline’s limited years but certainly not a suitable adventure mate. Victoria was nonetheless accommodated into The Game, most often cast as a kidnap victim whose capture was precipitant of a daring rescue. While the other two were writing up their accounts, Emmeline was allowed to decorate the diagrams and shade the maps: blue for the ocean, purple for the deep, green and yellow for land.
    Occasionally, David wasn’t available—the rain would subside for an hour and he would sneak out to play marbles with the other estate lads, or else he would occupy himself practising piano. Then Hannah would realign her loyalties with Emmeline. The pair would hide away in the linen closet with a store of sugar cubes from Mrs Townsend’s dry store, and would invent special names in secret languages to describe the traitorous absconder. But no matter how much they wanted to, they never played The Game without him. To do so would have been unthinkable.
    Rule number three: only three may play. No more, no less. Three. A number favoured as much by art as by science: primary colours, points required to locate an object in space, notes to form a musical chord. Three points of a triangle, the first geometrical figure. Incontrovertible fact: two straight lines cannot enclose a space. The points of a triangle may move, shift allegiance, the distance between two disappear as they draw away from the third, but together they always define a triangle. Self-contained, real, complete. The Game’s rules I learned because I read them. Written in neat but childish handwriting on yellowing paper, stuck beneath the lid of the box. I will remember them forever. To these rules, each had put their name. By general agreement, this third day of April, 1908. David Hartford, Hannah Hartford , and finally, in larger, more abstract print, the initials EH . Rules are a serious business for children, and The Game required a sense of duty adults wouldn’t understand. Unless of course they were servants, in which case duty was something they knew a lot about.
    So there it is. It was just a children’s game. And not the only one they played. Eventually they outgrew it, forgot it, left it behind. Or thought they did. By the time I met them, it was already on its last legs. History was about to intervene: real adventure, real escape, adulthood, was lurking, laughing, round the corner. Just a children’s game and yet . . . What happened in the end would surely not have come about without it?
    The day of the guests’ arrival dawned and I was given special permission, on condition my duties were complete, to watch from the first-floor balcony. As outside evening fell, I huddled by the banister, face pressed between two rails, eagerly awaiting the crunch of motor-car tyres on the gravel out front. First to arrive was Lady Clementine de Welton, a family friend with the grandeur and gloom of the late Queen, and her charge Miss Frances Dawkins (universally known as Fanny): a skinny, garrulous girl, whose parents had gone down with the Titanic and who, at seventeen, was rumoured to be in energetic pursuit of a husband. According to Myra, it was Lady Violet’s dearest wish that Fanny should make a match with the widowed Mr Frederick, though the latter remained entirely unconvinced.
    Mr Hamilton led them to the drawing room where Lord and Lady Ashbury were waiting, and announced their arrival with a flourish. I watched from behind as they

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