Thursday, November 25, 2021

Through Sorcerer's eyes - Lonesome October revisited

During the month of October, I posted once a day for my "Through Sorcerer's eyes" project (now indexed!), where I used Ron Edwards' game, Sorcerer, about people undermining the laws of nature by trafficking with demons, to analyze Roger Zelazny's book, A Night in the Lonesome October, as I read it. I now want to reflect on that analysis in a more centralized and focused way. As always, this will be extremely spoiler-filled, so reader beware!

Throughout the project I kept a certain façade of someone encountering the book chapter by chapter for the first time, by not specifically identifying the tropes and characters brought up, outside of when they seemed relevant to sorcery. I was somewhat inconsistent in this. I did name the Cthulhu Mythos, but mostly failed to identify the protagonist's master as Jack the Ripper, Rastov as Rasputin (or someone close enough), the Count as Dracula, Larry Talbot as the Wolf Man, the Great Detective and his companion as Sherlock Holmes and Watson, or the Good Doctor as Dr. Frankenstein. This put them on equal footing with other main characters, such as Morris and MacCab, "Crazy" Jill, or Vicar Roberts, who did not stand for particular genre characters, although they did seem to stand for tropes: Jill as a classic witch from British folklore and its modern bowdlerization, Vicar Roberts as a clergyman turned Satanist, and Morris and MacCab as generic Victorian occultists.

So the book is a pastiche of Victorian detective, mystery, and horror fiction, combined with Lovecraftian horror. To this, we must add another genre that doesn't quite make the jacket: children's (and adults`) sentient animal literature, such as White Fang and Watership Down. This shows itself in the main living characters in the book being the animal companions. They are the ones with whom the point-of-view character, Jack's dog Snuff, is most able to communicate, and who seem to undergo the most growth. Even supposedly mundane animals, who are not the companions of anyone magical, are capable of verbal communications of some sort, at least with other animals. Notably, humans are not normally capable of speaking to animals, except for Larry Talbot, who, due to his lycanthropy, is able to converse in human form, but only with wolves and dogs. Companion animals are able to converse with their masters, but only during the hour after midnight.

This mixing of genres is challenging to address with a Sorcerer model, because the default premise of the game is to take a naturalistic setting, and add the supernatural to it exclusively through the actions of demons, who are controllable to some level by sorcerers, and whose existence and actions are kept secret from the general populace. But here, there seem to be several separate aspects that seem supernatural, or at least fantastical, and definitely secret. The naturalistic setting in the original game is recommended to be the "here and now", some stylized version of a part of the world we live in, so let's start our journey from there and see where it leads.

We start by being transported back to the late 19th or early 20th Century, near London. Sherlock Holmes, or a stand-in, is well known for his keen ways of observation, so this is not sorcery, but rather skill. Vivisectionists are well-established, although possibly detested. Ritual killings, assaults, and grave-robbing are investigated, but not necessarily understood. Animals are capable of talking to each other, even without any specific summoning of demons, although humans are not aware of this, with each species or family having its own language. Rumors of vampires, werewolves, and other such gothic horrors might abound, but they're not really understood.

Into this stylized, somewhat fanciful Victorian setting are plunged practitioners of many varieties of forbidden magic, which nevertheless feature in common animal companions with which said practitioners can communicate only between midnight and one in the morning, the use of dead body parts, interference with the weather, and concern with an event which happens a few times a century, in which the moon rises full on All Hallows` Eve, and the Lovecraftian Elder Gods can be brought back. The practitioners are drawn to a certain area, and subconsciously position themselves to form a pattern from which one can calculate or divine the specific location of the event.

Some of these practitioners have supernatural aspects that seem independent of what's common between sorcerers. There is a vampire, who could be represented as a sorcerer with a blood-drinking Parasite. There is a werewolf, also potentially representable as someone with Parasite demon, albeit with less control over it. Being a werewolf is something that can be "learned', as we see when the Great Detective becomes one at the end, which suggests a demon being summoned and bound.

At least one potential practitioner isn't even concerned with this upcoming event - the Good Doctor, who is just there to bring the dead to life, which, fortunately, seems to work with the other themes of sorcery pretty well.

One issue to reflect on is where the sentient animals fit in. In my day-to-day analysis, I presumed that they were demons - but an important feature of demons in the base Sorcerer game is that they are very two-dimensional. They are driven by their Need and Desire to a comical degree. The GM is encouraged to play them as cartoon characters. But Snuff, Graymalk, Quicklime, Bubo, and the rest are not two-dimensional. They couldn't be, because otherwise the book, which is mostly from their perspective, would not be as compelling.

One way to try and address this would be to flip the roles - what if the companions are the sorcerers, and the practitioners we called sorcerers were actually the demons? Since we get to see far less of their inner worlds, we could reinterpret Jack, Jill, Rastov, and the rest as somewhat more two-dimensional, even cartoonish. But the problem is that they are clearly the ones binding demons, and in some case, the instigators of supernatural change for the animal companions.

Snuff himself is the biggest problem in this regard, because his origin story almost compels us to identify him as a demon - Jack made him into a supernaturally strong guard dog after he was something else, which he didn't like being as much. Owen's severing of Cheeter's shadow also seems like a sorcerous action, and it was instigated by Owen, not Cheeter.

I kept referring to base game, and the reason is that Sorcerer has supplements. When it came out, there were two advertised: Sorcerer & Sword, which expanded the game to capture the Sword and Sorcery genre, and The Sorcerer's Soul, which is supposed to take Humanity and expand its use, adds angels, and, importantly for our case, allows demons to be played as full-fledged player characters. I have read the first supplement, which is a fantastic read if only for the analysis of the genre, even if you end up using different systems, but have not read the second, which might contain solutions to some of the issues I brought up here.

Stepping back from all this, it's clear that there is potential here for at least one mostly straight Sorcerer scenario. Specifically, the existence of an upcoming sorcerous event, which draws sorcerers from all over to one place. In game terms, perhaps it provides unique bonuses or access to power levels for demons not otherwise available. It makes for a great template for Kickers, whether the characters want to change something significant about the world, or see their role as protecting the existing order using unorthodox means. In my own one-shot, which I hopefully will discuss more extensively sometime in the future, that was pretty much all that I brought over - the setting was modern Troy, New York, in which an event was about to occur which would allow stronger demons to be more easily Contacted, Summoned, and Bound, and the pregenerated characters were human archetypes that I would expect to live around the area in the here and now - although a Passer cat named Graymalk, and an elongated intestinal Parasite named Quicklime, did survive.

Monday, November 1, 2021

Through Sorcerer's eyes - Oct 31, in which the full moon rises, and a rat is in the works

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

Starts here.

October 31

The event is coming this evening. Snuff repeatedly looks for Larry, with little to show for it. He finds Graymalk and chats with her. It seems that he and Jack are the only Closers coming; Vicar Roberts and Tekela, Morris and MacCab and Nightwind, and Jill and Graymalk, are all Openers. She also tells him that she has maneuvered things so that they will be positioned just to the left of Jack and Snuff, and that Snuff should stand just to the back and right of her, this provision having to do with the wisdom the High Cat dispensed to her. Snuff mulls it over, and decides to trust her, despite their opposed alignments.

They part ways, and he runs into Quicklime, who has been missing Rastov and getting drunk on rancid plums. He describes liking being needed, which is an inversion of the normal sorcerer-demon relationship. He says that the Vicar had killed him, and that the Count had then killed Owen to send a message. Snuff is confused, but Quicklime insists that the Count is, in fact, alive, which he found out by hanging out at the Roma's camp, and accidentally finding himself under the wagon where the Count's coffin lies. He probably also still possesses the Ring. Quicklime confirms that this coffin was established after the new moon, so the calculations are still in order. Neither of them is sure what this says about the Count's own alignment - he could be a Closer, or just an Opener who was trying to stifle direct violence before the day itself.

Quicklime nevertheless has left the game, so he bids farewell. Unlike Cheeter, and very much like Bubo, it doesn't seem like his intelligence, his ability to communicate, indeed, his personality, is really different than whatever he would have had without being Bound. However, the fact that he still needs or desires to drink alcohol might suggest a Possessor's attributes, rather than his own.

Later, Jack leads Snuff out the door, not bothering to lock it. He takes his implements of sorcery in one hand, and some logs for the banefire under his othear arm. The banefire is a requirement for the ceremony, that all players contribute to. Its lighting is before midnight, after which it starts burning in more than one world, and the Opening can be attempted. The Openers get to start, as the Closers are simply attempting to stop them.

The event itself is very dense: The Vicar, Morris and MacCab, Jill, and Jack form an arc around the stone with scratches on it, so that the Vicar and Jack face each other. Graymalk and Snuff are situated as she had suggested to him. Lynette, drugged, lies on an altar near the fire. They all wait for midnight, when all of the companions can talk to their masters - this is not special to Snuff and Jack as I had supposed. The hour comes and they begin to talk, and the Vicar and MacCab start positioning the Pentacle Bowl, the Alhazred Icon, and the sacrificial knife, when the Count startles them by descending in giant bat form, transforming disconcertingly, and joining to Jack's right - he was a Closer after all.

The Vicar starts the Opening by saying a word of power, and the rectangle which previously pulled Snuff and Graymalk into the Dreamworld opens again, and they hear otherworldly chanting. He then attempts to sacrifice Lynette, but Larry, in wolf form, quickly jumps in and starts dragging her away from the altar. The Vicar takes out a revolver and shoots him. The second shot causes him to drop to the ground. The Vicar orders Morris and MacCab to put her back on the altar, but the Count and Jack protest that it is forbidden to undo an attempted rescue or escape of a sacrifice. The Vicar does not believe them, and orders the other two to proceed with retrieving her. The Count responds by seeming to teleport towards them, then wrapping them with his cloak and snapping their necks, killing them instantly. The Vicar and the Count get into an altercation. The the Vicar throws over-consecrated earth at the Count, which weakens him so that he drops to the ground. As they are fighting, another large wolf sneaks from a different direction, and drags Lynette the rest of the way off of the hillside. Snuff recognizes his scent and look, and realizes that this other wolf is, in fact, the Great Detective - these must be the new experiences he had been alluding to. 

It is unclear whether the Great Detective was simply able to use drugs and botany to affect this transformation, or whether he also infected himself with lycanthropy from Larry. And how do demons, Object, Passing, or otherwise, or the "natural" lycanthropy, enter into this? It might be simplest to consider his plants an Object demon providing him with Shapeshift: Wolf. As for the Vicar's and the Count's battle, the over-consecrated earth might be a Punish, or even Banish attack on the Count's Parasite - which might be necessary for him to continue living.

The Closers now notice that Lynette is gone. Annoyed, but determined, the Vicar continues with his words of power. The participants, alive, unconscious, and dead, undergo transformations which seem to expose some deep truth about them. But then they undergo identity-switching transformations, where each finds themselves with a different head and body. Snuff is highly perturbed, and is unsure whether this is illusion or reality. Everything becomes hazy, the moon drips blood, and stars are shooting. 

The temporary surrealism mostly ends, and the Vicar speaks the last word of the Opening, when he notices the Count's hand twitch. This seems like an attack from the Ring, which he blocks with the Pentacle Bowl, a Special Damage attack rebuffed by some kind of Armor or simply the Object demon's Stamina or Will. He then places the Alhazred Icon on the Count, and the latter is still. Snuff realizes that he deserves far more respect than he'd given him. His Lore must be significant.

The Vicar instructs Jill to use her Opening Wand. Strangely, for a moment, it seems that the light from the writing on the standing stone has abated. However, Jack starts using the Closing Wand, and it grows again. Jack strains, to no avail. The Experiment Man comes forth, and addresses Graymalk while standing in front of Jack. Again, the Opening seems to falter. The Experiment Man grabs a protesting Graymalk over to the side and starts petting her. The Opening proceeds again. Tentacles appear to take up Morris and MacCab.

Suddenly, Snuff hears Bubo muttering from inside Jack's jacket pocket. They talk and it transpires that he'd swapped the Wands around last night, so that Jill is Closing while Jack is Opening. Snuff realizes that the High Cat wasn't making fun of him by essentially telling him to "fetch" in Latin, he was telling him to grab the Opening Wand. He does this, to Jack's surprise, and the gate starts Closing. The Vicar yells in alarm, and then Larry, who had been crawling towards him this whole time. pushes the Alhazred Icon off of the Count and leaps on the Vicar. They both tumble into the gate. A great wind forms to pull the rest in, as well. Jack takes out the bottle with the Slitherers, formerly in the Mirror, and throws them in. The Experiment Man stands between them and the gate, and they yell at him to get the Count. Jack, Jill, Snuff, and Graymalk then run off the hillside, to keep clear until it is no longer dangerous.

We learn definitive specifics about the tools during this event. The Opening and Closing Wands might not be demons after all - otherwise, switching them around would cause notice, and they do not seem usable for anything other than sorcery itself. Meanwhile, the Pentacle Bowl, the Alhazred Icon, and the Ring attempt to have actual effects on sorcerers, which does suggest that they are Object demons.

Sorcerers and Demons

  • Jack - Binder of Snuff (probably 0 or +/-1), 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. Had the Closing Wand but that is swapped for the Opening Wand before the event.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom. Friendly with Jack, but an Opener, although she was tricked into using the Closing Wand during the event.
  • Rastov - Former Binder of Quicklime and the Alhazred Icon. Closer. Killed by Vicar Roberts.
  • Vicar Roberts - A sorcerer in his own right railing against sorcery, Binder of Tekela, the Pentacle Bowl, and the Alhazred Icon. Some combination of Satanism and Cthulhu Mythos. Sacrificed a policemean, and has attempted to sacrifice his stepdaughter to empower the Opening, but failed. Was trying to have a vivisectionist turn Snuff into a set of special candles via a ritual they did not understand. High Will and Lore. Pulled into the Closing gate by Larry Talbot.
  • 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, yielding to Vicar Roberts` authority. Killed by the Count.
  • The Count - Binder of Needle, a blood-sucking Parasite, and the Ring. Telltale: needs to be invited in. Might have multiple places to sleep. Served by a group of Roma. Fakes his death. Saved by the Experiment Man.
  • Larry Talbot - Possible sorcerer, definite werewolf, Binder of several plants. Attempts to save Vicar Roberts` stepdaughter, but his weakness to silver bullets fails him. Plants confer some control over his transformation, but it in itself seems natural to the setting. High Lore, potentially high Will, too.
  • The Great Detective - Very perceptive, good at disguises (although the smell gives it away), not explicitly a player in the Game, but taking a keen interest in what is going on, to the point of moving into the neighborhood in disguise and befriending some of the players, and is on track to know what it's all about. Probably very high Will, some Lore. Has become some type of sorcerer, Binder of some plants and drugs.
  • 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. Originally an Opener, a Closer due to influence by the High Cat.
  • Quicklime - a Parasite living in the gut. Possible abilities: Cover: Snake, Mark, Special Damage. Has played the Game before. Closer. Attempting to return to being an ordinary snake, now that his Binder/Host is dead, but still seems to enjoy alcohol.
  • Tekela - a Passer whose cover is an albino raven. High Will.
  • Nightwind - a Passer whose Cover is an owl. Possible abilities: Perception: sorcerous pattern, Special Damage.
  • Needle - a Passer whose cover is a bat. Still in the Game.
  • Count's Parasite - Possible abilities: Perception: heightened senses, Shapeshift: Large Bat, Travel: teleportation, Special Damage: Lethal. Possible Need: other people's blood. Weak to over-consecrated ground.
  • Larry's Plants - Object demons. Possible abilities: Boost: Stamina (werewolf transformation), Boost: Will
  • Great Detective's Plants and Drugs - Object demons. Possible abilities: Shapeshift: Wolf.
  • 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
  • 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. Now in a half-empty bottle of port, thrown into the Closing gate to protect from backlash.
  • The Wise Old Cat/High Cat - a demon or sorcerer. Able to summon demons, or possibly cats? Lives in the Dreamworld, possible abilities: Hint, Perception: Future. His predictions for Snuff have come true so far, and he has provided Graymalk with useful sorcerous information, including how to affect a successful Closing while saving her mistress.
  • The Experiment Man, AKA The Big Man or The Corpse Man - a Possessor of a stitching together of several dead bodies. Not very bright or forceful, but strong, and a speed belied by the awkwardness of his movement. Probably high Stamina, low Will.
  • Bubo - an actual rat who has figured out the Game - including how to win it - without being a player himself. Low Stamina, high Will, Lore 1/2.

Sorcery and Setting

  • The gate that opened into the Dreamworld is the same that has the potential to Open for the Elder Gods to return.
  • In-world description of magic items does not explicitly distinguish between what are likely sorcery implements, and what are likely Object demons with the power to change reality directly by attacking or defending actual people.
  • The conditions of the Count and Larry Talbot, and now the Great Detective, as well as the nature of the Experiment Man, are still in need of some elaboration. I've made some judgments through this series, but where the line between fringes of setting and sorcery lies is unclear. The Great Detective's leap into sorcery might be instructional in how this topic is discovered in this setting.
  • During the event, each of the players and their companions who were present underwent a transformation which seemed to show something true about them. Is that some variation on Perception, conferred to all involved, without them having Bound any demons explicitly? Who is or are the demons in question?
  • Quicklime describes being needed - is this an illusion, or perhaps Rastov was the demon after all? Either way, we again see that animals have personalities that seem independent of the relation to sorcerous masters.

Endnote

This ends the book. Writing these out daily for the whole month has been quite a challenge. I'll have to gather my thoughts for a few days, and hopefully will have a post up with some conclusions and further discussion.

For now, I'm going to try and enjoy the rest of my vacation, untroubled by silly October obligations. Thank you for joining me on this journey!

Sunday, October 31, 2021

Through Sorcerer's eyes - Oct 30, in which we learn more of the event, and Snuff fails to warn Larry

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.

Saturday, October 30, 2021

Through Sorcerer's eyes - Oct 29, in which Snuff opens up to the Great Detective

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

Starts here.

October 29

Snuff goes back to the Good Doctor's farmhouse, which has cooled down in the interim, to look for bodies. He finds and smells none. He goes to the barn to see if the Experiment Man has come back. Instead, he finds a bat in the loft who reminds him of Needle. It being daytime, it takes him a while to wake him up, but it turns out that he was right. Needle seems to be up to speed on recent occurrences, and lets Snuff know that Rastov was not convinced by Owen to switch sides from Closer to Opener, so their killings may not have been motivated by their alignment.

Snuff remarks that he's almost acting as if he's still in the game. Needle says he is, but then they are both cut off by the Vicar - Needle's abrupt warning lets Snuff duck out of the arrow's way in the nick of time. Climbing back down to take care of him is a tense affair, as he must do so backwards, and Needle's attempts at distraction don't stop a second shot from coming out, only missing him because he'd jumped some of the way down. As he prepares a third shot, Linda Enderby comes in, and kindly but insistently calms the situation down. She is able to get the Vicar to leave, only to then close the barn door behind her.

The Great Detective drops pretenses, and starts talking to Snuff as a rational actor. An unusual series of killings and strange occurrences, as well as his investigations in the area once he figured out where the center of weirdness is, have given him a partial picture of the Game. Despite his reluctance, he has to admit that there is something supernatural afoot, especially due to knowledge he's gained about Larry Talbot's and the Count's conditions, and some personal experiences he alludes to. He thinks he can help Snuff, but only if he gives him a demonstration of trust. After mulling it over, Snuff starts communicating with him. The Detective explains the rest of his understanding, and asks to learn the site of the event. Snuff agrees, pointing out Dog's Nest and leading him there. The Great Detective, in turn, promises to help rescue Lynette, the Vicar's stepdaughter and potential sacrifice, if Larry should fail - which he thinks is likely, because his experience with drugs suggests to him that Larry's control might not be as firm as he'd like, and because the Vicar has prepared some silver bullets to take care of him.

The Great Detective shows immense Will here (among other things, as he speaks he isn't providing any kind of signal, including olfactory), and a bit of Lore. The Vicar also seems to have quite a bit of Will, considering he is able to ignore a bat mobbing his face to take aim at another target, and is close to fighting off the Great Detective's manipulation.

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.
  • The Good Doctor - Binder (-3 or below) or just Summoner and Container of the Experiment Man, with the Hunched Man as accomplice. Weird science and stormy weather. Not a player. Missing.
  • The Count - Binder of Needle, a blood-sucking parasite, and possibly the Ring. Telltale: needs to be invited in. Might have multiple places to sleep. Served by a group of Roma. Found staked, without the Ring. May still be in the game?
  • Vicar Roberts - A sorcerer in his own right railing against sorcery, Binder of Tekela and of the Pentacle Bowl, the Ring, the Alhazred Icon, and the Sickle. Some combination of Satanism and Cthulhu Mythos. Sacrificed a policemean, and has a daughter from a previous marriage tied up for future sacrifice. Was trying to have a vivisectionist turn Snuff into a set of special candles via a ritual they did not understand. High Will.
  • 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.
  • 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
  • The Experiment Man, AKA The Big Man or The Corpse Man - a Possessor of a stitching together of several dead bodies. Not very bright or forceful, but strong, and a speed belied by the awkwardness of his movement. Probably high Stamina, low Will.
  • Needle - a Passer whose cover is a bat. Still in the Game.
  • Count's Parasite - Possible abilities: Perception: heightened senses, Shapeshift: Large Bat, Travel. Possible Need: other people's blood.
  • Tekela - a Passer whose cover is an albino raven. High Will.
  • Plants - Object demons. Possible abilities: Boost: Stamina (werewolf transformation), Boost: Will (retaining faculties)
  • The Great Detective and his companion - Very perceptive, good at disguises (although the smell gives it away), not explicitly a player in the Game, but taking a keen interest in what is going on, to the point of moving into the neighborhood in disguise and befriending some of the players, and is on track to know what it's all about. Probably very high Will, some Lore.

Sorcery and Setting

  • Larry's botany and the Great Detective's experience with drugs seem to relate in terms of their relation to control over his werewolf transformation.

Friday, October 29, 2021

Through Sorcerer's eyes - Oct 28, in which a new pattern is confirmed, and the full story is revealed

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

Starts here.

October 28

After doing some in-person tracing to work through his new calculation, Snuff returns to chat with Bubo, who's now settled in to their basement. Bubo has figured out the whole thing: the significance of a full moon on Halloween, that it sometimes attracts sorcerers to a certain place to gather and use tools to either facilitate or prevent the Elder Gods from returning to Earth. How there's a rumor about Jack being some kind of ancient Closer with a dog, possibly even Biblical Cain himself - or someone who has made a pact with one of the Elder Gods - beset by a violent curse. That whoever loses the confrontation will be killed in the process. He then lists the players, the tools, and of various types of magic and calculation.

Snuff is very impressed with this insight. Perhaps this suggests that Bubo has a Lore of 1 or 2. He then takes Bubo to listen to the Roma dance and play, before continuing to calculate and trace until he is sure - Dog's Nest is in fact the place for the event, and Larry is not counted as a player. Considering his and Graymalk's experience there, it is not entirely surprising. He sees evidence of the Experiment Man having traveled both at the Nest's foot and on top of it.

At midnight, he tells Jack all this, and they agree that the rest will figure the real place out in time. They reminisce about the one time where nobody could figure out where it was, and they had dinner together and split up. Snuff decides to remain friends with Graymalk and Jill until the end.

Since Larry isn't a player, we do not need to insist that he has a companion, so we can dispense with Large Plant. Whence his power source of anticipation? Perhaps his plants may be demons after all, or form an Object demon as a whole. Or maybe it can be seen as high Lore, or Will. Still needs control over his transformation.

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.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom. Friendly with Jack, but an Opener.
  • The Good Doctor - Binder (-3 or below) or just Summoner and Container of the Experiment Man, with the Hunched Man as accomplice. Weird science and stormy weather. Not a player. Missing.
  • 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.
  • 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. An Opener.
  • The Experiment Man, AKA The Big Man or The Corpse Man - a Possessor of a stitching together of several dead bodies. Not very bright or forceful, but strong, and a speed belied by the awkwardness of his movement. Probably high Stamina, low Will.
  • Plants - Object demons. Possible abilities: Boost: Stamina (werewolf transformation), Boost: Will (retaining faculties)
  • Bubo - an actual rat who has figured out the Game without being a player himself. Low Stamina, high Will, Lore 1/2.

Sorcery and Setting

  • Again we see speech between animals as being standard, rather than assumed to be sorcerous.
  • There are sorcerers entirely uninterested in the Game.
  • Corpse parts and inclement weather reinforced as central to sorcery.

Thursday, October 28, 2021

Through Sorcerer's eyes - Oct 27, in which the pattern falls apart

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

Starts here.

October 27

Graymalk tells Snuff that the Good Doctor's farmhouse has burned down. They go over to investigate. The place is a burnt wreck, although the nearby barn has been spared. The eternal storm is gone. As Snuff approaches he suddenly rushes over to the barn, to trap Bubo in a crate. Bubo is morose - turns out he was never part of the Game, and neither was the Good Doctor.

Weeks ago, Bubo, who'd previously simply taken leftovers from the Good Doctor's experiments, caught wind of some goings on, and saw all the actual companion animals talking to and helping each other, so he gathered information and pretended to be involved, and that he was the Good Doctor's companion, so that he was a player.

However, rather than caring about the Game, the Doctor's purpose was bringing to life the Experiment Man - previously known as the Corpse Man or the Big Man - which he stitched up from several dead body parts. Once the Experiment Man was brought to life, they got into several arguments, and the latest one had him burn the whole place down by accident. The Experiment Man went to the barn to sulk, followed by Bubo, then left for parts unknown. It's not clear whether either the Good Doctor or the Hunched Man escaped.

This revelation has two consequences - in story, this means that the Doctor is not a player, which means that Snuff's diagram can be updated to calculate a new site for the event. From our point of view, we see that Bubo was able to converse with other animals without being assigned a Possessor, or any sort of sorcerous intervention - the clearest indication of someone unrelated to sorcery being nevertheless an intelligently communicating animal.

As for whether the Good Doctor is a sorcerer or not - stitching bodies together and using electricity from a supernatural storm to bring the resulting amalgam to some kind of life sounds sorcerous enough to me. Especially with dead body parts established as the lingua franca of the sorcerous world. The easiest way to incorporate the Good Doctor would be to consider him a sorcerer who is simply either unaware or unconcerned with the Game. The Experiment Man would be a Possessor that he was able to Summon, though perhaps not to Bind consistently. Possibly it's a very bad Binding roll, -3 and below. But a complete lack of control, as opposed to a tense relationship, suggests perhaps that it wasn't Bound at all. Maybe Contained within the amalgamated body?

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.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom. Friendly with Jack, but an Opener.
  • The Good Doctor - Binder (-3 or below) or just Summoner and Container of the Experiment Man, with the Hunched Man as accomplice. Weird science and stormy weather. Not a player. Missing.
  • 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. An Opener.
  • The Experiment Man, AKA The Big Man or The Corpse Man - a Possessor of a stitching together of several dead bodies. Not very bright or forceful, but strong, and a speed belied by the awkwardness of his movement. Probably high Stamina, low Will.
  • Bubo - an actual rat who has figured out the Game without being a player himself. Low Stamina, high Will.

Sorcery and Setting

  • Again we see speech between animals as being standard, rather than assumed to be sorcerous.
  • There are sorcerers entirely uninterested in the Game.
  • Corpse parts and inclement weather reinforced as central to sorcery.

Wednesday, October 27, 2021

Through Sorcerer's eyes - Oct 26, close encounter of the dog kind

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

Starts here.

October 26

Short chapter, this. Snuff meets Graymalk, but she has nothing to report. He tries Larry out, but he's out. Everyone else seems to be out, too. He returns home, naps, tries again. Nobody's about and nothing's afoot, as far as he can tell.

Bored, he goes out to stalk rabbits, then a fox, who manages to disappear on him just as he realizes that he is being stalked himself. His tracker is not as skillful, so he is able to circle back and surprise a large dog-like figure. 

At first, he thinks it's Larry, but realizes it's a stranger when he responds. He claims to have just come to the neighborhood and to be curious about the weird people about. Snuff tells him to hide out for the next few weeks. After continued questioning, and seeing him in moonlight and recognizing him as one of the visitors to Jack and Jill's home recorded in the ward when they were out on the town, he runs off. The dog calls to him by name, even though he hadn't divulged it, further encouraging Snuff to depart.

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.
  • "Crazy" Jill - Witch, Binder of Graymalk, and a flying broom. Friendly with Jack, but an Opener.
  • Larry Talbot - Possible sorcerer, definite werewolf, Binder of Large Plant. Pledges assistance to Jack, as they are both Closers. Large Plant confers some control over his transformation, but it in itself seems natural to the setting.
  • 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. An Opener.
  • Large Plant - a Passer whose cover is a large flowering plant? Possible abilities: Boost: Stamina (werewolf transformation), Boost: Will (retaining faculties), Hint, Perception: Future
  • Strange Large Dog - a dog who knows Snuff's name, and has been walking around the neighborhood. Provenance unknown.

Sorcery and Setting

  • Again we see speech between animals as being standard, rather than assumed to be sorcerous.