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Quest for the Trilogy: A Rover Novel of Three Adventures Hardcover – March 20, 2007
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From Publishers Weekly
Last seen in Odom's Lord of the Libraries, the hobbitlike Grandmagister Edgewick "Wick" Lamplighter (aka "The Rover") and his protégé, Juhg, hunt for rare books for their library, unearth enchanted armament and barely survive their respective brushes with the evil Goblinkin in their rousing fourth outing. Grandmagister Juhg (promoted after Wick went walkabout at the end of the previous book) goes in search of three encrypted journals that belonged to Wick as well as treasure Wick describes in these journals. In a tricky literary maneuver, Juhg reads through the journals that depict Wick's quest to find all three of the magical weapons lost after the battle of Fell's Keep as if he himself were Wick. Filled with talking beasts, including a cat and a donkey, and quests that have a thousand years of history, this latest addition to this popular series is sure to tickle the fancy of high fantasy fans. (Mar.)
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.
Rover series fans will be delighted by the fourth book (after The Rover, 2002; The Destruction of the Books, 2004; and Lord of the Libraries, 2005), which features young Juhg, now Grandmagister of the Vault of All Known Knowledge, tracking down his predecessor's three hidden journals, which may hold the key to defeating the dark forces threatening the civilized world. Odom interweaves two alternating, extremely hazardous quests: Juhg's desperate search through diverse realms, and his mentor's struggles, as related in the journals. As in the preceding Rover volumes, the characterizations sparkle, the action thrills, and the evil doings are truly scary. Sally Estes
Copyright © American Library Association. All rights reserved
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This story focuses mainly on the past adventures of Wick and also shows the beginnings of his friendship with Craugh. While Wick is cowardly and seemingly-dimwitted at times, he also has moments of heroism and a great deal of book knowledge that gets him out of sticky situations.
With lovable characters, swash-buckling action, and light-hearted humor, The Quest for the Trilogy is another fantastic installment in this fantasy series. Each new addition becomes my favorite in the series!
In this novel, Jugh is a Dweller who had grown up as a slave of the Globinkin. Now he is the current Grandmagister of the Vault of All Known Knowledge. Like all of his kind, he is a fearful person. Unlike must Dwellers, however, he has learned to live with his fear. In that regard, he owes much to Wick, his mentor and friend.
Edgewick (Wick) Lamplighter is also a Dweller. He had been a Third Level Librarian when he met Craugh. After many adventures in the first trilogy, he had become the Grandmagister. Jugh was his apprentice.
Craugh is a Wizard. He is best known for turning people who offend him into toads. He is older that a thousand years, having fought in the Cataclysm of Lord Kharrion.
In this story, Jugh is trying to convince people to build schools to educate their children since the goblinkin menace has been broken. He is having a hard time getting the idea through to his audience until Craugh turns one loudmouthed critic into a toad. After that, the audience is more responsive to his recommendations.
After the speech, Craugh and Jugh go to the Keelhauler's Tavern, where the wizard tells Jugh that he needs assistance in tracking down Lord Kharrion's Wrath. He gives Jugh a book telling of one of Wick's previously unknown adventures. Then their discussion is interrupted by three bog beasts trying to kill Craugh.
Later, on the Moonsdreamer, Jugh starts to read the book. It is written it in a code known only to Wick and Jugh.
The books tells of a time when Second Level Librarian Wick is within the Wheelhouse Tavern reading a romance. Grandmagister Frollo doesn't approve of Wick reading adventure tales, so he has come to the tavern for privacy. But Paunsel -- the tavernkeeper -- asks him to stop an argument.
Wick is reluctant to intervene -- because he could get hurt -- but one side of the argument is his old friends from the One-Eyed Peggie. The dwarven pirates are arguing with the human crew of the Stormrider over the betrayal at Painted Canyon. So Wick tells them of the Battle of Fell's Keep.
The humans insist that Master Blacksmith Oskarr of the Cinder Clouds Islands had betrayed the Unity forces. Wick told them what he knew, but he could not say whether Oskarr had betrayed his allies. Later, Wick awakes on the One-Eyed Peggie, shanghaied again by his friends.
Craugh wants Wick to search for Boneslicer, the magic axe of Master Blacksmith Oskarr. Craugh says that he wants to use the axe to solve the mystery of the Painted Canyon betrayal. Wick is taken to the remains of the Cinder Clouds Islands and set ashore dressed as a runaway slave, Craugh does provide him with a guide, a talking skink named Rohoh.
Wick and Rohoh hide in a cave awaiting daylight. They get to arguing and are really getting into it when three goblinkin arrive at the mouth of the cave. Wick runs from the Goblinkin and knocks himself silly on a low hanging rock.
This tale relates the experiences of Wick on the island. Even though he gets free of the goblinkin, the rescuing dwarves take him back to their underground village as a prisoner. The Master Blacksmith is unwilling to listen to him, but Wick convinces a few dwarves to help him search for Boneslicer. Under the leadership of Bulokk -- a descendent of Oskarr -- they sail off looking for Master Blacksmith Oskarr's Forge.
The bulk of the story is a flashback to Wick's adventure. As a Second Level Librarian, Wick is a rather fearful creature in this tale. He doesn't gain his courage until much later, after many more adventures with Craugh and Jugh.
The story seems to be non-stop conflict of one sort or another. From the hecklers at the school meeting to the goblinkin on the islands, the Dwellers are faced with hostility. Naturally, Craugh is not a very encouraging ally, since both Jugh and Wick have to worry about him turning them into toads. Read and enjoy!
Recommended for Odom fans and for anyone else who enjoys tales of high adventure, risk-taking librarians, and timely magical interventions.
-Arthur W. Jordin
Juhg is now the Grandmagister of the Vault of All Known Knowledge. He is trying to reintroduce books and reading to the world. His passion to bring this knowledge is supported by his best friend, Raisho, and his most powerful ally, the wizard Craugh. The story opens with Juhg meeting a diverse group of humans, elves and dwarves on the mainland. He is asking for help to establish the schools and libraries on the mainland. He is met with both resistance by some and open interest by others.
Juhg is attacked by bogbeasts, a new type of enemy, and launched into another quest. Craugh has recruited him to finish a quest started years before by Jugh's mentor, Wick. The evil of Lord Kharrion has not passed. Kharrion's diabolical ambitions infected the world and still fester to this day. Someone betrayed the Unity at the last battle, and that betrayal has stained relations between the races ever since. For a thousand years, the Dwarven leader Oskarr has been blamed for the betrayal and his descendents have lived with that burden. Wick left three books hidden throughout the lands for Juhg to find and finally put the past to rest.
Wick's story is told in flashbacks and starts with Wick being shanghaied, again, by Craugh and the dwarven pirate crew of the One Eyed Peggy. Craugh needs Wick to help him find and defeat Kharrion's last weapon. To do so he must recover three magical weapons lost for a thousand years and finally solve the mystery of who betrayed the Unity.
Boneslicer is a magical battle axe imbued with the power of the Earth. Mastersmith Oskarr created it and the other weapons. He eventually discovered it was cursed at the last battle and was coveted by Kharrion. He hid it to keep Kharrion from using it as part of his great weapon.
Seaspray was a great magical weapon Oskarr created with Boneslicer. Wielded by the great human hero, Captain Duluan, it is imbued with the power of the Seas. It was lost at the last battle to the goblinkin, but later stolen back and hidden by one of Duluan's heirs.
Deathwhisper was the third weapon Oskarr crafted and is the great magical bow of Sokadir, Prince of the Elves. He is the last surviving hero and still has his bow. Deathwhisper has the power of the storms. Each hit is like lighting bolt. Sokadir has left the world of elves in grief over the loss of his sons at the last battle. He is haunted by the betrayal.
Wick must recover the magical weapons and reunite them to defeat Kharrion's Wrath. With the help of Craugh, Brandt and his band of thieves, the crew of the One Eyed Peggy and some not-so-helpful talking animals Wick finds the missing weapons and defeats Kharrion's Wrath. But he cannot put the mystery of the betrayal to rest. That task is left to Jugh, his apprentice and successor as Grandmagister.
Wick left Jugh three journals, hidden for safekeeping. These journals hold the evidence of who actually betrayed the Unity a thousand years ago and how that person could destroy the future Wick, Jugh and the rest have fought so hard to bring about. Juhg and Craugh must defeat the last remnant of Lord Kharrion's evil if the races are ever to rebuild the Unity and defeat the evil goblinkin.