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I received a copy of this novel in exchange for an honest review.
by Vance Pumphrey
Leaping Wizard Press, 2015
⋆ ⋆ ⋆ ⋆
The verdict: Lighthearted adventure that seeks an audience willing to join the quest.
Much to its credit, Dragma’s Keep stays true to its genre and knows its intended audience. Fans of Dungeons & Dragons will slide right along with the backstory and lore. Each chapter reads like a new level of an RPG. Pumphrey brings heavy action and enjoyable banter, making the novel’s tone more lighthearted than dramatic despite the extended adventure sequences. The plot stays singularly focused on the party’s mission, which is all it needs to do for readers who know what they’re getting into, but those looking for some twists and detours in the narrative might find the opening acts a bit repetitive. It’s a long wait for a truly disruptive wrinkle in the storyline, but Pumphrey eventually deviates from the expected and brings a satisfying conclusion.
Valdaar’s Fist, an ancient weapon of untold power, emerges after 2000 years. In search of it, a five-person party—including sorcerer Sordaak, thief Savinhand, sword-swinging muscle man Thrinndor, dwarf Vorgath, and healer Cyrillis—embarks on a quest following a lore reference to the lost site of Dragma’s Keep. The group must work together to decipher an ancient map, battle orcs, minotaurs, and other monstrous creatures, and unlock hidden passages to plunge deeper into a network of caverns toward the fabled treasure. Yet each member of the posse has his or her own priorities, and their secrets from each other may prove more dangerous than the secrets of Dragma’s Keep.
“Bah,” repeated the caster, even more vehemently.
“Legend has it,” the paladin went on as if he had not been interrupted, “that one day he will return to rule the land that is rightfully his. But first the path must be prepared for him. His disciples must join together and set up a kingdom worthy of his rule. His sword—Valdaar’s Fist—must be found and the power contained within must be released.”
Pumphrey’s language is a bit hard to pin down as he throws in some modernisms that don’t feel native to the fantasy world. In certain moments it almost feels like a parody of the usual archetypes, especially when orcs topple over with video-game quantity and ease. Each of the five main characters also has a good half a dozen monikers that rotate every line of dialogue, and while that might sound like an odd thing to critique, it does take longer than it should to sort out who’s who in the early chapters. Once I had an image of each person, though, I did enjoy seeing the limitations on individual powers. The party’s needed collaboration and slow trust in each other provide depth to the story, even as they reach the different checkpoints in their journey relatively easily. All in all, Dragma’s Keep is an entertaining thrill ride that serves up a full-course meal of lighthearted escapades. Recommended for epic fantasy lovers who are serious about adventure, especially if they can still share a good laugh while swinging a battle-ax.
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