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Every ninth year, the five [ephors] chose a clear and moonless night and remained awake to watch the sky. If they saw a shooting star, they judged that one or both kings had acted against the law and suspended the man or men from office. Only the intervention of Delphi or Olympia could effect a restoration.I can imagine the kings hoping they didn't pick a night in mid-August for their vigil! The ephors could also summon the council of elders, or gerousίa, into session. This body was made up of thirty men: the two kings, plus twenty-eight others, all sixty years or older, who were elected for life by the citizens. They tended to be wealthy aristocrats from the oldest families, and were seen as protectors of the stability of the city from the passions of youth and the ambition of kings. They proposed legislation to the general assembly of all citizens, and could veto its actions. They also acted as a supreme court in capital cases. The general assembly of all citizens, which could also be summoned by the ephors, was restricted to an up or down vote on legislation proposed by the elders, and, perhaps, on sentences of death passed by the ephors and elders. All of this may seem confusing, if not downright baroque, especially for a community which, in the modern world, would be considered a medium-sized town. Once again, it's something which, if you encountered it in a science fiction novel, you might expect the result of a Golden Age author, paid by the word, making ends meet by inventing fairy castles of politics. But this is how Sparta seems to have worked (again, within the limits of that single floppy disc we have to work with, and with almost every detail a matter of dispute among those who have spent their careers studying Sparta over the millennia). Unlike the U.S. Constitution, which was the product of a group of people toiling over a hot summer in Philadelphia, the Spartan constitution, like that of Britain, evolved organically over centuries, incorporating tradition, the consequences of events, experience, and cultural evolution. And, like the British constitution, it was unwritten. But it incorporated, among all its complexity and ambiguity, something very important, which can be seen as a milestone in humankind's millennia-long struggle against arbitrary authority and quest for individual liberty: the separation of powers. Unlike almost all other political systems in antiquity and all too many today, there was no pyramid with a king, priest, dictator, judge, or even popular assembly at the top. Instead, there was a complicated network of responsibility, in which any individual player or institution could be called to account by others. The regimentation, destruction of the family, obligatory homosexuality, indoctrination of the youth into identification with the collective, foundation of the society's economics on serfdom, suppression of individual initiative and innovation were, indeed, almost a model for the most dystopian of modern tyrannies, yet darned if they didn't get the separation of powers right! We owe much of what remains of our liberties to that heritage. Although this is a short book and this is a lengthy review, there is much more here to merit your attention and consideration. It's a chore getting through the end notes, as much of them are source citations in the dense jargon of classical scholars, but embedded therein are interesting discussions and asides which expand upon the text. In the Kindle edition, all of the citations and index references are properly linked to the text. Some Greek letters with double diacritical marks are rendered as images and look odd embedded in text; I don't know if they appear correctly in print editions.
Three hidden keys open three secret gates,The prize is Halliday's entire fortune and, with it, super-user control of the principal medium of human interaction, business, and even politics. Before fading out, Halliday shows three keys: copper, jade, and crystal, which must be obtained to open the three gates. Only after passing through the gates and passing the tests within them, will the intrepid paladin obtain the Easter egg hidden within the OASIS and gain control of it. Halliday provided a link to Anorak's Almanac, more than a thousand pages of journal entries made during his life, many of which reflect his obsession with 1980s popular culture, science fiction and fantasy, videogames, movies, music, and comic books. The clues to finding the keys and the Egg were widely believed to be within this rambling, disjointed document. Given the stakes, and the contest's being open to anybody in the OASIS, what immediately came to be called the Hunt became a social phenomenon, all-consuming to some. Egg hunters, or “gunters”, immersed themselves in Halliday's journal and every pop culture reference within it, however obscure. All of this material was freely available on the OASIS, and gunters memorised every detail of anything which had caught Halliday's attention. As time passed, and nobody succeeded in finding even the copper key (Halliday's memorial site displayed a scoreboard of those who achieved goals in the Hunt, so far blank), many lost interest in the Hunt, but a dedicated hard core persisted, often to the exclusion of all other diversions. Some gunters banded together into “clans”, some very large, agreeing to exchange information and, if one found the Egg, to share the proceeds with all members. More sinister were the activities of Innovative Online Industries—IOI—a global Internet and communications company which controlled much of the backbone that underlay the OASIS. It had assembled a large team of paid employees, backed by the research and database facilities of IOI, with their sole mission to find the Egg and turn control of the OASIS over to IOI. These players, all with identical avatars and names consisting of their six-digit IOI employee numbers, all of which began with the digit “6”, were called “sixers” or, more often in the gunter argot, “Sux0rz”. Gunters detested IOI and the sixers, because it was no secret that if they found the Egg, IOI's intention was to close the architecture of the OASIS, begin to charge fees for access, plaster everything with advertising, destroy anonymity, snoop indiscriminately, and use their monopoly power to put their thumb on the scale of all forms of communication including political discourse. (Fortunately, that couldn't happen to us with today's enlightened, progressive Silicon Valley overlords.) But IOI's financial resources were such that whenever a rare and powerful magical artefact (many of which had been created by Halliday in the original OASIS, usually requiring the completion of a quest to obtain, but freely transferrable thereafter) came up for auction, IOI was usually able to outbid even the largest gunter clans and add it to their arsenal. Wade Watts, a lone gunter whose avatar is named Parzival, became obsessed with the Hunt on the day of Halliday's death, and, years later, devotes almost every minute of his life not spent sleeping or in school (like many, he attends school in the OASIS, and is now in the last year of high school) on the Hunt, reading and re-reading Anorak's Almanac, reading, listening to, playing, and viewing everything mentioned therein, to the extent he can recite the dialogue of the movies from memory. He makes copious notes in his “grail diary”, named after the one kept by Indiana Jones. His friends, none of whom he has ever met in person, are all gunters who congregate on-line in virtual reality chat rooms such as that run by his best friend, Aech. Then, one day, bored to tears and daydreaming in Latin class, Parzival has a flash of insight. Putting together a message buried in the Almanac that he and many other gunters had discovered but failed to understand, with a bit of Latin and his encyclopedic knowledge of role playing games, he decodes the clue and, after a demanding test, finds himself in possession of the Copper Key. His name, alone, now appears at the top of the scoreboard, with 10,000 points. The path to the First Gate was now open. Discovery of the Copper Key was a sensation: suddenly Parzival, a humble level 10 gunter, is a worldwide celebrity (although his real identity remains unknown, as he refuses all media offers which would reveal or compromise it). Knowing that the key can be found re-energises other gunters, not to speak of IOI, and Parzival's footprints in the OASIS are scrupulously examined for clues to his achievement. (Finding a key and opening a gate does not render it unavailable to others. Those who subsequently pass the tests will receive their own copies of the key, although there is a point bonus for finding it first.) So begins an epic quest by Parzival and other gunters, contending with the evil minions of IOI, whose potential gain is so high and ethics so low that the risks may extend beyond the OASIS into the real world. For the reader, it is a nostalgic romp through every aspect of the popular culture of the 1980s: the formative era of personal computing and gaming. The level of detail is just staggering: this may be the geekiest nerdfest ever published. Heck, there's even a reference to an erstwhile Autodesk employee! The only goof I noted is a mention of the “screech of a 300-baud modem during the log-in sequence”. Three hundred baud modems did not have the characteristic squawk and screech sync-up of faster modems which employ trellis coding. While there are a multitude of references to details which will make people who were there, then, smile, readers who were not immersed in the 1980s and/or less familiar with its cultural minutiæ can still enjoy the challenges, puzzles solved, intrigue, action, and epic virtual reality battles which make up the chronicle of the Hunt. The conclusion is particularly satisfying: there may be a bigger world than even the OASIS. A movie based upon the novel, directed by Steven Spielberg, is scheduled for release in March 2018.
Wherein the errant will be tested for worthy traits,
And those with the skill to survive these straits,
Will reach The End where the prize awaits.