The Best American Science Fiction and Fantasy 2016 (34 page)

And the wet gentleman said, “I see you've paid attention to the stories. But you mustn't worry, all I really want is a penny now and then, and I know I'll have another soon enough, when your son comes to visit me.”

Theo went home, frightened, doubtful, half convinced it had been a dream, and in a few months his wife woke up ill and felt the stirring inside her. When their son was born, they named him Timothy, and Theo told Tim the story of Little Susanne, and of Miser Horton, and Ma Tathers. Theo told his son these stories to warn him, so the boy would know better than to ever go down to the well.

Tim said, “Why did none of them simply wish for the wet gentleman's power? You could do whatever you want, and you'd only ever owe yourself, and you wouldn't ever do anything bad to yourself or trick yourself.”

And Theo took hold of his son's hands and said, “Don't go down to the well.”

You already know what will happen next, and you can leave this story while Tim sneaks down past the butcher's, his loyal dog at his side and a penny in his hand. You can leave while the wet gentleman waits in the place that exists beneath the mouth of the well, his face split by a grin. You can leave this story while the wet gentleman thinks about the many pennies he has gathered, pennies that are copper, pennies that are bronze, and some that are small shells or glittering stones, and how long, how long it has been since he went down to the well, a boy clutching something that once upon a time stood for a penny. He has grown so much since then, and worn the finery of so many different ages, and through all that time he has remained a gentleman. Soon, soon he will be a boy again; a boy who will very much hate taking baths.

And you, you who get exactly what you pay for, there may always be some wet gentleman waiting for you to throw your penny into the well, but you can leave any time you want. There is no magic to that.

CHARLIE JANE ANDERS

Rat Catcher's Yellows

FROM
Press Start to Play

 

1.

 

T
HE PLASTIC CAT
head is wearing an elaborate puffy crown covered with bling. The cat's mouth opens to reveal a touch screen, but there's also a jack to plug in an elaborate mask that gives you a visor, along with nose plugs and earbuds for added sensory input. Holding this self-contained game system in my palms, I hate it and want to throw it out the open window of our beautiful faux-Colonial row house to be buried under the autumn mulch. But I also feel a surge of hope: that maybe this really will make a difference. The cat is winking up at me.

Shary crouches in her favorite chair, the straight-backed Regency made of red-stained wood and lumpy blue upholstery. She's wearing jeans and a stained sweatshirt, one leg tucked under the other, and there's a kinetic promise in her taut leg that I know to be a lie. She looks as if she's about to spring out of that chair and ask me about the device in my hands, talking a mile a minute the way she used to. But she doesn't even notice my brand-new purchase, and it's a crapshoot whether she even knows who I am today.

I poke the royal cat's tongue, and it gives a yawp through its tiny speakers, then the screen lights up and asks for our Wi-Fi password. I give the cat what it wants, then it starts updating and loading various firmware things. A picture of a fairy-tale castle appears with the game's title in a stylized wordmark above it:
THE DIVINE RIGHT OF CATS
. And then begins the hard work of customizing absolutely everything, which I want to do myself before I hand the thing off to Shary.

The whole time I'm inputting Shary's name and other info, I feel like a backstabbing bitch. Giving this childish game to my life partner, it's like I'm declaring that she's lost the right to be considered an adult. No matter that all the hip teens and twentysomethings are playing
Divine Right of Cats
right now. Or that everybody agrees this game is the absolute best thing for helping dementia patients hold on to some level of cognition, and that it's especially good for people suffering from leptospirosis X, in particular. I'm doing this for Shary's good, because I believe she's still in there somewhere.

I make Shary's character as close to Shary as I can possibly make a cat wizard, who is the main adviser to the throne of the cat kingdom. (I decide that if Shary was a cat, she'd be an Abyssinian, because she's got that sandy-brown-haired sleekness, pointy face, and wiry energy.) Shary's monarch is a queen, not a king—a proud tortoiseshell cat named Arabella IV. I get some input into the realm's makeup, including what the nobles on the Queen's Council are like, but some stuff is decided at random—like, Arabella's realm of Greater Felinia has a huge stretch of vineyards and some copper mines, neither of which I would have come up with.

Every detail I enter into the game, I pack with relationship shout-outs and little details that only Shary would recognize, so the whole thing turns into a kind of bizarre love letter. For example, the tavern near the royal stables is the Puzzler's Retreat, which was the gray-walled dyke bar where Shary and I used to go dancing when we were both in grad school. The royal guards are Grace's Army of Stompification. And so on.

“Shary?” I say. She doesn't respond.

Before it mutated and started eating people's brain stems, before it became antibiotic-resistant, the disease afflicting Shary used to be known as Rat Catcher's Yellows. It mostly affected animals, and in rare cases humans. It's a close cousin of syphilis and Lyme, one that few people had even heard of ten years ago. In some people, it causes liver failure and agonizing joint pain, but Shary is one of the “lucky” ones who only have severe neurological problems, plus intermittent fatigue. She's only thirty-five years old.

“Shary?” I hold the cat head out to her, because it's ready to start accepting her commands now that all the tricky setup is over with. Queen Arabella has a lot of issues that require her Royal Wizard's input. Already some of the other noble cats are plotting against the throne—especially those treacherous tuxedo cats!—and the vintners are threatening to go on strike. I put the cat head right in front of Shary's face and she shrugs.

Then she looks up, all at once lucid. “Grace? What the fuck is this shit? This looks like it's for a five-year-old.”

“It's a game,” I stammer. “It's supposed to be good for people with your . . . It's fun. You'll like it.”

“What the fucking fuck?”

She throws it across the room. Lucidity is often accompanied by hostility, which is the kind of trade-off you start to accept at a certain point. I go and fetch it without a word. Luckily, the cat head was designed to be very durable.

“I thought we could do it together.” I play the guilt card back at her. “I thought maybe this could be something we could actually share. You and me. Together. You know? Like a real couple.”

“Okay, fine.” She takes the cat head from me and squints at Queen Arabella's questions about the trade crisis with the neighboring duchy of meerkats. Queen Arabella asks what she should do, and Shary painstakingly types out “Why don't you go fuck yourself.” But she erases it without hitting send, and then instead picks
SEND AN EMISSARY
from among the options already on the screen. Soon Shary is sending trade representatives and labor negotiators to the four corners of Greater Felinia, and beyond.

 

2.

 

After a few days, Shary stops complaining about how stupid
Divine Right of Cats
is and starts spending every moment poking at the plastic cat's face in her lap. I get her the optional add-on mask, which is (not surprisingly) the upper three-quarters of a cat face, and plug it in for her, then show her how to insert the nose plugs and earbuds.

Within a week after she first starts playing, Shary's realm is already starting to crawl up the list of the 1,000 most successful kingdoms—that is, she's already doing a better job of helping to run the realm of Felinia than the vast majority of people who are playing this game anywhere, according to god knows what metrics.

But more than that, Shary is forming
relationships
with these cats in their puffy-sleeve court outfits and lacy ruffs. In the real world, she can't remember where she lives, what year it is, who the president is, or how long she and I have been married. But she sits in her blue chair and mutters at the screen, “No, you don't, Lord Hairballington. You try that shit, I will cut your fucking tail off.”

She probably doesn't remember from day to day what's happened in the game, but that's why she's the adviser rather than the monarch—she just has to react, and the game remembers everything for her. Yet she fixates on weird details, and I've started hearing her talking in her sleep, in the middle of the night, about those fucking copper miners and how they better not try any shit because
anybody
can be replaced.

One morning I wake up and cold is leaking into the bed from where Shary pulled the covers back without bothering to tuck me back in. I walk out into the front room and don't see her at first, and worry she's just wandered off into the street by herself, which has been my nightmare for months now and the reason I got her RFID'd. But no, she's in the kitchen, shoving a toaster waffle in her mouth in between poking the cat face and cursing at Count Meesh, whom I named after the friend who introduced Shary and me in the first place. Apparently Count Meesh—a big fluffy Siberian cat—is hatching some schemes and needs to be taught a lesson.

After that I start getting used to waking up alone. And going to bed alone. As long as Shary sleeps at least six hours a night—which she does—I figure it's probably okay. Her neurologist, Dr. Takamori, was the one who recommended the game in the first place, and she tells me it's healthy for Shary to be focused on something.

I should be happy this has
worked
as well as it has. Shary has that look on her face—what I can see of her face, under the cat mask—that I used to love watching when she was writing her diss. The lip-chewing half smile, when she was outsmarting the best minds in Melville studies. So what if Shary's main relationship is with these digital cats instead of me? She's relating to
something;
she's not just staring into space all day anymore.

I always thought she and I would take care of each other forever. I feel like a selfish idiot for even feeling jealous of a stupid plastic cat face, with quivering antennae for whiskers.

One day, after Shary has already been playing
Divine Right of Cats
for four or five hours, she looks up and points at me. “You,” she says. “You there. Bring me tea.”

“My name is Grace,” I say. “I'm your wife.”

“Whatever. Just bring me tea.” Her face is unreadable, half terrifying cat smile, half frowning human mouth. “I'm busy. There's a crisis. We built a railroad, they broke it. Everything's going to shit.” Then Shary looks down again at the cat screen, poking and cursing.

I bring her tea, with a little honey, the way she used to like it. She actually thanks me, but doesn't look up.

 

3.

 

Shary gets an email. She gave me her email password around the same time I got power of attorney, and I promised to field any questions and consult her as much as I could. For a while, the emails were coming every day, from her former students and colleagues, and I would answer them to the best of my ability. Now it's been weeks since the last email that wasn't spam.

This one is from the Divine Righters, a group of
Divine Right of Cats
enthusiasts. They've noticed that Shary's realm is one of the most successful, and they want to invite Shary to some kind of tournament or convention . . . or something. It's really not clear. Some kind of event where people will bring their kingdoms and queendoms together and form alliances or go to war. The little plastic cat heads will interface somehow, in proximity to each other, instead of being more or less self-contained.

The plastic cat head already came with some kind of multiplayer mode, where you could connect via the Internet, but I disabled it because the whole reason we were doing this was Shary's inability to communicate with other humans.

I delete the email without bothering to respond to it, but another email appears the next day. And they start coming every few hours, with subject lines like “Shary Please Join Us” and “Shary, we can't do it without you.” I don't know whether to be pissed off or freaked out that someone is cyber-stalking my wife.

Then my phone rings. Mine, not hers. “Is this Grace?” a man asks.

“Who is this?” I say, without answering his question first.

“My name is George Henderson. I'm from the Divine Righters. I'm really sorry to take up your time today, but we have been trying to reach your partner, Shary, on email and she hasn't answered, and we really want to get her to come to our convention.”

“I'm afraid that won't be possible. Please leave us alone.”

“This tournament has sponsorship from”—he names a bunch of companies I've never heard of—“and there are prizes. Plus, this is a chance to interface with other people who love the game as much as she obviously does.”

I take a deep breath. Time to just come clean and end this pointless fucking conversation. I'm standing in the kitchen, within earshot of where Shary is sitting on a duct-taped beanbag with her cat mask and her cat-face device, but she shows no sign of hearing me. I realize Shary is naked from the waist down and the windows are uncovered and the neighbors could easily see, and this is my fault.

“My wife can't go to your event,” I say. “She is in no condition to ‘interface' with anybody.”

“We have facilities,” says George. “And trained staff. We can handle—” Like he was expecting this to be the case. His voice is intended to sound reassuring, but it squicks me instead.

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