going?”
“Fine. They’re a lovely bunch of people.”
Lucas punched off, dropped the phone back in his coat pocket. Del could take care of himself. At his office, he yawned, peeled off his jacket, and locked himself in, leaving the lights off. He pulled open a desk drawer, dropped into his chair, and put his feet on the drawer. Not quite seven o’clock: He’d gone to bed a little after two, and normally wouldn’t have gotten up until ten.
Years before—before he’d inadvertently gotten rich—he’d invented board games as a way of supplementing his police salary. The games were created in all-night sessions that now, in memory, seemed to merge with his time of running the streets. The games eventually became computer-based, with Lucas writing the story and a hired programmer from the University of Minnesota writing the computer code.
That work led to Davenport Simulations, a small software company that specialized in computer-based simulations of law-enforcement crises, intended to train police communications personnel in fast-moving crisis management. By the time the company’s management bought him out, Davenport Simulations were running on most of the nation’s 911 equipment.
The simulations hadn’t much interested him. They’d simply been an obvious and logical way to make money, more of it than he’d ever expected to make. And while games still interested him, he’d lost his place in the gaming world. The new three-dimensional computer-based action/strategy games were far beyond anything he’d been able to do as recently as five years before.
When he’d gotten rich, when he’d gotten political, he’d stepped off the streets. But in the past six months, his life had begun to shift again. He was wandering the Cities at night. Looking into places he hadn’t seen in years: taverns, a couple of bowling alleys, barbershops, a candy store that fronted for a sports book. Strip joints, now masquerading as gentlemen clubs. Putting together rusty connections.
And he was talking to old gaming friends. He began to consider a new kind of game, a game set in the real world, with real victories to win, and a real treasure at the end, maybe using palm computers and cell phones. He’d been staying up late again, working on it. He was still in the pencil-twiddling stage, but now had a block of scratchy flow charts pinned to his drafting table. One idea a night, that’s all he wanted. Something he could use. But an idea a night was a lot of ideas.
He leaned back in the chair, yawned, closed his eyes. In his mind’s eye, he saw Maison on the floor, her foot sticking out from behind the bed, and the woman crumpled on the floor below the closet. Maison and her friends were dopers, and dopers got killed; it happened forty or fifty times a year in Minneapolis, thousands of times a year across the country.
As far as he was concerned, dopers were crap, and if they died, well, that’s what dopers did. That Alie’e was famous cut no ice with Lucas. Her fame was entirely ephemeral, not the result of hard work, or intellectual or moral superiority, but simply a by-product of her appearance.
He felt no impulse to revenge; he did feel the first tingles of the hunt. That was something else altogether. That had nothing to do with Alie’e, but was purely between his guys and the other guys.
THEN HE SAW, in his mind’s eye, the image of Catrin as a young woman. Man, the last time he saw her . . .
Lucas’s eyes were closed, and the corners of his mouth turned up. A small smile, and not a particularly attractive one. Feeling a little wasted; feeling some pressure from the politicals; feeling a killer out there, somewhere, maybe running, maybe not. And a woman on the mind, somebody to wonder about.
This was how life was supposed to be. Propped up in a chair, wishing you still smoked, worried about twenty-four things at the same time. Not that laid-back, going-nowhere-slowly feeling . . . that prosperous, rich-guy,
Heather M. White
Cornel West
Kristine Grayson
Sami Lee
Maureen Johnson
Nicole Ash
Máire Claremont
Hazel Kelly
Jennifer Scott
John R. Little