In 1978, science fiction's grand dame Andre Norton was given a wonderful opportunity—to take part in the role-playing game Dungeons & Dragons™, and to have it run in her own home by none other than the game's creator, E. Gary Gygax. The result was Quag Keep.
When a Gaming Master meets with his gamers to show off his newly-acquired warrior miniatures, one gamer, Martin, is strongly attracted to a sword-wielding miniature and seizes it as his own. Instantly, he finds himself transported into the D&D realm of Greyhawk—but experiencing that realm through the mind of fighter Milo Jajon. His fellow gamers are also transformed into D&D characters—from berserker to battle-maid to lizardman. Like Martin, they each inexplicably sport an unremovable bracelet containing spinning dice...and each must face an immutable fate: to find his way to Quag Keep—the most fearsome place in all the realm—and destroy a malevolent force determined to snuff out the mundane world. But first they must survive the journey there....
In Return to Quag Keep, Norton teams up with Jean Rabe to revisit her bracelet-geased heroes, still trapped in Greyhawk, and still pursued by the vile darkness, Pobe. Barely escaping mounting assaults by Pobe's servant, the were-rat Fisk, they struggle to journey back to the Keep to learn the true history of the dark force they can scarcely outrun. But they must endure the endless onslaught of hardship and treachery obstructing their way...beyond the unimaginable horror at the heart of it all: Quag Keep. Jacket art by J.P. Targete. (435 pp.) 1978-2006.
Andre Norton, born Alice Mary Norton, was a pioneering American author of science fiction and fantasy, widely regarded as the Grande Dame of those genres. She also wrote historical and contemporary fiction, publishing under the pen names Andre Alice Norton, Andrew North, and Allen Weston. She launched her career in 1934 with The Prince Commands, adopting the name “Andre” to appeal to a male readership. After working for the Cleveland Library System and the Library of Congress, she began publishing science fiction under “Andrew North” and fantasy under her own name. She became a full-time writer in 1958 and was known for her prolific output, including Star Man’s Son, 2250 A.D. and Witch World, the latter spawning a long-running series and shared universe. Norton was a founding member of the Swordsmen and Sorcerers' Guild of America and authored Quag Keep, the first novel based on the Dungeons & Dragons game. She influenced generations of writers, including Lois McMaster Bujold and Mercedes Lackey. Among her many honors were being the first woman named Gandalf Grand Master of Fantasy and SFWA Grand Master. In her later years, she established the High Hallack Library to support research in genre fiction. Her legacy continues with the Andre Norton Award for young adult science fiction and fantasy.
As a D&D fan, I enjoyed Quag Keep and its sequel for their nostalgic connection to the game. The premise of players transported into their characters' bodies is intriguing, and the world-building captures the spirit of early tabletop adventures. However, the pacing is slow, and the characters feel underdeveloped by modern standards.
While not groundbreaking, it's a fun read for those who appreciate the roots of RPG-inspired fantasy.
These books are, quite possibly, the worst fantasy books I have ever read. While the premise is entising (a bunch of role-players touch magical minitures while gaming and get sent to a parallel, fantasy reality), the execution leaves much to be desired.
True, Norton's original novel is the better of the two: while her writing is stilted and overly formal (none of the character's feel as though they were real, for example), her idea is at least cunning. Unfortunately, her book ends ubruptly, seemingly without any real climax or resolution.
Rabe's offering is, by far, the more horrifying fare: she simply cannot write. Her book throws continuity completely our the window, in many cases changing the feel of the characters, the names of certain characters (Naile's dragon, Afreeta, somehow becomes "Alfreeta"), to even changing whole plot elements (both of Milo's thumb-rings are given quite clear uses in the first novel, whereas Rabe insists that Milo never found a use for one of them). Rabe's book does not even make sense: it takes a couple of weeks for Yevele, Ingrge, and Berthold to get to Quag Keep (the description of which, I might add, is completely different: seriously: why name a place "Quag Keep" if it is not in the middle of a quagmire?), yet Afreeta can seemingly fly from the Keep all the way north to where Milo and Naile are recuperating after a battle with bandits in a matter of hours. Return also features a less satisfying conclusion than the original novel had: Fisk, an uninspired villian who consistently attempts to assassinate the heroes throughout the novel, is defeated in the last page by a swamp plant?
Blech: these books have left a sour taste in my mouth.
The first novel written about the world of Greyhawk from the game Dungeons and Dragons. A fun read but a little slow on the action but lots of character development. Have the second novel written about 20 years after this one which I will start soon. Also interested in reading the further novels about Greyhawk especially the ones written by E Gary Gygax himself, the man who started it all. Overall a great start for the series.
This one should actually be 2.5 stars. I liked the first, orginal book, but was somewhat surprised at not liking the second one as much. I've read books by both of the authors involved and liked their individual works. Maybe it was due to the collaboration not quite working :(
The original Quag Keep is interesting and a worthy read, but the sequel ignores the ending of the first book and changes the characters around (getting rid of a few, adding a few more) so that the party resembles that of the D&D cartoon series, rather than that of Quag Keep. In other words, the sequel reads more like Jean Rabe really wanted to write a book that was the ending of the D&D animated series, so forced that template onto an in-name-only sequel to Quag Keep. That might not be too bad, but it's not even that good of a sequel, regardless of what it is "sequel-ing."