Saturday, October 16, 2021

Through Sorcerer's eyes - Oct 15, in which revelry is mixed with last-minute preparations

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

Starts here.

October 15

The body movement project started the pervious day occupies Snuff many times overnight, leaving him weary for the day ahead, but still eager to make progress, so he goes to it again instead of following up on Needle's lead on one of the crossbow aficionados. While he's resting - the injury previously noticed by the Great Detective, explicitly stated here as from fighting a zombie, having started to bother him - Graymalk updates him on the goings on. An inspector came from town to talk to the constable, as did the Great Detective and his companion. The latter two strolled around the neighborhood, chatted with Vicar Roberts, then Owen, went all the way to the Good Doctor's farmhouse, then noted the crossbow bolts still sticking out of the side of Jack and Snuff's house, which he'd forgotten to take care of. Graymalk then leaves to bury some things. She was digging something out some previous day. Possibly this reflects a Need or Desire of hers?

The following evening is hectic. The streets are full of patrolmen in pairs, but Jack needs to get a few last minute ingredients - acquiring the last one leads to a foot-chase from which they are saved by Larry, who somehow anticipated their arrival - perhaps he has access to a demon with the Hint ability, or some kind of Perception of the future? The acquisition drips, again emphasizing the visceral, body-related nature of sorcery.

Through the night they see the others take risks - like Jill, who flies on her broom in view, and Bubo, or a rat like him, carrying a finger - or attempt to decompress - like Rastov, who is drinking a bottle of vodka alone, and Owen, who is singing with a couple of drunken Welsh coalminers, and Morris, crossdressed on MacCab's arm. He wonders how Quicklime does when he is inside while Rastov is drinking. They are also approached by the Great Detective in disguise - Snuff recognizes him immediately by his smell. Perhaps it does make sense to see him as having demonic powers with smell as a tell-tale, similar to the Thing in the Circle?

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.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom
  • Owen - Druid, Binder of Cheeter (probably -2 or lower), and a sickle. Mistletoe, wicker baskets, and ropes.
  • Rastov - Binder of Quicklime and the mad Arab's icon
  • 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.
  • 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.
  • Vicar Roberts - Possibly a sorcerer railing against sorcery, with no Bound demons of his own.
  • 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.
  • Broom - an Object, possible abilities: Transport: Fly
  • Cheeter - a Passer whose Cover is a squirrel.
  • Quicklime - a Parasite living in the gut. Possible abilities: Cover: Snake, Mark, Special Damage. Has played the Game before.
  • Bubo - a Passer whose Cover is a rat.
  • Nightwind - a Passer whose Cover is an owl. Possible abilities: Perception: sorcerous pattern, Special Damage.
  • 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

  • Some deadline is approaching which is causing the sorcerers to take risk towards their ingredients for their role in the Game.
  • Zombies confirmed.
  • Sorcerers' "real" lives and ways to relieve stress range widely.

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