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Krondor: the Betrayal (Riftwar Legacy 1) [Paperback]

Raymond E Feist (Author)
2.8 out of 5 stars  See all reviews (121 customer reviews)


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Book Description

November 15, 1999 Riftwar Legacy 1
A new episode in Feist's massively successful Riftwar saga. From the endlessly inventive mind of one of fantasy's all-time greats, comes a spellbinding new adventure featuring old favourites Jimmy, Locklear and Pug. It is nine years on from the aftermath of Sethanon. There has been peace awhile and it's been needed. But news is feeding through to the people of the Kingdom of the Isles that deadly forces are stirring on the horizon. The bringer of the latest tidings is Gorath, a moredhel (dark elf). The bloodletting has started. Nighthawks are murdering again. Politics is a dangerous, cut-throat game once more. At the root of all this unrest lie the mysterious machinations of a group of magicians known as The Six. Meanwhile, renegade Tsurani gem smugglers, a rival criminal gang to the Mockers led by someone known only as The Crawler, and traitors to the crown are all conspiring to bring the Kingdom of the Isles to its knees.


Editorial Reviews

Amazon.com Review

The video game industry has always drawn upon works of fiction for inspiration--sooner or later, the process had to reverse itself. Krondor the Betrayal began its life as the bestselling role-playing video game of all time, written by Raymond E. Feist for Dynamix Inc. Feist, whose Serpentwar Saga has sold millions of copies and established him as one of the most popular fantasy authors of modern times, also wrote this novelization which places the action of the game in the context of his fully-realized fantasy setting, Midkemia.

Feist's fans are legion. Longtime readers will be delighted at the return of popular characters Pug the Wizard, Squire Locklear, and others, as they face the menace of a marauding elf war-chieftain and a mysterious cabal of wizards. But first-time Feist readers may find Krondor the Betrayal baffling and tiresome--without the momentum of the larger series, much of the story's effect is diminished. The video game influence in this book is unmistakable--as evidenced by an encumbrance of sword fights, multilevel conspiracy, and two-dimensional characters. Anyone who enjoys reading about Midkemia will be thrilled to play the demonstration version of the CD-ROM game (included with the book). --Brendan J. LaSalle --This text refers to an out of print or unavailable edition of this title.

From Publishers Weekly

Based on the award-winning Betrayal at Krondor computer game, this launch of a new series set in Feist's popular Riftwar world (Magician, etc.) lacks originality but offers plenty of action and enough familiar and new characters to keep loyal fans of Feist and that computer game happy. Squire Locklear has been sent to the Northlands after some trouble with a married man's wife. There, he captures Groath, a renegade Dark Elf who warns him that the Dark Elves are again rising up in a plot against the humans. The dream name "Murmandamus" has been revived and all manner of folk are flocking to his banner, even though those few in the know are aware that Murmandamus was simply a ruse in the last war, an illusion in which the Dark Elves were forced to believe and for which they were made to give their lives. Together, the Squire and the Elf travel to give this dire news to the Prince of Krondor, meeting along the way young Owyn, a magician with more desire than skill. Also joining in the deeds of derring-do are Jimmy the Hand, a former thief now promoted to King's Man, and Patrus, a field magician who was Owyn's first mentor. As disasters pile up, these valiant hunks struggle to foil the various evil plots that surround them before the Riftworld is embroiled in yet another messy interdimensional battle. Women barely make an appearance in this book, and the writing can be sloppy, but because in SF familiarity so often breeds content, those who played the game and now want to read the story may not care.
Copyright 1998 Reed Business Information, Inc. --This text refers to an out of print or unavailable edition of this title.

Product Details

  • Paperback: 432 pages
  • Publisher: Voyager; (Reissue) edition (November 15, 1999)
  • Language: English
  • ISBN-10: 0006483348
  • ISBN-13: 978-0006483342
  • Product Dimensions: 6.9 x 4.3 x 1.5 inches
  • Shipping Weight: 8.5 ounces
  • Average Customer Review: 2.8 out of 5 stars  See all reviews (121 customer reviews)
  • Amazon Best Sellers Rank: #2,513,600 in Books (See Top 100 in Books)

More About the Author

Raymond E. Feist's previous novels include the first volume in the Darkwar Saga, Flight of the Nighthawks, as well as the Conclave of Shadows: Talon of the Silver Hawk, King of Foxes, and Exile's Return; Magician; Silverthorn; Faerie Tale; Prince of the Blood; and The King's Buccaneer; as well as the four books of the New York Times bestselling Serpentwar Saga: Shadow of a Dark Queen, Rise of a Merchant Prince, Rage of a Demon King, and Shards of a Broken Crown; and the three books of his Riftwar Legacy: Krondor: The Betrayal, Krondor: The Assassins, and Krondor: Tear of the Gods. Feist lives in Southern California.

 

Customer Reviews

121 Reviews
5 star:
 (22)
4 star:
 (19)
3 star:
 (23)
2 star:
 (26)
1 star:
 (31)
 
 
 
 
 
Average Customer Review
2.8 out of 5 stars (121 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

15 of 18 people found the following review helpful:
2.0 out of 5 stars Formulaic and reads like a computer game, August 10, 2001
The problem with this book is that it reads like a computer game. It lacks depth of character and atmosphere; the conversation is stilted, the achievements superhuman. The plot is formulaic, and obviously leads from fact finding to consequential action. If you played the game (which I haven't) you probably get to "practice" killing the bad guys - if you fail, you can always start again from where you last saved. The game, no doubt, has some level of challenge to it. The book doesn't.

I can see what Feist was trying to do here - continue a line of books with what must be one of my favourite characters, Jimmy the Hand. Put James in a tight spot and he'll invariably get out. Tragically, the squire totally lacks any hint of personality in this book and the two sequels. Mr Feist, as a WRITER, could have used a little more imagination to pull the reader into a fantastic story. Instead he follows the rather basic plot line of a simple computer game.

Sadly, this sub-series does not improve with time. It gets worse. I'm currently reading book three: Krondor, Tear of the Gods. It's so bad, I'm considering not finishing it at all (which would be the first for a Feist book for me ... I love the guy).

The first book and even the second at least deal with elements roughly defined within Feist's series on Midkemia: the Oracle, the stone at Sethanon, dark elves, etc. The third borders on the ludricous - vampires in Midkemia? ... honestly!... Obviously, the game developers took over and Mr. Feist took a back seat in his own world.

I'm actually quite outraged that this series was published at all. They should have left it as a game and not bothered with this half-hearted attempt at a book. I've never quite felt so cheated of my money before --- and that is probably Mr Feist's greatest accomplishment in this trilogy.

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6 of 6 people found the following review helpful:
4.0 out of 5 stars Krondor the Betrayal, written by an avid Magician fan., June 18, 2000
Krondor the Betrayal is another step into the Mystical world of Raymond E. Feist and his supporters. I have heard it said that the book is not good because it was based on a game. I never played the game, so the book seemed absolutely fine to me. This book is primarily about a Moredhel Chieftan, that sees things from a different point of view, and even sides with King Dolgan, the legendary dwarf. He comes bearing a warning to the Kingdom that another Moredhel has promised the clans that Murmandamus is still alive in a cave underneath Sethanon. He also speaks of a mighty dragon that surives there gaurding him. The legendary PUG comes into play when his daughter is kidnapped. He also learns of some Tsurani hands in play with the Moredhel rallying to come against the kingdom. The other intersting part of thhis book, is that at the same time Jimmy the Hand, now James the Princes squire, takes a part in defeating Nighthawks, and discovering a new gang headed by someone named the Crawler. He also discovers someone who looks almost identical to himself, and plays an intriguing part in this book, and ones to follow. People that would enjoy this book the most would have to be the die hard Magicain fans, but one thing to keep in mind is that this book does not take place after the Serpant War, instead it is somewhere in between the end of the Riftwar and before Eric and Roo come around.

I would definitely recomend this book, but keep in mind thier may be a few slow parts. But, the overall book is good!

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8 of 10 people found the following review helpful:
4.0 out of 5 stars An Underrated, great book (For a game based novel), March 1, 2000
What is up with these people? I come here, and see a bunch of bad reviews for Krondor, the Betrayal. Seriously, I think some of these guys are underrating it. Sure, it has problems, but its not THAT bad.

Ok, first, the plot is very good and often well-written, considering its a game-based novel. Try playing a Final Fantasy game (or any console RPG, for that matter) for an example of BAD writing (Mostly a bunch of coincidences with the "plot" being made up of goose chases, unrelated events, development of irrevelent chaarcters, and events happening by chance with no thread of credibility). KtB (or BoK if you played the game) has some of that, but definately not on the same level. Yes, there are irrelevent chaarcters and pointless quests, but those are few and far between (theres only about three of them, never lasting more than three chapters).

I also disagree with these "Two-Dimensional characters" comments. Indeed I found them to be VERY developed, as far as video game plots go.

Not to say its perfect. No, some leftovers from the game are here. You can easily recognize the in-game fights, including the final boos fights. Fortunately they're all abreviated down to realistic levels as opposed to what could have happened ("Gorath hit the assasin#1, but did no damage").

Another good thing is that at times the book qwas funny as hell. Who can forget James sitting in front of an enemy rift while Patrus is trying to destroy it, and saying to every troop that comes out "Go help your leader"?

BTW, IT DOES work as a Stand-alone. I read it before I ever heard of the Riftwar or Serpentwar Sagas.

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First Sentence:
The fire crackled. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
rift machine, moredhel chieftain, stabling yard, grey warriors, dark elf, young magician, dark elves, old magician
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Prince Arutha, Malac's Cross, Teeth of the World, Baron Gabot, Green Heart, Peter the Grey, Squire James, Michael Waylander, Prince of Krondor, Book of Macros, King's Highway, Royal Lancers, Abbot Graves, Hawk's Hollow, Jimmy the Hand, Tsurani Great Ones, Yellow Mule, Baron Corvallis, Bitter Sea, Cavell Village, Gorath of the Ardanien, Grey Towers, Lady Katala, Arle Steelsoul, Baron of Timons
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