Longwinded, run-of-the-mill sword & sorcery. When a mortally wounded knight is found on the temple steps, young acolyte Quentin volunteers to carry his vital message to Queen Alinea. The message: Dragon King Eskevar, returning from a Trojan-type war, has been grabbed by malevolent necromancer Nimrood, leaving the latter's squirming toady Prince Jaspin free to usurp the throne. Earnest Quentin soon fails in with loyalists Durwin the holy hermit and Theido the outlawed knight; joined by Alinea, they flee from murderers sent by Jaspin to the ancient city of Dekra--where Quentin receives a revelation from the Most High God. And, meanwhile, Durwin and company, sailing to the island fastness of Karsh (cackling Nimrood's lair) to find Eskevar, are captured and thrown into the dungeons--whence Quentin rescues them with ridiculous ease (the king cannot be found, however). Finally, then, Durwin joins with King Selric's army to attack Nimrood and Jaspin, while Quentin must locate and free Eskevar to break the evil sorcerer's power. A reasonably generous plot; otherwise--polite, bland, and juvenile.