Sunday, October 10, 2021

Through Sorcerer's eyes - Oct 9, in which the Count's resting place is confirmed and we finally meet the Great Detective

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

Starts here.

October 9

I will start with the mid-chapter flashback, to keep things chronological: the previous afternoon, Snuff and a dry and rested Graymalk go over to the crypt Bubo had pointed out. Graymalk crawls down and confirms a newly-placed coffin with some personal affects near it, Needle, asleep, hanging above. So Bubo told the truth, although Graymalk still doesn't trust him. Snuff mentions the slithering Things in the Mirror, and he brings her over to show them to her when she says she and Jill don't have any. They change colors when excited, and slither. He says that they were found in a deserted village in India, all of whose remaining inhabitants had died of some disease - possibly a type of Special Damage, or Taint. Their function is that they're sticky - maybe another Special Damage. Graymalk notably does not return the favor.

That night, Jack and Snuff finally run into the Great Detective and his companion. The Detective and Jack speak circumspectly about the murders and all the patrolmen about. Snuff notices that the Detective is extremely attentive, far beyond most human beings, which he can appreciate, as a watcher. They part amicably, but Jack tells Snuff to remember him in future. As they walk away on their mission, Snuff thinks he sees some of the other known demons, but is uncertain. He feels anxious, as if he's being followed, but isn't sure if it's not just the pressure ramping up as the month progresses. He expects that things will get worse, and may not become better - possibly the event that is being built up to could have a terrible aftermath.

Larry greets Jack and startles him, causing him to put his hand near his hidden blade before he realizes who it is. Larry is an American, so insists on using his and Jack's first names. They compare notes of their conversations with the Great Detective. He talked about the recent killings with both and the companion muttered about dogs near Larry. As far as they could tell he doesn't seem to have any real clues, but he's hard to read.

Jack notes that it's eight days to the death of the moon, and confirms that Larry is a moon-watcher. Larry, in turn, asks if Jack is aware of the Count, saying he's got a long-time association with him, and always knows when he's around. He also guesses that he's an Opener.

They walk back to their homes together. Snuff sees Nightwind spying on them - he runs inside, but doesn't see any disturbance.

The Great Detective is a curious character so far - we don't know of him being a sorcerer, but he might be involved. Maybe his rotund companion is a demon? Or the other way around? He's very perceptive, but might not be supernatural. This might be part of the mundane setting, instead. In any event, now Jack and Larry know that he has an eye on them, and feels comfortable letting them know.

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, no Bound demons of yet. Pledges assistance to Jack, thinks he's a closer.
  • 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.
  • "Crazy" Jill - Witch, Binder of Graymalk
  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Perception: sorcerous pattern, Special Damage: claws and fangs, Special Damage: holy hell. Able to trace paths between sorcerers. Able to communicate with Jack verbally right after midnight. Has played the Game before
  • Cheeter - a Passer whose Cover is a squirrel.
  • Nightwind - a Passer whose Cover is an owl. Possible abilities: Perception: sorcerous pattern, Special Damage.
  • Graymalk - a Passer whose Cover is a cat. Possible abilities: Cloak
  • 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, not clearly supernatural or a player in the Game, but starting to ask questions of those involved.

Sorcery and Setting

  • Some people can be extraordinarily perceptive without necessarily being sorcerous.
  • Whatever the event that is approaching is, things are expected to get worse, permanently so after the event itself, depending on what happens there.

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