A Warning Before Wandering the Endless Quests of a Beloved Classic
A.E. Jackson Review Score: 4 / 5 Ravens
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Have you ever wanted to feel like Bastian Balthazar Bux, as he slipped beyond the veil to wander the lands of Fantasia? Then prepare yourself for the world of Harkuna, setting of the classic genre-defining Fabled Lands series.
Overall, readers must rely on their own imagination to fill in much of the scenery and provide purpose to their journey. In that regard, Fabled Lands is more like a roleplaying gamebook than a cohesive narrative with character development and major plot arches the reader explores.
One main objective would be to gather wealth. Players can then spend shards on activities, items, or events with characters to unlock more stories and interactions in the world. This can be a bit frustrating as readers start out with so few shards, and so many things actively deplete the resource. Be shrewd and think like a merchant intent on filling his coin purse.
Original cover art was created by Kevin Jenkins. The bright vibrant colors, contrasted against dark shadows and accents, bring reader’s fantasy dreams to life. One feels as if they could step through into the living world found in the pages. The art style may remind some readers of the Dragonlance Chronicles Trilogy cover art.
Illustrations throughout the book, including the maps of Sokara and the Fabled Lands, were drawn by Russ Nicholson. The hand drawn style evokes the feel of classic gamebooks from the Fighting Fantasy series. There are no repeated images, and each unique illustration brings the author’s descriptions into more concrete reality in the reader’s mind. Still, the details are not so overwhelming that the imagination is left with nothing to do.
Fabled Lands Book One, The War-Torn Kingdom was published in 1995. The land of Sokara is in the throes of a civil war when you wash ashore cast from your waved-tossed boat. Two major quests emerge after enough exploration and conversation with denizens of Harkuna. You either choose to help the rightful heir regain his throne, or lend a hand to General Grieve Marlock as he crushes the remaining resistance.
From the sewers of Yellowport, through the Forest of Larun, to the heights of Devil's Peak there are many quests to undertake. Players may choose to enter the world as a Mage, Priest, Rogue, Troubadour, Warrior, or Wayfarer. Each class has innate strengths and weaknesses, and opportunities to interaction with the realm in unique ways.
Fabled Lands Book 1, War Torn Kingdom, is fast-paced. There is a lot of page flipping and very short entries to read. Your own story begins to build in the background, within your imagination, as you move quickly through brief scenes, intense action, and urgent choices.
After some circling around entries, I started to get the hang of movement between scenes and how to make real progress in the personal storyline that was unfolding. Early on, there doesn’t appear to be much of a cohesive storyline to follow or excite readers about continuing onward. Most played may feel like the book is simple a tour of locations, random interactions, and a chance to acquire random items. Players may also few a bit powerless to move with intention due to random Ability checks which prevent or redirect their movement. The main character’s compelling desire could be stronger, then the reader might feel more motivated to proceed.
A few warnings for wandering the endless quests of this beloved classic gamebook.