“You think?” The noob turns to look at you and, to your surprise, raises an eyebrow: Obviously she’s been exploring the somatics while your mind was wandering. “How does this look?”
“It looks fine.” For a first attempt. The tools for creating a character in Zonespace are a lot finer and more subtle than those offered by the older MMOs, but by the same token, they’re harder to use well: Some people make a tidy real-world living just by fine-tuning other players’ avatars. What Elaine has come up with is a passable attempt at an anime medusa, with brightly textured skin like vinyl, big brilliant eyes, and colourful clothing. “Okay, to start with, you’ll need this.” You hand her a short-sword that she’s skilled up for. “And this.” A chain-mail vest, slightly rusty. “You wear them like so .” The noob nods. “And now you either need to learn how to navigate—there’s a tutorial garden outside the door over there—or I can teach you.”
“Which do you recommend?”
She’s either being very patient or she’s actually enjoying the novelty of it all. “I’d do both. Stick with me for now, then go online yourself tonight and mess around with the tutorial.”
“Okay.” She sounds sceptical. You glance sidelong out of game space and see her as she is, focussed completely on the game box’s dual screens, her glasses shutting out anything that isn’t part of the reality in front of her. Totally intent, finger-joints twitching oddly as she turns the L-shaped controller around in her hands. “How long does this usually take?”
“What? Oh, the tutorial garden outside that door over there is designed to give you the basics of how to control your body in about half an hour to an hour. Then if you pick one of the shards, there are a bunch of solo quests you can run that will train you up until you can play competitively in about a week, um, twenty to thirty hours of online time. But if all you want to do is tag along with me, then just get through the tutorial in the garden.”
“You’ve got a whole load of kit.”
“Yeah. I’m Theodore G. Bear. The G. stands for Grizzly, and I’m an ursus .” You rear up and look down your nose at her from your full three metres, then pull out the huge, brass-barreled blunderbuss you carry in your pack and sling it around your neck where she can see it: “I believe in the right to keep and arm bears.” It’s about the size of a five-pounder carronade off of one of Captain Kidd’s frigates, and it’s been personally blessed by the Spirit of the Age, which gives it a serious edge against superstitionists and darklings. You wait for the groan, then add, “The best way to do this is if I carry you, so I’m going to sit down now, and then I want you to try the mount command.”
“You’ve got to be kidding.”
“Nope.”
She fiddles around for a minute, then suddenly she’s sitting on your pack, which has sprouted stirrups and a natty little leather saddle. “Hey! I can ride?”
“It’s a standard skill for epic characters. Don’t try it on anyone you aren’t campaigning with, they might get pissed off. Okay, time to wander.” You stand up and head for the big double doors at the front of the temple, keeping it slow. “This is the Temple of Newborn Souls on the Island of Is, which sits in the Nether Sea just off the coast of the main continent, which is called…Hell.”
Hell lies outside the universe, and is thus largely exempt from the laws of physics. Its geometry is a Dantesque parody, for while the Nether Sea is flat, the entirety of the continent lies below sea-level, a vast trumpet bell some thousands of leagues wide stretched out across the knife-sharp line where the sea meets the swirling vacuity that forever hides this realm from Heaven.
How do you describe a continent of pain that has been hollowed out into a frozen whirlpool, forever held below the cliffs of roaring, glass-green waves that somehow flail at the abyss, without ever curling over and toppling over to inundate the red-glowing wilderness?
How do you describe the turbulent flocks of the venal, swirling like starlings in the autumn air above the muddy fields of the Somme? How to picture the power-pylon ranks of impaled, damned souls marching in synchrony across the deserts of the fourth circle? The searing black-iron skyscrapers of Dis, windows glowing with diabolical light?
It’s like something out of Hieronymus Bosch, of course. Bosch, as pastiched by a million expert systems executing code that procedurally clones and extrapolates a work of art across a cosmic canvas. Procedural Bosch, painting madly and at infinite speed to fill in the gaps in a virtual world, guarded by the titanic archangels of Alonzo Church and Alan Turing, spinning the endless tape…
It’s funny how it takes game space to bring out the poet in you. And it’s even funnier how you’re embarrassed about letting it show.
“That’s Hell. Don’t worry about it, it’s just a little joke that got out of hand.”
“You’re shitting me.”
“Not at all!” You lumber forward onto the stony path that meanders around the temple, heading downhill towards the beach front. “What happened was, the original set-up is where you go to acquire a body; hence, Limbo. Then a couple of the procedural content guys got bored and decided to have fun with the back-drop. This was all pre-alpha, back in the pioneering days, but they’d seen the movie”—and bloody awful you thought it was, too: an aging Patrick Stewart as Satan, hamming it up for the jeezmoid market—“and somehow managed to grab a chunk of scenery rights by a backdoor licensing deal. So we’re in Limbo, on the hill overlooking a sinkhole estate. And we’re about to teleport ourselves down to Earth, just as soon as I find the, ah—”
You find the right sacred grove, and flop down on the holy mosaic, which lights up in response: Standard Lambent Radiosity Tint #2 , if you’re an accurate judge of such things.
“But why is it still here?”
“It’s somewhere we can banish persistent griefers.” The damned souls in this particular hell are there for violations of game law—ranging from beating up noobs and stealing to more recondite offences against virtual reality. All they can do is lie, broken and impaled upon their wheels, screaming abuse at the robot devils until their sentence is done, and they can go back to the game. “Okay, hold on. We’re going down to Vhrana.”
The sky turns deep blue, the world freezes, and a progress bar marches slowly across it from horizon to horizon. Ethereal runes written in aurorae six hundred kilometres high scrawl across the heavens, UPDATING REALITY, and for a moment your skin crawls with superstitious dread. Someday we’re all going to get brain implants and experience this directly. Someday everyone is going to live their lives out in places like this, vacant bodies tended by machines of loving grace while their minds go on before us into strange spaces where the meat cannot follow . You can see it coming, slamming towards you out of the future, like the empty white static that is all anyone has ever heard from beyond the stars: a Final Solution to the human condition, an answer to the Fermi paradox, lights on at home and all the windows tightly shuttered. Because it’s a thing of beauty, the ability to spin the cloth of reality, and you’re a sucker for it: Isn’t story-telling what being human is all about ?
And then your claws click down on cobble-stones and the horizon implodes into the uneven Tudor timber-framed frontages of the high street in Vhrana.
Vhrana is the capital city of Cordua, in northern Breasil on the continent of Mu. It’s about two kilometres in diameter, built atop a mushroom-shaped dome of limestone that has come adrift from its foundations and floats about a kilometre up above the rain-forest-covered flanks of Mount Panesh. Enterprising adventurers have quarried out vast cellars beneath their picturesque guild-houses, and for a pittance you can descend through the endless passages until you come to a wicker platform overlooking the jungle. Then you can rent a bamboo-and-silk hang-glider and descend to the surface or, if you are Adept, levitate by the power of will alone.
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