GUEST BOOK REVIEW by Romana Drew: The Haunting of Hill House

First published in 1959, Shirley Jackson’s The Haunting of Hill House has been hailed as a perfect work of unnerving terror. It is the story of four seekers who arrive at a notoriously unfriendly pile called Hill House: Dr. Montague, an occult scholar looking for solid evidence of a “haunting”; Theodora, his lighthearted assistant; Eleanor, a friendless, fragile young woman well acquainted with poltergeists; and Luke, the future heir of Hill House. At first, their stay seems destined to be merely a spooky encounter with inexplicable phenomena. But Hill House is gathering its powersโ€”and soon it will choose one of them to make its own.

Author: Shirley Jackson
Genre: Horror, Gothic
Publisher: The Penguin Group (Penguin Classics)
Publication Date: 11.28.2006 (1st published 10.16.1959)
Pages: 182


“Hill House, not sane, stood by itself against its hills, holding darkness within; it had stood so for eighty years and might stand for eighty more.”

I first read this book when I was twelve. Rereading it as an adult has given me a different perspective and greater appreciation for the book.

Kathy and I sat on my bed and read The Haunting of Hill House aloud. I read one chapter, and she read the next, I think. Memory can play tricks. Kathy wasn’t much interested in books. I may have read it to her? It really doesn’t matter. I read it while sitting on my bed when I was twelve.

As I started reading it this time, I realized that I didn’t remember the beginning or the ending, only that I was scared. Hill House was haunted and creepy. I was genuinely frightened about what might happen next but couldn’t stop reading.

I don’t think my twelve-year-old self realized that this book is so much more than just a scary story.

Dr. Montague invites several people to spend a summer with him in the supposedly haunted Hill House. Two women, Theodora and Elenore, accept. Luke, whose family owns the house, joins the party. Mr. and Mrs. Dudley, the daytime caretakers, complete the initial cast.

Dr. Montague is a thoughtful, careful researcher with a penchant for studying supernatural manifestations. Theodora is a free spirit looking for adventure. Luke is an ordinary young man here to keep an eye on the guests. But life has not been kind to Elenore. Lost, forgotten, and cast aside, Visiting Hill House is the only adventure she ever has, the only time she makes her own decisions.

The view from inside Elenore’s mind is often chilling. Some people are resilient. They can weather great tragedies or difficult living conditions, stay sane, and recover. Elenore isn’t one of those people.

Too many unexplained things happen at Hill House to make this just the ramblings of Elenore’s misfiring brain. Cold spots, things that go bump in the night, and shared hallucinations, suggest that Hill House itself has a mind or at least the ability to control the minds of its occupants.

This book was written in 1959 when men tended to dominate women. That attitude is well represented in The Haunting of Hill House. Neither Theodora nor Elenore see it as anything out of the ordinary. I doubt that my younger self noticed.

I think my younger self saw Elenore as being driven bonkers by Hill House. My older self sees her as a tragic and complex character deserving of understanding and sympathy.

The story develops slowly, taking plenty of time to flesh out the characters and set the scene before anything unexplained happens. The first manifestations are harmless, but the tension keeps building.

Hill House is dark, claustrophobic, and alive. If you visit, don’t stay after dark.

The book deserves its status as a classic. The Haunting of Hill House will leave you thinking about the house and the other characters for a long time.


Boo-graphy:
Romana Drew is a retired park ranger. She lives in California with her husband where they raise baby squirrels for the wildlife care center she runs. When asked, she could go into detail about her background and education, but finds that to be rather boring. What she will say is that she is quiet and loves the outdoors. When she’s not drawing pictures, she writes about fictional worlds, aliens, and other fantastic things that her imagination pours into her mind.

Website
Amazon Author Page

End of Innocence
Leneaโ€™s brother spends every clear night pointing a telescope at the same stars. When she confronts him, he lets her look through the telescope. A small sliver speck changes course, slows, and merges with a larger silvery spot.

In that brief moment, her life changes. Her brother spies on space aliens! Soon she learns the aliens have a settlement in the Kenned Valley, and that her boyfriend monitors their communications.

What do they want, and can her world survive?

The Marauders of Sazile
Aliens, called Hocalie, come to Earth, cute, furry, and apparently harmless. They didn’t even bring weapons. They say they’re searching for one person to represent Earth at the Intergalactic Trade Center on Rosat. The right person.

Thousands of people apply. Earth’s governments vie to get their representatives picked. The Hocalie listen to all the suggestions. Then they choose Robin Mayfield, a young artist. Only after they are in space, and it is too late to turn back, do they tell Robin why they picked her. The Hocalie believe that only she can stop an intragalactic war. But they won’t tell her how she is supposed to do that.

No one knows who the Marauders are or why they are attacking different worlds. They appear out of nowhere to attack then disappear just as fast. They never make any effort to communicate and never respond to any form of communication.

The Marauders of Sazile is a fast-paced space adventure. The Hocalie are ever so gentle, but clever enough to hold their own against even the worst enemy. The Langons are technologically advanced but arrogant, self-centered, and domineering. The Marauders only want their world back.

Throughout her adventures, Robin keeps a journal. She also draws pictures of the people and places she visits. The Marauders of Sazile is Robin’s Journal. Some of her illustrations are included.

GUEST BOOK REVIEW by William Meikle: 31 Days of A Night in the Lonesome October: Day 31

A Night in the Lonesome October
All is not what it seemsโ€ฆ

In the murky London gloom, a knife-wielding gentleman named Jack prowls the midnight streets with his faithful watchdog Snuff โ€“ 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 โ€“ so let the Game begin.

Author: Roger Zelazny
Illustrator: Gahan Wilson
Genre: Fantasy, Horror, Gaslamp
Publisher: Avon Books
Publication Date: September 1, 1994
Pages: 280


October 31st – HALLOWEEN

The big day is finally here.

Snuff is restless. He does rounds where there are no rounds to do and looks in vain for Larry Talbot. Instead he meets Quicklime, the dead mad monk’s snake, who imparts the final bit of information to complete the puzzle; the Count is still in the game, having faked his staking and being under the protection of the Gypsies.

Snuff then has a final friendly word with Graymalk, who intimates they should stand close at the ritual, perhaps another foresight given to her from the old cat in the Dreamland? Snuff trusts his instinct and agrees.

He meets the rat, Bobo, who wants to play the game but is refused by Snuff as it’s too dangerous for civilians.

And then we get to it. The players gather on the hilltop and the balefire is lit. It appears that Jack and Snuff stand alone as Closers against the rest

The ritual begins, reality starts to shift as the Vicar takes charge and seems to be succeeding in opening the way.

The spanners in the works start to turn up. Firstly the Count arrives and declares himself a Closer, citing that he ‘likes the world just the way it is.’

Then Larry Talbot turns up to rescue the virgin. He is shot and wounded by the Vicar’s silver bullets, but the Great Detective, having learned Larry’s secrets, turns up in the guise of a wolf and gets the girl to safety.

The Count takes out the occultists and fights the Vicar, the Vicar seemingly winning. Then the big lumbering man arrives and all bets are off.

The ritual continues as chaos warps and shifts reality. Jill uses her wand to try to effect an opening. Talbot revives and he and the Vicar fight, both being dragged through the chaos gate.

Just as things seem lost, Bobo pops up out of Jack’s pocket and informs Snuff that he so much wanted to be part of the game that he’s ‘done what rats do’ which is mostly being sneaky. He has switched Jack and Jill’s wands so that Jill is now effectively a Closer. Snuff, remembering that the old cat in the Dreamland told him to ‘fetch the stick’ grabs the other wand, preventing Jack from inadvertently being an Opener.

The wand Jill wields does its job. The gate closes, another game is done. The Big Man carries the injured Count away, the magic starts to fade, Jack and Jill go down the hill.
Greymalk and Snuff follow after.

A wonderful climax, with Zelazny not holding back on the shifting chaos descriptions he’s so good at, and all the characters getting a conclusion to their part in the game.

I’ve had a great month reading this book so slowly, savoring each day like sipping a fine single malt. I hope you’ve had fun too if you’ve been reading along with me.

I don’t know about you, but I’m going to miss old Snuff in the mornings.


Boo-graphy:
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 heโ€™s not writing he drinks beer, plays guitar, and dreams of fortune and glory.

Website

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.

William’s Halloween Giveaway

GUEST BOOK REVIEW by William Meikle: 31 Days of A Night in the Lonesome October: Day 30

A Night in the Lonesome October
All is not what it seemsโ€ฆ

In the murky London gloom, a knife-wielding gentleman named Jack prowls the midnight streets with his faithful watchdog Snuff โ€“ 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 โ€“ so let the Game begin.

Author: Roger Zelazny
Illustrator: Gahan Wilson
Genre: Fantasy, Horror, Gaslamp
Publisher: Avon Books
Publication Date: September 1, 1994
Pages: 280


October 30th

One last deep breath before the big night.

Snuff explains to us some of how the ritual works, about the gathering of the players, the building of a bonfire, and the performance of strange magics. It is revealed that Jill weilds the Opener’s magic wand while Jack weilds the Closer, and that bad things happen to the losers.

Snuff goes in search of Larry Talbot to tell him about the true identiy of the Great Detective, and to warn him that the Vicar has fashioned a silver bullet. He finds Talbot in a recently designed Zen garden, deep in meditation, so deep that that Snuff cannot rouse him.

Snuff howls in frustration.

The players all know their roles, or think they do, Their ‘materials’ are prepared, and many are looking warily at Jack and his blade. But it’s too late now for machinations. Halloween is upon us. It’s time we were shown the way.


Boo-graphy:
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 heโ€™s not writing he drinks beer, plays guitar, and dreams of fortune and glory.

Website

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.

William’s Halloween Giveaway

GUEST BOOK REVIEW by William Meikle: 31 Days of A Night in the Lonesome October: Day 29

A Night in the Lonesome October
All is not what it seemsโ€ฆ

In the murky London gloom, a knife-wielding gentleman named Jack prowls the midnight streets with his faithful watchdog Snuff โ€“ 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 โ€“ so let the Game begin.

Author: Roger Zelazny
Illustrator: Gahan Wilson
Genre: Fantasy, Horror, Gaslamp
Publisher: Avon Books
Publication Date: September 1, 1994
Pages: 280


October 29th

Jack tries to convince Jill to switch sides in the game, but she is determined to play it out the way she started, despite now having conflicting emotions about it all. They have tea anyway, all cozy and domestic, which unnerves Snuff.

Snuff takes a walk and makes a trip to the burned out ruin of the Good Doctor’s place to check if there is any trace of the man. He finds no burned bodies but, in the barn, finds the smell of the Big Man, and also discovers a sleeping bat, Cheeter, the Count’s familiar. It is intimated that the Count may not be as dead as first thought, and that they are still in the game. The bat and Snuff share information, but are disturbed by the arrival of the mad Vicar with a crossbow.

Snuff is in serious trouble, and despite the fluttering help of the bat it seems like the Vicar has him dead in his sights… until ‘Linda Enderby’ arrives, Snuff does his ‘I’m just a big daft dog’ act, and the Vicar is persuaded to leave.

‘Linda Enderby’ isn’t so easily fooled though. Revealing ‘herself’ as the Great Detective, Holmes makes it known he knows approximately what Snuff is, knows about the game, and is determined to try to save the Vicar’s niece from being sacrificed on the big night.

Snuff tries to tell him about Larry Talbot’s similar plan, but Holmes doesn’t trust the beast in Talbot, believing it will be too strong to allow Talbot to be rational on the night. Holmes asks Snuff to show him where the ritual will take place.

Snuff agrees.

So another alliance has been made. Holmes ‘feels’ like he should be a closer but there’s a streak of rebellion in the character that might yet show through. The pieces have almost finished being moved about now, and we’re approaching the endgame fast, with still no clue as to who might win, and still with more than a few wild cards determined to disrupt things.

Hang on to your hats, it’s almost showtime.


Boo-graphy:
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 heโ€™s not writing he drinks beer, plays guitar, and dreams of fortune and glory.

Website

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.

William’s Halloween Giveaway

GUEST BOOK REVIEW by William Meikle: 31 Days of A Night in the Lonesome October: Day 28

A Night in the Lonesome October
All is not what it seemsโ€ฆ

In the murky London gloom, a knife-wielding gentleman named Jack prowls the midnight streets with his faithful watchdog Snuff โ€“ 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 โ€“ so let the Game begin.

Author: Roger Zelazny
Illustrator: Gahan Wilson
Genre: Fantasy, Horror, Gaslamp
Publisher: Avon Books
Publication Date: September 1, 1994
Pages: 280


October 28th

Snuff’s calculations are done. The central point is the same hill and tumbled old stones where he and Graymalk were transported to the Dreamworld. Not exactly a surprise, but it appears Snuff is the first of the calculators to figure it out.

He has a long talk with Bobo which serves as some more exposition about the nature of the game, discovering that Bobo has been paying more attention than most of the actual familiars. The game is ancient, and is indeed a battle to open, or close, the way for the coming of the Old Gods of Chaos. We also hear of a legend, of a wild man and his dog who are always there at the end.

At the end of the day Jack and Snuff reminisce about previous games they have played.

Just how old are Jack and Snuff? And how many games have they played. There was a mention sneaked in of Cain and Abel. Is that Jack’s curse? Is he the original murderer, cursed forever to weild a blade? Or have I just watched too many episodes of Supernatural? There was another allusion to a man on a hill and a last supper. is there a Judas lurking somewhere?

Whatever the case, this chapter was a short one, just to remind us of players and stakes and bring us back to the point of it all before the climax. But Snuff has made a pledge to stay friends with Graymalk whatever happens, and I suspect nothing will ever break his bond with Jack.

Three days to go, and all to play for.


Boo-graphy:
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 heโ€™s not writing he drinks beer, plays guitar, and dreams of fortune and glory.

Website

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.

William’s Halloween Giveaway