Every legendary quest begins with a roll of the dice.
Ours began with one tankard too many.
Four heroes. Five ancient artefacts. One wish that could change everything.
The world may need heroes. Unfortunately, these four were available.
A sarcastic Halfling bard accidentally drags his quick-tempered dwarven wife, an honour-bound elven warrior, and a spectacularly stubborn noblewoman into a quest through cursed forests, forgotten ruins and ancient tunnels, where terrible ideas often seem more successful than sensible ones.
A warm, witty fantasy adventure inspired by the spirit of classic tabletop campaigns, filled with unlikely friendships, dry humour, dangerous discoveries and the kind of party every gamer secretly wants to join.
Welcome to Zemeland.
Q. What inspired you to write this book? Was there a particular moment or event that sparked the idea?
Ans. I am a console gamer and teamed up with people all over the world to play role-playing games. My daughter is a D&D fan, and although the game is a bit slow for me, I found a role of a storyteller. All I have to do, then, is write down the stories that weren't used in the game.
Q. What was the biggest challenge you faced while writing this book? How did you overcome it?
Ans. To keep up with my characters. They start living their lives after the first couple of chapters.
Q. Can you share any interesting anecdotes or stories related to the writing of this book?
Ans. Book two was written purely because my wonderful narrator, when he finished reading book one, said, "I will miss it. Please write another one, and make sure there are more songs and my favourite Digram Oldbook."
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