A Night in the Lonesome October —
All is not what it seems…
In the murky London gloom, a knife-wielding gentleman named Jack prowls the midnight streets with his faithful watchdog Snuff – gathering together the grisly ingredients they will need for an upcoming ancient and unearthly rite. For soon after the death of the moon, black magic will summon the Elder Gods back into the world. And all manner of Players, both human and undead, are preparing to participate.
Some have come to open the gates. Some have come to slam them shut.
And now the dread night approaches – so let the Game begin.
Author: Roger Zelazny
Illustrator: Gahan Wilson
Genre: Fantasy, Horror, Gaslamp
Publisher: Avon Books
Publication Date: September 1, 1994
The ‘things’ in the mirror have made a break for freedom and Jack has to deploy a magic wand and ritual to trap them in another mirror. We discover that Jack is not the only one au fait with the ways of magic. The reason Snuff has been building a map in his head is to provide him with a power locus, a mandala of a sort that will track the central point where what is to come will take place. He has the help of the snake in this task, but the Count is proving elusive to pin down and his absence from Snuff’s internal map means that the center can not be pinpointed accurately.
We are still unclear as to why it is important to know the central point in advance of the big day. Given Snuff’s devotion to Jack we assume that it must be something that will give his master an advantage in the game, but what that might be is still some way from clarity.
Back in the house the ‘thing’ in the basement is getting bolder. It has shape-shifted itself into a cute Pekinese in an attempt to seduce Snuff, but our hero is not to be bought so cheaply, much to the ‘things’s’ chagrin. i suspect the ‘things’ are trapped demons or elemental spirits but I’m sure it will all come clear in time.
For now, I’m just enjoying the ride. Reading it a chapter a day in this fashion means that I’m finding myself getting up in the morning eager to discover what Snuff is up to today.
William Meikle is a Scottish writer, now living in Canada, with more than thirty novels published in the genre press and over 300 short story credits in thirteen countries.
He has books available from a variety of publishers including Dark Regions Press, Crossroad Press and Severed Press, and his work has appeared in a number of professional anthologies and magazines.
He lives in Newfoundland with whales, bald eagles and icebergs for company.
When he’s not writing he drinks beer, plays guitar, and dreams of fortune and glory.
The Green & the Black —
A small group of industrial archaeologists head into the center of Newfoundland, investigating a rumor of a lost prospecting team of Irish miners in the late Nineteenth century.
They find the remains of a mining operation, and a journal and papers detailing the extent of the miners’ activities. But there is something else on the site, something older than the miners, as old as the rock itself.
Soon the archaeologists are coming under assault, from a strange infection that spreads like wildfire through mind and body, one that doctors seem powerless to define let alone control.
The survivors only have one option. They must return to the mine, and face what waits for them, down in the deep dark places, where the green meets the black.