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Quag Keep [Paperback]

Andre Norton (Author)
3.0 out of 5 stars  See all reviews (10 customer reviews)


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Book Description

September 1, 1979
Seven strangers, each wearing a similar bracelet, meet and become pawns in the continuing struggle between the forces of good and evil.
--This text refers to an out of print or unavailable edition of this title.


Editorial Reviews

Review

"A superb storyteller with a narrative pace all her own."--The New York Times on Andre Norton

"The grande dame of science fiction."--Life magazine on Andre Norton

--This text refers to an alternate Paperback edition.

About the Author

Andre Norton was the grand dame of Science Fiction and Fantasy whose creations include Witch World and Beastmaster. She passed away in 2005.

--This text refers to an alternate Paperback edition.

Product Details

  • Paperback
  • Publisher: DAW (September 1, 1979)
  • Language: English
  • ISBN-10: 0879977949
  • ISBN-13: 978-0879977948
  • Product Dimensions: 7 x 5 x 1 inches
  • Shipping Weight: 8 ounces
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (10 customer reviews)
  • Amazon Best Sellers Rank: #9,575,098 in Books (See Top 100 in Books)

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Customer Reviews

10 Reviews
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3 star:
 (4)
2 star:
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Average Customer Review
3.0 out of 5 stars (10 customer reviews)
 
 
 
 
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8 of 8 people found the following review helpful:
3.0 out of 5 stars Quest for the Unknown, November 5, 2006
By 
This review is from: Quag Keep (Paperback)
Quag Keep (1978) is the first novel in this fantasy series. Loosely based on early Dragon & Dungeon role playing games, this work has gamers transported to another universe by touching magical game pieces. There they become their game characters.

In this novel, Milo Jagon is a swordsman drinking at the Sign of Harvel's Axe in the thieve's quarter of Greyhawk. On each thumb is a large ring and on his right wrist is a wide bracelet made of two copper bands holding a series of dice with varied numbers of sides. The dice are also copper colored and wrought with bits of gemstones for the numbers; these dice are fixed in place and do not move.

Milo vaguely remembers being Martin Jefferson, but his mind cannot hold that thought. He looks around and sees another man with a copper bracelet, but the others within the inn do not. This other man with a bracelet is even larger than himself and is dressed as a beserker with were-boar powers. He is accompanied by a pseudo-dragon.

The beserker also notices their identical bracelets and changes tables to meet Milo. He introduces himself as Naile Fangtooth and the pseudo-dragon as Afreeta. The room begins to empty until they are alone. Then two dice begin to turn slowly and a slight man enters the room. He informs Milo and Naile that they are summoned, but does not answer their questions. Although Naile objects, Milo convinces him to follow the messenger and leave the inn. As they travel, an Elf with an identical bracelet joins the group.

Milo, Naile and the Elf are taken to a tower room where they meet Hystaspes, a magician, and four others wearing the bracelets. Hystaspes introduces the group to each other -- the Elf Ingrge, the battlemaid Yevele, the priest Deav Dyne, the bard Wymarc, and the lizardman Gulth -- and explains that they have been brought to his world from another by an alien power. They also learn that Hystaspes has placed a geas on each of them to search for the one who has brought them to this world, for Hystaspes think that this mysterious power is bringing the two worlds together with probably disastrous results.

In this story, the seven gamers search first for Lichis, a powerful dragon who always takes the side of the Good and opposes Chaos. They only have a vague notion of where Lichis is laired, so they gather supplies and mounts and ride out on the quest. They are followed by the forces of Chaos.

This is not the author's best work by any means. However, it is the first novel based on a roleplaying game and reads much like a roleplaying quest. And it does have a certain flavor of the author. However, the conclusion is too abrupt and arbitrary (as happens in many roleplaying games). Luckily, there is a sequel.

Suggested for Norton fans and for anyone else who enjoys tales of questing, magic and the unknown.

-Arthur W. Jordin
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4 of 4 people found the following review helpful:
3.0 out of 5 stars Novelized Gaming Adventure, September 25, 2005
By 
This review is from: Quag Keep (Paperback)
Noted for being the first novel about roleplaying gaming, Quag Keep is essentially a gaming adventure brought to life. The characters are varied and interesting and the battles and dialogue are well rendered, but the compulsion of the geas that binds and leads the characters means that the adventure is not only a bit linear, but that the conflicts and analyses that an actual adventuring party would go through in determining whether to stay together and go forward in the face of great risk are unnecessary and therefore largely absent. Lacking the scope and complexity of fantasy roleplaying classics like the Dragonlance Chronicles or Joel Rosenberg's Guardians of the Flame series, Quag Keep is to those what The Hobbit was to The Lord of the Rings, a simpler starter story to introduce the uninitiated to the genre and prepare them for grander and more epic things to come. The recent sequel, Return to Quag Keep, by Andre Norton and Jean Rabe, improves upon the original with a less linear plot and more complex characterizations and party interactions, reflecting the changes that have occurred in RPG gaming since the days when Quag Keep first came out. Donald J. Bingle, RPGA Gamer and GM, Author of Forced Conversion (now available on amazon.com), and Contributor to Fantasy Gone Wrong (upcoming fall 2006).
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1 of 1 people found the following review helpful:
2.0 out of 5 stars An average adventure book, June 17, 2006
This review is from: Quag Keep (Paperback)
Quag Keep is a book by Andre Norton about a group of adventures tied together by a mysterious bracelet attached to their arm. The adventures throughout the book look for information containing to the bracelet. While on their adventure they come in contact with a wizard claiming to know about the bracelet. The wizard says the bracelets are linked to the recent gathering of dark chaos energy in the world. What is the link between the bracelets and the gathering of dark energy? Is the wizards information true? Do the adventures find and new information pertaining to the bracelets? Find out in Quag Keep.

Quag Keep is a book of action, adventure, and mystery. It is about a group of adventures tied together by a mysterious bracelet. In the beginning the story is a bit confusing but by the end of the book the author straightens out some of the mystery. Throughout the book the main characters are searching for information pertaining to the bracelet. This causes many trivial problems for them, such as which horse they buy or where the watering hole is. These problems make the book slow going and boring. Thankfully there are some occasions of terrific actions scenes, where the author really shines, but don't expect to find many, as there are but a few. Overall I think this is an average book deserving of an average rating, but with the abundance of bestseller adventure books there is no room on the shelf for an average book. In all fairness this isn't the author's best book. I would recommend Mark of the Cat: Year of the Rat, or Silver May Tarnish.

Reviewed by a student reviewer for Flamingnet Book Reviews
www.flamingnet.com
Preteen, teen, and young adult book reviews and recommendations.
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ECKSTERN PRODUCED THE PACKAGE WITH AN EXAGGERATED FLOURish and lifted the lid of the box to pluck out shredded packing with as much care as if he were about to display the crown jewels of some long-forgotten kingdom. Read the first page
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Deav Dyne, Andre Norton, Naile Fangtooth, Great Kingdom, Martin Jefferson, Andre Nor-con
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