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Demon

The Long Walk

Trolls are creatures of story rather than literal participants in the Long Walk. In Ray Garraty’s improvised fairy tale, they function as a deliberately oversized obstacle: monsters defeated by a white knight on a sacred quest, then absorbed into the tale’s unstable mixture of fantasy, exhaustion, humor, and terror.

Appearance in the Embedded Tale

Garraty introduces trolls while trying to tell Peter McVries and Stebbins a story about a white knight who leaves his castle and travels through an enchanted forest. The knight, Garraty says, fights thousands of trolls, along with goblins and wolves, before reaching the king’s castle. The scale is intentionally excessive: the creatures are not individually described, but gathered into a mass of threats that makes the knight’s journey sound heroic and nearly absurdly difficult.

The tale is improvised under physical and mental strain. When Stebbins objects that knights ride rather than walk, Garraty changes the wording and continues. That interruption matters because it exposes the story’s unstable construction: the fantasy is being assembled in real time by a walker whose own body is failing, while his companions test, mock, and interrupt the narrative. Trolls therefore belong to a secondary world that never fully separates itself from the pavement, the crowd, and the armed soldiers.

Function as Quest Adversaries

Within the fairy tale, trolls represent the conventional dangers of the quest. The white knight must pass through the enchanted forest, survive monstrous opposition, reach the king’s castle, and seek permission to take Gwendolyn, the famous Lady Fair, walking. The trolls help supply the recognizable grammar of adventure: departure from safety, passage through a dangerous wilderness, combat with fantastic enemies, and arrival at a guarded destination.

Yet the story also turns that heroic pattern inside out. The knight’s supposed triumph does not arise from a clearly described victory or a meaningful transformation; the monsters are compressed into a boast about having fought “thousands of trolls,” and the narrative quickly shifts toward the king and Lady Fair. Their role is thus less that of developed characters than of a threshold obstacle, a stock danger that permits Garraty to imitate the shape of a fairy tale while remaining unable to escape his own ordeal.

Contrast with the Long Walk

The trolls’ unreality sharpens the reality surrounding Garraty. In the actual march, the threats are not enchanted creatures but the rules of the contest and the soldiers who enforce them. Curley is shot after he slows while injured; four carbines turn his head into a burst of blood and fragments, and Stebbins steps over the remains without changing expression. Travin is watched until illness makes him half-squat and fall, then is shot with his pants down. These deaths possess the grotesque visibility often assigned to monsters, but the monsters here are human institutions and ordinary bodies subjected to them.

The contrast becomes especially stark in the scene involving Olson. After being catastrophically wounded, Olson rises, crosses his hands over his belly, turns toward the direction of the Walk, and staggers onward while his intestines slip through his fingers. The soldiers do not immediately shoot; they watch him with something resembling curiosity. Against such scenes, Garraty’s trolls seem almost mercifully simple. They can be named, fought, and left behind in a story, whereas the Long Walk’s violence is procedural, public, and relentless.

Fantasy Under Pressure

The embedded tale gives Garraty a temporary means of organizing experience. A white knight, an enchanted forest, a king, and a Lady Fair transform endurance into romance and danger into adventure. But the transformation cannot hold. As Garraty continues, dizziness overtakes him; the crowd’s roar sounds distant, and the tale falters. The fantasy’s interruptions and revisions mirror the breakdown of his concentration, while the trolls’ conventional menace cannot match the immediate threat of the soldiers’ rifles.

That failure is reinforced when McVries sits cross-legged on the pavement like a world-beaten monk and refuses to rise. Garraty tries to lift him but cannot, and soldiers wrench McVries away with guns against his head. Garraty begs them to shoot him instead, but they give him a third warning. The episode reveals the decisive difference between fairy-tale violence and the Long Walk: a monster in a story can be defeated through courage, while the contest’s power operates through warnings, waiting, bodily exhaustion, and the authority to convert a failing person into a target.

Narrative Significance

Trolls consequently mark the boundary between heroic imagination and institutional horror. They are part of Garraty’s attempt to impose the pattern of a sacred quest on an event that offers no secure reward, no protective enchantment, and no guaranteed return. Their presence briefly supplies the language of adventure, but their disappearance leaves the walkers facing a world in which the apparently fantastic is less frightening than the fully observed facts of injury, execution, and enforced motion.