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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

Dragonshadowed – Book I

Dragon Watch: A Dawn Before the Storm

(Second Edition)

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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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Coming soon 2026

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!"

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December 2, 2025
(Associated illustration from pixabay.com: used without commercial intent; Goblin forest-8727780_1280) Whether in the annuals of most fantasy books and series or role-playing games, goblins perform the role of villains and occasional protagonists or heroes. Easily deployable in any situation, goblins can be scaled down to provide a reasonable encounter for a novice adventurer, or enhanced to challenge a veteran. Hordes of goblins may be introduced as adversaries and fodder when needed in a large-scale scenario or as added muscle to bolster a villain. The possibilities are endless. As fantasy creatures, the types of goblinoids are as varied as the inventiveness of the individual dungeon master, referee and author. These may be as familiar as the goblins, orcs and uruks of Lord or the Rings, or fiendish individuals from lesser known works. Role playing games such as Dungeons & Dragons and Pathfinder present a bewildering array of various goblin types. Everything from the original gnomish kobolds of 1 st Edition D&D, through later reptilian inventions, actual goblins, orcs, hobgoblins, gnolls and bugbears. Each of these was or is currently ranked among an incarnation of ‘goblin.’ I mentioned that I take a strictly traditional approach to my adversaries and monsters in a previous blog. This holds true for my treatment of goblins, as my intellectual property is strictly within the bounds of public domain. In Valdain, the characters will not encounter kobolds, hobgoblins gnolls or bugbears—just goblins. Or ‘gobbos’ as referenced by common folk. As a nod to Tolkien, I do write about a small variation between the common gobbo and ‘greater goblins’ as mentioned in Book 1; Dragon Watch: A Dawn Before the Storm. Generally speaking, a greater goblin is much the same as any other goblin, except for their larger size, greater strength, and a penchant for order as opposed to the chaotic and wild nature of the smaller versions. From a story perspective as a writer, this differentiation allows me to present a greater individual challenge to a main character. There is very little difference between goblins. All have leathery, greenish skin; black, greasy hair; and pronounced lower fangs that often protrude over their upper lip. All goblins have a wider visual spectrum than humans. They can see in poor light or even darkness, though not so clearly as a dwarf or gnome. They dress in whatever they can scrounge or steal. Clothing, armor and weapons are always mismatched and in poor repair unless disciplined by a feared leader such as a greater goblin. Disciplined goblins become dangerous warbands or mercenary companies. Goblins don’t display much in the way of individual characterization. To quote the dwarf, Dairug, in the first novel: “Goblins are cruel and sneaky folk. Steal and play nasty tricks when they’re weak and think you’re not looking. Pillage, murder and rape when they think they’re strong. The dwarves know and have long memories. It’s been like that for many winters and even more generations. Gobbos don’t change. You might ask fire why it burns or why the day star shines. It just is.” Cruel, despised and disorganized. If goblins are widely hated, how can they appear in a seemingly endless supply? In a role playing game, this question isn’t important. As a writer of an epic high fantasy series, there should be an answer. In the world of Valdain, I rely heavily upon the works of Tolkien, who in turn based much of Middle Earth upon western myths and legends, including the epic poem of Beowulf. Readers of The Hobbit and Lord of the Rings, or those who’ve watched the movies, will note that female goblins are absent. They might assume a female goblin looks much the same as the male version. I take a different position. There is no such thing as a female goblin, at least as native to the world of Valdain. How is this possible? I rely on Tolkien and Beowulf. Tolkien mentions that goblins ‘spawn’. In Beowulf, the hero swims through a lake in pursuit of the ‘troll’, Grendel. As he swims deeper, he encounters swarms of vicious, small creatures that he ignores until he reaches air. Tolkien also makes it clear that wizards, such as Saruman or other spell casters are important to the creation of goblin armies. In the magical world of Valdain, I propose the following: Goblins ‘spawn’ much like insects, spiders, or amphibians, in the dark and wet. Filthy and vicious, they excrete at random, and their offal trickles into underground ponds and waterways. Here, goblin shamans or evil spell casters use the discarded genetic material to spawn goblins. Much like spiders in a cocoon or aquatic insects, these creatures fight and devour each other to survive. Those that crawl out of the water become new goblins. The weak and crippled are eaten. The more shamen or spell casters available, the more goblins join their limitless ranks. So what about half-goblins or hurks such as Rarnok? Dairug supplies the answer. Goblin bands raid, and will abuse human females when victorious. Most women don’t survive the experience, and most goblins are impotent. But not all. Though rare, the result is a hurk. Child hurks often appear the same as a normal human baby. If recognized as a hurk, they are killed. A young hurk seems much like any other child, but may be prone to violence. They don’t develop goblin traits until puberty, when they are usually killed or exiled. The life of most hurks is short and violent. Fortunately, all hurks are mules. Goblin culture, if it can be called a ‘culture’, is uniformly violent. What variations occur are more in keeping with their environment than the temper of the goblins. Most prefer underground locations, and will use slaves or bully weaker members into constructing caverns when necessary. Goblins can be found in mountains, hills and forests, though they shun open plains and swamps. They have been known to construct crude surface villages in heavily wooded areas. In Valdain, the northern forests and mountains are considered goblin territory. They are also numerous in the forests and mountains of the far west.
October 31, 2025
(Associated illustration from pixabay.com: used without commercial intent; Gnome dnd__gnomes_underground_street__by_bergionstyle_dg7ff1v-pre) The fourth of the ‘blessed races’ of Valdain are the gnomes. Unlike aggressive humans, reclusive elves, or taciturn dwarves, the gnomes are gregarious and wide-spread. The average male gnome is rarely taller than two feet. They are smaller than dwarves, with a slimmer body build. Male gnomes favor bushy beards and mustaches, so much so that their abundance of facial hair usually obscures their entire face except eyes and the tips of their noses. They wear blue, green, or brown jackets over tan breeches with boots tied at the knees. Most persons associate gnomes with their brightly colored conical caps and assume this is their normal appearance. The real reason gnomes wear these caps is to be clearly visible to larger folk. Without their distinctive head gear, they are easily overlooked and may be inadvertently trampled. Conversely, a gnome who doesn’t wish to be seen will remove their cap and take care to move stealthily. Female gnomes are less likely to frequent outside of gnomish society unless employed in a business. They look much like their male counterparts but are smaller and lack facial hair. They wear long dresses of blue, green or brown, and usually add a colorful embroidered vest to their outfit. All female gnomes wear white bonnets. A stealthy gnome without a cap is often mistaken for a fey creature. Gnomes are not fey denizens, and are unable to transit into the Between realm, unless using enchantment like a human.  Travellers may encounter gnomes anywhere or nowhere. Although a gnomish community may be nearby, any contact is invariably initiated by secretive gnomes. Locating a gnomish community is nearly impossible for a non-gnome, as extreme care is taken to hide and guard entrances. Gnome communities exist almost everywhere. Their homes and are equally likely in a forest wilderness as a busy human city. In all cases, gnomes congregate as extended families, living in underground warrens as comfortable as any house on the surface. No one knows how many gnomes exist—even the gnomes, as they have no king or country. Each community is guided by an elder male and female, usually with the aid of a council. As a people, gnomes can occupy any profession, but prefer occupations that allow them to utilize their ability to create intricate items with fine detail. Individuals are as versatile as humans. Mages tend to use spells designed to confuse and misdirect. Illusions are common. Destructive battle spells are left to the ‘big folk’. As companions, gnomes are usually staunch and brave, far in excess of their small stature. When war visits a land, they rally to their allies. Gnomes are unable to stand in battle lines, but are invaluable scouts, spies and saboteurs. As a rule, gnomes hate goblins, and will take every opportunity to cause misfortune to the ‘green folk’, even when technically at peace.
September 25, 2025
(Accompanying photo 1000_F_1296630523_dBa86kXYRBZfV1w6ZvO8uSKkI0J1y39P from stock_adobe.com) Used without commercial intent. In a generic sense, dwarves in the world of Valdain are much as might be expected by any reader of fantasy. Stubborn, argumentative, quick to judge and act, and suspicious of outsiders. It’s also true that they are generous to a fault with friends, tenacious, and highly skilled with metal working, excavations, and brewing potent ale. This will be familiar to anyone with a literary foundation in European myths and legends, or the works of J. R. R. Tolkien. The fractious nature of the dwarven people is illustrated in my writing. The dwarves established large, aloof communities wherever they found good rock and an abundant source of rich metals and gems. They stay clustered in single locations and build massive underground cities. These places are usually in mountainous terrain where rock is more readily accessible. Unlike the other blessed races, dwarves don’t establish land gobbling kingdoms like humans with cycles of expansion and contraction. They don’t retreat like the xenophobic elves to shelter behind impervious arcane barriers. They don’t cower and scatter like gnomes. In the world of Valdain, the dwarves were forced to flee from their original burrows in the west. (That’s another story.) The original refugees quarreled and split into smaller groups. Most of these bands perished, but some survived to find new mountains replete with good stone and generous veins of metal. Eventually, eight kingdoms were founded throughout the northern continent. Mafrolmonom is Dairug’s home community north of the human kingdom of Chiardim. Astshavboke is north of Valdain, and will become prominent in later novels. Kiberbilshud is in the mountains east of Valdain. The remaining kingdoms are Nansogion, Ranuhimoir, Gendedukol, Thikuzahar and Horasterond. Each of the dwarven kingdoms has adopted specific and unique defenses against outsiders, including attacks from avaricious dragons. The following is a brief description of three kingdoms important in the Dragonshadowed novels. A full description of each would require separate blogs. Mafrolmonom : The youngest of the established kingdoms relies upon natural magic to form the bulwark of it’s organization and defense. The main entrance is carved from a massive lode of elemental crystal and augmented by more enchanted gems. No shadows are possible within the light of this area, while the true nature of any creature is revealed. The crystal also repels magic of all descriptions, and cancels the magical nature and abilities of intruding folk. The top of this mountain is a plateau with naturally occurring gate to the elemental air realm. Astshavboke: Protected by the outer trade fortress of Oszuntor, the central city is divided into two distinct parts. Outside of the mountain, a trade district has been designated in which escorted non-dwarves are permitted entry. The interior city district is accessible only be true dwarves. Dwarves not native to Astshavboke must be escorted or vouched for by a local official. The underground interior is constructed in a series of circular layers, each of which has unique defenses and can be flooded with a variety of lethal materials. Kiberbilshud : The dwarves of this kingdom have removed the surrounding mountains so that their mountain stands alone in a secluded valley surrounded by a river that divides like a moat to both sides before rejoining. Two colossal statues of dwarven warriors guard the pass, and are rumored to be juggernauts that can be activated against invasion. This kingdom relies on a number of false and trapped entrances enhanced with a variety of noxious substances including dragonbane and goblinbane. A dwarf is recognized as an adult when they reach sixty years of age, and an exceptional individual may live up to six hundred years. Most dwarves die before their two hundredth birthday from excessive labor, war, or accident. Every dwarf focuses on hard work, long-term planning, and attention to detail as a personal contribution to the entire community. These traits are the cornerstones of dwarvish society and culture, brought about by a need to create perfect underground living areas while almost constantly at war or preparing for war against goblins and other subterranean foes. Dwarves don’t expect help from other races during their wars, and have little time for surface conflicts. As a result, other races think of dwarves as insular and lacking empathy. A dwarf recognizes these traits as an expression of the most valued aspects of dwarvish society: family, blood, honor and tradition. This is summed up by the four basic foundations of dwarvish creed: The life of a dwarf is to be respected above all else. Justice for all, and in all aspects of life. Work in the spirit of service is worship. Respect the privacy of another as you would your own privacy. The underground kingdoms of the dwarves contain huge common caverns, vast market halls, and long wide passageways called ‘underways.’ Complex plumbing and air venting is engineered to keep every space comfortable. Typical underground dwarvish architecture boasts stone surfaces that are planed, smoothed, artistically shored up, and rune carved. Dwarves polish the natural beauty of stone in order to bring out the variations in texture, colour and minerals within the rock, much as wood workers utilize wood grain. The stone is further enhanced by carving and insetting gold, silver, and other reflective metals, with cleverly faceted gemstones. Ruby, beryl and opal are popular, as these gems catch, reflect and scatter light from crystal lamps and chandeliers. Arches and flying buttresses are a common and recurring feature of all dwarven architecture. Dwarves do not consider any area truly finished until all stages of stonework are completed. Many common passages and almost all private living areas will include paintings, tapestries and banners. Aside from traditional runes which promote dwarvish virtues, decorations honor history, heroes, leaders and deities. Surface races (called brightsiders by dwarves) are often pleasantly surprised to discover that dwarven kingdoms are well lighted, using a variety of underground lichens, fungus, bioluminescent creatures, naturally glowing stones, and smokeless oils. Dwarves are perfectly able to navigate in pitch blackness, but prefer the cheerfulness of light to enhance the colours of artwork and the natural beauty of polished stone. The only areas of a dwarvish community which are always dark are mines, to avoid triggering explosive gasses and for security purposes. Living spaces for dwarves always reflect dwarvish culture, whether in common areas in which even non-dwarves are permitted, or private family quarters. Bright coloured banners and tapestries depicting common pastimes, legends, family feats, special occasions or great victories are displayed in public. These areas also boast of sunlight and starlight reflected through cleverly mirrored light wells for illumination of a unique carving, or into mirror pools and fountains to create a diamond-like effect. Wide, curving stairs allow viewing of carved and polished walls. Intricate and jeweled armor and weapons may also be displayed in areas reserved for important meetings or an audience with the ruler, as a means of over awing visitors with the wealth and martial capabilities of the kingdom. Each dwarven kingdom is ruled by a king and queen, and will recognize a master smith, a master artificer, and other ‘masters’ according to need. The community itself is composed of many ‘clans’, which are the equivalent of families or houses in a human community. Precedence of each clan is established by the wealth and date of founding. The leaders of the various clans form a conclave. The purpose of the conclave to make internal decisions and resolve disputes which are considered too minor to bring before the king. They are understood to be under the authority of the king, and meet to provide council as required. The exact composition of each conclave varies according to each kingdom, and may be as small as a few chosen members, or many hundreds of dwarves. Members of the conclave wear dark blue robes when in council or performing an official duty. Dwarven clans are usually also famous for one or more special crafts, such as engineering, stone work, forging, or gem cutting. The established guild master’s word is law within a work area, and may over rule the direction of a chieftain or thane. Each clan has a special clan name, which is taken as the second name by every dwarf. These clan names are more important than a mere clan grouping, as the clan name allows every clan dwarf to share in both the glory and shame of the clan collective. As males heavily outnumber dwarven females, all female dwarves are honored and protected. Females that venture into the outer world usually do so in the company of many males. They wear false beards and act as junior dwarves who rarely speak. While most dwarves are fiercely loyal to their family, house and kingdom, an offending dwarf is punished if they succumb to greed or commit an atrocity. Execution, even for murder, is considered an honorable sentence among dwarfs. In extreme cases suffering prior to eventual death is required. The guilty dwarf is labelled as ‘slag’ or ‘slaga.’ A slag is exiled from the community and marked with a dirty and unkept beard. Some slags shave their beards as an additional humiliation. A slag may only be reinstated by performing an exceptional feat of arms in service to their former community. While most dwarves prefer to remain within their underground kingdom, some dwarves seek adventure, wish to travel, or are otherwise forced to leave their kingdoms as traders or ambassadors to the surface world. These are the most likely to be encountered by surface dwellers unless they run afoul of a slag. Most crafts are worked in stone, or occasionally crystal as lesser materials tend to wear out over the life span of the average dwarf. They see no purpose to creating a masterwork which will only last a century or two. As such, their preferred material is stone, which is summed up in the common dwarf remark “stone endures.” . . . and the dwarves endure as well. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The following is a special treat for my readers which may appear as a scene in my 10 th Book. It’s a rare event in which the dwarf, Dairug, recounts an adventure from his youth. The story also provides insight into the culture and life of a dwarven band. “It didn’t seem like much at the time . . .” Dairug paused and surveyed his companions over the light of the camp fire as he tried to read their expressions. The ruddy light cast unfamiliar shadows over their faces, and the smoke sting didn’t help clear the matter. “Hrrrump.” He cleared his throat, aware that everyone knew he was stalling. Easy for humans to talk about their past. Not dwarves. “I was with a survey party of five other dwarves led by Master Ordrik and his son, Orgar. He took two brothers, Broin and Burin, as guards in case of trouble, and the cleric, Granikar, for healing. He included me because he needed an engineer and I’d just made a name for myself saving a mine from the crumbler. And my share of anything we found wouldn’t cost him much.” The dwarf glared. No one commented about his admission. They don’t want to give me an excuse to stop my story. “It was a few winters after the big battle where we joined with humans against the wizards and their gobbos. The mountains between our lands were calm and the humans were prospecting. Ordrik figured to try his luck, maybe get rich. If nothing else, humans are poor at finding good strikes, so he’d sell them locations to anything not worth his while.” Areskel smirked. “Those were good times. Good hunting.” “Hunting?” queried Tamsin. “I thought you didn’t eat meat.” “Gobbos,” replied the elf. “Apologies for the interruption.” He waved his hand for the dwarf to resume his tale. Dairug ‘hrruphed’ again. “We followed a likely dry creek bed up a ravine where the rock was exposed. It was night, so the stone and any surface metal would cool differently making anything worthwhile easier to see. That’s the advantage of keen dwarvish infravision.” He glanced at Rarnok, but the hurk kept silent. “We didn’t find anything worth marking when Burin called a halt. Someone, humans likely, had made a dry pond across the ravine. They’d built up a scree behind a stone wall to catch water or reduce the impact of a flash flood. Whichever. There were some twigs caught at the base, and an easy sloping path to the right so animals might drink, but no water. “The choice was to continue on by descending into the dry pond or retrace our steps. Like I said, ‘it didn’t seem like much at the time.’ Master Ordrik decided to continue in hopes of better luck higher up. “Everyone clambered down except for Broin, who was guarding the rear. He’d just tipped himself over the dam edge when the gobbos attacked. Arrows everywhere. But they’re lousy shots and all they hit was armor and shields. They were all lined up on a ledge where we couldn’t reach them. Howling like banshees because they figured we were finished.” His friends leaned forward, intent on catching every word. “Everyone but the fighters dashed under the gobbo’s ledge for cover. Burin ran to the shallow slope to find another way. That’s when his foot went through the dirt covering a wicker frame and we realized we were in a pit. Broin tried to follow, but he’d wrecked one of his legs and fell.” Waving his hands, Dairug’s voice rose. “Granikar dashed to heal Broin or drag him back and took an arrow for his trouble. Burin broke free and used his shield to cover his brother and the cleric, then dragged them back to the rest of us. We patched our hurts as best as we could, but Granikar only knew simple healing. It was a tight spot with the gobbos carrying on with whoops and hollers.” The dwarf spat. “Dwarves don’t panic. We had two good shields for protection and were under the lee of the cliff ledge so the gobbos couldn’t get a clear shot. All we had to do was sit tight and wait for the day star to rise. The gobbos wouldn’t see so good, maybe blinded, and we’d just walk out.” His friends all nodded understanding. Even Rarnok. “They used ropes so that one of their archers could lean out with his bow. Orgar had a crossbow and picked him off. It got real quiet. We figured we’d be all right. “Trouble was, gobbos can be very clever when it come to traps and killing. Water started pouring down the creek bed.” “Unpleasant, certainly, but you could still cling to the rock face,” said Tamsin. “Maybe you humans, or an elf. You’ve heard me say, ‘dwarves don’t swim, they sink’? We’re sturdy folk. Heavier muscle mass that allows us to endure when others can’t go on. We’re like stone, can’t swim even if we knew how. Just like trolls.” “Trolls can’t swim? I never knew that,” murmured Gyrfalcon. “They were going to drown you,” said Tamsin. “Aye. And nothing we could do about it. Or so it appeared.” “So how’d you escape?” asked Rarnok, clearly impatient. “Dwarven smarts.” Dairug tapped the side of his head. “You remember how I said the gobbos were on a ledge above us? All gathered in a tight group to watch us panic or listen to us drown. Well, we were on a mining expedition and had mattocks. I pointed to where the rock face was weak. We hammered that rock as only dwarves can. Brought the whole face down, gobbos and all while we covered up with the shields.” Dairug grinned. “The gobbos got themselves a nice bath before we chopped those still able to fight. The others drowned while we boosted ourselves free.” “Never underestimate a dwarf,” confirmed Areskel. “Especially around stone.”

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