GUEST BOOK REVIEW by William Meikle: 31 Days of A Night in the Lonesome October: Day 27

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 27th

Snuff wakes from a much needed long rest to find Graymalk at the door. She informs him there’s been a fire in the night; the Good Doctor’s house, and laboratory, have gone up in flames.

They go to investigate. There’s too much smoke and burned smells for Snuff to sniff out any information, but they come across Bobo, the rat, who once cornered provides them with the details. The big lumbering man, the Doctor’s ‘experiment’ trashed the place in a rage, set off the fire, and fled. Bobo doesn’t know if the Doctor and his assistant have survived.

And Bobo has a confession. He isn’t really a familiar, and the Doctor is just a Doctor, albeit one with strange experimental technique. None of them were ever players in the game; Bobo just pretended to be so that he would feel part of something, get some respect.

This new info means that Snuff’s map isn’t off because of a secret player…it’s off because he was including one player too many. He needs time to recalibrate, but time is in short supply now that the day is getting so close.

He has made another friend though; Bobo is invited along back to Jack’s house with him and Graymalk.

So the Doctor is, supposedly, out of the game. But the Big Man is still out there somewhere, a wild card lumbering about. Given his propensity for unintended mayhem I’m sure he’ll be making an appearance again, possibly on the big night itself.

There was some more masterful interplay between the familiars today, with Snuff and Graymalk showing both their animal natures and their familiar natures, and Bobo being afraid of both. I’m going to miss these characters when the story’s done, and can only hope they all survive it.


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 26

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 26th

A short, quiet chapter. Nobody’s out and about, all taking a last breath before the big event. Snuff does his rounds but finds nothing untoward and does normal doggie things for a bit, before realising he is being followed.

He tracks sneakily backwards and disturbs a big loping dog. The dog says it is new to the area, just looking for a place to lay its head and asks Snuff questions about the big event.

Snuff answers cautiously and when they part the big dog calls after Snuff by name, something Snuff never gave him. Is this a new player? Or a new familiar of an old player? Time’s getting short if we are to find out.

Another chapter that made me want to rush ahead and see what happens. Reading it like this has been a real pleasure, but I’m also missing the other real pleasure of devouring a wonderful book in one great gulp. That’ll be next year’s Halloween day for me I think.


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 25

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 25th

Jill and Greymalk come to Jack’s place to clear up; an excuse for Jill and Jack to share some more of his sherry. Graymalk has a revelation to start the day. The police have taken note of last night’s burning…but only because they have found the charred remains of Owen, the druid in a fourth basket, whereas our heroes only burned three. Someone has taken the opportunity to remove another player. At the same time, the druid’s magic sickle has disappeared.

The druid’s familiar, Cheeter the squirrel, is distraught, for the druid had it under a spell, having stolen its shadow and ‘intuition’ in order to ensure its loyalty. Snuff and Graymalk break into the druid’s house, confirm that the sickle is missing then discover that the squirrel’s shadow is trapped in a magical spell painted on the wall, held in place by seven silver nails.

Snuff once again shows his mettle and, slowly but surely, draws the nails out with his teeth. Graymalk explains what needs to be done with the nails for the return of the squirrel’s shadow; this is what she learned from the old cat in the Dreamlands.

Cheeter, shadow restored, leaves the game and returns to the woods.

A lovely chapter this one; it shows us again how Snuff and Graymalk have bonded, despite being on ‘opposite sides’, and shows us the loyalty between familiars is just as strong, if not stronger, than their loyalty to their masters. Zelazny deliberately keeping the touch light today, to bring us down from the pyrotechnics of the night before.

Snuff now suspects that there might be a ‘secret’ player, one who is always throwing off his calculations. The plot has thickened. Again.


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 24

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 24th

An action packed chapter today. Our heroes discover, thanks to Jill’s warding spells, that several of the familiars have visited the house in their absence in the city, one of them a loping wolf-thing that Talbot insists wasn’t him.

After Snuff does his rounds to make sure everyone knows the vivisectionists didn’t get him, someone, Snuff suspects the Vicar again, lays a spell on Jack’s house, a booming thunder and lightning storm of a kind, but only on the inside. The ‘things’ in the mirror, in the steamer trunk, in the attic and in the basement, all different, all dangerous, all get loose at the same time. Jack and Snuff have a battle on their hands.

The slithering things slither. Jack tries to round them up with magic while Snuff shows his mettle, dealing with the thing from the steamer trunk before holding off the thing from the attic long enough for Jack to get to work on it with his blade. The thing from the basement arrives, intending on getting at Snuff. Jack dispatches it easily.

We learn in passing that Jack is indeed under a curse and the blade is a focus of that, but that he is also a magic user in his own right, and possessor of at least two wands of power, one of which is one of the game’s major artifacts.

We also learn that the ‘things’ weren’t actually part of the game, but were intended as insurance to cover Jack and Snuff’s tracks should they need to escape after the big night. That insurance policy is now revoked.

The things are all eventually dispatched after a wonderfully described battle in the house. Jill and Graymalk arrive to see what all the fuss has been about and they have a very domestic pot of tea in the carnage after the battle.

At the close of day they get rid of the remains of the things by filling the druid’s wicker baskets with the offal, hoisting them up a big oak tree and setting it alight, a bonfire for Halloween, and a very pretty sight.

A lot of what Zelazny does well today. Fast paced, action packed but you always know where all the participants are and what they’re doing due to his descriptive skills, and he still manages to slide some pertinent information in among the mayhem. Technically, he’s brilliant, and also too good to let you notice while you’re barreling along caught up in the plot.

We got another lovely, gruesome Wilson illo too today, of the thing from the steamer trunk, coming apart where Snuff has been at it. Wonderful stuff.


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 23

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 23rd

Another long chapter today, and the game is starting to take shape. Snuff has recruited the help of Larry Talbot in attempting to find the center of things and takes him to the spot where Snuff and Graymalk were transported to the Dreamlands. They have a long talk about the nature of Snuff’s magic and what it can, and can’t, do. Talbot believes another player has been taken off the table and asks if Snuff’s magic can identify them, but that isn’t possible. They walk Snuff’s rounds and eventually discover a player has indeed died. The mad monk has apparently hanged himself, but investigation shows that it’s a set up. He has been murdered, and his magical icon stolen. Someone is collecting artifacts, and whoever it is will have gained a distinct advantage in the game to come.

Snuff suspects the vicar. Later, while investigating with Graymalk, they are almost caught in the vicar’s house. Snuff has a chance to get away, but Graymalk is trapped by the vicar, so Snuff goes back and rescues her, mangling the vicar’s ear in the processs. A wonderfully written scene that serves to show how tightly cemented Snuff and Graymalk’s relationship has come; Snuff is now bonded to her almost as tightly as he is to Jack, willing to put himself in peril for her.

Snuff and Graymalk accompany Jack and Jill to London. Their master and mistress are getting very friendly, Jill even going so far as to share a warding spell that will inform them if anyone tries to enter their house in their absence. They are enjoying their trip, but Snuff realises they are being followed. Before he can raise the alarm he is kidnapped.

The vicar has delivered Snuff into the hands of vivisectionists where he is to be rendered down in candle wax, no doubt for use in some nefarious ritual. He is saved at the last minute by Jack, an angry Jack full of the power of some dark spell. When they leave the vivisectionists they leave a sea of blood behind, fulfilling the prophecy of the old cat in the Dreamlands. The scene in the vivisectionist’s lair is wonderfully done, just the right mixture of comic accents and Snuff- in-peril moments allied with some of Zelazny’s descriptive work, which, at its best, is second to none.

So someone is gathering the things of power. Is it the vicar? Or is this another of Zelazny’s misdirections. The Good Doctor’s ‘big man’ has also been prowling around. Is he being used for nefarious purposes? And how will Jack and Jill’s obviously budding relationship pan out when all the Openers and Closers have to declare for one side or the other? Lots of questions still to be answered, and the moon is still growing. Talbot’s curse will obviously have a part to play too.

And is Jack also, like Snuff, under some kind of curse, or is he using the dark magic that surrounds him deliberately? I predict more blood.


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