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Martin Banks

Also known as: Martin

Portrait of Martin Banks

Portrait of Martin Banks

TL;DR: The series protagonist, off-screen for the first half and on-call for the second. While four of his friends are trapped inside an old enemy's homebrew video game, Martin runs the rescue from Phillip's cottage with Roy, Brit the Elder, and Gwen — a debug-and-rescue arc where his job is to hold the room together long enough for someone smarter than him to crack the kill switch.

Spoiler level: full book. This page assumes you've finished An Unwelcome Quest.

Snapshot

The same everynerd from books one and two, now learning what it feels like to be the wizard who has to wait. An Unwelcome Quest puts Martin in a position he has avoided for two whole books: he is not the person who saves the day. The rescue is engineered by Brit the Elder's architecture, Gwen's steady hands, and Roy's quiet competence; Martin's contribution is the side-load patch he writes for Jimmy in chapter twenty-two, and even that is the kind of move that only works because the people around him made room for it.

Role in the story

Martin is the viewpoint character for the rescue plotline, which interleaves with the trapped-party plotline through the whole book. The story opens at Phillip's cottage with all six wizards on the couch for movie night; when Phillip, Tyler, Jeff, and Gary blink out of existence mid-snack, Martin and Roy are the only two left. They are immediately the rescue team by default. From chapter four through twenty-five, Martin is the cottage's chairman: he keeps Roy on task, he calls Brit the Younger in, he eventually walks the case to Brit the Elder, and when Gwen joins he stops trying to lead and starts trying to help. The chapter-twenty-two patch is his moment — he writes a magic-restoring side-load keyed to Jimmy's file, and he sends it through the shell Brit and Gwen are holding open from Atlantis. In the chapter-twenty-seven epilogue he is the one with his hand on Jeff's shoulder when Jeff wakes up.

His arc is the third act of an everynerd-finds-his-place plot. Book one put him in a fraternity; book two paired him up; book three teaches him to delegate. The book is unusually generous in showing him notice when other people are better at things than he is, and then get out of their way.

Personality in plain English

Same brain as before — funny, jittery, fast at the keyboard, slow at the throat-clearing moments. What's different is that the brittle "I have to be the smartest person in the room" reflex is gone. He defers to Brit the Elder without sulking. He asks Gwen what she thinks before he asks Phillip's empty chair what Phillip would do. The dry self-deprecation is still the dominant register, but it has the warmth now of someone who knows what he is and what he isn't.

His worst habit in this book is impatience — the cottage debug stretches over weeks and he hates it, and a few of his early attempts make things measurably worse before Brit the Elder arrives and slows everything down. His best habit is that he never once tries to grandstand his way into the game itself. He knows he is more useful at the keyboard than he would be on the floor.

What he wants

His friends back, with all four of them whole. To prove he can be useful even when he is not the protagonist of his own chapters. Quiet evenings, restored movie nights, the easy bickering with Phillip that the book opens and closes on.

What he fears

That the rescue is going to fail and one of these chapters will be the one where they lose another friend. That his impatience is going to cause exactly that. That the side-load patch he sends to Jimmy won't take in time, or will go to the wrong wizard, or will land just after a pendulum that was already moving too fast.

Key relationships

  • Phillip. The book's emotional through-line. Martin's whole rescue project is "get Phillip out of someone else's bad game and back to his own movie night," and the cottage chapters quietly establish how much of his routine is built around Phillip's friendship.
  • Roy. Full-time cottage partner. The "askew hat, overbright orb" recruit from book two is now Martin's most-trusted second seat. Their working relationship is one of the book's surprise pleasures.
  • Gwen. Joins the rescue mid-book and immediately becomes the cottage's calmest hand. Martin's deference to her competence is the most-married thing in the entire series.
  • Brit the Elder. Arrives from Atlantis with debugger tools and runs the back-half of the operation. Martin treats her with the kind of awed respect that he never quite gives Phillip — partly because she has thousands of years on him, partly because she is the one who actually built the world they are debugging in.
  • Jimmy. Off-screen for Martin until chapter twenty-two, when the patch goes live. The two of them never share a scene inside the book, but Martin's last act in the climax is to give Jimmy back his powers — and then to live with whatever Jimmy chooses to do with them.

Visual identity

He doesn't appear on the cover of book three. In every scene he is in this book the canonical kit is intact: the dark teal striped conical wizard hat with three small white stars on the brim, the dark teal t-shirt, light-blue jeans, brown leather boots, and the brown wooden staff with the single glowing white pixel orb at the tip. Most of his chapters are interior cottage scenes, so picture him at a parchment-and-Commodore-and-CRT table by warm lamplight, a popcorn bowl from the Prologue still on the corner of the desk, mug of cold tea at the elbow, hat occasionally off and on the desk beside him. When he teleports between Leadchurch and Atlantis the visual cue is a hard-edged pixel-white teleport bloom. When something goes wrong with a debug attempt, a small sky-blue "!?" surprise-mark pixel hovers above his head — series-signature.

Aliases

The following names and references in the book all point to this character. Use any of these as link anchors back to this page.

  • Martin (canonical — the most common form)
  • Martin Banks
  • Martin Kenneth Banks
  • Banks

Discussion questions

  1. An Unwelcome Quest is the first book where Martin is not the wizard who saves the day. Does the book treat that as growth, as sidelining, or as both?
  2. The cottage debug team becomes a four-person operation by chapter thirteen — Martin, Roy, Brit the Elder, Gwen. Whose contribution is the load-bearing one in your read, and how does the book want us to score it?
  3. Martin and Phillip do not share a scene from chapter zero to chapter twenty-five. How does the book use that absence?
  4. The side-load patch in chapter twenty-two is keyed to Jimmy specifically. Why him? What does the book think the choice says about Martin?
  5. The chapter-twenty-seven resurrection of Jeff puts Martin's hand on Jeff's shoulder. Is the book endorsing the resurrection as a clean win, or asking us to be uneasy about it?