COMING SOON - WINTER 2026

Dragon Seal

5TH BOOK AVAILABLE NOW!

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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COMING SOON - WINTER 2026

Dragon Seal

Free Book!

See me at any of my book signings, and enter to draw for a free book of your choice from my series. If you already have the complete series, you will receive the next book in the series when published, first, free of charge! See Upcoming Events on this website for venue, dates and time.

Congratulations to Krista R., winner of the 2025 draw for a free Dragonshadowed novel. A new draw will be held at the end of 2026.

Dragon Seal

Dragonshadowed – Book I

Dragon Watch: A Dawn Before the Storm

(Second Edition)

READ EXCERPT

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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Order your copy today!

PENDING RELEASE

Coming Soon - Winter 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!"

- art fink

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Latest Posts

By Rizwan Afzalpro April 22, 2026
(Associated illustration used without commercial intent) As an author, the most frequent question I get is, “What other books are similar to the Dragonshadowed series?” Without meaning to compare my work with the master, I reply, “Lord of the Rings, but with more action and magic.” That’s the short answer. I realize in spite of the disclaimer, that this IS a comparison with what many proclaim as THE greatest epic fantasy story ever written. I don’t disagree. My long answer is to explain that my series of novels does have all the elements of Tolkien’s world of Middle Earth. The cultures, histories, geographical locations, denizens, and magic is imagined to provide an extensive and cohesive foundation. I trust some of this is apparent to the reader as they progress through each book. Not only should the plot unfold, but I attempt to add additional information as appropriate to each scene. I think of this as ‘color’. Breathing life into an epic high-fantasy world. Like Tolkien, the land of Valdain, and the kingdom of Powys are based on real locations and the historical Dark Ages or early Medieval period in Western Europe. Aside from magic, I include some aspects that are more appropriate to the late Medieval centuries due to the influence of non-human allied races such as dwarves and elves. As an example, in history, scale mail and plate cuirasses don’t exist in our Dark Ages, but are used by wealthy or experienced warriors in Valdain. I endeavor to make each book as immersive as possible by bringing the reader into the viewpoint of one of the main characters in each scene. I intend that the reader sees, hears, smells and experiences what is important to the character at that time. Action should feel intense, while the contemplative chapters allow that same reader to relax and consider what has taken place in the same manner as each character. Having said that, my writing style and the content of each book is compact. By this I mean each scene and chapter is packed with events and information. I do a lot of foreshadowing, and employ a myriad of sub-plots. I try to avoid clichés of every sort, so a slower read should provide a reward of sly humor and unique plot twists to be savored. As an example, the characters aren’t interested in ‘taking over the kingdom’ as might be expected in other fantasy novels! Readers who ‘power through’ the novels can miss important tidbits that rise to become central plot points in later chapters, or even later books. Such readers express surprise at how much they’ve missed when re-reading a book. In addition, each book takes place in a short span of time—two months or even a week. As a result, although the characters change, ‘growth’ is slow. There is no great character arc in each book as might be expected in other genres . Every book is meant to stand alone as a separate adventure. Book 6 is meant to be understandable even if it is a reader’s introduction to the series. Of course, should a reader start later in the series, my hope is they will be curious enough to pick up earlier novels. The Dragonshadowed Series is primarily written to entertain. I do my best to make sure every novel keeps a ‘G’ rating while acknowledging that my setting is rough and unforgiving. Unlike George Martin and the Game of Thrones series in which he wants his readers to be afraid to turn the next page, I don’t write gore or sexuality for shock value. Readers are safe to cheer for their favorite character. Unlike the Harry Potter series, I have no underlying message other than the basis of the universal theme of good vs. evil.  Aside from J.R.R. Tolkien, I rely heavily on Mallory’s Morte D’Arthur (the original). It’s a tough read for someone from the 21 st century, but contains a treasury of incidents and realism absent in constant reimaginings. Persons interested in the historical foundation of Romano-British history will be pleasantly surprised by how much more these stories make sense. Another, frequent question is “Where do I get my ideas? Don’t I get blocked when writing?” The short answer is I write according to a master plot outline, so the second answer is ‘no’. I hasten to add that the master outline only guides my writing, and there is still plenty of room to add additional characters and events in each book. This also allows me to write the time witches as having intimate knowledge of future events. And keep that pesky ‘foreshadowing’ accurate. Some more asides . . . Generally speaking, I’ve written the next three novels as drafts before each book is published. Not because I’m trying to hold publication back, but the reality is that the publication process takes more time than writing. This process also makes every novel as good as possible. I don’t use A.I. and will never do so. Writing is the most enjoyable part of being an author, so I won’t compromise and spew out derivative drivel. Role players often ask about the characters. The main characters and many of the supporting characters—even villains—are ‘player characters’ from a variety of campaigns, many of which I know nothing about. These characters are graciously provided to me as an author to be immortalized in print. With that in mind, SPOILER ALERTS. If you don’t like spoilers, stop here. Two tidbits of information in answer to the most asked questions regarding future novels: Yes, Tamsin and Gyrfalcon do eventually get together, but a lot needs to happen first, and it’s a long time coming. Dairug and his hammer do reconcile. It’s not easy, and happens much sooner than Tamsin and Gyrfalcon’s resolution. So how many more books do I expect for the Dragonshadowed series? Book 6 was just published as of this writing, so I project another ten to complete the immediate story arc. Anything beyond that depends on how long I live to continue putting pen to paper!
April 8, 2026
(Associated illustration used without commercial intent) Stories of the fey world go back beyond ancient times into pre-history. Before Rome, the Celtic and Scandinavian people of northern Europe lived in small tribal plots within extensive forests, linked together by rudimentary trails and travelling druids. The vast majority of their stories, beliefs and culture have been lost. What remains is gathered from fragments, often through the testimony of their enemies. Most readers of fantasy are aware of the Norse gods and legends. It’s rarer still that readers are aware of the myths of heroic Cu Chulainn, the Tuatha De Danann, or the Fir Bolg. Much of the modern fantasy genre is built upon the foundation of Celtic mythology. Tolkien relied on the epic Dark Ages poem, Beowulf, when constructing much of the world of Middle Earth. The tales of King Arthur are filled with mentions of the fey realm—especially in reference to his half-sister, Morgan le Fey. Shakespeare’s famous play of a Midsummer’s Night Dream is set in the fairy court of Oberon and Titania. The novel, Three Hearts and Three Lions takes place in a world of elves and fairies, and is the original inspiration for regenerating trolls as are common in most role-playing games. The books of the Dragonshadowed series are evolved from these roots, as are most stories of epic high fantasy and action adventure. Note that I use the word ‘realm’ to denote what other fantasy and science-fiction authors call ‘planes.’ The denizens of Valdain have no concept of other worlds, so view alternate planes as remote foreign kingdoms. Difficult to reach without magic, perhaps, but well within their world-view and understanding of enchantment. No information about the fey realm of the Dragonshadowed series can be complete without mentioning the elves. As the first of the blessed races, it was the elves that discovered another place, co-existing with the mundane world, but subject to rules and laws that were malleable rather than fixed. As the elves explored, they determined that much of this new realm was linked to their lands, but remained distinct, like two different but complimentary notes played on a lute. They called this land Annwvyn, later referred to simply as Between. It is the closest alternate plane to the mortal realm, and exists between the mortal realm and all the other realms that touch each other via direct minglings. Although elves enjoy a special relationship with the lands of Between, not all elves are able to transit to those lands. This might be compared to the ability of all humans having the potential to read and write, but not all do. In Areskel’s case, he couldn’t mingle into Between during the events of the Dragon Flight novella. He was trained to mingle later into Annwvyn by his father-in-law during his visit to the hidden elven lands of Telphyne. During the First Aeon, and before the wars that transitioned time into the Second Aeon, there was little difference between the mortal realm and Between from an elvish perspective. The inhabitants were different, but the same could be said regarding the variety of creatures inhabiting each realm. The intelligent creatures that lived primarily within Annwvyn became known as the Cymru and were ruled by elven nobility. Here, there was no death. Creatures could ‘harm’ each other without fear of consequences, much like cartoon characters. A being could be crushed under a boulder or blasted by lightning, and walk away with no more than a little embarrassment. As a result, the denizens of Annwvyn have no understanding of personal responsibility or consequences to this day. Although all Cymru races are immortal, that doesn’t mean they can’t die or be killed. During the wars of the Second Aeon, and later goblin invasions into the lands of Valdain, death arrived. Unlike goblins and mortal creatures, the fey cannot survive wounds caused by iron or steel without powerful healing magic. Even silver and other pale metals are toxic to some degree. The initial battles between the fey, their elven rulers, and the evil iron-wielding races were devastating. The fey went into battle secure in the knowledge that they would always rise, and left fields full of eternally dead. Fortunately, the other blessed races able to use iron came to their defense, and defeated evil. In Valdain the rescue came at a price. The immortal fey of that land bargained to save themselves, and are eternally indebted, and to some degree enslaved by humans. Mages and some clerics of Tanit take advantage of that fact. The actual lands of Annwvyn bear similarities to mortal lands, but also operate with physical and customary laws unique to the fey. The most notable difference to a traveller may be the strange light and topography, or the way each area manifests changes according to the will and personality of the local ruler. Powerful visitors, especially elves, may command any fey, or take control of a kingdom by deposing the existing ruler. Areskel does so in some novels. Generally, all fey territories have breathable air, hospitable temperatures, gravity, and understandable terrain features. Plants and houses may look very different, but remain identifiable as trees and shrubs; hovels and castles. Travel from the territory of one ruler to the next may be difficult or impossible depending on established wards and portals. Local fey take advantage of this, and will attempt to strike bargains with travellers who wish passage, or otherwise become embroiled in any number of tricks and traps. The unwary may find themselves freed from a predicament, only to be enslaved for life. The kingdoms of Annwvyn are primarily divided into two camps: The Seelie ruled by King Oberon and Queen Titania, and the Unseelie ruled by the Queen of Air and Darkness and by a current but ever-changing consort. Travellers should note that designating one court ‘good’ and the other ‘evil’ is oversimplification. Both are fey and do not adhere to human notions of ethics or morality. Two other courts exist, referred to as the ‘Dawn’ and the ‘Twilight’ courts. Few travellers reach these distant places. 
By Rizwan Afzalpro March 9, 2026
(Associated illustration used without commercial intent) Magic is a necessary component of every fantasy story and occasionally drives the plot. It’s as fundamental to the world of Valdain as phasers and photon torpedoes to the Star Trek universe. Magical energy is manipulated by spell casters to aid daily activities, gain information, or conjure specific effects. In it’s simplest form during combat, raw magic energy is summoned and released as yellow darts and single-direction warding shields. Magical talent, like any other skill, increases over time and as the mage gains experience. These persons are considered to be true mages when they are able to cast a fireball or lightning bolt. Such spells are powerful enough to deter predators such as manticores and ensure employment in most towns or villages. Many spell casters never progress beyond this level. Readers of the Dragonshadowed series will find hints scattered throughout the novels regarding how magic ‘works.’ Or doesn’t work. The characters discuss the eight basic elements upon which most spells are based: air, earth, water, fire, acid, crystal, light and darkness. Some characters add a ninth element—the Void, but that’s grist for another blog. When destructive magic is mentioned, the element-based spells are usually described by a color specific to that element. Transport spells appear as white flashes. Divination spells conform to the color closest to the element associated with the casting mage. Some spell casters purposely alter the color of a spell manifestation as part of their disguise. I’m often asked by readers who are also fantasy role players, “What magic system do I use?” Persons familiar with Dungeons & Dragons or Pathfinder quickly determine that I don’t mention components necessary for spell casting using these systems, or any other game mechanics. The short answer is that I refer to the ‘Arduin’ spell casting and combat system. This was developed in the 1970’s and never became widely popular due to its complexity and lethality. It’s not for those who want an easily understandable game. The advantage of Arduin is that once understood, it is infinitely adaptable and progressive. As an example, in standard D&D, a third level fireball spell inflicts six, six-sided dice of damage. That’s it. My system allows a spell caster to vary the amount of damage desired, enhance the effectiveness to ensure the spell takes effect, and overcomes defensive spells. A skilled mage can ultimately alter the parameters of the spell. As an example with fireball, one player character became able to split a standard fireball into numerous independently targeted mini-fireballs, and later designed an effect so that he could drop the spell on a friend and have no damage affect that friend while the flames blasted everyone and anything in a ten foot radius. Very useful to protect that friend as they’re swarmed from every direction. Another example in the novels is Tamsin’s healing power. She’s so adept with healing that she can heal at a distance, and combine the effects with additional forms of healing such as neutralizing poison and curing disease at will. Almost all clerics need to touch their patient, so her ability is a constant source of amazement to most other characters. Even so, as the novels progress, a reader of the series will see her power continue to grow. Should anyone be interested, this game system can still be purchased from: empcho.com. Be warned – it’s a ‘bear’, but portions may be of interest to referees and dungeon masters to graft onto their games. All this background ultimately leads to how and why I describe magic in the novels. As a writer, I made the decision that I would use the first-person perspective (or point-of-view), meaning that I describe everything from the viewpoint of the character experiencing events. The reader is thrust into the action, and knows what that character knows and senses. Naturally, most characters aren’t spell casters, so can’t interpret the effect of any specific spell. They just react. What I describe is what the character sees and feels. The mechanics of how or why a spell works doesn’t matter—they’re concentrating on what’s happening to them, now. As spell-casting characters, Tamsin is the exception, and Gyrfalcon to a lesser extent. Without getting into boring arithmetic and formulas, both these characters have a limited supply of ‘spell points’ to be applied to whatever spell they need. I do have a list of the spells each character has at their disposal. They can increase or decrease the energy for any spell, with a corresponding effect on that spell. No character consciously thinks how much energy they’ll use, any more than someone might think how strong a throw should be to hit a target. They just ‘do it.’ In the same fashion, a spell caster grows fatigued as they cast numerous or powerful spells, as any person might feel when playing sports. Effort adds up ultimately to exhaustion, until the spell caster, or athlete, has a chance to rest and recover. In Valdain, this usually means a good sleep. I equip all of the spell casting characters, including lesser characters and villains, with a character sheet including their list of spells. This requires background work, but makes the actual writing much easier as I can refer to that character’s capabilities to determine what action they can take or are likely to perform. As for potential, available spells? I’ve got a database of thousands. Those who stay with the series will read about many magic effects far beyond the confines of any role-playing game. The world of Valdain keeps expanding . . .

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