Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.
Starts here.
October 6
The Things in the Mirror manage to crack same. Fortunately, Snuff is on the job to keep them from making use of the crack, "raising holy hell", while Jack goes to bring his "mundane" wand - so maybe the other wand is, in fact, significant enough to be an Object demon, while this is a tool of sorcery. Jack uses the wand to transfer the Things to a different, whole mirror - a smaller one, "like the Yellow Emperor", so as to teach them a lesson. This seems like a combination of Punish and Contain, or reinforcing a Contain. As for Snuff being able to keep them at bay, is this Special Damage, or just his strong Will? "Raise holy hell" could be metaphorical, or literal. He does say that he's glad they're afraid of him.
Snuff had spent the night drawing lines in his head between the houses of the known sorcerers, which has formed a pattern, in the middle of which there should be a special place. While it would be easier for demons who fly, or are at least able to climb to the trees, like Cheeter, to get a sense for the terrain, once he's created this pattern in his head, he can do special things with it that they are unable. His pattern is currently incomplete, because he doesn't know where the Count is, or any other players he hasn't found yet, but he is able to approximate.
Having taken care of the Things in the Mirror and seen Jack retire, he goes by day to where he thinks the special place is, but finds it in the middle of a road near an old couple he has seen no indication that they are in the Game. He sniffs around and runs into Nightwind, hiding in the hollow of a tree from the light. The owl has come to similar conclusions with the information that they shared the previous day, although he uses "we" instead of "I" to indicate this, and is equally disappointed at what's there. Snuff is able to negotiate a trailing of Needle, which would be easier for Nightwind, by promising to help run an errand by day if need be. Nightwind asks why the players form a pattern around the place they are looking for, but Snuff doesn't seem to know
Snuff returns home, growls at the new Mirror, passes the now quiet Thing in the Steamer Trunk, tells the Thing in the Wardrope to shut up - it is its turn to bang at its containment - and again rebuffs the Thing in the Circle, who has become a dog again, but still has the smell wrong, and responds by flipping the bird with its paw, a significant achievement.
Snuff's ability to map these paths is special, suggesting perhaps a Perception: sorcerous pattern or something of that nature. It's unclear what the place is that both he and Nightwind were looking for, but it's clearly important. Nightwind also seems to have this perceptive power.
Finally, an editorial comment: the Count and Needle were mentioned this time as if both Snuff and Nightwind knew of them, and knew each other knew, but neither of them, nor Graymalk, brought them up the previous chapter, and instead said they weren't aware of any beyond those they did mention. This seems to have been an oversight by the author.
Sorcerers and Demons
- Jack - Binder of Snuff, 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?
- 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
- The Count - Binder of Needle
- 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 (see below).
- Nightwind - a Passer whose Cover is an owl. Possible abilities: Perception: sorcerous pattern, Special Damage.
- Needle - a Passer whose cover is a bat.
- Wand - an Object demon
- Thing in the Circle - a Passer of high Will, communicative. Possible abilities: Shapeshift: general or numerous. Possible Telltales: smell, unnatural movement.
- Things in the Mirror - Unknown. Not communicating so far. Able to break out of their mirrors with time.
- Thing in the Steamer Trunk - High Stamina. Not communicating so far.
- Thing in the Wardrobe - High Stamina and Will, communicative.
Sorcery and Setting
- Mundane wands that are not Object demons are used in sorcery for Punish and Contain.
- The approaching event relating the Game and the players is at a certain place, which can be found by unique individuals, but they must know who and where the player sorcerers are.
- A Yellow Emperor is mentioned, possibly an important sorcerer.