The third DestinyQuest book—where Fighting Fantasy meets World of Warcraft War is coming to Valeron. From the west, the blood-thirsty Wiccans burn and pillage their way toward the capital, where an ill and ineffectual king is beset on all sides by the scheming of ambitious men. His youngest son, Prince Arran, untested in combat and naïve to ways of the world, is sent on a fool's errand—to convince a cowardly lord to honor his oath and defend the realm from its enemies. But the real threat is yet to be revealed. You are Prince Arran, son of Leonidas and second heir to the throne of Valeron. They call you the ghost prince—the sickly boy who haunts the palace library, filling your head with dreams of high adventure. Now, as the shadows lengthen and danger threatens your beleaguered kingdom, you must finally prove yourself. It is time to take up your hallowed sword, and forge your own destiny in a cruel and savage world that has no mercy for weakling princes. Will you defy fate and become a great hero of legend? You decide in this epic fantasy adventure, one where you make the decisions. The cold north awaits you—are you ready for the challenge?
This volume of DestinyQuest brings the biggest changes to the series so far, most notably being that you are given a set role. While this may come as a turn-off for some, this allows the author to explore a more personal story, where choices don't just drive the narrative, but relationships between characters. Also new in this entry are the addition of Death Moves, a set of special abilities that help dealing with multiple foes, a more common element here than before.
This time around, there are only two acts to the story. At first this comes as a disappointment, but this book is just as thick as the previous volumes with maps that are just as gorgeous. It would be reasonable to assume that a two act structure would hasten the pacing of the story, which to a degree it does, but the length of the individual quests and amount of interactions feels like more substantial. The prelude alone seems longer than some of book one's earlier quests! This prologue and the first quests that follow it set the stage for a grander adventure than before. Since the story must be told only over two acts, the plot takes center stage from page 1 (or rather paragraph 1). This makes every choice more connected and the effects of your decisions come up sooner than before. The climax of the first act alone feels just as epic as Mance Rayder's attack on the Wall in A Song of Ice and Fire.
This entry changes up the setting once more, recalling both previous books. The frozen north provides the backdrop and is used to great effect, especially with the inclusion of some Norse mythology. Exploration feels more treacherous than ever before and the rewards are equally matched. The new races break up the gameplay and serve as an interesting (and optional) element. With each successive title, the world and style of DestinyQuest feels like it's growing more cohesive with tighter gameplay, engrossing plotlines, and overall quality.