Devin Skraelin was the third writer they approached. Negotiations with the first two had run hard aground on various arcane new-media subclauses for which their lawyers had lacked the necessary mental equipment. Richard was desperate by that point, and, as it turned out, so was Devin. As a fantasy writer, he was not highly regarded (“one cannot call him profoundly mediocre without venturing so far out on the critical limb as to bend it to the ground,” “so derivative that the reader loses track of who he’s ripping off,” “to say he is tin-eared would render a disservice to a blameless citizen of the periodic table of the elements”), but he was so freakishly prolific that he had been forced to spin off three pen names and set each one up at a different publishing house. And prolific was what Richard needed at this point in the game. Early in his career Devin had set up shop in a trailer court in Possum Walk, Missouri, because he had somehow determined (this was pre-Internet) that it was the cheapest place to live in the United States north of the Mason-Dixon Line. He had refused to deal through lawyers (which was fine with Richard, by this point) and refused to travel, so Richard had gone to see him in person, determined not to emerge from the trailer without a signed contract in hand.
Just how dirty and squalid that trailer had been, and just how much Devin had weighed, had been greatly exaggerated since then by Devin’s detractors in the T’Rain fan community. It was true that his reluctance to travel had much to do with the fact that he did not fit comfortably into an airline seat, but that was true of a lot of people. It was not true, as far as Richard could tell, that he had grown too obese to fit through the doorway of his trailer. Later, when the money started coming in, Devin moved into an Airstream so that he could be towed around the country with no interruption in his writing schedule — not because he was physically unable to leave it. Richard had seen the Airstream. Its doorway was of normal width and its sanitary facilities no larger than those of any other such vehicle, yet Devin had used both of them, if not routinely, then, well … when he had to.
It was all kind of irrelevant now. Richard had shared with Devin the trick of working (or at least playing) while walking on a treadmill, and Devin had taken it rather too far. Obesity had not been a problem with him for a long time. On the contrary. The nickname Skeletor was at least four years old. There was a web page where you could track his heart rate, and the number of miles he’d logged that day, in real time. He graciously credited Richard with saving his life by telling him about the treadmill thing, and Richard ungraciously wondered whether that had been such a good idea.
FUDD HAD A dozen vassals, each of whom had another dozen: enough to keep him in beer. His lord was another character owned by Richard, who didn’t get played that often. Having no particular responsibilities, Fudd had been hanging out in a corner of this fortification that was designated as a Chapterhouse, which only meant that it was a safe place for characters of Fudd’s type to be parked, and to practice their bothaviors, for hours, days, or even weeks at a time while their players were not logged in. In the jargon of the game it was called a home zone or simply HZ, by analogy to children’s games of tag. For a miner, the HZ would be an actual mine with its associated canteen and sleeping quarters, for a peasant it would be a farm, and so forth. Warrior-mage knights like Fudd had fancier and more expensive HZs in the form of Chapterhouses, most of which were generic — serving any character of that general type — and a few of which were limited to specific orders, by analogy to the Knights of Malta, Knights Templar, and so on, of Earthen yore. A whole set of conventions and rules had grown up around HZs. They were necessary to maintain the game’s verisimilitude. You couldn’t have characters just snapping out of existence when their player’s Internet connection got broken or their mom insisted that they log out, and so most players tried to get their characters back to an HZ when it was time to stop playing. In cases of force majeure (e.g., backhoes, or Mom slamming the laptop shut on the player’s fingers), the character would slip into an artificial intelligence (AI) mode and attempt to automatically transport itself back to an HZ. Trotting along like zombies, these were easy pickings for bandits and foemen. Nolan kept it that way to discourage players from simply logging out when their characters were embroiled.
Anyway, now that Richard was in control, it was safe for Fudd to leave the Chapterhouse, and so, as Richard prodded keys on his keyboard, the white-bearded warrior mage unlimbered himself from his meditative pose and headed for the exit of the HZ. The way out led through the tavern where Fudd had been taking his meals in Richard’s absence. The tavernkeeper had mail for him: remittances from his network of vassals, which went into Fudd’s purse. From there he exited to a sort of arming and mustering room, a transition zone between the HZ and the outside world. Fudd shrugged off an invitation from a trio of characters who had figured out that Fudd was decently powerful and who wanted him to join them on some kind of raiding party. For many who played these sorts of games, going on raids and quests in the company of one’s friends — or, in a pinch, with random strangers — was the whole point. Richard had always been more inclined to solo questing. Rather than explaining matters to them, he simply used a magic spell to render himself invisible. Rude, but effective. Angry “WTF?s” rolled up the chat interface as he slipped out the doorway.
Fudd was not going on a quest anyway. Richard didn’t have that kind of time. He just wanted to wander around the world a bit and see what was happening. He’d been doing this a lot recently. Something was changing; there was some kind of phase transition or something under way in the society of the game. Richard didn’t know much about phase transitions other than it was what happened when ice melted. Working at Corporation 9592, however, had brought him into contact with a sufficient number of nerds with advanced degrees that he now understood that “phase transition” was an enormously portentive phrase that those guys only threw around when they wanted the other nerds to sit up and take notice. Suddenly something happened; you couldn’t exactly make out why. Or maybe — an even more haunting thought — it had happened already and he was too dim-witted, too out of touch, to get it. Which was actually why Fudd existed. Richard had other characters in T’Rain that controlled huge networks of vassals and possessed godlike powers, but for that very reason they never had to participate in the same grunt-level questing and moneymaking on which the majority of customers spent most of their time. Fudd was powerful enough to move around the world without getting jumped and killed every ten minutes, but not so powerful that he didn’t have to work at it.
Invisible, Fudd jogged around the courtyard of the fortress, which was home to a bazaar or market comprising a number of separate stalls: an armorer, a swordsmith, a victualler, a moneychanger. He eavesdropped on the latter for a minute to make sure that nothing weird was happening with exchange rates. Nothing ever was. Richard’s plumbing was working just fine. Something in Devin’s department might be fucked, but Corporation 9592 was still making money.
The characters running the market stalls, and the customers browsing them, broke down into three racial groups: Anthrons, which were just plain old humans; K’Shetriae, which were rebranded elves; and Dwinn (originally D’uinn before the Apostropocalypse had forever altered T’Rain’s typography), which were rebranded dwarves. Three additional racial groups existed in the world, but they were not represented here, because those three other groups were associated with Evil, and this was a border fort just on the Good side of the border. K’Shetriae and Dwinn were generally Good. Anthrons could swing either way, though all the ones here (unless they were Evil spies) were Good.