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Consider Phlebas c-1

Page 22

by Iain M. Banks


  The Ishlorsinami seemed to have satisfied themselves that everything was working and was set up fairly. They walked down a ramp set into the surface of the arena's ellipsoid floor. Some lights went off; a quietfield slowly cut off the sounds from the rest of the auditorium.

  Horza took a quick look round. A few stages and sets still showed lights, but they were going out. The slow-motion animal trapeze act was still going on, though, high up in the darkness below the stars; the huge ponderous beasts were swinging through the air, field harnesses glittering. They somersaulted and twisted, but now as they did so, passing each other in mid-air, they reached out with their clawed paws, slashing slowly and silently at each other's fur. Nobody else seemed to be watching.

  Horza was surprised to see the woman he had passed twice on the stairs walk past him again and drape herself over a vacant couch which had been reserved near the front of the terrace. Somehow he hadn't thought she would be rich enough to afford this area.

  Without a fanfare or announcement, the Players of the Eve of Destruction appeared, coming up the ramp in the arena floor, led by a single Ishlorsinami. Horza checked his terminal; it was exactly seven hours standard to the Orbital's destruction. Applause, cheers and, near Horza at least, loud hooting greeted the contestants, though the quietfields muffled everything. As they appeared from the shadows on the ramp, some of the Players acknowledged the crowd who had come to see them play, while other Players totally ignored them.

  Horza recognised few of them. The ones he did know, or had at least heard of, were Ghalssel, Tengayet Doy-Suut, Wilgre and Neeporlax. Ghalssel of Ghalssel's Raiders — probably the most successful of the Free Companies. Horza had heard the mercenary ship arrive from about eleven kilometres away, while he was making the deal with the shuttle saleswomen. She had frozen at the time; her eyes glazed. Horza didn't like to ask whether she thought the noise was the Culture coming to destroy the Orbital a few hours early or just coming to get her for buying a hot shuttle craft.

  Ghalssel was an average-looking man, stocky enough to be obviously from a high-G planet, but without the look of compressed power that most such people possessed. He was simply dressed and his head was clean shaven. Supposedly only a Damage game, where such things were banned, could force Ghalssel out of the suit he always wore. Tengayet Doy-Suut was tall, very dark and also simply dressed. The Suut was the champion Damage Player, on both game average, wins and maximum credits. He had come from a recently Contacted planet twenty years before, and had been a champion player of games of chance and bluff there, too. That was where he had had his face removed and a stainless-steel mask grafted on; only the eyes looked alive: expressionless soft jewels set in the sculpted metal. The mask had a matt finish, to prevent his opponents seeing his cards reflected in his face.

  Wilgre had to be helped up the ramp by some slaves from his retinue. The blue giant from Ozhleh, clad in a mirror robe, looked almost as though he was being rolled up the slope by the small humans behind, although the hem of his robe kicked out now and again to show where his four stubby legs were scrabbling to propel his great body up the ramp. In one of his two hands he held a large mirror, in the other a whip lead on the end of which a blinded rogothuyr — its four paws encrusted with precious metals, its snout encased in a platinum muzzle and its eyes replaced by emeralds — padded like a lithe nightmare in pure white. The animal's giant head swept from side to side as it used its ultrasonic sense to map out its surroundings. On another terrace, almost opposite Horza's, all thirty-two of Wilgre's concubines threw aside their body veils and went down on their knees and elbows, worshipping their lord. He waved the mirror at them briefly. Virtually every magnifier and micro-camera smuggled into the auditorium also swivelled to focus on the thirty-two assorted females, reputedly the finest one-sex harem in the galaxy.

  Neeporlax presented something of a contrast. The youth was a shambling, gaunt, shoddily clothed figure, blinking in the lights of the arena and clutching a soft toy. The boy was perhaps the second-best Damage Player in the galaxy, but he always gave his winnings away, and the average meterbed hotel would have thought twice about admitting him; he was diseased, half blind, incontinent and albino. His head was liable to shake out of control at an anxious moment in a game, but his hands held holocards as though the plastics had been set in rock. He, too, was assisted up the ramp, by a young girl who helped him to his seat, combed his hair and kissed his cheek, then went to stand in the area behind the twelve seats set immediately aft of the youth's chair.

  Wilgre raised one of his chubby blue hands and threw a few Hundredths at the crowd beyond the fences; people scrabbled for the coins. Wilgre always mixed in a few higher denominations as well. Once, at a game a few years previously inside a moon heading for a black hole, he had thrown a Billion away with the small change, disposing of perhaps a tenth of a per cent of his fortune with just one flick of the wrist. A decrepit asteroid tramp, who had just been turned down as a Life because he had only one arm, ended up buying his own planet.

  The rest of the Players were a pretty varied-looking bunch as well; but with one exception, Horza didn't recognise them. Three or four of the others were greeted with shouts and some fireworks, so presumably they were well known; the rest were either disliked or unknown. The last player to come up the ramp was Kraiklyn.

  Horza settled back in his lounger, smiling. The Free Company leader had had a little temporary facial alteration done — probably pull-off — and his hair was dyed, but it was him all right. He wore a light-coloured one-piece fabric suit, he was clean shaven and his hair was brown. Perhaps the others on the CAT wouldn't have recognised him, but Horza had studied the man — to see how he carried himself, how he walked, how the muscles in his face were set — and to the Changer, Kraiklyn stood out like a boulder in a pebble-field.

  When all the Players were seated, their Lives were led in to sit on the seats immediately behind each Player.

  The Lives were all humans; most already looked half dead anyway, though they were all physically whole. One by one they were taken to their seats, strapped in and helmeted. The lightweight black helmets covered their faces except for the eyes. Most slumped forward once they were strapped in; a few sat more upright, but none raised their eyes or looked round. All the regular Players had the full complement of Lives allowed; some had them specially bred, while others had their agents supply all they wanted. The less rich, not so well known Players, like Kraiklyn, had the sweepings of prisons and asylums, and a few paid depressives who had willed their share of any proceeds to somebody else. Often members of the Despondent sect could be persuaded to become Lives, either for free or for a donation to their cause, but Horza couldn't see any of their distinctive tiered head-dresses or bleeding-eye symbols.

  Kraiklyn had only managed to find three Lives; it didn't look as though he would be staying all that long in the game.

  The white-haired woman in the reserved seat near the front of the terrace got up, stretched and walked up the terrace, between the couches and loungers, a bored expression on her face. Just as she drew level with Horza's couch, a commotion erupted on a terrace behind them. The woman stopped and looked. Horza turned round. Even through the quietfield he could hear a man shouting; what looked like a fight had broken out. A couple of security guards were trying to restrain two people rolling about on the floor. The crowd on the terrace had made a circle about the disturbance and were looking on, dividing their attention between the preparations for the Damage game and the fisticuffs on the terrace beside them. Eventually the two people on the floor were brought to their feet, but instead of both being restrained, only one was — a youngish man who looked vaguely familiar to Horza, though he appeared to have been disguising himself with a blond wig which was now slipping off his head.

  The other person who had been fighting, another man, produced some sort of card from his clothes and showed it to the young man, who was still shouting. Then the two uniformed guards and the man who had brandished the card led th
e young man away. The man with the card took something small from behind one of the young man's ears as he was frog-marched off to an access tunnel. The young woman with the long white hair crossed her arms and walked on up the terrace. The circle of people on the terrace above closed again, like a hole in cloud.

  Horza watched the woman weave her way through more couches until she left the terrace and he lost sight of her. He looked up. The duelling animals still spun and leapt; their white blood seemed to glow as it matted their shaggy hides. They snarled silently and scythed at each other with their long forelimbs, but their acrobatics and their aiming had deteriorated; they were starting to look tired and clumsy. Horza looked back to the game table; they were all ready, and the game was about to begin.

  Damage was just a fancy card game: partly skill, partly luck and partly bluff. What made it interesting was not just the high sums involved, or even the fact that whenever a player lost a life he lost a Life — a living, breathing human being — but the use of complicated consciousness-altering two-way electronic fields around the game table.

  With the cards in his or her band, a player could alter the emotions of another player, or sometimes of several others. Fear, hate, despair, hope, love, camaraderie, doubt, elation, paranoia; virtually every emotional state the human brain was capable of experiencing could be beamed at another player or used for oneself. From far enough away, or in a field shield close in, the game could look like a pastime for the deranged or the simple-minded. A player with an obviously strong hand might suddenly throw it in; somebody with nothing at all might gamble all the credits they had; people broke down weeping or started laughing uncontrollably; they might moan with love at a player known to be their worst enemy or claw at their restraining straps to free themselves for a murdering attack on their best friend.

  Or they could kill themselves. Damage players never did get free from their chairs (should they ever do so, an Ishlorsinami would shoot them with a heavy stun gun) but they could destroy themselves. Each game console, from which the emotor units radiated the relevant emotions, on which the cards were played and where the players could see the time and the number of Lives they each had left, contained a small hollow button, inside which a needle filled with poison lay ready to inject any stabbing finger which pushed it.

  Damage was one of those games in which it was unwise to make too many enemies. Only the very strong-willed indeed could defeat the urge to suicide implanted in their brains by a concerted attack of half a table of players.

  At the finish of each hand of cards, when the money which had been gambled was taken by the player with the most card points, all the other players who had stayed with the betting lost a Life. When they had none left they were out of the game, as they would be if they ran out of money. The rules said the game ended when only one player had any Lives left, though in practice it finished when the remaining contestants agreed that if they stayed any longer they were likely to lose their own Lives to whatever disaster was about to ensue. It could get very interesting at the end of a game when the moment of destruction was very close, the hand had gone on for some time, a great deal of money had been gambled on that one hand, and one or several players would not agree to call it a day; then the sophisticates really were separated from the simians, and it became even more a game of nerve. Quite a few of the best Damage players of the past had perished trying to out-dare and out-stay each other in such circumstances.

  From a spectator's point of view, Damage's special attraction was that the closer you stood to the emotor unit of any particular player, the more of the emotions they were experiencing affected you directly, too. A whole subculture of people hooked on such third-hand feelings had grown up in the few hundred years since Damage had become such a select but popular game: the moties.

  There were other groups playing Damage. The Players of the Eve of Destruction were simply the most famous and the richest. The moties could get their emotional fix in lots of places throughout the galaxy, but only in a full game, only on the edge of annihilation, only with the very best players (plus a few hopefuls) could the most intense experiences be obtained. It was one of these unfortunates Horza had impersonated when he had discovered that an access pass could not be had for less than twice the amount of money he had made on the shuttle. Bribing a door guard had been a lot cheaper.

  The real moties were packed tightly behind the fence separating them from the Lives. Sixteen clumps of sweating, nervous-looking people — like the game players, mostly male — they jostled and pressed forward, trying to get near to the table, near to the Players.

  Horza watched them as the cards were dealt by the chief Ishlorsinami. Moties jumped up and down, trying to see what was happening, and security guards fitted with baffle helmets to keep out the emotor pulses patrolled the perimeter of the fence, tapping nerver prods on their thighs or palms and watching warily.

  "… Sarble the Eye…" somebody near by said, and Horza turned to see. A cadaverous-looking human lying on a couch behind and to Horza's left was talking to another and pointing up to the terrace where the disturbance had occurred a few minutes earlier. Horza heard the words «Sarble» and «caught» a few more times from elsewhere around him as the news spread. He turned round to watch the game as the Players started to inspect their hands; the betting began. Horza thought it was a pity the reporter had been caught, but it might mean that the security guards relaxed a little, giving him a better chance of not being asked for his pass.

  Horza was sitting a good fifty metres from the nearest player, a woman whose name he had heard mentioned but had forgotten. As the first hand progressed, only mild versions of what she was feeling and was being made to feel impinged upon his consciousness. Nevertheless, he didn't enjoy the sensation, and switched on the lounger's baffle field, using the small control set on one arm of the couch. Had he wanted, he could have cancelled the immediate effect of the player he just happened to be sitting behind and substituted the effects of any of the other emotor units on the table. The effect would have been nothing like as intense as what the moties or the Lives were experiencing, but it would certainly have given a good idea of what the Players were going through. Most of the other people around him were using their lounger's controls in that way, flicking from one player to another in an attempt to judge the overall state of the game. Horza would concentrate on Kraiklyn's broadcast emotions later, but for now he just wanted to settle in and get the general feel of the game.

  Kraiklyn dropped out of the first hand early enough to be sure of avoiding losing a Life when it finished; with so few Lives of his own it was the wisest course unless he had a very strong hand. Horza watched the man carefully as he sat back in his seat and relaxed, his emotor unit dormant. Kraiklyn licked his lips and wiped his brow. Horza decided in the next hand he would eavesdrop on what Kraiklyn was going through, just to see what it was like.

  The hand finished. Wilgre won. He waved, acknowledging the cheers of the crowd. Some moties had fainted already; at the other end of the ellipsoid, in its cage, the rogothuyr snarled. Five Players lost Lives; five seated humans, sitting hopeless and despairing as the effects of the emotor fields still resounded in them, went suddenly slack in their chairs as their helmets sent a neural blast through their skulls strong enough to stun the Lives sitting around them and to make the nearest moties, and the Player each Life belonged to, flinch. Ishlorsinami undid the restrainers on the dead humans" seats and carried them away down the access ramp. The remaining Lives gradually recovered, but they sat as listless as before. The Ishlorsinami claimed they always checked that each volunteering Life was genuine, and that the drugs they gave them simply stopped them from becoming hysterical, but it was rumoured that there were ways round the Ishlorsinami screening process, and that some people had succeeded in disposing of their enemies by drugging or hypnotising them and «volunteering» them for the game.

  As the second hand began, and Horza switched on his couch monitor to experience Kraiklyn's emotions,
the white-haired woman came back down the aisle and resumed her place in front of Horza, at the front of the terrace, draping herself tiredly over the piece of furniture as though she was bored.

  Horza did not know enough about Damage as a card game to be able to follow exactly what was going on with the cards, either by reading the various emotions being passed round the table, or by analysing each hand after it was finished — as the first hand was already being analysed by the hooting tripeds near him — when the cards as they had been dealt and played were flashed up on the arena's internal broadcast circuits. But he tuned in to Kraiklyn's feelings just to see what they were like.

  The captain of the Clear Air Turbulence was being hit from various directions. Some of the emotions were contradictory, which Horza guessed meant that there was no concerted effort being made on Kraiklyn; he was just taking most people's secondary armament. There was a considerable urge to like Wilgre — that attractive blue colour… and with those four little comical feet, he couldn't really be much of a threat… A bit of a clown, really, for all his money… The woman sitting on Kraiklyn's right, on the other hand, stripped to the waist, with no breasts, and a sheath for a ceremonial sword slung across her naked back: she was one to watch… But it was a laugh really… Nothing really matters; everything is just a joke; life is, the game is… one card's pretty much like another when you come to think about it… For all it matters might as well throw the lot in the air.… It was nearly his turn to play… First that flat-chested bitch… boy, did he have a card he was going to hit her with…

  Horza switched off again, unsure whether he was hearing Kraiklyn's own thoughts about the woman, or ones somebody else was trying to get him to think about her.

 

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