Perfume houses bottle cities, seasons and flowers. Here is a bottle for the one scent no shop sells: a memory of yours.
Bottle a MemoryTurn one memory into an imaginary perfume.
Write a memory as a few short lines, one detail each - the cake on the rack, the tea in the brown pot, the chest at the foot of the bed. Every line becomes one note on the perfumer's organ. The bottle shows whether the scent would open bright, hold its heart and leave something behind, and three names try for the label.
1 Your memory
An imaginary scent for fun, not a recipe or professional advice. Never put essential oils or aroma materials on skin undiluted; some notes are common allergens.
2 The organ and the bottle free
Your own bottle tap a vial to add or take it out, up to 8
The page's free read
Try a name on the gates
3 Bottle it
One run picks a palette note for every line - named outright, close to what the line describes, or for its mood - counts the top, heart and base, and gives the verdict. When the balance is off it swaps one note by a fixed rule, then offers three names scored on the five gates, with a keeper, and a line for the label. The page checks every rule again. Requests for formulas, amounts or copies of shop perfumes are politely declined.
The bottle card - none yet
-Why this verdict
The swap
Three names
The page's check
4 Saved bottles
How the balance works
Every note on the organ sits on one shelf. Top notes are the bright first minutes, heart notes the hours after, base notes what stays. With no base note the scent is fleeting; with no top note it is heavy; with all three shelves used and none holding more than half the notes it is balanced; otherwise lopsided. A swap moves one note to the shelf that needs it: a line with only a mood goes first, then one that is close to its note, then one that names it outright, latest line first.
A line names a note when the note's key word is in it - "lemons" names lemon, "lemonade" does not - and the first named note no earlier line has taken is the one it gets. A name passes a gate for being short, for sharing a word with your lines, for using no key word of a note in the bottle, for plain letters, and for not copying a line whole; the keeper passes the most, earliest first. Nothing you type is kept unless you press save.