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!

No comments:

Post a Comment