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.
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