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Two lumberjacks, Thomas and Sarentha, flee everything they know when Thomas murders a co-worker. In the dead of night, a cloaked noble approaches and offers them a sum of coins they cannot refuse. His sole request is for the pair to retrieve an amethyst from a tomb. From there, they are introduced to Eliza, a spirited and head-strong noblewoman who proves her competence with her skills in diplomacy and combat. Together with Thomas’ strength and steadfastness, and Sarentha’s drive and inquisitiveness, the trio makes an odd but capable group. Their adventures take them across the lands of the Tamorran Empire to witness sights they never imagined. With grand plans in motion, everything hinges on Thomas, Sarentha, and Eliza’s success. Artefacts need to be crafted, alliances need to be formed, and above all, secrets need to be kept. Not even their own allies know every facet of the noble’s quest, and he plays a dangerous game by creating plots within plots. Can the disparate trio hold together throughout their trials? What secret does the noble know that causes him to go to such extraordinary lengths to succeed? Dark shadows blanket the Tamorran Empire, and illuminating those secrets will bring a terrifying truth.
- Sales Rank: #8492707 in Books
- Published on: 2012-08-31
- Original language: English
- Number of items: 1
- Dimensions: 9.00" h x .65" w x 6.00" l, .85 pounds
- Binding: Paperback
- 286 pages
About the Author
Born in Ontario in 1979, Ryan Toxopeus still resides there with his wife, daughter, and son. He obtained a Master’s in Applied Health Research at Lakehead University before moving to southern Ontario to find employment as a research associate and lab technician. Ryan enjoys soccer, baseball, playing all forms of games, and spending time with his family. Ryan has loved writing since he was old enough to know how, and though he leaned more toward math and science at times, he kept returning to writing. In high school the fantasy novels of R. A. Salvatore inspired him to write a gigantic science fantasy story called Wrath, which will never see the light of day. In university a friend encouraged him to enter a creative writing contest, where his fictional story of a World War II resistance fighter being captured and escaping a concentration camp won him first place. After that, Ryan stopped writing for many years, until another friend encouraged him to write about a long-running game session from years ago. A year later, A Noble’s Quest hit e-book stores as a self-published title, and Ryan has been writing steadily ever since he received his first amazing reviews. Ryan focuses on fast-paced plots with the mantra, “If I’m bored writing it, the readers will be bored reading it!”
Most helpful customer reviews
0 of 0 people found the following review helpful.
Throughout it all the Lord promises a great truth will be revealed once everything is prepared
By Amazon Customer
The first book in a trilogy, the story initially explores how a trio of adventurers come together and why. As they embark on several quests for the Lord who is their benefactor, we get a lot of backstory and what larger purpose these quests have. Throughout it all the Lord promises a great truth will be revealed once everything is prepared. It is at the climax of the book that the truth is indeed revealed and it is worth all of the build up. perhaps being even a grander revelation than could have been anticipated.
It is a fantasy story rich with plenty of characterization, memorable characters, fighting, magic, and various fantasy races such as goblins, elves, and dwarves. At it's heart though it is about legacies and standing up for what you believe in.
1 of 1 people found the following review helpful.
A fun fantasy tale with questionably heroic main characters
By Andy Goldman
If you’ve ever played Dungeons and Dragons, chances are you and your group of fellow adventurers sometimes waded into combat without asking a lot of questions first. Or justified a slaughter when diplomacy fell through. Or found it easier to kill the King’s guards and hide the bodies than face up to some perhaps well-deserved justice.
You did all this in the name of fun and because, as the main characters in your own story, you were obviously the heroes. You saved the world, or at least the town, and if you left a lot of bodies behind along the way, well, that’s the life of an adventurer.
Maybe someone in your group jokingly brought up how your actions must appear to everyone else in the game world. “We’re murder hobos!” But it’s just a game and everyone’s having fun, so who cares, right?
But when those adventures are the basis for a book, as they are here, those ruthless antics are not as simple. As a reader, I expect the main characters to act heroic, work toward becoming a hero, or at least recognize that they’re not heroes at all, but they’re doing what they think is right.
If I had one huge disconnect with the book, it is that while the main characters are proclaimed to be heroic, the book never really addresses that they often act like murderers and thieves, without having any sense that their actions are justified. They’re doing it because they’ve been sent on a series of quests to achieve a secret goal, and they repeatedly talk about these quests in a way that seemed a little too meta for the characters, as if they were aware they were an adventuring party in a game.
One of the main characters repeatedly worries about the group’s seemingly unjustified murders, but eventually has an epiphany in which he realizes they were all justified after all because he was defending himself and his friends. I didn’t buy the logic and I never really felt the characters were heroic.
That being said, the book is well-written and it kept me reading. There’s a good sense of humor throughout and, even though a lot of the world-building is stock Player’s Handbook in many parts, the original touches are clever and engaging. I especially enjoyed a scene of some dwarves dealing with an interesting type of alarm, and any scene that had to do with the Dwarven religion, which seems like a clever, Dwarven take on Christianity.
I think if you approach this book as the account of a role-playing group acting out the lives of Player Characters, you’ll be more likely to enjoy it for what it is. And when all is said and done, I want to know what happens next in this world. Good thing then that the second book, A Wizard’s Gambit, is in the works.
1 of 1 people found the following review helpful.
Fun Fantasy Tale in the Table-Top Tradition!
By Trekelny
Here's a book that really embraces its role-playing heritage, and I did not expect to enjoy it as much as I did. Here are classic races, big-time conflict, and a world with deep history stretching over centuries of time. Yet through it all, there's a strong "D&D" feel to the tale, complete with traps, encounters, maybe even saving throws! It might come off superficial to "grown-ups" but for YA to adult audiences this is a fun story that really rolls along. I was amazed how easy it was to read on, pick up the thread and just go with the heroes all the way.
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