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The DragonShadowed Series

Discover The DragonShadowed Series, a captivating fantasy adventure where a diverse group of heroes—humans, elves, dwarves, and goblins—navigate a divided kingdom filled with ancient secrets, epic battles, and unforgettable quests. Perfect for fans of high fantasy, dragon lore, and epic sagas.

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Dragon Seal

epic fantasy Book series

From Dragon Watch to Dragon March!

A dawn before the storm
A hope in the darkness
Dragon RIse
Dragon Seal

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The DragonShadowed series takes readers on an unforgettable journey into a world filled with ancient prophecies, dangerous quests, and fierce dragons. Set in a fractured kingdom teetering on the edge of collapse, the series follows a diverse group of heroes—humans, elves, dwarves, and goblins—who must navigate complex alliances and battle powerful enemies threatening to engulf their world. Each book in the saga weaves together high fantasy, epic adventure, and dragon lore, immersing readers in a magical realm brimming with ancient secrets and untold power. From the first book, Dragon Watch, to the latest installment, Dragon Seal, the series intensifies with each chapter, offering thrilling action, unforgettable characters, and breathtaking twists. Perfect for fans of epic fantasy novels, high fantasy sagas, and dragon-filled adventures, the DragonShadowed series is an essential read for anyone craving immersive quests, powerful magic, and epic battles that will keep them on the edge of their seat until the very last page.

ABOUT THE author

C. A. Bathgate

C. A. Bathgate has been a fantasy role-playing referee since the earliest days of Dungeons and Dragons. His writing reflects his world and gaming style: interactive and realistic, original and inventive rather than rules-intensive.

ABOUT THE series

A Captivating Adventure

Fans of The Lord of the Rings, The Game of Thrones, and fantasy role-players will love the books of the Dragonshadowed series. These high fantasy action-adventure stories are set in an alternate world similar to Earth’s medieval period where the laws of magic have replaced the laws of science.

"This is a great read!  With strong character development and scene presentation, it draws the reader deep into the action. I’m looking forward to part 2!"

- art fink

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January 6, 2025
(Accompanying photo cropped from pixabay.com: ai_generated 9178613_1280) Used without commercial intent. In novels of epic high fantasy, writers often use human characters to provide the reader with a familiar touchstone. Someone with whom that reader may readily identify as they experience that characters victories and defeats. Someone with whom they can share growth as they reach the story’s resolution or complete an arc through growth to maturity. The Dragonshadowed series provides Tamsin and Gyrfalcon as the central human characters, but this wouldn’t be epic high fantasy without a host of non-human companions as allies, foils, and to provide occasional friction. Dairug the dwarf in one of these characters. The foundation of Dairug’s personality will be familiar to readers of any of the works of J.R.R. Tolkien. Gruff, argumentative, and as solid as the earth in which he makes his home. Aside from ‘Lord of the Rings’, I base Dairug and dwarvish society on the same foundation of Norse and Teutonic legend as Tolkien. Dwarvish society at the time of my novels is a product of tragedy and suspicion. In the far past, the dwarves were gathered in one mighty kingdom that carved it’s way under a string of multiple mountains and delved deep into rocky depths. War and other setbacks forced the dwarves from their home to wander beneath the scorching day star of the surface world. The argumentative dwarves became divided, as much by their own nature as interference from those civilizations they encountered. Fractured bands traveled in different directions, ultimately finding new sources of wealth on which to build a kingdom. Each new kingdom lost communication with the others, becoming more reclusive and unaccepting of all outsiders. Some kingdoms believe they are the only surviving dwarves. Dairug was born into the kingdom of Mafrolmonom, sure that his community was the last dwarven stronghold. As a young dwarf of about forty winters, and before he was considered to be a fully responsible adult, he joined a group of senior dwarves in the mines. He found the long shifts monotonously enjoyable, until a great problem was discovered. Much of the ore beds were disappearing, and the surrounding rock became unstable without warning. The unexpected and unprecedented nature of the danger threatened to force a stop to all mining activity. Disaster threatened every dwarf. Burrowing creatures, even monstrous worms were well known to dwarven miners. When encountered, these were lured away by sonic vibrations into other areas, often opening up new wealth. None of the damage was anything like a worm burrow, but Dairug decided to experiment. His efforts were rewarded when he noticed a pile of rubble move of its own accord. His discovery resulted in capturing the creature he named a ‘crumbler’. The dwarves were saved, and Dairug received honors. He was promoted to work the forges, where he learned smithing and the properties of mundane and enchanted metal. That might have been an end to the story, but war came to the kingdom. The king decreed an alliance with the human kingdom of Chiardim, and together they defeated a great enemy. The near destruction of Mafrolmonom convinced the dwarves that their home couldn’t remain isolated. An ambassador must be sent to the humans. As this would be a lengthy assignment, no dwarf expressed interest. At most, they would consider a brief trading visit. Young Dairug was chosen for the important post. While serving as ambassador, Dairug reached the age of sixty and was recognized as an adult dwarf with two celebrations—one in his home kingdom—and a second among his human friends. He’d learned to reduce his natural bellicose attitude and appreciate different viewpoints. Dairug made a habit of lounging in the king’s solar quaffing ales and trading stories each evening. It was a good place to gather gossip and occasionally provided important information for his folk. This is where the archmage found him chatting with two servants of the healing god, Melqart. The archmage explained he had a mission and needed travelling companions. Dairug thought a brief diversion would be beneficial, and that the opportunity couldn’t be ignored. He joined a diverse group of strangers and was whisked through a transition gate and into a brawl. As he often remarked later, “Nothing brings folks together like a good fight.” And so it was. The fellowship of the Dragonshadowed series was born.
December 17, 2024
(Accompanying photo from azboomer on pixabay.com: sword-790815_1280) Used without commercial intent. The Dragonshadowed book series presents a number of contrasts. In Valdain, few things are what they seem, and everyone lies. The stalwart characters are meant to provide a contrast to the deceptive culture. This contrast is vividly demonstrated by the difference between Rarnok and the elf, Areskel. It’s a friendship that shouldn’t be possible. Rarnok is bluff and uncomplicated. Areskel is fraught with contradictions and layers of complexities. Both are outsiders. Rarnok is shunned by others, while Areskel chooses anonymity. Early in the first book, Dragon Watch: A Dawn Before the Storm, the fellowship is unwillingly thrust into the thick of duchy politics. They must adapt to the reality of treachery, magic and poison in a very hostile land. Tamsin and Gyrfalcon are able to adapt quickly as native Valdainians. Areskel has the advantage of many years of experience and the wisdom of the dragon, Delgarathon. Rarnok must rely upon his friends to compensate for his misunderstanding of human society, near immunity to all poisons, and luck. As a warrior of mixed goblin and humanoid parentage, Rarnok is considered a ‘hurk’. All hurks are outcasts in both human and goblin cultures unless they can prove their worth. This usually requires conflict, and it’s fortunate that most hurks are natural fighters. Hurks are relatively rare, as few humans will mate with a goblin. Most offspring are killed at birth. Those allowed to live are usually from communities that need people, or for whom there is reasonable doubt of a goblin parent. Young hurks may resemble humans but their true heritage is always revealed by puberty. A hurk has some advantages over humans. Unlike goblins that are partially blind under sunlight, they possess normal sight and see reasonably well in light and dark. They see heat as a type of infravision. However, they have bad tempers and are easily provoked into fighting. Those surviving past puberty often die quickly. Rarnok is described as a hulking warrior of about 300 pounds wearing black armor beneath a blacker hellhound cloak. He fights left-handed and can match the strength of a fully-grown troll. The years and Areskel’s friendship have aided him to hold his temper that still explodes in a fight. Those familiar with role playing games would recognize him as a ‘tank’ when he wades into every opponent. He causes as much damage as possible while relying on luck, armor and Tamsin’s healing power to keep him alive. He has a fatalistic attitude and expects to die on a hill of slain enemies. No one is more surprised than Rarnok that he has lived so long. Rarnok began life as a typical ‘human’ child, to a single mother in a human tribe dwelling on the north slope of the Dragonspine mountains. He never knew his father but was told he was killed in a goblin raid. The northern tribes live in walled compounds, subsisting on rudimentary crops, animal herding, and by trading ironwood, silversword and other exotic plants with merchants. He learned to work hard, was taught to fight, forage and hunt, and become a productive member of his community. The Dragonspine mountains are goblin territory, so human settlements on the border are always alert for trouble. Good fighters have a high status as scouts and protectors of the village. Rarnok wasn’t adept at sneaking, but he was recognized as a warrior at a young age. He fought at every opportunity, challenging bigger and bigger opponents. He didn’t care if he won or lost, as long as he could fight. He killed three goblins in his first real battle. The village elders decided the best place for Rarnok was to serve as a lookout while watching flocks. There, he might practice useful foraging skills while unable to pick fights with the other boys or men. The fight found him. One night, two goblin scouts approached the village, unaware that they were observed. Rarnok attacked, killed one and wounded the other. The rest of the goblin band arrived and overwhelmed the youngster. Under other circumstances, a captive would have been killed and eaten immediately. But the goblins had full bellies. The goblin leader decided to bind the boy for a later feast. He would be devoured slowly while alive. They wanted to enjoy their prisoner’s screams that would otherwise alert the village before their raid. A goblin runt was left to guard Rarnok while the rest prepared to attack. The runt tormented the boy. Rarnok broke his bonds and killed the runt. Gathering a few weapons, he ran to the village. Rarnok came upon the attack as the goblins were about to breach the village wall. He did what he always did. Charged the rear of the goblins and howled, determined to kill as many as possible before death claimed him. Wolves answered from the surrounding hills. The goblins routed and the survivors were hunted by the wolves. Rarnok was celebrated as a great hero and provided with a wolf talisman. The boy knew he had failed to provide warning, and that truth was suspected by some of the elders. That summer, his eyes darkened to dead black and pronounced lower fangs protruded from his jaw. These were the unmistakable traits of a ‘hurk’. Rarnok couldn’t be allowed to stay in the village, but his feats made the tribe reluctant to exile or kill him. The arrival of trading merchants offered a solution. He was enticed to join their caravan as a guard. A chance to fight easily convinced Rarnok to leave village boredom. Unfortunately for the hurk, almost all of the members of the caravan were human. He fought among the men and made enemies. The only non-human was an odd ‘elf’, Areskel. Areskel was able to fight the hurk without danger of harm. They became friends despite their evident differences. The new friends wandered the trade routes of the western human lands, drifting from group to group, occasionally gaining another stalwart companion. In the course of traveling, Rarnok was bitten by an ice dragon. The venom should have killed him, but his constitution, luck, and the aid of a mage and cleric enabled his survival. As a result, th  e ice dragon’s venom still runs in his veins, making him immune to most poisons. The band set off to visit the kingdoms of the east, passing through Dragonhold, Valdain, and eventually fighting their way to become lords in the kingdom of Chiardim. The veteran hurk became champion of the High King’s bodyguard. One evening, Rarnok found himself summoned with Areskel and others to join the greet archmage, Edossaril, for an urgent mission. He accepted, and a new fellowship was formed to become the friends of the Dragonshadowed series . 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Areskel the Elf | Dragon Shadowed Series
December 4, 2024
Discover the story of Areskel the Elf in the Dragon Shadowed series. Dive into the thrilling adventure and uncover secrets of this enigmatic character. Read more now!

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