Not So Lonesome: Character Guide

Jack and Snuff:
Let’s see: crazy dude with a knife, cutting up the living in Victorian London, and named Jack? The Ripper himself, naturally. Also, of course, Snuff’s name is a dreadful pun.

Crazy Jill and Graymalkin:
A witch and the black cat that is her familiar – Graymalkin is also the name of the witch’s familiar in Shakespeare’s Macbeth. Graymalkin delights in being contrary about as much as Snuff delights in being loyal.

Morris & MacCab and Nightwind:
Little is known about this faction yet, but their use of mummy dust and exploits in a cemetary are suggestive of grave-robbery. They may be inspired by Burke and Hare.

Rastov and Quicklime:
A mad Russian monk and his snake – who lives in his belly. Most likely inspired by Rasputin.

The Count and Needle:
We don’t know much about them as yet, but really, some guy calling himself the Count? Could it be our old friend Vlad Tepes?

Owen and Cheeter:
Again, we don’t know much, but the old man harvests mistletoe and his companion is a squirrel, so he’s most likely a druid.

The Good Doctor and his servant:
We know little of them other than that the Doctor seems to be a mad scientist of some description – possibly Dr. Frankenstein? Now confirmed.

The Other Canine/Larry Talbot:
Larry Talbot is the human name of the Wolfman from the old Universal horror movies of the thirties and such. Which is to say: he’s a werewolf.

The Dour Detective and his Rotund Companion:
Surely you’ve already recognized Sherlock Holmes and Dr. John Watson? :)

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Not So Lonesome: Day Eight

Another new player in the game, the revelation that Snuff and Jack are not the only veterans of this, and a tantalising hint of what the game is actually about – not to mention the first attempts of various players to knock each other out of the running.

See the Character Guide for more information about Mr Lawrence Talbot.

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Not So Lonesome: Day Eighteen

Answers starting to come now – the reasons for Talbot’s reticence, some explanation of the site, and, most interestingly, the revelation that the Vicar is not what he seemed. Rather than being motivated by Christian fervour, it now appears that he intends to wipe out the competition. All of them.

So, for those keeping count, that leaves us with Jack, Snuff and Larry as Closers, the Vicar and (if Talbot is right) the Count as Openers, and all the other Players as yet unknown. Plus, Holmes, of course, who one assumes is playing a game of his own.

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Not So Lonesome: Day Eleven

A brief installment, but a telling one. Holmes and Watson are clearly very interested in this case, but Snuff may have thrown them off the trail for a while at least.

More interesting is this business of lines – the ones Snuff draws in his head, a skill which is apparently solely the role of the familiars rather than the humans in this business, if Jack’s deference to Snuff in this matter is anything to go by. These lines connect the residences of the various players, and the point where they all intersect is where the Game itself will be decided. But where is that? And have we even met all the players yet? Do Holmes and Watson count as players?

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Not So Lonesome: Day Fifteen

The midpoint of the month, and doesn’t everyone know it? Nearly every single player is seen in this chapter, all on last minute missions or out enjoying themselves, since this will be their last chance for frivolity for some little while.

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Not So Lonesome: Day Five

Snuff and Graymalkin continue their unlikely alliance, and trade information with Nightwind the owl, learning of the Good Doctor and his servant. More information emerges regarding the mysterious other canine’s actions, but little more than he attacked and mauled an unidentified man.

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Not So Lonesome: Day Four

Yet another new player is introduced – Cheeter the squirrel, who is familiar to an old man of possibly druidic inclinations. There’s also a mention of the dour detective and his portly friend, a mysterious other canine about and finally, some hints as to the nature of the Game.

In particular, it’s made clear that this game – already fairly obviously supernatural in nature – has two factions, Openers and Closers. Of course, we don’t know what side anyone is on. Yet.

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Not So Lonesome: Day Fourteen

The familiars conspire to conceal a murder (of a policeman, no less), despite having no idea who did it other than one of the players.

There’s also, for a brief shining second, a mention of Rastov’s icon, which he obtained from ‘a mad Arab who’d given up on Islam’ – who can certainly be none other than Abdul Alhazred – provides yet another hint as to what the Game might be about.

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Not So Lonesome: Day Nine

More revelations, and an alliance.

That this might be the case the Great Detective was investigating is hardly a shock, and if you’ve taken a look at the Character Guide already, you’ll have a pretty good idea of why Talbot watches the Moon so assiduously. His mention of a prior encounter with the Count is intriguing (not least because there exists no documentation of them meeting any time before they each met Frankenstein, Abbott and Costello in 1948).

Most interesting is Larry’s making free with information that everyone else is very careful with. The Count, apparently, is an Opener, while Jack, Snuff and Talbot are all opposed to him – Closers, to take a hint from Talbot’s remark yesterday. But Opening or Closing what is still unclear.

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Not So Lonesome: Day Nineteen

Things are really starting to heat up now – Holmes has taken permanent residence in the neighbourhood, the Count has summoned reinforcements, further evidence of the Vicar’s perfidy emerges, and so on. It’s all so exciting that it’s getting hard to stop reading after each chapter :)

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Not So Lonesome: Day Seven

Introducing yet another player – Bubo the Rat, who works with the Good Doctor and his creation, and who provides Snuff with the location of the Count’s place.

Fascinatingly, we are privy to a conversation between Jack and Snuff, although in content it serves little more than to codify what we already know.

Zelazny is in fine form here, with clever puns and his memorable description of the items needed for particular conjurations necessitating “lunatic scavenger hunts”.

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Not So Lonesome: Day Seventeen

Another good laugh – more of the same almost overdone politeness that made me laugh so much earlier, in one of the most enjoyably gruesome scenes you’re likely to find outside of the Addams Family.

And once more, Holmes watches and ponders… you know, based on the short stories of him I’ve read, he’s unusually slow in this. On the other hand, it is an unusually complex case :)

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