School Library Journal Review
Gr 3--5--When Squire and Knight stumble upon a cursed village terrified of a local dragon, the heroes jump to save the day. While Sir Kelton rides off right away to fight the dragon, Squire is told to stay back and read his books instead. As the days go by and Sir Kelton still hasn't returned, the young Squire begins to unravel town secrets and realizes how he might be the real hero the town needs. Readers will appreciate how Squire solves problems using his mind while the inept Knight fails using just his brawn, highlighting the importance of thinking before you act. The artwork sets the medieval scene beautifully with quirky, detailed characters and earthy coloring that reflects the simplicity of the classic village. VERDICT A witty, adventurous tale with excellent character building, this graphic novel gives readers of fantasy and medieval stories plenty to enjoy.--Julie Kurtis
Publisher's Weekly Review
An unnamed bookish squire saves his boastful mentor, a knight, from death at the claws of a dragon in this fast-paced, medieval fantasy series launch by Chantler (the Three Thieves series). When Sir Kelton of Eldergard and his charge, Squire, arrive in Bridgetown, the pair find a quiet and ostensibly deserted village. After encountering a child with elf-like ears, the duo learn that the town is beset by a dragon, which the residents claim has cursed their village, resulting in damaged boats, dead crops, lost pets, and a flare-up of the mayor's gout. Insisting that Squire's book smarts would "be of no use at all," Sir Kelton rushes off to slay the beast. But when there's no sign of the knight, and the dragon returns to ravage Bridgetown, the villagers embark to confront the creature themselves, much to Squire's consternation. Cartoonish illustrations rendered in a muted black, white, and orange color palette depict this quest narrative, which teems with sharp-witted dialogue and carefully timed twists. Via Squire's deliberate consideration of facts and communication-first approach to solving problems, Chantler's graphic novel examines the pursuit of glory over compromise while delivering an action-filled exploit. Ages 8--12. Agent: Samantha Haywood, Transatlantic Literary. (May)