Review: Crown and Tower gamebook from the Fabled Lands series
The second installment of the Fabled Lands gamebook series is here. Crown and Tower brings ships, intrigue, and a massive open world. Read our review.
What do you find in the article?
The second installment of the Fabled Lands gamebook series is back, and it aims to be more than just a sequel—it's a new chapter for the entire world. Crown and Tower feels bigger, more vibrant, and more confident, as if the author knew players were craving an even more intense adventure than the one they got in The Serpent King's Domain.
From the very first pages, it's clear the world has expanded—expect new locations, deeper lore, and plenty of other fresh features.

If you missed our review of the first book, The Serpent King's Domain, go check it out. Fabled Lands is one of the few sandbox series where individual gamebooks gradually expand a single shared world. You don't need to play from the first book; you can jump straight into the second.
New features and first impressions
The biggest surprise is the aforementioned new elements, though it shouldn't be a shock that the author keeps innovating to keep players engaged. Crown and Tower introduces expanded locations, a different atmosphere, and more frequent ships. This confirms what we suspected from the first book: the series plans to expand onto the high seas. I don't want to spoil anything, but this is a pretty big hint about what the third book might be about… More on that later.

The action starts immediately. No slow warm-ups here—you're not a rookie anymore, but a seasoned adventurer. Yet, the game doesn't forget what made the first one so charismatic: juicy, slightly snarky dialogue that lightens the mood even when your character is a second away from a brutal end.
Choice system and playstyle
One of the series' greatest strengths is its freedom, and that remains intact here. You can choose the playstyle that suits you best—diplomatic solutions, brute force, or anything in between. There's no wrong way to play; the game adapts and reacts accordingly. This significantly increases replayability, as you can try a completely different approach next time.

In Crown and Tower, your companions still play a vital role, and they remain the same as in the first gamebook. Their skills, personalities, and moods can significantly change the outcomes of your choices and their consequences. While it might have been tempting to introduce new faces, our old friends fit perfectly into the cohesive world the author has built, and I understand why he stuck with them.
World complexity
The world of Fabled Lands is complex and vast, so a small warning is in order: definitely review the rules before you start playing. Once the book gets going, you don't want to get trapped just because you forgot a detail. Especially when individual branches can send you from entry 200 straight to 1000—it's impressive, but it can get a bit wild.
Checkpoints are an absolute necessity; without them, it's easy to get lost in this colossus. It's funny that the author removed some content before release just to keep the world consistent, yet the gamebook still contains over a thousand different entries.
Story branches and atmosphere
This is a textbook open world. New plot lines, side quests, and expeditions branch out everywhere, pulling your attention in completely different directions. You make one choice, and three more follow; the number of paths is truly staggering. It's fascinating how many options the author provides and how much freedom players have to explore the world with a "where will this take me today?" mindset.

The atmosphere is completely different from the first book—instead of dusty, gritty streets, you find yourself in a county, at aristocratic courts, amidst political schemes and opulent halls, all with their own underlying tension and intrigue. It's a change that benefits the series while adding a fresh style and energy.
What could be improved?
Well, there's always something. Honestly, I don't know how realistic these things are for a gamebook, but hey, it's a series, so why not? Even though the game feels well-thought-out, the introduction could use a brief summary of what happened in the first book. A context recap would be great for those who don't remember every single choice they made. However, given how extremely branched the first gamebook was, it's questionable whether that's even technically possible.
Also, the branching of the story is sometimes a bit too extensive and could use better navigation, especially during large jumps in numbering.
Verdict
Crown and Tower is a must-read for fantasy lovers who aren't afraid of huge worlds, complex structures, and the feeling that every choice truly matters and can change the course of the entire story. Sure, it's a demanding ride, but reaching the end of this adventure is all the more rewarding. It offers intense action, humor, an open world, and a story where you build your own legend.
SPOILER ALERT: If you don't want to spoil the surprise for the upcoming third book, stop reading now!
Looking ahead
Now, back to what I hinted at in the beginning. For me personally, the biggest draw is the confirmation at the end that the third book will be pirate-themed. If ships were just a taste until now, the upcoming sequel promises a full-blown nautical adventure. And honestly? I can imagine it working surprisingly well in this world. All hands on deck, you landlubbers!
author "Bunny" Dominika Mátyásiová
Bunny
Bunny je knihomolka a autorka článků pro imago, která sdílí čtenářské nadšení i na svém knižním Instagramu a TikToku jako Bunny The Reader.
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