Paul III of Montreal (Book Excerpt) by Christian-Eric Falardeau Buy from amazon.comPage 3 of 4 Although he was defeated in both, his fame and great power came from a
parallel path. When he was still a young man, a technological innovation
allowed the creation-using holographic projectors-of a three-dimensional
chessboard.
This new apparatus naturally made its entry into the chess
arena, but was neglected for a long time by the players, who were
traditionalists. Ptsine, on the other hand, was one of its enthusiastic
defenders, and he promoted its use. He succeeded in gathering a sufficiently
large number of followers to constitute an organization that would facilitate
its dissemination. Soon they finalized a set of rules, adapted from those of
chess, but independent.
Slowly but surely, the Game took off, and in less than ten
years, it had almost supplanted its precursor. Only a few elders remained
staunchly defending their position, generally old chess Masters who were not
ready to make the effort to create a new place in the sun for themselves.
At that time, western society was moving towards an ever more
leisurely life-style and, after the standard twenty-five-hour week became the
norm, people spoke increasingly about work being optional. The people felt a
pressing need to unite around a common theme for spending time and exchanging
ideas. The Game became this rallying concept. Soon, whole countries started to
take an interest in the Game, as much to follow the progression of other
players as to play it. And so the Game replaced work, professional sports,
which had become too violent, and many other social activities.
Gradually, the Game entered everyone's life and, as of the
year 2009, the Game Federation counted on the support of close to half a
billion players. It was a phenomenon without precedent in the history of
humanity. Soon, this passion had spread to such an extent that the best players
became the modern day heroes.
During the years of the spectacular rise in popularity of the
Game, the world went through many significant political events, upsetting most
of the old ways of living. The globalization of the market had brought
spectacular technological developments that released the whole population from
its previous nightmare of misery the world-over. The concept of Third World
disappeared to the point that politics had abolished all borders.
The passion for the Game had not passed over the ruling class,
and they became unconditional followers of the discipline. The two worlds
overlapped. Whenever a renowned player would run for any political position, he
could be assured of a comfortable majority. Eventually, this resulted in the
heads of the Game occupying all the important positions; and the social model,
which prevailed throughout the twenty-first century, became set in its
foundations.
Soon the title of Master, Grand-Master or Prince of the Game
represented more than an indication of a player's skill. It became a symbol of
social success. The Game invaded politics, politics invaded the Game. The
latter became a promotional tool for ideas and the federation was divided into
groups of influence, equipped with their champion and fighting for the supreme
throne. Naturally, it also became a powerful economic engine.
The small town of Z, in old Saudi Arabia, which had, at the
end of the twentieth century, approximately fifty thousand inhabitants, decided
to found a University of the Game. The best prospects gathered from everywhere
to perfect their education. The city was transformed into a noteworthy
intellectual center, and afterward, became one of the most influential points
on the planet. Hardly twenty years later, it boasted of more than three million
inhabitants. Copyright© 1999, 2000, 2001, 2002 Christian-Eric Falardeau, sffworld.com. All rights reserved. No part of this may be reproduced or reprinted without permission in writing from the author.
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