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“I did? Maybe I did.” Then she remembered the strange little figure with the sword, running through the torchlit marketplace, laughing that bizarre little laugh. She shuddered — she couldn’t quite figure out why. “If he was all the way over there,” she said softly, “what’s he doing all the way over here of a sudden?”

Leif took her arm and tugged her toward Attila’s. “Look,” he said, “we were all the way over there, and now we’re all the way over here. Nothing odd about it.”

“You sure?” Megan said.

She watched Leif get that thinking look…and slowly the look began to shift into something else: suspicion.

“I wonder,” he said.

“So do I. But first things first,” Megan said, and this time it was she who took Leif’s arm. “It’s tough to wonder on an empty stomach.”

“All right,” he said. “And then…afterwards…we have a meeting.”

“Oh?”

“Come on…I’ll tell you all about it. Assuming I can talk at all while we’re eating. This chili is so hot—

“How hot is it?”

“They use it to discipline dragons.”

“Come on. I’m ready!”

About an hour later, they were both sitting alone in a corner at Attila’s, trying to recover from their dinner. “I can’t believe I ate that,” Megan said. “I can’t believe I ate that twice.” She was looking at the remains of her second bowl.

Leif chuckled, and had a swig of his drink. There was no cure for Attila’s chili except cold sweet tea with cream, so both of them were drinking that, out of tall ceramic cups.

“I feel sorry for the dragons you were mentioning,” Megan said.

Leif cocked an eye at the window. “It’s getting close enough to sunset,” Leif said. “We should probably go ahead.”

“Okay. But finish telling me what you started to,” Megan said, “about Wayland.”

“Oh, no, I was finished.”

“It was something about his name.”

“Oh, that…it’s a just a generic name for a wandering smith. A small joke. But he’s a good one. And he gets around. He hears a lot. There was something else I was going to mention before we went to see him, though.”

Leif glanced around them. The lady who owned Attila’s had gone out to stand in the cool of the approaching evening, leaning against the door opening into the marketplace plaza, where she was chatting with some passerby.

Leif said quietly, “Before I came into Sarxos today, I wanted to do some work on something else that occurred to me.”

“Oh?”

“Well, you said that there had to be some more systematic way to go about this search for the ‘bouncer.’ It seemed to me that you were right. So I thought, if it’s not a question of who’s beating Argath in battle — because plainly we’re meant to think that it is — then the question becomes who, what player or character, has also been beaten in battles or skirmishes by the same people? By all the same people who’ve beaten Argath?”

Megan looked at him thoughtfully. “See,” Leif said, “you have to consider the problem as if it were a problem in set theory, something you could set up as a Venn diagram, something that looks sort of like a Sarxos version of a MasterCard logo. You have to look at the whole history of battle in Sarxos for a couple of years, to see where there are overlaps in terms of who was fighting who. And the overlaps have to be exact, for the cover to be successful. Do you follow me?”

Megan blinked and then nodded. She knew analysis was one of Leif’s strong points; it was just slightly startling to see him pull it out of the hat like this. “Okay,” she said. “So what did you find?”

“Well, to begin with, the business of having battles in Sarxos isn’t terribly organized. It’s not like there’s a set schedule or anything. But there is a tendency for members of a given group of players to fight most of the other members of the same group — the groupings being loosely based on area. Partly it’s just the logistics of the game. It’s costly in terms of weeks of game-time to move large numbers of people, large armies, from one end of Sarxos to the other. It’s just not logistically feasible. When’s the last time you heard of a North Continent-South Continent battle?”

Megan shook her head. “I don’t think I ever have.”

“There was one,” Leif said, “but it was twelve years ago, game-time, and it bankrupted both sides. Worse, no one even actually won it — it came out a stalemate, because several countries on the borders of both the North Continent and South Continent realms that were fighting took that opportunity to attack the countries that were attacking each other. It was a situation kind of like the one during the American Revolution, but much worse: the way France and the Netherlands and other countries, diplomatically or in the field, took the opportunity to gang up on Britain while Britain was trying to have a war with the United States.

“But anyway, ’tween-continent wars just don’t seem to happen here anymore; there’s no percentage in it.” Leif leaned back in his seat. “So you’ll get countries who can raise enough people for armies — which is most of them; everyone loves to fight, and half the people in Sarxos are here for ‘battlefield work’—and who, over the course of the late spring-summer-early autumn campaign season, tend to fight everyone else available during that period. They end up going to war with practically everyone in that ‘league’ or ‘group,’ simply because they’re physically close. The ‘leagues’ are pretty evenly spread across the total play area.”

“Isn’t that a little weird?”

“In the real world, maybe it is. But here…I sat down with the map of Sarxos, and I noticed something very interesting about what Rodrigues did when he was building this place. He made sure there are no populated areas completely lacking in strategic value. No matter where you live, no matter what country you’ve inherited or conquered, there’s always something useful about it. But more to the point, there’s always somewhere more interesting, someplace with things you could use, just over the horizon or the hill. You’ll have one rich country sandwiched between two or three smaller, poorer ones. Or a big, powerful country will find itself surrounded by a number of other countries that just aren’t feasible for it to attack. Look at Errint, for example. Argath is just over that way, and he should have found it easy to overrun this place with his big armies, but he can’t because of the mountain range between him and Errint. Its passes were apparently very carefully placed to make invasion difficult.”

“Built-in frustration,” Megan said.

“More than just that, I think,” Leif said. “Rod in his infinite wisdom”—Leif glanced at the ceiling with an amused look—“has built the seeds of conflict into this place. But also the seeds of stability, to keep everything balanced. He’s been very subtle about it.”

“Did you figure all this out yourself?” Megan said, both impressed and amused.

“Huh? Most of it,” Leif said. “A couple of books have been written on Sarxos, but by and large the authors didn’t know what they were talking about, or they got caught up in the wonder of the external details, the computer interface and the points system and all, and never got into any depth.”

“Well, it all sounds like good sense to me,” Megan said. “If you’re a game designer, you want to make sure your players don’t get bored. Though I’ll say that Sarxos doesn’t seem to be in any danger of that.”

“True enough. But Rod has been sneaky about it. Leaving Arstan and Lidios out of the equation — they’re special cases because of the ‘gunpowder rule,’ and mostly they fight each other rather than other countries — it seems to me as if there are two alternating sets of pressures in the game. One is brought to bear by the players. They want to keep things working the way they’re working, by and large, and they only want things to change in ways that suit them. The other set of pressures, I think, come from Rod: pressures to make sure that situations that are static don’t stay static forever, and to keep things which are changing from changing too quickly, or too much. If you look at the abstracts of play for the last ten game-years, you get a sense that here and there, Sarxos is being given a nudge…a kick. A trend will start going in one direction in one country — remember that slavery thing in Dorlien? — and then something will happen to sort of nudge the place back on course. Or another place will have behaved the same way for a long time, and something will happen, all of a sudden, seemingly just at the right moment, to push it off the tracks and off in a completely new direction.”