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About Christopher D Schmitz
Christopher D. Schmitz is an author of fiction and nonfiction books. Before throwing himself into book writing he had published short fiction in more than twenty outlets. In addition to a day-job working with teenagers, he also writes for a local newspaper, speaks/sells books at comic-cons and other festivals, runs a blog for authors, and makes an insanely tiny amount of money playing the bagpipes.
He grew up as a product of the 1980s and thinks Stranger Things is "basically my biography." He lives in rural Minnesota where he drinks unsafe amounts of coffee with his family and three rambunctious dogs. The caffeine shakes keeps the cold from killing him.
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Get this jam-packed box filled with Epic & High Fantasy novels from ten masters of the genre and unlock portals to new worlds today for less than a dollar a piece!
Table of Contents
1. "Rise and Fall of the Obsidian Grotto" by Christopher D. Schmitz
2. "The Tally Master" by J.M. Ney-Grimm
3. "Urchin's Gambit" by Levi Jacobs
4. "To Earn the Sash" by Derrick Smythe
5. "Severance Lost" by J. Lloren Quill
6. "Apprentice Storm Mage" by Douglas Van Dyke Jr
7. "An Overture for the Odyssey" by Danny F. Santos
8. "Servant of the Crown" by Paul J Bennett
9. "The Kakos Realm: Grinden Proselyte" by Christopher D. Schmitz
10. "The Healing Glass" by Maria Herring
11. "The Eternal Agarthans" by Sherif Guirguis
Yesterday she sat in Freshman seminar...
...now she's running for her life.
What's chasing Claire should not exist.
She's convinced a homeless, ex-classmate is stalking her. Rob says he can travel between alternate realities, but he also claims he can shape-shift and that Claire has magic in her veins... and that only her blood has the power to unleash the great Devourer God and breach a gate that must never be opened.
Rob might be crazy, but he would never hurt her. Would he?
If Rob's a lunatic, then why is everyone trying to kidnap or kill her? They all want Claire's blood and a powerful warlock and his cultists are chief among them... and he's been close to her for longer than she realizes.
Claire doesn't even believe in the supernatural! That doesn't stop it from chasing her.
She knows she can't run forever.
But can she fight?
Get it now, and beware the wolf.
Dragons are bad enough, but now the sky is falling!
Elves at war, dwarven spies, and a secret goblin invasion...
…from the creators of Forgotten Realms and Dragonlance.
The Volcano City of Karakto is home of the morehl: the red-skinned lava elves. The blue-skinned coral elves, known as the selumari, believe the morehl corrupted and mad—driven to violence by the god of Death. Decades ago, the selumari conquered Karakto with the help of their dwarven allies, the vagha. Now, the coral elves live in an uneasy truce with their hated enemies and rule over the spoils of war.
Can the morehl be redeemed? Calantha, the city’s selumari governor adopted a morehl child, hoping to prove that nurture can overcome nature. But that child, Orric, has grown into a capricious rogue, brilliant and witty, but prone to danger and rage.
As tensions grow in Karakto, secret armies move, and voices whisper of a coup. Perhaps the morehl are not as evil as Orric was told, and perhaps neither are the selumari and vagha as good as claimed. With the lava elves looking to Orric to lead them, Calantha struggles to hold their brittle alliance together in the winds of rebellion… and a new and dangerous evil brews with an omen in the sky.
Originally published in 1996, Cast of Fate was the first book published in the world of Esfah, a gaming universe set in TSR’s award-winning Dragon Dice game system. Cast of Fate was intended to kick off another universe alongside Forgotten Realms and Dragonlance. Instead, TSR was purchased the following year by WotC and its assets sold. Dragon Dice is still very much alive and celebrating its 25th anniversary with reviving this literary universe, The Esfah Sagas!
Also included are the original stories Tome of the Tarvanehl (which includes three short stories) and Heart of Stone and Flame. These books were originally published in 1995 (just prior to Cast of Fate) and only available from TSR with the purchase of specific Dragon Dice products, but are now available in this single volume! (Also the new short: Thunderfist and the Dragon).
A hidden treasure waits for the children of two heroes,
A reluctant prince living in his father's shadow,
And a horde of undead gathering in frozen wastes...
Coryn sa’Geril, daughter of the famed hero of Balgavar Reaches, is best friends with Ra’al, a monstrous creature of the frozen north. Ra’al happens to be the son of another champion—a king who died to save the Kafnysan Mountains decades ago. Together, they travel to Tulgesh in hopes of enlisting aid from the selumari, the blue elves, fearing that the worst has happened: the undead have been moving unchecked in the tundra for centuries…
…although the random animated skeleton or zombie is often spotted wandering aimlessly across the frozen tundras of the Shadowlands, something has changed. Something appears to be mobilizing them. Some new force guides the dead and bends them to its sinister purpose! If they hope to combat it, Coryn feels she must undo the actions her father took decades ago to save their people from the vicious lava elves of Mount Uruzak.
Can Coryn find the hidden cache of magestorm weapons her father buried a generation ago and stop the looming threat in the north? Even if she can find them, who can she and Ra’al trust?
A game of shadows plays out as the storm unfolds around them!
But it now and join Ra'al and Coryn on their exciting adventure today.
In the mid 1990s there was one fantasy RPG that ruled them all: D&D™, of which Dragonlance™, Forgotten Realms™, and many other books and gaming worlds were a part of. It’s publisher, TSR, created another gaming world that won Game of the Year in 1995. That world was Esfah™.
Elves. Dwarves. Blood Oaths & Dragons.
There are far worse things crawling upon Esfah than goblins...
...some, even swords and sorcery cannot defeat.
A devious elder monster allies with the lava elves of the Obsidian Grotto. She promises to provide an elven general with arcane weapons to throw down their dwarven enemies, and also the support of a black magic wielding cult hidden within the Nhur-Gale Forest. General Shedakor assumes that any bargain with such a dark creature would extract a high cost... but can he afford to pay it?
Meanwhile, on the far side of Esfah. An elven hero from the northern coasts embarks on a mission to protect his home from the goblins of Brackishomme swamp. But Davian Whisperwynd is prone to rash vows and the gods will not release the adventurer from a promise to lay down his sword: an oath that complicates things when he promises a beautiful enchanter that he will retrieve an item from the lair of the Death god himself.
Neither knows it, but the gods of fate have interlinked their destinies.
In the mid 1990s there was one fantasy RPG that ruled them all: D&D, of which Dragonlance, Forgotten Realms, and many other books and gaming worlds were a part of. It’s publisher, TSR, created another gaming world that won Game of the Year in 1995. That world was Esfah.
In eons past, when time was young and creation malleable, the four powers of Nature — earth, air, fire, and water — the children of Nature, gods in their own rights, brought forth two races of beings to care for their fledgling world of Esfah, created by the all-father, Tarvenehl. One race, the Selumari or coral elves, was created to husband the fluid forces of air and water. The other race, the Vagha, a dwarvish race, embodied the stability of earth and the tempering power of fire. Together, these two peoples worked to nurture their infant world into something glorious and beautiful... but then another god revealed himself: Death...
Dekker Knight has a secret past. Vivian “Vesuvius” Briggs has a sword and a chip on her shoulder. Together they run one of the better-known teams of “Investigators,” a crew of sanctioned space mercenaries, the Dozen.
The Dozen fight to keep their debts settled, fuel in their ship, and some equilibrance to their moral ledger. But they are more than mercenaries: they are parts of a family they’ve chosen—this prequel story is the free set-up and introduction to the events that spark the action of the Dekker's Dozen series.
Dekker and Austicon have a vendetta. Vivian’s family and Austicon have a history. Austicon has powerful friends and a superweapon. With the fate of the universe hanging in the balance, can the Dozen swing the pendulum back?
A Waxing Arbolean Moon
The demon Dione existed before the dawn of time. Surely she was created alongside the very Divine Machine she came to loathe so much. From Dione’s seduction by Asmodeus and imprisonment at the hands of King Solomon to her release by an unwitting archaeologist, the timeline is punctuated with the baal’s influence and its counters by the time-traveling Ezekiel who repels the Arbolean invasion during the infancy of the Akkadian Empire with the weapons of an ancient Greek tinkerer.
Spanning the dawn of creation and the planting of the Circle of Seven to the day Dekker Knight meets Vesuvius Briggs, A Waxing Arbolean Moon fills in all gaps in the fractured timeline of Dekker’s Dozen: The Last Watchmen and functions as either Prologue or Epilogue depending on how you choose to look at it.
Before the chaos of steampunk time-travel, cyborg ninjas, plant-spore-controlled unicorn zombies, ghost warships, and Hassidic superweapons of The Last Watchmen, A Waxing Arbolean Moon pulls back the curtain on the galactic and celestial backstories.
A Waxing Arbolean Moon is best read in conjunction with The Last Watchmen as a companion piece and may be difficult to follow without familiarity with the full novel.
Dragons & Fire.
Dwarves and Magic Axes...
...and a whole lot of goblins!
Hy’Targ the dwarf and his crew take up the mantle of the Gods’own: the chosen champions of the gods. When Hy’Targ, Varanthl, Mantieth, and Elorall set out to quest after a mysterious relic so that crazed Death cultists cannot retrieve it, the Gods’own finds themselves flung into a much larger adventure than they could have ever foreseen!
Hoping to find the stolen dragonkin belonging to the Adventurer King, Hy’Targ and the Gods’own split their attention and head through trog-infested lands en route to a human city where the dwarf prince’s adversarial uncle has traveled. There, they discover an ancient symbol leading to the gremmlobahnd: the mysterious gnomes who seemingly disappeared from Esfah long ago. And what the party discovers has everyone pursuing them.
More questions are asked than the Gods’own can seemingly answer. What is the Kreethaln's real purpose? Who is the Gray Wanderer? Where did Taryl’s nephew disappear to, and who is that red elf on the horizon?
But for Hy’Targ, something bothers him more than the wars erupting around his continent. More disturbing than the black dragon riders, crazed cultists, the new rising army of goblins, or even the evidence that Melkior is defeated but not permanently, is the revelation of his mother’s fate. Queen Sh’Ttil may be gone forever—but a member of his own party may have had something to do with it.
Dwarves, elves, & goblins collide…
…Esfah is another world originally from the creators of Forgotten Realms and Dragonlance.
Here there be dragons!
When a reluctant Dwarven adventurer undertakes a quest on behalf of his blind father, he accidentally awakens an ancient evil banished ages ago. Now, with dark elves and goblinoid trogs snapping at his heels, Hy’Targ must prevent a powerful lich from reuniting with the ancient bones of his lover. Failure means a new age of darkness will spread across the land.
Prince Hy’Targ of the Irontooth vagha would much rather stay in the library and read about the exploits of others. In his studies, however, he uncovers the tale of a powerful artifact he believes could restore his father’s sight. On his quest, he accidentally triggers a trap that releases an ancient undead general that was long ago sealed away to prevent him from beginning a planet-wide uprising of the dead. Hy’Targ knows that this fiend must be destroyed before he can regain his full strength, and he knows where the lich has escaped to.
Journeying towards the creature’s dark tower, he enlists the help of the few souls who believe him, one of whom is an imprisoned thief that must first be freed… a thief who is linked to their problems more closely than they realize. He stole the sacred bones the lich is after and undead scouts pursue his every move. Can this band of unlikely heroes prevent a second rise of the Black Tower?
As Rashnir and his friends look for way to escape from Grinden, the demonic prophet Absinthium crowns the warlord Rutheir as King and ratchets up pressure against his enemies. When their travel plans suddenly go awry as they wait for the return of one of the First Elves, the ranger and all of his friends find themselves trapped at the center of an old quarry and facing the unified armies of their enemies--even an army of the dead.
Meanwhile, acolytes of the Order unlock the mystic fetters binding an ancient evil that once very nearly toppled even the Gathering: the Dragon Impervious--a monstrous reptile with nearly invulnerable hide. With goblins below and a dragon above, Rashnir and the faithful adherents need a miracle now more than ever.
A young journalist disappears...
... right after interviewing the galaxy’s most notorious criminal at in a max-lock facility.
What the investigators find could unravel the political fabric of the core worlds
and threaten the MEA government and its corps of mind readers who are committed to keeping their secrets at all costs.
Now, it's a race against government forces and pirate clans--the winner will claim the mythic treasure... but no one know what's truly inside the Lockbox--and everyone has their own intentions upon it and theories of what it holds.
Despite a cold trail of red herrings and the intervention of a babbling time-traveler, Dekker and his Dozen barely have time to get a heading. It seems that everyone is after Austicon’s Lockbox, but the increasingly corrupt MEA government is locking down that part of space. It’s not difficult to sell the stink of a cover-up for events that birthed the MEA during the Mechnar Contra.
A deep state hacker is leaking secrets, a second, ancient baal is uncovered, and two new and deadly threats resurface from the shadows. Only one thing is certain:
…something wicked is headed for Earth, and whatever it is, it's not from our universe.
Book 3 in the Dekker's Dozen Series
Following the Intergalactic Singularity War, Dekker Knight, mercenary and collector of arcane artifacts, works for the highest bidder—but he doesn’t take just any job. One in particular, transporting Austicon, the assassin who stalked his family for generations to a max-lock detention, was supposed to close a dark chapter of Dekker’s life.
After the constables botched Austicon’s incarceration, Dekker’s team is forced to hunt down the galaxies’ most heinous criminal all over again when a mysterious man claiming to be an ancient, time-traveling prophet intrudes on them. Ezekiel claims Dekker will soon annihilate all reality—and he knows all of Dekker's secrets: that he wields an ancient, celestial weapon, was once married to a terrorist, and is the last member of the Watchmen—an ancient secret society with roots tracing back to Solomon.
Following Austicon’s theft of a superweapon, Dekker and his team must do the unthinkable to prevent the Earth’s annihilation. Worse yet, a demon-possessed tree is attempting to bring "the divine engines of reality" to a grinding halt—destroying all of existence with the death of the planet—annihilating all that is, will be, and ever was!
Steampunk time-travel, cyborg ninjas, deep space unicorn zombies, ghostly rocket-ships, and star destroying Hassidic super-weapons converge in one epic story! How long can The Dozen escape death? How far can Dekker go in defiance of fate and pursuit of love before his actions break the universe?