Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.
Starts here.
October 8
Snuff spends the night and the following day drawing diagrams in his head, but then they have a visitor. Larry Talbot has just moved to the neighborhood and wanted to introduce himself. Larry is tall and solidly built, and stares at the palm of his hand a lot. Snuff makes all the signs of being friendly, but hangs back, as he senses there is something odd, wild, about this person, an instance of his Perception: heightened senses, perhaps, and, if this is a sorcerer, possibly his Telltale.
Snuff sees Jack and Larry as equally predatory as they have tea together, discussing the weather, the killings reported in the news, and Larry's exotic plants - possibly an aspect of his sorcery. Their discussion is interrupted by a noise from the attic. Snuff rushes up and sees that the Thing has broken free of the Wardrobe. It has limbs and dark, scaly wings, which it exercises while exulting in its freedom. This is very short-lived: Snuff bounds into it to push it back into the wardrobe, slashes, and bites, then shoulders the doors closed and attempts to lock it back up with his paws before Jack does it for him. He has his knife out, but it vanishes by the time Larry comes up and asks whether they need any help with anything. As they go back downstairs, Snuff decides that Larry is in the Game, and now knows that they are, too, because he offers his help in the rough days ahead. When asked whether he is willing to offer this even without knowing their persuasion, Larry hints that he thinks that they're closers.
Snuff follows him to his home, feeling that, even though he doesn't look back, he still knows about this. Having confirmed that he went where he said he lives, he anticipates taking this into account by adding lines to the diagram he maintains. He returns to Jack's backyard to do just that. Later, Owen, the druid, comes along, greets him through the fence superficially, then throws a hunk of meat over. Snuff can clearly smell that something is off with it, so he digs up a hole near a tree and buries it, careful not to eat any of it by accident.
Quicklime, who has been hiding up in a tree since Larry first came in, applauds this avoidance of an obvious trap. He asks Snuff if Larry's in the game, to which Snuff responds ambivalently, especially since he doesn't seem to have a companion. The snake responds by suggesting that he might be "his own best friend". He segues obtusely into telling him that Morris and MacCab have thrown Graymalk down the well near the outhouse back of Jill's house. He passed this along because it's too early in the Game to act this way. He says he's played it before, and that one should wait until after the death of the moon. Morris and MacCab are new.
Snuff rushes over to Jill's and is able to retrieve Graymalk after a bit of serious maneuvering of his paws to turn the well's bucket's crank. She surmises that this might be a reprisal for Jill stealing some of their herbs, although those were left outside. He brings her up to speed about Bubo and Larry. She says she'll accompany him to the Count's potential resting place after she's dried up and rested. She finally thanks him.
This episode teaches us quite a few things. We meet Larry, who seems to be part of the Game, and almost immediately aligns himself with Jack, despite it being early yet. His sorcery, if any, has to do with exotic plants. We see the first actual instance of one of the contained demons breaking out - it seems to play out like a physical constraint, but the fact that, even though the physical enclosure was breached, it was closed back down with the help of Snuff and Jack to where they felt comfortable leaving the room suggest an arcane undertone. We find that the sorcerer players are supposed to have companion demons, which makes Larry stand out. We find out that Owen thinks that Snuff is much dumber than he is - which is interesting, because Cheeter clearly knows him better. This suggests a bit of a breakage in communications or possibly trust between them, to Owen's detriment, so perhaps the Binding is much in Cheeter's favor. We find that Quicklime has played the Game before, just like Snuff has. Finally, the death of the moon, presumably the New Moon, is an important milestone in the Game.
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.
- Owen - Druid, Binder of Cheeter (probably -2 or lower)
- Rastov - Binder of Quicklime
- 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.
- Quicklime - a Parasite living in the gut. Possible abilities: Cover: Snake, Mark, Special Damage. Has played the Game before
- 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
- Thing in the Wardrobe - High Stamina and Will, communicative.
Sorcery and Setting
- Exotic plants, herbs, spices, mistletoe - all ingredients in sorcery
- Physical demon Containers seem to nevertheless be sorcerours.
- Sorcerers are expected to have companion demons
- In the Game, it is considered inappropriate to kill other players or their companions before the death of the moon.