Sunday, October 31, 2021

Through Sorcerer's eyes - Oct 30, in which we learn more of the event, and Snuff fails to warn Larry

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 30

Snuff gives an exposition of what to expect during the upcoming event - a goldmine for information about how sorcery works here. The players meet at midnight at the location - in this case, the standing stone whose scratches turned to writing on Dog's Nest. The ingredients collected before the death of the moon are thrown into a fire, and then a psychic conflict will occur between the players. Each will use the tools at their disposal - the Ring, the Pentacle Bowl, and the Alhazred Icon are neutral, so their use depends on their wielder, while the Opening Wand, held by Jack, and the Closing Wand, held by Jill, only work for their individual purpose. How many implements each side has is important, but also the power of the individual players. Individual rituals and even mundane attacks are expected. The battle continues until one side wins, or until dawn, in which case the Closers win by default.

Snuff then goes to seek Larry and finally tell him what he knows about Lidia Enderby, namely that she is the Great Detective in disguise, as well as what he's warned him about. After searching around his place, he finds him meditating in a backyard Zen garden. He is entirely unable to communicate with him, such is his concentration, so he instead howls in frustration. This might be the plant Object demon boosting his Will, and this suggests that it is more general than just when he is transformed - or possibly, him training his already high Will.

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife (probably 0 or +/-1), as well as a Container of several Things. Keeps a curse connected to his knife which has him lose control to murderous urges. Has played the Game before, as a Closer, as far as anyone can remember.
  • Larry Talbot - Possible sorcerer, definite werewolf, Binder of several plants. Pledges assistance to Jack, but is not a player. Plants confer some control over his transformation, but it in itself seems natural to the setting. High Lore, potentially high Will, too.
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before, as a Closer
  • Plants - Object demons. Possible abilities: Boost: Stamina (werewolf transformation), Boost: Will
  • Pentacle Bowl - possible Object, empowering during the event, neutral
  • Alhazred Icon - possible Object, empowering during the event, neutral
  • Ring - possible Object, empowering during the event, neutral
  • Closing Wand - possible Object, empowering during the event, Closer
  • Opening Wand - possible Object, empowering during the event, Opener

Sorcery and Setting

  • Very extensive description of the specifics of tomorrow's event, and how the ingredients and tools fit into it.

Saturday, October 30, 2021

Through Sorcerer's eyes - Oct 29, in which Snuff opens up to the Great Detective

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 29

Snuff goes back to the Good Doctor's farmhouse, which has cooled down in the interim, to look for bodies. He finds and smells none. He goes to the barn to see if the Experiment Man has come back. Instead, he finds a bat in the loft who reminds him of Needle. It being daytime, it takes him a while to wake him up, but it turns out that he was right. Needle seems to be up to speed on recent occurrences, and lets Snuff know that Rastov was not convinced by Owen to switch sides from Closer to Opener, so their killings may not have been motivated by their alignment.

Snuff remarks that he's almost acting as if he's still in the game. Needle says he is, but then they are both cut off by the Vicar - Needle's abrupt warning lets Snuff duck out of the arrow's way in the nick of time. Climbing back down to take care of him is a tense affair, as he must do so backwards, and Needle's attempts at distraction don't stop a second shot from coming out, only missing him because he'd jumped some of the way down. As he prepares a third shot, Linda Enderby comes in, and kindly but insistently calms the situation down. She is able to get the Vicar to leave, only to then close the barn door behind her.

The Great Detective drops pretenses, and starts talking to Snuff as a rational actor. An unusual series of killings and strange occurrences, as well as his investigations in the area once he figured out where the center of weirdness is, have given him a partial picture of the Game. Despite his reluctance, he has to admit that there is something supernatural afoot, especially due to knowledge he's gained about Larry Talbot's and the Count's conditions, and some personal experiences he alludes to. He thinks he can help Snuff, but only if he gives him a demonstration of trust. After mulling it over, Snuff starts communicating with him. The Detective explains the rest of his understanding, and asks to learn the site of the event. Snuff agrees, pointing out Dog's Nest and leading him there. The Great Detective, in turn, promises to help rescue Lynette, the Vicar's stepdaughter and potential sacrifice, if Larry should fail - which he thinks is likely, because his experience with drugs suggests to him that Larry's control might not be as firm as he'd like, and because the Vicar has prepared some silver bullets to take care of him.

The Great Detective shows immense Will here (among other things, as he speaks he isn't providing any kind of signal, including olfactory), and a bit of Lore. The Vicar also seems to have quite a bit of Will, considering he is able to ignore a bat mobbing his face to take aim at another target, and is close to fighting off the Great Detective's manipulation.

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife (probably 0 or +/-1), as well as a Container of several Things. Keeps a curse connected to his knife which has him lose control to murderous urges. Has played the Game before, as a Closer, as far as anyone can remember.
  • The Good Doctor - Binder (-3 or below) or just Summoner and Container of the Experiment Man, with the Hunched Man as accomplice. Weird science and stormy weather. Not a player. Missing.
  • The Count - Binder of Needle, a blood-sucking parasite, and possibly the Ring. Telltale: needs to be invited in. Might have multiple places to sleep. Served by a group of Roma. Found staked, without the Ring. May still be in the game?
  • Vicar Roberts - A sorcerer in his own right railing against sorcery, Binder of Tekela and of the Pentacle Bowl, the Ring, the Alhazred Icon, and the Sickle. Some combination of Satanism and Cthulhu Mythos. Sacrificed a policemean, and has a daughter from a previous marriage tied up for future sacrifice. Was trying to have a vivisectionist turn Snuff into a set of special candles via a ritual they did not understand. High Will.
  • Larry Talbot - Possible sorcerer, definite werewolf, Binder of several plants. Pledges assistance to Jack, but is not a player. Plants confer some control over his transformation, but it in itself seems natural to the setting. High Lore.
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before, as a Closer
  • The Experiment Man, AKA The Big Man or The Corpse Man - a Possessor of a stitching together of several dead bodies. Not very bright or forceful, but strong, and a speed belied by the awkwardness of his movement. Probably high Stamina, low Will.
  • Needle - a Passer whose cover is a bat. Still in the Game.
  • Count's Parasite - Possible abilities: Perception: heightened senses, Shapeshift: Large Bat, Travel. Possible Need: other people's blood.
  • Tekela - a Passer whose cover is an albino raven. High Will.
  • Plants - Object demons. Possible abilities: Boost: Stamina (werewolf transformation), Boost: Will (retaining faculties)
  • The Great Detective and his companion - Very perceptive, good at disguises (although the smell gives it away), not explicitly a player in the Game, but taking a keen interest in what is going on, to the point of moving into the neighborhood in disguise and befriending some of the players, and is on track to know what it's all about. Probably very high Will, some Lore.

Sorcery and Setting

  • Larry's botany and the Great Detective's experience with drugs seem to relate in terms of their relation to control over his werewolf transformation.

Friday, October 29, 2021

Through Sorcerer's eyes - Oct 28, in which a new pattern is confirmed, and the full story is revealed

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 28

After doing some in-person tracing to work through his new calculation, Snuff returns to chat with Bubo, who's now settled in to their basement. Bubo has figured out the whole thing: the significance of a full moon on Halloween, that it sometimes attracts sorcerers to a certain place to gather and use tools to either facilitate or prevent the Elder Gods from returning to Earth. How there's a rumor about Jack being some kind of ancient Closer with a dog, possibly even Biblical Cain himself - or someone who has made a pact with one of the Elder Gods - beset by a violent curse. That whoever loses the confrontation will be killed in the process. He then lists the players, the tools, and of various types of magic and calculation.

Snuff is very impressed with this insight. Perhaps this suggests that Bubo has a Lore of 1 or 2. He then takes Bubo to listen to the Roma dance and play, before continuing to calculate and trace until he is sure - Dog's Nest is in fact the place for the event, and Larry is not counted as a player. Considering his and Graymalk's experience there, it is not entirely surprising. He sees evidence of the Experiment Man having traveled both at the Nest's foot and on top of it.

At midnight, he tells Jack all this, and they agree that the rest will figure the real place out in time. They reminisce about the one time where nobody could figure out where it was, and they had dinner together and split up. Snuff decides to remain friends with Graymalk and Jill until the end.

Since Larry isn't a player, we do not need to insist that he has a companion, so we can dispense with Large Plant. Whence his power source of anticipation? Perhaps his plants may be demons after all, or form an Object demon as a whole. Or maybe it can be seen as high Lore, or Will. Still needs control over his transformation.

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife (probably 0 or +/-1), as well as a Container of several Things. Keeps a curse connected to his knife which has him lose control to murderous urges. Has played the Game before, as a Closer, as far as anyone can remember.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom. Friendly with Jack, but an Opener.
  • The Good Doctor - Binder (-3 or below) or just Summoner and Container of the Experiment Man, with the Hunched Man as accomplice. Weird science and stormy weather. Not a player. Missing.
  • Larry Talbot - Possible sorcerer, definite werewolf, Binder of several plants. Pledges assistance to Jack, but is not a player. Plants confer some control over his transformation, but it in itself seems natural to the setting. High Lore.
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before, as a Closer
  • Graymalk - a Possessor of a cat. Possible abilities: Cloak, Travel: teleportation. Possible Need/Desire: burying and uncovering things. An Opener.
  • The Experiment Man, AKA The Big Man or The Corpse Man - a Possessor of a stitching together of several dead bodies. Not very bright or forceful, but strong, and a speed belied by the awkwardness of his movement. Probably high Stamina, low Will.
  • Plants - Object demons. Possible abilities: Boost: Stamina (werewolf transformation), Boost: Will (retaining faculties)
  • Bubo - an actual rat who has figured out the Game without being a player himself. Low Stamina, high Will, Lore 1/2.

Sorcery and Setting

  • Again we see speech between animals as being standard, rather than assumed to be sorcerous.
  • There are sorcerers entirely uninterested in the Game.
  • Corpse parts and inclement weather reinforced as central to sorcery.

Thursday, October 28, 2021

Through Sorcerer's eyes - Oct 27, in which the pattern falls apart

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 27

Graymalk tells Snuff that the Good Doctor's farmhouse has burned down. They go over to investigate. The place is a burnt wreck, although the nearby barn has been spared. The eternal storm is gone. As Snuff approaches he suddenly rushes over to the barn, to trap Bubo in a crate. Bubo is morose - turns out he was never part of the Game, and neither was the Good Doctor.

Weeks ago, Bubo, who'd previously simply taken leftovers from the Good Doctor's experiments, caught wind of some goings on, and saw all the actual companion animals talking to and helping each other, so he gathered information and pretended to be involved, and that he was the Good Doctor's companion, so that he was a player.

However, rather than caring about the Game, the Doctor's purpose was bringing to life the Experiment Man - previously known as the Corpse Man or the Big Man - which he stitched up from several dead body parts. Once the Experiment Man was brought to life, they got into several arguments, and the latest one had him burn the whole place down by accident. The Experiment Man went to the barn to sulk, followed by Bubo, then left for parts unknown. It's not clear whether either the Good Doctor or the Hunched Man escaped.

This revelation has two consequences - in story, this means that the Doctor is not a player, which means that Snuff's diagram can be updated to calculate a new site for the event. From our point of view, we see that Bubo was able to converse with other animals without being assigned a Possessor, or any sort of sorcerous intervention - the clearest indication of someone unrelated to sorcery being nevertheless an intelligently communicating animal.

As for whether the Good Doctor is a sorcerer or not - stitching bodies together and using electricity from a supernatural storm to bring the resulting amalgam to some kind of life sounds sorcerous enough to me. Especially with dead body parts established as the lingua franca of the sorcerous world. The easiest way to incorporate the Good Doctor would be to consider him a sorcerer who is simply either unaware or unconcerned with the Game. The Experiment Man would be a Possessor that he was able to Summon, though perhaps not to Bind consistently. Possibly it's a very bad Binding roll, -3 and below. But a complete lack of control, as opposed to a tense relationship, suggests perhaps that it wasn't Bound at all. Maybe Contained within the amalgamated body?

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife (probably 0 or +/-1), as well as a Container of several Things. Keeps a curse connected to his knife which has him lose control to murderous urges. Has played the Game before, as a Closer.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom. Friendly with Jack, but an Opener.
  • The Good Doctor - Binder (-3 or below) or just Summoner and Container of the Experiment Man, with the Hunched Man as accomplice. Weird science and stormy weather. Not a player. Missing.
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before, as a Closer
  • Graymalk - a Possessor of a cat. Possible abilities: Cloak, Travel: teleportation. Possible Need/Desire: burying and uncovering things. An Opener.
  • The Experiment Man, AKA The Big Man or The Corpse Man - a Possessor of a stitching together of several dead bodies. Not very bright or forceful, but strong, and a speed belied by the awkwardness of his movement. Probably high Stamina, low Will.
  • Bubo - an actual rat who has figured out the Game without being a player himself. Low Stamina, high Will.

Sorcery and Setting

  • Again we see speech between animals as being standard, rather than assumed to be sorcerous.
  • There are sorcerers entirely uninterested in the Game.
  • Corpse parts and inclement weather reinforced as central to sorcery.

Wednesday, October 27, 2021

Through Sorcerer's eyes - Oct 26, close encounter of the dog kind

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 26

Short chapter, this. Snuff meets Graymalk, but she has nothing to report. He tries Larry out, but he's out. Everyone else seems to be out, too. He returns home, naps, tries again. Nobody's about and nothing's afoot, as far as he can tell.

Bored, he goes out to stalk rabbits, then a fox, who manages to disappear on him just as he realizes that he is being stalked himself. His tracker is not as skillful, so he is able to circle back and surprise a large dog-like figure. 

At first, he thinks it's Larry, but realizes it's a stranger when he responds. He claims to have just come to the neighborhood and to be curious about the weird people about. Snuff tells him to hide out for the next few weeks. After continued questioning, and seeing him in moonlight and recognizing him as one of the visitors to Jack and Jill's home recorded in the ward when they were out on the town, he runs off. The dog calls to him by name, even though he hadn't divulged it, further encouraging Snuff to depart.

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife (probably 0 or +/-1), as well as a Container of several Things. Keeps a curse connected to his knife which has him lose control to murderous urges. Has played the Game before, as a Closer.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom. Friendly with Jack, but an Opener.
  • Larry Talbot - Possible sorcerer, definite werewolf, Binder of Large Plant. Pledges assistance to Jack, as they are both Closers. Large Plant confers some control over his transformation, but it in itself seems natural to the setting.
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before, as a Closer
  • Graymalk - a Possessor of a cat. Possible abilities: Cloak, Travel: teleportation. Possible Need/Desire: burying and uncovering things. An Opener.
  • Large Plant - a Passer whose cover is a large flowering plant? Possible abilities: Boost: Stamina (werewolf transformation), Boost: Will (retaining faculties), Hint, Perception: Future
  • Strange Large Dog - a dog who knows Snuff's name, and has been walking around the neighborhood. Provenance unknown.

Sorcery and Setting

  • Again we see speech between animals as being standard, rather than assumed to be sorcerous.

Tuesday, October 26, 2021

Through Sorcerer's eyes - Oct 25, where another death casts a shadow on the neighborhood

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 25

This chapter gives us a lot of important background about sorcery/magic in general, and the specifics of Cheeter's binding in particular. We see that Cheeter, unlike Quicklime, is unable to break his Binding without help. Does this mean that the demons Graymalk and Snuff are performing sorcery themselves?

As their masters are straightening Jack's place out and drinking sherry, Snuff and Graymalk go to check out the vicarage. They spot Tekela, and Graymalk attempts to go attack her, but fails. The way she describes her failure might suggest this is an actual margin of weakness, so perhaps Tekela's Stamina is particularly high. They head back to their respective homes.

The next day, Graymalk takes Snuff to Owen's place, and shows him that the constable and a medical crew are there to look at the burned demonic bodies - and also at that of Owen himself, rightly judged to be human by the befuddled doctor on the scene. They find Cheeter sulking, making plans to leave the game, as Quicklime did. They ask him to help them in, to see whether the sickle was still there, and he agrees, but he has a favor to ask in return - Owen has turned him into a demon (made him smarter, gave him the power to float, but without his useful squirrely instincts) by removing and trapping his shadow. He wants his shadow, and his old life, back.

They are unsure of whether they can help - and here we get a clear description of one aspect of magic in this world. It is one power, used through many systems, and nobody knows all of them. Cheeter asks that they look at what Owen left behind to see whether they can help him. He takes them into a room full of natural ingredients, flora and fauna, books in Latin and Gaelic, and diagrams drawn throughout. He looks for the sickle but does not find it. Snuff is confused, because, while this is a powerful instrument, it is not part of the Game. As for motive, it seems like Owen was an Opener, and might have been in the process of convincing Rastov to join him. Cheeter and Graymalk think that Morris and MacCab are Openers, too. Nobody knows what the Good Doctor's affiliation is, the divinations always go wrong. Snuff thinks this is still to do with an unknown player mucking the whole thing up.

Cheeter shows them the pattern where his shadow is trapped - seven silver nails have hammered it into the wall inside some mystical diagram. Snuff pulls them out one by one, the easiest one first. Once he gets towards the end and they start wondering how exactly the shadow should be brought back to Cheeter, Graymalk provides a specific procedure. She says she received it recently. When Snuff asks whether it was from the old wise cat, here called the high cat, she berates him for mentioning it. Cheeter does describe how the shadow was severed in the first place.

The process succeeds, and Cheeter starts feeling the transformation - perhaps the removal of a Possessor. This Banishing done, he bids them farewell.

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife (probably 0 or +/-1), as well as a Container of several Things. Keeps a curse connected to his knife which has him lose control to murderous urges. Has played the Game before, as a Closer.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom. Friendly with Jack, but an Opener.
  • Vicar Roberts - A sorcerer in his own right railing against sorcery, Binder of Tekela and of the Pentacle Bowl, the Ring, the Alhazred Icon, and the Sickle. Some combination of Satanism and Cthulhu Mythos. Sacrificed a policemean, and has a daughter from a previous marriage tied up for future sacrifice. Was trying to have a vivisectionist turn Snuff into a set of special candles via a ritual they did not understand.
  • Owen - Druid, Binder of Cheeter (probably -2 or lower), and a sickle. Mistletoe, wicker baskets, ropes, natural elements, Latin, Gaelic, patterns scribbled on the walls, shadows. Opener. Dead.
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before, as a Closer
  • Graymalk - a Possessor of a cat. Possible abilities: Cloak, Travel: teleportation. Possible Need/Desire: burying and uncovering things. An Opener.
  • Cheeter - a Possessor of a squirrel. Possible abilities: Hint, Perception: alignment, Travel: float. An Opener. Dispossessed by ritual.
  • The Wise Old Cat/High Cat - a demon or sorcerer. Able to summon demons, or possibly cats? Lives in the Dreamworld, possible abilities: Hint, Perception: Future. His predictions for Snuff have come true so far, and he has provided Graymalk with useful sorcerous information.

Sorcery and Setting

  • It seems like Possession is the main type of demon here.
  • Magic is uniform in power, but there are many ways of doing it, and nobody knows them all.
  • Demons can perform some types of sorcery, in this case we see Banishment.

Monday, October 25, 2021

Through Sorcerer's eyes - Oct 24, in which all hell breaks loose and most hell doesn't make it

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 24

The wards that Jack and Jill left behind showed that Nightwind, Cheeter, and an unfamiliar, large wolf had come by to take a look. Larry insists that the latter wasn't him, and also tells him that Linda Enderby had left just after hearing about Rastov's death, and later, that the Great Detective has come along to take a look around. Snuff tells him where Lynette is kept, but he says that he will probably have to rescue her very late, to avoid giving the Vicar a chance to find a replacement, or otherwise exact revenge. He feels that he will be heavily involved in this.

He talks to Jack later, and towards the end asks whether his association with Jill, an Opener, so late in the Game wasn't unusual. Jack counters that Snuff and Graymalk seem to be getting along well, too. Jack doesn't think he'll manage to convince her to switch, and denies that he intends to. Snuff has more to say, but the clock strikes one and he can't.

The next day starts with some kind of spell that feels like an intense lightning storm in the house, with thunder, intense electrical flashes, hair standing on end, and strong winds that blow the books about. The Things are all released. Only the slitherers, formerly in the Mirror, are saved, and stored in a bottle of port wine. The other three are killed, the Steamer Trunk one by Snuff, the Wardrobe and Circle ones by Jack. Jill and Graymalk heard the tinkling of a bell and then some kind of dark dome covering the house as this was happening - they are only able to enter when Jack uses the "no-nonsense" rod to break the spell. This is contrasted with the Closing Wand, which is the name of his game tool. We get a bit of detail for Jack's relation to the Knife - since it's not clear who is whose master, it might also indicate a Binding rate of about 0 or +/-1, as with Snuff.

The fact that this intense spell involved extreme weather, particularly lightning, is interesting - seems related to the Thing in the Circle being close to using a puddle caused by excessive rain to escape, Graymalk almost being hit by lightning for possibly upsetting the Elder Gods (or possibly someone more mundane), and the endless thunderstorm around the Good Doctor's farmhouse, whose lightning has something to do with the Big Man/Corpse Man's life. Perhaps the best way to think of whatever happened is a sorcerer helping the demons break their Containments. The closed dome to the outside might be some other demon's, or possibly one of the Contained demons, using Cloak.

To dispose of the bodies, the four of them eventually decided to go with Snuff's idea of tying them up in Owen's wicker baskets, setting them on fire, and running away, a disturbing Halloween prank to fit the season. 

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife (probably 0 or +/-1), as well as a Container of several Things. Keeps a curse connected to his knife which has him lose control to murderous urges. Has played the Game before, as a Closer.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom. Friendly with Jack, but a Closer.
  • Larry Talbot - Possible sorcerer, definite werewolf, Binder of Large Plant. Pledges assistance to Jack, as they are both Closers. Large Plant confers some control over his transformation, but it in itself seems natural to the setting.
  • Morris and MacCab - A pair of sorcerers who have both Bound Nightwind. They count separately for the purposes of conversation, although not clearly in terms of the rules of sorcery. They are very new in this endeavor.
  • Owen - Druid, Binder of Cheeter (probably -2 or lower), and a sickle. Mistletoe, wicker baskets, and ropes.
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before, as a Closer
  • Big Knife with Old Writing on the Sides - an Object demon, manifests as a recurring noise and flashing eyes for the wielder as they lose themselves to slaughter.
  • The Closing Wand - possible Object demon, an important Game tool
  • Graymalk - a Possessor of a cat. Possible abilities: Cloak, Travel: teleportation. Possible Need/Desire: burying and uncovering things. A Closer.
  • Large Plant - a Passer whose cover is a large flowering plant? Possible abilities: Boost: Stamina (werewolf transformation), Boost: Will (retaining faculties), Hint, Perception: Future
  • Nightwind - a Passer whose Cover is an owl. Possible abilities: Perception: sorcerous pattern, Special Damage.
  • Cheeter - a Passer whose Cover is a squirrel. Possible abilities: Hint, Perception: alignment
  • Thing in the Circle - a Passer of high Will (although much weaker than Snuff's), communicative. Possible abilities: Shapeshift: general or numerous. Possible Telltales: smell, unnatural movement. Its Power might express itself through the environment when fighting against Containment. Becomes more powerful as the moon expands. Dead.
  • Thing in the Steamer Trunk - High Stamina. Dead.
  • Thing in the Wardrobe - High Stamina and Will, communicative. Weaker than Snuff's Will, possibly Stamina. Dead.
  • Things in the Mirror - Unknown. Not communicating so far. Able to break out of their mirrors with time. Slither within their confines, change color when excited. Possible abilities: Special Damage: disease, Special Damage: stick, Taint. Now in a half-empty bottle of port.
  • The Great Detective and his companion - Very perceptive, good at disguises (although the smell gives it away), not explicitly a player in the Game, but taking a keen interest in what is going on, to the point of moving into the neighborhood in disguise and befriending some of the players, and is on track to know what it's all about. Probably very high Will.

Sorcery and Setting

  • Breaking out of Containments - like demonic attacks and the Good Doctor's type of Contact / Summon / Bind - strongly associated with weather effects.
  • Loose demons are sometimes easier to kill than to re-Contain.

Sunday, October 24, 2021

Through Sorcerer's eyes - Oct 23, in which dreams come true, and a piece of the puzzle is still missing

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 23

Snuff picks up Larry to take a look at the new prospects for event sites. Neither the main one, nor the one he calculated for the possibility that Larry doesn't count as a player, are particularly promising. In the process, they compare notes about their process: Snuff calculates, which requires getting the details right, and can be used for more than simply finding the place for the event - given the right information, it could be used for finding a dead body; Larry just intuits, which Snuff suggests is an unconscious form of his method. He cannot, however, deal with the current situation, probably a missing player, which is very odd this late into the game. He could find someone good at divination, ask formally, and then share in the results. There are still rules that require it to work this way, regardless of alignment. Larry does mention that he has had a sense since this morning that one of the players have died, which is not in line with the kinds of calculations Snuff does. He did not, notably, have this feeling when the Count was found dead, but that could be a matter of his undead nature.

Walking back dejectedly, Larry lecturing about various medicinal plants and botany, they run into Quicklime, who tells them that Rastov has killed himself. They are suspicious, so they check - and find that the Alhazred Icon is missing. Quicklime decides he'd rather go back to being a snake again, rather than go live with Jack and Snuff, his fellow Closers. In game terms, this could be a more kindly expression of the Laws of Need and Binding. Having lost the supplier of his Need (being inside the stomach), and/or no longer Bound (although Binding does not necessarily get automatically released on the Binder's death, but it might have been a result of the killing sorcerer's actions), he is on his way to no longer being a demon. Snuff remembers that he was told he would lose a friend by the wise old cat.

Also of note is that Larry is able to speak to Snuff, but not to Quicklime. It's as if he only incidentally speaks the one language, wolf-dog, while Snuff and the rest of the animals speak all of their languages.

Returning home, Jack is absent. Snuff does the rounds, then follows his master's trail to Jill's. Graymalk is outside, and informs him that the two have decided to take a trip to the city, leaving some spells behind to see who comes spying. However, they have about an hour left, so they go to the Vicar's to see about the trapped girl. On the way, he updates her on Rastov's demise. They agree that the Vicar has probably done it. Graymalk thinks this makes him very dangerous, with at least three important tools in his hands. Snuff counters that it is incredibly dangerous to use them for anything other than the main event, leading to severe repercussions. Even if the Alhazred Icon, the Pentacle Bowl, and the Ring are not Object demons, they are clearly separate from more mundane magical items. This explains Snuff's past reference to a "mundane" wand that was nevertheless powerful enough to move the Things from their broken mirror to a new one. Snuff argues that he must not be very powerful or very self-assured, otherwise he would aim for minimalism.

They arrive at the vicarage to find that the Vicar is out, but Tekela is in the stable when they confirm the absence of the horse. They attempt to fool her into thinking that they just came over to bring her up to speed on Rastov's death, for which she feigns ignorance. She tells them that the Big Man (the Corpse Man) had an argument with the Good Doctor, but that it got cleared up. This seems like a contest of Wills, which the two of them fail, as we find out later that she has gone to alert the Vicar.

They go back to the house, looking to make sure she can't see them, and enter. Snuff uses the door opening trick he saw Larry use in wolf form, and is able to open the front door. They enter and find Lynette, the Vicar's 13-year-old stepdaughter, chained to the wall in a small, unlocked room. Both the chain and the lock are very sturdy. As they are studying it, and also trying to comfort the girl, they hear a horse fast approaching. They move to leave, but he enters before them, trapping them. They escape, but Graymalk is hit by a riding whip, Snuff is cut by shards from a window, and the Vicar's ear is mangled.

They return to their homes, and then join their masters on a coach to the city. Tekela is seen confirming that they are in it. In town they have a nice tour before finding themselves trapped in an alley between the Vicar and some unfamiliar ruffians. Graymalk is able to escape, but Snuff is captured.

He awakes at a vivisectionist's, with tortured animals all about. He attempt to trick his captors, but is strapped to a table and is prepared for a specific process: being rendered into candles, bit by bit, the head being preserved last, separately. Their customer, presumably the Vicar, specified that it must not mix with other sources, so they grudgingly work on some sanitation. This gives Jack time to save Snuff. Snuff first hears the buzzing that is one manifestation of his curse taking over him. He says that it starts 150 yards around the main curse, progressively closing in. Jack knocks, then bangs on the doors, then starts pushing them open. The vivisectionist and his assistants are scandalized at his intrusion, then take out their scalpels. Jack takes out his Knife with Old Writing on the Sides, and seems to be completely overtaken by his curse.

We end on a hinted grisly scenes, confirming the wise old cat's prophecy from the trip to the Dreamworld.

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife, as well as a Container of several Things. Keeps a curse connected to his knife which has him lose control to murderous urges. Has played the Game before, as a Closer.
  • Larry Talbot - Possible sorcerer, definite werewolf, Binder of Large Plant. Pledges assistance to Jack, as they are both Closers. Large Plant confers some control over his transformation, but it in itself seems natural to the setting.
  • Rastov - Binder of Quicklime and the Alhazred Icon. Closer. Dead.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom. Friendly with Jack, but a Closer.
  • Vicar Roberts - A sorcerer in his own right railing against sorcery, Binder of Tekela and of the Pentacle Bowl, the Ring, and the Alhazred Icon. Some combination of Satanism and Cthulhu Mythos. Sacrificed a policemean, and has a daughter from a previous marriage tied up for future sacrifice. Was trying to have a vivisectionist turn Snuff into a set of special candles via a ritual they did not understand.
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before, as a Closer
  • Big Knife with Old Writing on the Sides - an Object demon, manifests as a recurring noise and flashing eyes for the wielder as they lose themselves to slaughter.
  • Large Plant - a Passer whose cover is a large flowering plant? Possible abilities: Boost: Stamina (werewolf transformation), Boost: Will (retaining faculties), Hint, Perception: Future
  • Quicklime - a Parasite living in the gut. Possible abilities: Cover: Snake, Mark, Special Damage. Has played the Game before. Closer. Leaving to become an ordinary snake now that his Binder/Host is dead.
  • Graymalk - a Possessor of a cat. Possible abilities: Cloak, Travel: teleportation. Possible Need/Desire: burying and uncovering things. A Closer.
  • Tekela - a Passer whose cover is an albino raven. High Will.
  • Pentacle Bowl - possible Object
  • Alhazred Icon - possible Object, having to do with Closing.
  • Ring - possible Object
  • The Wise Old Cat - a demon or sorcerer. Able to summon demons, or possibly cats? Lives in the Dreamworld, possible abilities: Hint, Perception: Future. His predictions for Snuff have come true so far.
  • The vivisectionist and his assistants - willing to help out with part of sorcery, without understanding it. Dead.

Sorcery and Setting

  • The old wise cat seems to have provable predictive powers.
  • Snuff's calculation and Larry's anticipation are close, but not identical powers, and neither is the same as divination, according to them.
  • The way the rules of Need or how Parasites work might be a bit more figurative than might be considered in the usual game rules - an animal familiar could just revert to being a regular animal, rather than it being some kind of competition resulting in it being thrown into some other world.
  • People can be given instructions in performing steps of sorcery without being sorcerers or understanding why they are doing it.
  • The tools for the event of the Game can be used for other purposes, but this results in severe backlash on the user - they really are meant for the one use-case.

Saturday, October 23, 2021

Through Sorcerer's eyes - Oct 22, in which Snuff and Graymalk's unlikely partnership leads them to daydream

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 22

Snuff starts by describing close calls with the Things. The one in the Circle is bragging that it is getting so strong that it might be able to break out on its own. Its contest of Wills with Snuff nevertheless fails. He also reports that he had a similar battle with the one in the Wardrobe, which required the Containment to be reinforced physically. The on in the Steamer Trunk is simply being more active, as seen through the hole it poked through.

Finding that all is well, Snuff attempts to talk to Larry, but finds the disguised Great Detective is making a call again. He instead goes back to find Graymalk, to lead her to Dog's Nest, his tall perch with the big blocks of stone, and share the calculations he's been adjusting. On the way, Cheeter spots them and jeers at them for being a Closer and an Opener working together. Snuff thinks this is some kind of divination, suggesting the ability Hint or some kind of Perception: alignment might be involved. Graymalk then brings up a curse he and Jack are under, and he clarifies that they are keeping at least one. He is surprised to find that she knows of it because Jack mentioned it to Jill. She wonders whether he might be trying to change her orientation.

After another contest of will, this time between Snuff and MacCab, they reach Dog's Nest, and he calculates with the new data, settling on a clearing that looks entirely unpromising. Graymalk reminds him that the Count held the Ring, and he realizes that it wasn't on his corpse - so someone must be doubly powerful, but also doubly vulnerable.

The rain which started a bit earlier intensifies, so they take cover behind some of the rocks and wait for it to abate. Graymalk starts a soliloquy about the Great Old Ones` appreciation for their efforts, naming Nyarlathotep and Cthulhu. As she does so, Snuff is looking at the rocks, and the water seems to be converting the random scratches he thought were on them into letters in an unknown language. They redden, seem to be moving as if reading themselves, and then a rectangle of light starts to form. Snuff is at first frozen, but then jumps to take Graymalk away from her position just before a lightning strike hits that same place. They are then both buffeted by the wind, before it starts trying to funnel them towards the rectangle. They are both thrown in, and find themselves in a timeless, featureless gray void.

Graymalk realizes that they are on their way to the Dreamlands (called the Dreamworld here), of Lovecraft's cycle of the name. She is able to use a litany much like that in The Dream-Quest of Unknown Kadath to guide them towards the sky of the Dreamworld, and eventually to the Palace of the Seventy Delights, where they've been called. She has gone here while catnapping, while he feels like he might have been here as well.

It appears that they have been summoned by an old wise cat, much respected by the species. He takes Graymalk aside to speak to her while Snuff waits patiently, after the cat has ascertained that he is a dear friend, which he already know by remote viewing. When they return, she is perturbed. He lets Snuff ask him a question: asked what tomorrow has in store for him, the wise cat that he will lose a friend and be surrounded by blood, lots of it. He then takes them to a portal to take them back to Earth. As they leave, he tells Snuff to "get the stick" in Latin, which Snuff takes as a silly jab unbecoming of such a divine entity.

They are back at Dog's Nest, and decide to go home, leaving a trip to the new potential site for the event for tomorrow. Snuff notes that his dreams are slightly different than what they've seen, but Graymalk seems to recognize it as an identifiable scene in the Dreamworld. Snuff decides to return there, to Growler, tonight, to improve his skill. 

The fact that they were attacked, possibly for offending the Great Old Ones, and then summoned into the Dreamlands, is very interesting. It's akin to what a sorcerer would be able to do to demons: Punish and Summon them. Except the wise cat is more akin to a demon, coming from the Dreamworld, which is clearly linked to the Cthulhu Mythos and, therefore, sorcery. Similarly, the Great Old Ones showing ire without the intermediary of a sorcerer is suspicious.

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife, as well as a Container of several Things. Described as cursed and having to do much of his work at night - perhaps his Price has to do with insomnia? Has played the Game before, as a Closer.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom. Friendly with Jack, but a Closer.
  • Owen - Druid, Binder of Cheeter (probably -2 or lower), and a sickle. Mistletoe, wicker baskets, and ropes.
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before, as a Closer
  • Graymalk - a Possessor of a cat. Possible abilities: Cloak, Travel: teleportation. Possible Need/Desire: burying and uncovering things. A Closer.
  • Cheeter - a Passer whose Cover is a squirrel. Possible abilities: Hint, Perception: alignment
  • The Wise Old Cat - a demon or sorcerer. Able to summon demons, or possibly cats? Lives in the Dreamworld, possible abilities: Hint, Perception: Future.
  • Thing in the Circle - a Passer of high Will (although much weaker than Snuff's), communicative. Possible abilities: Shapeshift: general or numerous. Possible Telltales: smell, unnatural movement. Its Power might express itself through the environment when fighting against Containment. Becomes more powerful as the moon expands.
  • Thing in the Steamer Trunk - High Stamina. Currently communicating by glaring out of a hole it poked.
  • Thing in the Wardrobe - High Stamina and Will, communicative. Getting hard to contain physically, but still weaker than Snuff's Will, possibly Stamina.

Sorcery and Setting

  • The Dreamworld, essentially Lovecraft's Dreamlands, are part of sorcery
  • The Great Old Ones seem to be able to occasionally apply force to the world of their own volition under certain circumstances.

Friday, October 22, 2021

Through Sorcerer's eyes - Oct 21, in which we find the Count's latest resting place, and the Great Detective loses his cool

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 21

Quicklime teaches Needle the joys of fermented plums - and manages to get the Count's two other places of residence, established before the new moon, so relevant to calculations. He and Snuff check them out, and find the count's staked corpse in the second one. On the way, after a bit of circumlocution about their knowledge of past instances of the event, they admit to each other that they are both Closers. It turns out that whoever loses the Game gets wiped out, and Opening would bring in the Elder Gods, while Closing keeps the status quo, which is why mentioning that you've played before gives you away as a Closer. In the past, how many there were of each side varied, and sometimes nobody decides to show up on the very day. Killing other players early looks to Snuff as a sign of weakness.

Incidentally, the Mad Arab's Icon is Alhazred's Icon, so that's another connection to the Cthulhu Mythos, as is the relation to the shores of Hali.

Afterwards, back at home, Snuff notices the Things in the Mirror are still clustered, now pulsing, around the flaw, which seems bigger. He resolves to mention this to Jack. He goes out to meet Graymalk, and fills her in on the details. She, in turn, informs him that the Vicar owns the Pentacle Bowl, one of the important Object demons/implements of sorcery called the "tools", which Snuff had assumed resided with the Good Doctor. He jokingly asks her about the two wands, but she looks at him strangely. She also tells him that there is a 13-year-old girl tied down in the Vicar's residence, supposedly being punished for some transgression, but they both realize she's meant as a sacrifice.

They then go to enjoy a performance by the Roma. The Great Detective has gone there in disguise to get acquainted with them - and is encouraged to play the violin, which he does masterfully, almost slipping from his disguise. Snuff sees in him an immense power restrained, and realizes that he is probably going to figure out what's going on and take part, whether or not he's officially a player.

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife, as well as a Container of several Things. Described as cursed and having to do much of his work at night - perhaps his Price has to do with insomnia? Has played the Game before, as a Closer.
  • Rastov - Binder of Quicklime and the Alhazred Icon. Closer.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom
  • Vicar Roberts - A sorcerer in his own right railing against sorcery, Binder of Tekela and of the Pentacle Bowl. Some combination of Satanism and Cthulhu Mythos. Sacrificed a policemean, and has a daughter from a previous marriage tied up for future sacrifice.
  • Larry Talbot - Possible sorcerer, definite werewolf, Binder of Large Plant. Pledges assistance to Jack, as they are both Closers. Large Plant confers some control over his transformation, but it in itself seems natural to the setting
  • The Count - Binder of Needle, a blood-sucking parasite, and possibly the Ring. Telltale: needs to be invited in. Might have multiple places to sleep. Served by a group of Roma. Found staked.
  • The Good Doctor - Binder of Bubo, the Corpse Man, possibly of the Hunched Man, although that might just be a human servant. Weird science.
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before, as a Closer
  • Quicklime - a Parasite living in the gut. Possible abilities: Cover: Snake, Mark, Special Damage. Has played the Game before.
  • The Alhazred Icon - possible Object, having to do with Closing.
  • Graymalk - a Possessor of a cat. Possible abilities: Cloak, Travel: teleportation. Possible Need/Desire: burying and uncovering things.
  • Tekela - a Passer whose cover is an albino raven.
  • Pentacle Bowl - possible Object
  • Large Plant - a Passer whose cover is a large flowering plant? Possible abilities: Boost: Stamina (werewolf transformation), Boost: Will (retaining faculties), Hint, Perception: Future
  • Needle - a Passer whose cover is a bat.
  • Count's Parasite - Possible abilities: Perception: heightened senses, Shapeshift: Large Bat, Travel. Possible Need: other people's blood.
  • Bubo - a Passer whose Cover is a rat. Very closemouthed.
  • The Corpse Man - a Possessor of a giant dead body. Not very bright or forceful, but strong, and a speed belied by the awkwardness of his movement. Probably high Stamina, low Will.
  • The Great Detective and his companion - Very perceptive, good at disguises (although the smell gives it away), not explicitly a player in the Game, but taking a keen interest in what is going on, to the point of moving into the neighborhood in disguise and befriending some of the players, and is on track to know what it's all about. Probably very high Will.
  • Things in the Mirror - Unknown. Not communicating so far. Able to break out of their mirrors with time. Slither within their confines, change color when excited. Possible abilities: Special Damage: disease, Special Damage: stick, Taint.

Sorcery and Setting

  • Whoever loses the confrontations between Openers and Closers gets wiped out.
  • More and more the Cthulhu Mythos seems to be at the center of sorcery per se - so perhaps everything else is "mundane" setting information, including lycanthropy, and possibly vampirism!

Thursday, October 21, 2021

Through Sorcerer's eyes - Oct 20, in which we confirm the Vicar's a player, learn about Graymalk's past, and more information is confirmed

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 20

As promised in the previous chapter, Snuff picks Graymalk up to go check out the old manse, now occupied by Lady Enderby and her butler - who are the Great Detective and his companion in disguise, although he has yet to disclose this. As they go there, she starts a bit of probing to try and find out his alignment, starting by describing how she had a horrid life as a young cat until she was rescued by Jill, herself an orphan who had a bad life before, presumably, sorcery brought her power over her life. This suggests that Graymalk did not start out as a demon - so we must instead see her as a Possessor of an ordinary cat.

On approaching the manse, Snuff notes that the Great Detective is staying in character, albeit with an incongruous pipe, even though they have no company. Graymalk sneaks in, planning to avoid them both and tour the insides to see if there is, indeed, an appropriate chapel.

While she is away, Nightwind lands nearby and starts trying to pump Snuff for information. Unfortunately for him, what information he doesn't divulge while explaining what he is asking for or what he has to offer, Snuff either knows or is able to guess. We therefore discover that not only did the Vicar kill the policeman, but he did so through a ritual to gain early power as he had joined the Game late; that the albino raven from the previous chapter is Tekela, she is the Vicar's companion, that she followed Snuff and saw him dragging the body, and Larry helping him, although she couldn't recognize him other than to know that he also hung around Larry's home. Snuff ends up lying about wolf-Larry, saying that he's juts a big stray dog named Lucky who he hangs out with, and who Larry occasionally feeds. This poses a problem, since they're not quite clear on whether plants can be companions, and companions are necessary for sorcery.

In exchange for this lie, Nightwind tells him that there is a third man living in the Good Doctor's farmhouse, a giant, moving around awkwardly, but only at the height of the thunderstorms, after which he is put back under a sheet and doesn't move. Other, indirect information is that Quicklime traded some information for Needle's nightly feeding route - which Nightwind suggests might be to trap him, although we know from two days ago that it might have to do with getting more information about the Count's sleeping arrangements. A bit of grousing about Bubo being too closemouthed concludes his business with Snuff; Nightwind departs.

Snuff hears a noise from the other side of the house, and rushes to see what is going on. Lady Enderby kindly bids farewell to Graymalk. Once she closes the door behind her, Snuff tries to get Graymalk's attention, but she feigns to ignore him, then disappears and reappears next to him - perhaps this is another ability, Travel: Teleportation. She tells him that she was spotted inside, and that Enderby immediately recognized her and called her by name, which she finds puzzling. Snuff does not enlighten her. Snuff being the only entity so far to note that Enderby and the Great Detective are one and the same is starting to suggest that his disguise is a bit supernatural in scope, although it is not clear that it falls within sorcery per se, rather than being a setting feature. The Great Detective's powers of observation and memory might also fall under this ambiguous area.

As she was inside she was able to find a room that was an old chapel at some point, which suggests that this is a credible site for the event.

They both continue to the Good Doctor's to check up on Nightwind's lead. On the way, as they discuss more of the details of the event - apparently this can happen whenever the full moon rises on Halloween, as long as Closers, Openers, or both, gather to make use of it - Snuff lets it slip that this isn't his first time - which is significant. Recall that Quicklime also seemed to imply that he'd done this before. The area around the farmhouse is rainy as usual. This seems to be notable enough, that it might be some kind of weather control effect by some kind of demon. As they approach, they see the giant man Nightwind described coming towards them awkwardly but quickly. He pets Snuff, then picks Graymalk up without warning, being much quicker than he looks. He attempts to pet her, but she yells out that he's crushing her. Snuff starts barking, which at least distracts him. Then the Good Doctor comes forward, and slowly and patronizingly explains to him that he should let go of the cat and come back inside. They leave. Snuff notes that the man smelled like death. So it is suggested that the Good Doctor's sorcery might have brought someone from the dead. Possibly the mad science lead to a possession of a corpse?

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife, as well as a Container of several Things. Described as cursed and having to do much of his work at night - perhaps his Price has to do with insomnia? Has played the Game before, as a Closer
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom
  • Vicar Roberts - A sorcerer in his own right railing against sorcery, Binder of Tekela. Some combination of Satanism and Cthulhu Mythos.
  • Morris and MacCab - A pair of sorcerers who have both Bound Nightwind. They count separately for the purposes of conversation, although not clearly in terms of the rules of sorcery. They are very new in this endeavor.
  • Larry Talbot - Possible sorcerer, definite werewolf, Binder of Large Plant. Pledges assistance to Jack, as they are both Closers. Large Plant confers some control over his transformation, but it in itself seems natural to the setting
  • The Count - Binder of Needle, a blood-sucking parasite, and possibly the ring. Telltale: needs to be invited in. Might have multiple places to sleep. Served by a group of Roma.
  • The Good Doctor - Binder of Bubo, the Corpse Man, possibly of the Hunched Man, although that might just be a human servant, and possibly the bowl. Weird science.
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before, as a Closer
  • Graymalk - a Possessor of a cat. Possible abilities: Cloak, Travel: teleportation. Possible Need/Desire: burying and uncovering things.
  • Tekela - a Passer whose cover is an albino raven.
  • Nightwind - a Passer whose Cover is an owl. Possible abilities: Perception: sorcerous pattern, Special Damage.
  • Large Plant - a Passer whose cover is a large flowering plant? Possible abilities: Boost: Stamina (werewolf transformation), Boost: Will (retaining faculties), Hint, Perception: Future
  • Needle - a Passer whose cover is a bat.
  • Count's Parasite - Possible abilities: Perception: heightened senses, Shapeshift: Large Bat, Travel. Possible Need: other people's blood.
  • Bubo - a Passer whose Cover is a rat. Very closemouthed.
  • The Corpse Man - a Possessor of a giant dead body. Not very bright or forceful, but strong, and a speed belied by the awkwardness of his movement. Probably high Stamina, low Will.
  • The Great Detective and his companion - Very perceptive, good at disguises (although the smell gives it away), not clearly supernatural or a player in the Game, but taking a keen interest in what is going on, to the point of moving into the neighborhood in disguise and befriending some of the players. Probably very high Will.

Sorcery and Setting

  • The kind of event that will be coming at the end of the month happens whenever the moon is full on Halloween. It happens a few times a century. It doesn't always lead to sorcerers gathering together to bring it about. It's significant if people have done it before.
  • It's not clear whether plants are appropriate "companions", the signifying demons that sorcerers have, usually assumed to be animals.

Wednesday, October 20, 2021

Through Sorcerer's eyes - Oct 19, in which there are new additions to the neighborhood

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 19

Snuff checks out the old manse, one of the possible locations for the month's culminating event. He finds some fresh lumber lying there, with evidence of new work - and the place is locked down, so he can't explore further. He goes back to Jack's to check on the Things - the one in the Circle is eager to leave, saying it is starting to feel more powerful, and Snuff tells it it will be freed soon enough. The Thing in the Steamer Trunk was able to poke a hole to stare out of with a yellow eye. The Thing in the Wardrobe is snoring. The Things in the Mirror are still centered around some point - and Snuff notices a flaw, albeit one still too small for them to leave out of. He wonders if they are able to push their way out. Perhaps this can be seen as a gradual exercise of attempting to break a Container.

Snuff naps, and is awakened by the sound of a Roma (the less appropriate term is used) caravan coming into town. He follows them for a while, until he runs into Quicklime. He and Rastov had been expecting them, as they are associated with the Count. They are responsible for guarding him during the day, so the theory is that he came in early to stake out a claim and gather up some ingredients, and they followed as fast as they could. Quicklime brings up the possibility of additional resting places for the Count, which Snuff had not considered before. This is important: if any of them were established before the new moon, they count towards the pattern. Quicklime is shocked to realize that Snuff is the calculator rather than Jack - and furthermore, concludes that he is better at it than Rastov. They start thinking about setting up a rotating watch with the other animal companions to make sure and find all of his other potential crypts.

Before this, though, Snuff suggests a more immediate activity for them - he reveals that a ruined church near the Count's crypt is one of the possible places for the event. They go there, and he asks Quicklime to first make sure that the Count and Needle are sleeping in the crypt, which they are, and then to check the ruin. Alas, the place is completely ruined, to the point where it's not likely that anything can be made of it, so it seems clear that it's not the place. Using Snuff's calculations from the previous chapter, this means that the Vicar must be involved. He reveals this to Quicklime, and also that he's performing rites to the Elder Gods (meaning he recognized the mention of Nyarlathotep when he viewed the black mass). He also reveals that the Vicar's vicarage and church are a possible location for the event, if Larry is not a player. He doesn't mention the manse. He then reiterates to the reader that the new moon froze everything in place, that subsequent moving and killing of players doesn't change the pattern that he's seeking, which is why it's urgent that he know where and when the Count might have alternative lodgings. Quicklime backpedals from taking shifts to find out where this is - he instead suggests he will look into an alternate way to get that information in the next few days, and will tell Snuff about it.

Snuff parts with him and goes back to find the Roma's camp. He watches them but sees nothing out of the ordinary, although the display is colorful. He then hears a carriage coming in, and an old lady visiting Larry. He follows the two doggedly from the outside, seeing them having sherry, looking at hte plants, then some more sherry. After she departs he talks to Larry, who is able to communicate with him in human form, and tells him that her name is Linda Enderby, that she introduced herself and was very interested in botany, and that she's moved into the old manse, away from the crowded city. Larry does not seem to realize that she is in fact the Great Detective in disguise, and Snuff doesn't tell him this.

Snuff later meets Graymalk, who tells him that the Vicar lead the search party to its resting place, first, suggesting that he knew where it was, and probably put it there, to intentionally put Jack at risk. She also tells him that Enderby has visited Jill, as well, and seem to know much about herbs and cooking. Snuff tells her almost everything he knows, except that Enderby is the Great Detective, so that he is the one who set up shop in the old manse, and asks that she join him later, and use a broken window he'd noticed to hop on in and look for a chapel - presumably a place for the event.

As Snuff goes on near the Vicar's church, watched by an albino raven, and sees that Enderby has come to visit here, as well.

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife, as well as a Container of several Things. Described as cursed and having to do much of his work at night - perhaps his Price has to do with insomnia? Has played the Game before.
  • Larry Talbot - Possible sorcerer, definite werewolf, Binder of Large Plant. Pledges assistance to Jack, thinks he's a Closer, almost certainly one himself. Large Plant confers some control over his transformation, but it in itself seems natural to the setting
  • Vicar Roberts - A sorcerer in his own right railing against sorcery, no Bound demons of his own that we are aware of yet. Some combination of Satanism and Cthulhu Mythos.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom
  • The Count - Binder of Needle, a blood-sucking parasite, and possibly the ring. Telltale: needs to be invited in. Might have multiple places to sleep. Served by a group of Roma.
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before
  • Large Plant - a Passer whose cover is a large flowering plant? Possible abilities: Boost: Stamina (werewolf transformation), Boost: Will (retaining faculties), Hint, Perception: Future
  • Graymalk - a Passer whose Cover is a cat. Possible abilities: Cloak. Possible Need/Desire: burying and uncovering things.
  • Needle - a Passer whose cover is a bat.
  • Count's Parasite - Possible abilities: Perception: heightened senses, Shapeshift: Large Bat, Travel. Possible Need: other people's blood.
  • Thing in the Circle - a Passer of high Will (although much weaker than Snuff's), communicative. Possible abilities: Shapeshift: general or numerous. Possible Telltales: smell, unnatural movement. Its Power might express itself through the environment when fighting against Containment. Becomes more powerful as the moon expands.
  • Thing in the Steamer Trunk - High Stamina. Not communicating so far.
  • Thing in the Wardrobe - High Stamina and Will, communicative.
  • Things in the Mirror - Unknown. Not communicating so far. Able to break out of their mirrors with time. Slither within their confines, change color when excited. Possible abilities: Special Damage: disease, Special Damage: stick, Taint.
  • The Great Detective and his companion - Very perceptive, good at disguises (although the smell gives it away), not clearly supernatural or a player in the Game, but taking a keen interest in what is going on, to the point of moving into the neighborhood in disguise and befriending some of the players.

Sorcery and Setting

  • Cthulhu Mythos is known as a form or aspect of sorcery.
  • The new moon not only separates the gathering of ingredients from acting with them towards the great event, but also freezes the locations of the players in place - and if some of them have more than one resting place, those have to be taken into account, as well.
  • The place of the event at the end of the month is expected to be a chapel.
  • Breaking Contain could be a long-drawn process.

Tuesday, October 19, 2021

Through Sorcerer's eyes - Oct 18, in which we find out what a moon-watcher is, and learn about the Vicar's underside

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 18

Since October 14, Snuff has been dragging the body whenever he could. Today he finds unexpected assistance. He is approached by a large, scary wolf - who turns out to be Larry Talbot. A werewolf! Apparently the common situation is that they only turn into a wolf on the full moon - Larry is able to have more control over his transformation on other days, although the natural transformation still leaves him with no control of his faculties. The way he does this is through some plant-based assistance. This might lend more credence to the big plant, or possibly plants, being actual demons conferring some abilities - although the context here is strange. Are werewolves part of the setting, which Larry violates, partially, through demonic intervention? Or, like with the Count, should we see his very transformation as demonic? This is a similar question to when we discussed how animals seem to be naturally able to talk to each other in this setting, but more extreme. For now, let's call the demon's ability a specialized version of Stamina and Will Boost, since it allows a physical transformation with mental retention of faculties.

Larry handily carries the corpse to the river, and they both watch it floating downstream, to Snuff's immense relief. Then Larry takes him over to the Vicar's chapel, where a dark ceremony is taking place, with all the trappings of a black mass: inverted crucifix, black candles, black fabric draped over the altar, nudity... but also a chant referring to Nyarlathotep, a Lovecraftian entity. This is still not enough to confirm to Snuff whether the Vicar is a player, which suggests that it might be a part of sorcery that is more idiosyncratic. He tries to get Larry to explain whether he, himself, should be counted, but he's got limited information to give, only knowing that he will be out of his mind that night of the full moon. This is important, let us recall, because the locations of the different players form a pattern which Snuff, and possibly others, can use to calculate where the event will take place. So Snuff is forced to suggest calculating the whole thing four ways, with and without the Vicar, and with and without Larry.

Later he has a conversation with Graymalk, who is trying to get some information out of him without giving too much away. She already suspects that it is unclear whether Larry is or isn't a player, and when Snuff confirms that, she tells him that the event can't take place in the middle of the road, according to Jill's metaphysical reasoning. He counts that confirmation of his own ruling out of an earlier candidate as leaving them even.

Finally he sits in what he call's Dog's Nest, a comfortable hill with big blocks of stone to lie down on and think, with a good view of the area. He figures out three different locations for the event, one of which is dangerously close to the Count, one that he's visited recently, and one that he hasn't gone near before.

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife, as well as a Container of several Things. Described as cursed and having to do much of his work at night - perhaps his Price has to do with insomnia? Has played the Game before.
  • Larry Talbot - Possible sorcerer, definite werewolf, Binder of Large Plant. Pledges assistance to Jack, thinks he's a Closer, almost certainly one himself. Large Plant confers some control over his transformation, but it in itself seems natural to the setting
  • Vicar Roberts - A sorcerer in his own right railing against sorcery, no Bound demons of his own that we are aware of yet. Some combination of Satanism and Cthulhu Mythos.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom
  • The Count - Binder of Needle, a blood-sucking parasite, and possibly the ring. Telltale: needs to be invited in.
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before
  • Large Plant - a Passer whose cover is a large flowering plant? Possible abilities: Boost: Stamina (werewolf transformation), Boost: Will (retaining faculties), Hint, Perception: Future
  • Graymalk - a Passer whose Cover is a cat. Possible abilities: Cloak. Possible Need/Desire: burying and uncovering things.
  • Needle - a Passer whose cover is a bat.
  • Count's Parasite - Possible abilities: Perception: heightened senses, Shapeshift: Large Bat, Travel. Possible Need: other people's blood.

Sorcery and Setting

  • Cthulhu Mythos is one way for sorcery, but an unusual one - and not necessarily relevant to the Game.
  • Lycanthropy exists, and might just be a natural setting trope rather than a transgression brought on by sorcery.
  • It is possible to reason metaphysically about sorcerous matters, which might not require demonic intervention.

Monday, October 18, 2021

Through Sorcerer's eyes - Oct 17, in which the sorcerers indulge in a final, anatomically improbable cooperative act

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 17

The main action in this chapter happens the previous night, the new moon, or death of the moon. Before getting into those details, Snuff provides us with more context for the entire Game. With the moon, a power that the sorcerers want to harness is rising, and both Closers and Openers will act in ways that expose their affiliation. Until now, the talk has been about gathering ingredients, so we can safely assume that that's all that can be done until then with respect to the main event or ritual of the Game, and that they are neutral, in the sense that anyone of any affiliation may want to gather any of them. It's only their subsequent use which should expose their purpose.

Last night, Snuff and Jack went to that old, distant graveyard again, of the long-suffering guard dog who Snuff had already amicably intimidated. Snuff hears others approaching as Jack works - Snuff is able to tell or hint to us which they are by the sounds of their voices. We hear those because at some point in the night, someone, who sounds like MacCab, gets the idea to loudly vent his frustration at the body he's dug up missing a part he needs. This begins a comical back-and-forth, with others yelling out what they found or what they need, and throwing them back and forth when a trade is viable. This orgy of grave-robbing is notable not just for its comedy, but also for the clear indication of the specifics each needs for their ingredients, and their willingness to rob corpses, then mix and match them to taste. Truly, sorcery is vile, but also mutually intelligible - they are all looking for similar things, and understand each other's needs. This despite their day-to-day presentation and sorcery style.

The sorcerers involved, aside from Jack and MacCab, are Owen (probably), Jill (a woman's voice, and she's the only one we know of), the Count (deep voice with Hungarian accent), Rastov (a Russian accent), someone with an aristocratic accent, and a few others without descriptors.

As they leave, Snuff notes the Great Detective disguised as a dozing sexton, meaning someone hasn't been sufficiently discreet. Later Snuff returns to the body dragging, a significant drain on his attentions still.

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife, as well as a Container of several Things. Described as cursed and having to do much of his work at night - perhaps his Price has to do with insomnia? Has played the Game before.
  • Morris and MacCab - A pair of sorcerers who have both Bound Nightwind. They count separately for the purposes of conversation, although not clearly in terms of the rules of sorcery. They are very new in this endeavor.
  • Owen - Druid, Binder of Cheeter (probably -2 or lower), and a sickle. Mistletoe, wicker baskets, and ropes.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom
  • The Count - Binder of Needle, a blood-sucking parasite, and possibly the ring. Telltale: needs to be invited in.
  • Rastov - Binder of Quicklime and the mad Arab's icon
  • Aristocratic sorcerer - unknown, possibly someone we've met
  • Others - unknown, possibly some we've met
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before
  • Nightwind - a Passer whose Cover is an owl. Possible abilities: Perception: sorcerous pattern, Special Damage.
  • Cheeter - a Passer whose Cover is a squirrel.
  • Graymalk - a Passer whose Cover is a cat. Possible abilities: Cloak. Possible Need/Desire: burying and uncovering things.
  • Needle - a Passer whose cover is a bat.
  • Count's Parasite - Possible abilities: Perception: heightened senses, Shapeshift: Large Bat, Travel. Possible Need: other people's blood.
  • Quicklime - a Parasite living in the gut. Possible abilities: Cover: Snake, Mark, Special Damage. Has played the Game before.
  • The Great Detective and his companion - Very perceptive, good at disguises (although the smell gives it away), not clearly supernatural or a player in the Game, but starting to ask questions of those involved.

Sorcery and Setting

  • The sorcery involved with the event or ritual which is the culmination of the Game has two phases: gathering the ingredients until the new moon, and then using them as a special power gathers towards the full moon at the end of the month, to sway it one way or another.
  • With respect to Closers vs. Openers, the ingredients are neutral, while their uses are not.
  • Ingredients include very specific organs taken from corpses - and their description is a lingua franca common to all sorcerers, regardless of background.

Sunday, October 17, 2021

Through Sorcerer's eyes - Oct 16, where Covers are tested under pressure

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 16

Another failed attempt by the Thing in the Circle to entice Snuff which fails. This despite days of exhausting work on moving the city policeman's corpse. Definitely a serious Will bias there. The Slitherers/Things in the Mirror have turned blue and are centered around one point in the mirror, but Snuff can't make out why - maybe a failure in perception, showing that his Will has been depleted. Outside, he finds a non-involved victim of the anti-sorcery crusade: a bat.

Back at the corpse, he makes little headway before giving up, suggesting Stamina depletion as well - perhaps it is better to think of it as Combat-like Lasting Penalties weighing on all of his activities. He returns to find Quicklime begging for death. Apparently he was in Rastov's gut when he was drinking the previous night, and is having a hard time of it. Snuff encourages him to hydrate and sweat it out; later, returning from a second futile attempt to move the body, he finds that he had successfully snaked away.

Meanwhile, we find indirectly about a meeting from two sources: an overheard discussion by Jack and Larry, and then a direct description by Graymalk. People in the neighborhood were invited to constable Terence's by city police, who questioned everyone about the disappearance of the policeman with whose decomposition Snuff is becoming all too familiar. Each of the sorcerers - Jack, Larry, the Vicar especially presenting himself as part of the investigation rather than a peer of the other neighbors, Jill, Rastov, and Morris and MacCab - is seen leaning into their covers, except for the Good Doctor, who explicitly calls this disappearance and the other strange and vile things that have been happening things he'd been wanting to get away from. Owen attempt to assuage suspicions, as well, but may be getting more attention as the tentative timeline puts him as the last person to see the policeman alive.

Jack and Larry's discussion is most significant, however, in further interrogating the relationship between them, and Larry's role in the Game. Jack warns Larry that he's putting himself in a very dangerous position, both almost explicitly naming himself as a Closer, but then not gathering any powers to protect himself or help with their end of the Game, some "structure of power" that can be turned in one of two ways - the Closers' and the Openers', perhaps? Larry counters that he has only told Jack, so he's probably safe from early discovery by the opposing faction, and that he is an anticipator, and in order to do his work correctly he can't let too many people know too much - otherwise he'd have to start again, with very little time remaining. They agree to trust each other, and shake on it. The mechanical restrictions on the ability of Larry's demon to tell the future lean more towards Hint, something with inherent mechanical difficulty.

At the end of Snuff and Graymalk's conversation, meanwhile, they say that tomorrow "it" (probably the moon) dies, and they two agree to harbor no ill-will no matter what happens next.

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), a wand, and a big knife, as well as a Container of several Things. Described as cursed and having to do much of his work at night - perhaps his Price has to do with insomnia? Has played the Game before.
  • Larry Talbot - Possible sorcerer, Binder of Large Plant. Pledges assistance to Jack, thinks he's a Closer, almost certainly one himself.
  • Vicar Roberts - Possibly a sorcerer railing against sorcery, with no Bound demons of his own.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom
  • Rastov - Binder of Quicklime and the mad Arab's icon
  • Morris and MacCab - A pair of sorcerers who have both Bound Nightwind. They count separately for the purposes of conversation, although not clearly in terms of the rules of sorcery. They are very new in this endeavor.
  • The Good Doctor - Binder of Bubo, possibly of the Hunched Man, although that might just be a human servant, and possibly the bowl. Weird science.
  • Owen - Druid, Binder of Cheeter (probably -2 or lower), and a sickle. Mistletoe, wicker baskets, and ropes.
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous implements, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Keeps up with who has which tool. Able to communicate with Jack verbally right after midnight. Has played the Game before
  • Large Plant - a Passer whose cover is a large flowering plant? Possible abilities: Hint, Perception: Future
  • Graymalk - a Passer whose Cover is a cat. Possible abilities: Cloak. Possible Need/Desire: burying and uncovering things.
  • Quicklime - a Parasite living in the gut. Possible abilities: Cover: Snake, Mark, Special Damage. Has played the Game before.
  • Nightwind - a Passer whose Cover is an owl. Possible abilities: Perception: sorcerous pattern, Special Damage.
  • Bubo - a Passer whose Cover is a rat.
  • Cheeter - a Passer whose Cover is a squirrel.
  • Thing in the Circle - a Passer of high Will (although much weaker than Snuff's), communicative. Possible abilities: Shapeshift: general or numerous. Possible Telltales: smell, unnatural movement. Its Power might express itself through the environment when fighting against Containment.
  • Things in the Mirror - Unknown. Not communicating so far. Able to break out of their mirrors with time. Slither within their confines, change color when excited. Possible abilities: Special Damage: disease, Special Damage: stick, Taint.

Sorcery and Setting

  • We again see more reasons for delaying informing people of one's alignment, this time the matter of personal safety.
  • People with either alignment are expected to be gathering the materials which have been discussed so far in the use of some "structure of power", which either the Closers or Openers can use for their purpose.
  • We hear of Covers tested by the authorities. In two cases, the Cover might involve helping them break through those of others.
  • The new moon is the next day, which we've heard repeatedly is an important milestone.
  • In mundane mechanics, we see an instance of Lasting Penalties making subsequent actions harder.