A Night in the Lonesome October (1993) is one of Roger Zelazny's last novels.

In an October in the late 19th century, a small English village finds itself host to an eclectic group of visitors. They are players in the Game, and on the final night of the month they will declare their allegiances and take sides in a contest that will determine the future of the world. Until then, there are mystic artifacts to locate, rituals to complete, potential allies to court or enemies to incapacitate (cautiously - for appearances can deceive, and a person whose allegiance seems obvious may be working for the other side, or may indeed not be a Player at all). Not to mention complications to deal with, including a mysterious American with an interest in botany, a famous detective with his suspicions roused, and a Player aiming to grab power through methods even his (or her?) allies might balk at...

Tropes used in A Night in the Lonesome October include:
  • Animal Talk: All the animals (including the non-magical ones) can speak to each other in what seems to be the same language.
  • And Call Him George: The "experiment man", although they manage to explain that Kitty would like to be put down now, please, before he does the kitty any permanent harm.
  • As The Bad Book Says: The cultists' sermon is an apocalyptic inversion of the Bible's Song of Solomon.
  • Beethoven Was an Alien Spy: It's rather obvious that Jack is that Jack, but he's also a Player and there's a wild rumor among magic-users that he's immortal Cain himself. There are also others, including Rasputin the Mad Monk.
  • The Bet: Zelazny wrote this one because someone bet him that he couldn't get readers to root for Jack the Ripper. He won.
  • Cats Are Mean: completely averted.
  • Canine Companion: Snuff
  • City of Gold: In the Dreamlands, even the trash cans are made of semiprecious stone and fine ceramics.
  • Connect the Deaths: It's not murder sites, but a very similar idea, with the characters having to identify a set of mystically-significant locations and then figure out, from the pattern they make, the place where the showdown with the villains will take place.
  • Cthulhu Mythos
  • Dynamic Entry: The Count has a beautiful one.
  • Evil Albino: The main villain has an albino raven as a familiar.
  • Evil Only Has to Win Once: The gate may or may not close again, but with Nyarlathotep and his pals on this side, it wouldn't matter much.
  • Evil Versus Oblivion: The Count is happily evil. He's also a rich man who can sit in his little castle by day and drink blood by night pretty much indefinitely, so... he would want to have Cthulhu and Co. crash the party and stomp all over his begonias exactly why?
  • Eye of Newt: Features a variety of unusual spell ingredients; at one point the narrator remarks that "Magical rotas sometimes strike me as instructions for lunatic scavenger hunts." Which is half of what the Players do, of course.
  • Familiar: About half the characters. Including the narrator: Snuff, Jack's dog.
  • Female Feline, Male Mutt: Graymalkin and Snuff
  • Friendly Enemy: the players to each other in general; Snuff and Gray (and their respective masters) in particular.
  • Glowing Eyes of Doom: When Jack is under his curse, "that funny light came into his eyes".
  • Gory Discretion Shot: There's not much of narration about Jack actually working with his knife, though the end result is made very clear.
  • Grave Robbing: With morbid relish.
  • Heel Face Turn:
This article is issued from Allthetropes. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.