Threads and themes
The long fuses, and what the series is about. The open threads page is the ledger: what each book lit, moved and closed.
Threads
- 'You're not going to break me' from book 1 — Carl's mantra, first said to a safe-room ceiling after the You Monster! achievement and repeated whenever the game succeeds in making him feel like an asshole. The line the whole series will test.
- Addiction from book 2 — The dungeon's drugs, from the first offer: a waitress with blitz sticks instead of earth tobacco and a pharmacist to go with them — 'the last thing I needed was a new addiction'.
- Carl's family from book 1 — 'After a stint in the US Coast Guard, I ended up working as a marine tech.' What Carl says of himself in the first chapter, and what leaks out after: a mother who locked him in the basement with his father's Frogger machine whenever his father's friends came over, and who left; a heavily tattooed father who laughed at him, broke his slingshot and never replaced it, and drove on past a wrecked moving truck saying it was a shame.
- Seeds from book 2 — 'All it takes is a little seed.' Carl's mother's line, remembered at the circus, becomes his long game: talking Grimaldi down instead of killing him, the frog-in-the-pot speech that gets a trailer pulsed from orbit. 'Mordecai had his plans. I had my own.'
- The Oak Fell from book 2 — The elves' tree goddess and her antichrist. Three separate stories about angels, an oakwood anklet from a dead crawler, and a cat with an award-winning derriere become, in the minds of nine city elves, the end of days. Mordecai says this is twelfth-floor stuff.
- Waking the NPCs from book 2 — What the dungeon's people know about themselves: Mordecai's distinction between naturals, whose memories cannot be altered unless they sign away their rights, and the printed and imprinted rest, and the question, whenever an NPC seems to know more than it should, of what waking would mean.
Themes
- Entertainment as machinery — Everyone Carl meets is a part of the same inexorable machine — Zev's phrase — from the AI that tailors loot to the narrative, to the PR agent who asks him to repeat a line without coughing, to the prince who buys doomed crawlers for a game show. The game is cruel because cruelty is what tunnels.
- Staying human — 'If we get to the point where we don't help each other anymore, that's when we stop being human.' The book's argument with itself: Carl covers the Meadow Lark signs so no one farms the elderly for experience, is told by twenty percent of a focus group that he is carrying dead weight, and cannot decide whether keeping them alive was a kindness.
- The mobs are victims — The Hoarder begs in Spanish to be sent to Jesus; the Juicer is proud of Carl for fighting through the pain; the tuskling courtesans seem to have no memory of the ball; the goblin shamanka wants only to breed in peace deeper down. Mordecai warns it will not always be so, and that there are no gods here — only those who pay for the privilege.