Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.
Starts here.
October 22
Snuff starts by describing close calls with the Things. The one in the Circle is bragging that it is getting so strong that it might be able to break out on its own. Its contest of Wills with Snuff nevertheless fails. He also reports that he had a similar battle with the one in the Wardrobe, which required the Containment to be reinforced physically. The on in the Steamer Trunk is simply being more active, as seen through the hole it poked through.
Finding that all is well, Snuff attempts to talk to Larry, but finds the disguised Great Detective is making a call again. He instead goes back to find Graymalk, to lead her to Dog's Nest, his tall perch with the big blocks of stone, and share the calculations he's been adjusting. On the way, Cheeter spots them and jeers at them for being a Closer and an Opener working together. Snuff thinks this is some kind of divination, suggesting the ability Hint or some kind of Perception: alignment might be involved. Graymalk then brings up a curse he and Jack are under, and he clarifies that they are keeping at least one. He is surprised to find that she knows of it because Jack mentioned it to Jill. She wonders whether he might be trying to change her orientation.
After another contest of will, this time between Snuff and MacCab, they reach Dog's Nest, and he calculates with the new data, settling on a clearing that looks entirely unpromising. Graymalk reminds him that the Count held the Ring, and he realizes that it wasn't on his corpse - so someone must be doubly powerful, but also doubly vulnerable.
The rain which started a bit earlier intensifies, so they take cover behind some of the rocks and wait for it to abate. Graymalk starts a soliloquy about the Great Old Ones` appreciation for their efforts, naming Nyarlathotep and Cthulhu. As she does so, Snuff is looking at the rocks, and the water seems to be converting the random scratches he thought were on them into letters in an unknown language. They redden, seem to be moving as if reading themselves, and then a rectangle of light starts to form. Snuff is at first frozen, but then jumps to take Graymalk away from her position just before a lightning strike hits that same place. They are then both buffeted by the wind, before it starts trying to funnel them towards the rectangle. They are both thrown in, and find themselves in a timeless, featureless gray void.
Graymalk realizes that they are on their way to the Dreamlands (called the Dreamworld here), of Lovecraft's cycle of the name. She is able to use a litany much like that in The Dream-Quest of Unknown Kadath to guide them towards the sky of the Dreamworld, and eventually to the Palace of the Seventy Delights, where they've been called. She has gone here while catnapping, while he feels like he might have been here as well.
It appears that they have been summoned by an old wise cat, much respected by the species. He takes Graymalk aside to speak to her while Snuff waits patiently, after the cat has ascertained that he is a dear friend, which he already know by remote viewing. When they return, she is perturbed. He lets Snuff ask him a question: asked what tomorrow has in store for him, the wise cat that he will lose a friend and be surrounded by blood, lots of it. He then takes them to a portal to take them back to Earth. As they leave, he tells Snuff to "get the stick" in Latin, which Snuff takes as a silly jab unbecoming of such a divine entity.
They are back at Dog's Nest, and decide to go home, leaving a trip to the new potential site for the event for tomorrow. Snuff notes that his dreams are slightly different than what they've seen, but Graymalk seems to recognize it as an identifiable scene in the Dreamworld. Snuff decides to return there, to Growler, tonight, to improve his skill.
The fact that they were attacked, possibly for offending the Great Old Ones, and then summoned into the Dreamlands, is very interesting. It's akin to what a sorcerer would be able to do to demons: Punish and Summon them. Except the wise cat is more akin to a demon, coming from the Dreamworld, which is clearly linked to the Cthulhu Mythos and, therefore, sorcery. Similarly, the Great Old Ones showing ire without the intermediary of a sorcerer is suspicious.
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.
- "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom. Friendly with Jack, but a Closer.
- Owen - Druid, Binder of Cheeter (probably -2 or lower), and a sickle. Mistletoe, wicker baskets, and ropes.
- 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
- Graymalk - a Possessor of a cat. Possible abilities: Cloak, Travel: teleportation. Possible Need/Desire: burying and uncovering things. A Closer.
- Cheeter - a Passer whose Cover is a squirrel. Possible abilities: Hint, Perception: alignment
- The Wise Old Cat - a demon or sorcerer. Able to summon demons, or possibly cats? Lives in the Dreamworld, possible abilities: Hint, Perception: Future.
- Thing in the Circle - a Passer of high Will (although much weaker than Snuff's), communicative. Possible abilities: Shapeshift: general or numerous. Possible Telltales: smell, unnatural movement. Its Power might express itself through the environment when fighting against Containment. Becomes more powerful as the moon expands.
- Thing in the Steamer Trunk - High Stamina. Currently communicating by glaring out of a hole it poked.
- Thing in the Wardrobe - High Stamina and Will, communicative. Getting hard to contain physically, but still weaker than Snuff's Will, possibly Stamina.
Sorcery and Setting
- The Dreamworld, essentially Lovecraft's Dreamlands, are part of sorcery
- The Great Old Ones seem to be able to occasionally apply force to the world of their own volition under certain circumstances.