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The Legion of Shadow: DestinyQuest Book 1 [Hardcover]

Michael J. Ward , Dominic Harman
4.8 out of 5 stars  See all reviews (28 customer reviews)
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Book Description

17 May 2012 DESTINYQUEST
FIGHTING FANTASY meets WORLD OF WARCRAFT- a new type of adventure novel for a new generation. Complex, well-written and impossible to put down. This edition contains almost 50,000 words of exclusive new material.

You have no memory of your past. With only a sword and a backpack to your name, you must discover your destiny in an unfamiliar world full of monsters and magic. As you guide your hero through this epic adventure, you will be choosing the danger that they face, the monsters that they fight and the treasures that they find. Every decision that you make will have an impact on the story - and, ultimately, the fate of your hero. With hundreds of special items to discover in each book, you can completely customise your hero. You can choose their weapons, their armour, their special abilities - even the boots on their feet and the cloak on their back! No two heroes will ever be alike, which means your hero will always be unique to you. Welcome to a new world. Welcome to Valeron. Welcome to DestinyQuest.

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Product details

  • Hardcover: 672 pages
  • Publisher: Gollancz; Hardback edition (17 May 2012)
  • Language: English
  • ISBN-10: 0575118717
  • ISBN-13: 978-0575118713
  • Product Dimensions: 23.6 x 16 x 5 cm
  • Average Customer Review: 4.8 out of 5 stars  See all reviews (28 customer reviews)
  • Amazon Bestsellers Rank: 579,221 in Books (See Top 100 in Books)

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Product Description

Review

"Innovative and courageous. DQ immerses you in a fast-paced adventure, fuelled by addictive gameplay. Prepare to burn the midnight oil..." --GoreZone Magazine --This text refers to an out of print or unavailable edition of this title.

Book Description

FIGHTING FANTASY meets WORLD OF WARCRAFT - a new type of adventure novel for a new generation. Complex, well-written and impossible to put down. --This text refers to the Paperback edition.

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Customer Reviews

Most Helpful Customer Reviews
1 of 1 people found the following review helpful
5.0 out of 5 stars Entertaining and very well written 29 April 2013
Format:Paperback|Amazon Verified Purchase
Great narrative. A promising rebirth of the gamebook genre. I hope the series have a very long life. Highly recommended
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9 of 11 people found the following review helpful
5.0 out of 5 stars Suprisingly Good 12 Feb 2011
By mezza
Format:Paperback|Amazon Verified Purchase
I can't claim to have finished this book as yet as I have only just received it today. It's great to see a new gamebook series that has arrived without too much fanfare but really delivers the goods within its first few sections.

It's been pretty easy to pick up, however it's also not so easy that it might as well be a 'Choose Your Own' which is is the problem with any lazily written gamebooks. The prose is engaging and the game system works well, a little more complex than fighting fantasy overall but as well plotted thus far as the better fighting fantasy books.

So far this has been a joy and I'm looking forward to this being a series that develops.

Thanks to the author for an interesting and very diverting hour or so thus far.
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4 of 5 people found the following review helpful
5.0 out of 5 stars Of Dice and Men 6 Sep 2012
By Quicksilver TOP 500 REVIEWER VINE™ VOICE
Format:Paperback|Amazon Verified Purchase
When I were a lad, Fighting Fantasy books were all the rage. They gave you a rare opportunity to be someone else. A death defying hero, in control of your destiny. As a nine year old this was an exciting prospect. But times change. Role playing games and the emergence of the home computer afforded more control, more excitement. Shallow characters ('YOU') and linear plots can only hold attention for so long in the face of creating an entire new persona and being able to go anywhere, do anything. With World of Warcraft, Warhammer and Dungeons and Dragons, do we need game books?

To be honest, I hadn't even considered the question until a rogue tweet passed across my Twitter feed. Something called Destiny Quest hoped to pull the gamebook into the twenty-first century. It promised multiple pathways, in depth character development and kick ass magical items. A self-published version of the book had garnered excellent reviews, and the Gollancz reboot looked impressive. Curiosity piqued, I recklessly placed an order.

I then discovered that 'Legion of Shadow' is written by an old school friend. Mike Ward always had a passion for storytelling and for gaming. In our gaming sessions, whilst most of us were obsessed with finding treasure and beating up monsters, Mike was concerned with character development and story progression. If something more interesting than a dungeon crawl was happening, then Mike was at the heart of it. That he was behind the Destiny Quest series was a delightful surprise yet made perfect sense.

Legion of Shadow is a book with ambition. At over 600 pages (and 900+ separate entries), it is a little daunting, but its simple game mechanic means that within ten minutes you should be up and running. The production values of the hardback are excellent. The artwork is of a very high standard.

The narrative of LoS is broken into three acts. Each Act is self contained and made up of a set of chapters. Chapters are colour coded to denote difficulty, and are intended to be read roughly in difficulty order to form a coherent narrative. Once you have completed all the chapters, you can try your hand at the end of Act 'Boss Monster'. Once you've killed the boss, there is more narrative description and you progress to the next Act. In addition to the narrative chapters, each Act has several 'Legendary Monsters'; single short encounters, that enable you to hone your fighting skills and improve your treasure trove.

As the story opens you have no memories of your past and a man lays dying in your arms. He has a letter inviting him to become the apprentice of a powerful 'Grand Master of the Dawn'. You take the letter and the dead man's sword, and begin the quest to discover who you are. The opening Act is jovial in tone. Many of the adventures and quests are based in traditional children's fairy stories and folk tales. The introduction is gentle, and the first few quests simple to complete, but as you progress the narrative becomes darker, and real choices have to be made.

Destiny Quest offers the reader a multitude of options for character development. Each character has five stats, Speed, Brawn, Magic Armour and Health. The game mechanic adds character variation through its equipment slots. There are eleven places to add equipment, including main hand, off hand, cloak and rings. As you progress through the game you find various items to equip that boost certain stats, and so you improve. Further flavour is added to items through special abilities. These are usually very powerful but only useable once per combat. They have entirely cool names such as Spider Sense, Time Shift & Patchwork Pauper.

At the end of Act 1 you get the chance to choose whether to be a Warrior, Rogue, or Mage. Your choice limits some of the items you can use, and also determines which careers you can choose. Careers are the final way to flavour your character, each one giving your character new abilities. The character variations are myriad, and herein lies LoS strength and its weakness. You can easily play through the book several times, each time creating an entirely different character, but it does mean there is great deal of bookkeeping.

I think there is too much emphasis on the physical abilities of your character. Though there are many options, they are perhaps not as different as they first appear. There is also far too much combat in the books. At first it was exciting, but as characters and creatures become stronger, it takes longer and longer, and when playing on your own, repeated dice rolling can only hold the attention for so long. In the end, I abandoned combat altogether, not because I wanted to cheat, but because I have a busy life, and rarely enough time to sit down surrounded by papers, pencil and dice.

The Legendary Monsters though a good idea in principle, for me, failed to excite. They add little apart from dice rolling. Tough battles that promise treasure, but little in the way of plot development. If you failed to kill them you can return and try again, but unlike a computer game, where you learn from your previous attempts, here it's a case of keeping rolling those dice until the odds fall in your favour.

I was far more interested in the story.

For this first book in his series, Mike is a nice position. Many people who buy the book will be looking for a nostalgia trip, and the author delivers. The writing style is very immediate, and feels cinematic, you can easily visualise yourself crawling through catacombs filled with creatures or squelching through swamps, trying desperately not to wake whatever might be lurking. There are many chapters and set pieces that are borrowed from other popular fantasy stories. That is not to say LoS unoriginal, as it very much has its own slant on things, but whether it be fairy tales, vampire counts or skeleton armies, there are lots of popular themes here.

But you can only play homage for so long. LoS is entertaining certainly, but I worried for the future of the series. I found the opening two acts diverting, but there was nothing to elevate it to greatness. The book was in danger of becoming a hodgepodge of staple fantasy set pieces, and lacked a unique author's voice.

But then came act three.

The transition from two to three sets up the story for an intriguing finale. Clearly aware that he needed to turn up the heat, Mike sets fire to his reader's preconceptions. This is a solo story, yet suddenly you are part of a small band of freedom fighters. Character interaction feels natural, as you become part of crack team fighting against overwhelming odds. The action and camaraderie is extraordinarily vivid.

Act three contains a chapter that is simply mind-blowing. Here the author shows what he is capable of creating, and it certainly bodes well for future installments. There are a number of different pathways through through, each having alternative outcomes for your character and the resistance movement you have become part of. The number of permutations is bewildering, and the complex structure must have been painstaking to put together. The chapter as whole is filled with intrigue excitement and suspense.

Act 3 gives me great hope for the future of the Destiny Quest series. It elevates the book from something that will entertain fans of the gamebook genre, to something that is enthralling and immersive for all readers. In the final stages I couldn't put the book down. The gamebook has much to fight against if it is going to find a place in a highly competitive market. With 'Legion of Shadow' Mike Ward has given the genre a +4 Broadsword with which to smite its foes. The future of the solo adventure is in safe hands.
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Most Recent Customer Reviews
2.0 out of 5 stars A Video Game in Book Form
Initially I was extremely excited about this book -- I have loved many gamebooks over the years, and witnessing the medium's revival, which DestinyQuest is clearly a significant... Read more
Published 2 months ago by Modern Viking
4.0 out of 5 stars Not your father's gamebook
I didn't grow up playing gamebooks. I find most of them to be simplistic and arbitrary, and "combat" is usually just weighted dice rolls. Read more
Published 3 months ago by Strangelander
5.0 out of 5 stars Great Achievement
A really exciting new modern gamebook for today. It's such immense fun to play and I can't wait for the next in the series.
-technocube
Published 7 months ago by cubemusic
3.0 out of 5 stars Not so useable on kindle
I presume it is a limitation of the Kindle's operating system and development toolset that prevents author's from implementing gamebooks properly on the device, and it is a shame... Read more
Published 8 months ago by B. Houghton
5.0 out of 5 stars Great Fun
The book is a solitaire Adventure along the lines of the Tunnels and Trolls solitaire games published in the 70s. Read more
Published 10 months ago by J. Bethell
4.0 out of 5 stars Great fun for those who remember Fighting Fantasy
For those of us with a certain age you'll have fond memories of Ian Livingstone and Steve Jackson's Fighting Fantasy that started with Warlock of Firetop Mountain and with these... Read more
Published 11 months ago by Gareth Wilson - Falcata Times Blog
5.0 out of 5 stars Highly Addictive and lots of fun!
I have only had this book for 24 hours and I am addicted! It's such an innovative concept and so well written. What I really love though is that it's great for any age. Read more
Published 22 months ago by Ms Sherry Macbeth
5.0 out of 5 stars Marvellous Gamebook!!!
I am a big fan of the "old" gamebooks written in the 80s and early 90s and own nearly 150 books of the well-known series. Read more
Published 23 months ago by Adrian
5.0 out of 5 stars Creative !
Met Michael (Author) at Collectormania 17 Milton Keynes , he sold the book so well and was all true ! I am hooked and enjoying my adventure . Read more
Published 23 months ago by Matt
5.0 out of 5 stars Excellent service thank you!
Really fast delivery of the book, and well packaged. The book arrived in excellent condition, and in plenty of time for my brother's birthday. Read more
Published on 7 May 2011 by Ms. S. L. Ewan
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