Thunderfist and the Dragon
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The mountain dwarves of Balgavarr Reaches hold territory the neighboring Uruzak kingdom wants. When a presumptuous lava elf from Uruzak forms an alliance with the goblins of the Big Wet, a new and terrifying force grants the dwarves' enemy the key to an ancient evil: a plan to resurrect the elder dragon who once plagued the mountains and nearly drove the dwarves from their home once before.
Christopher D. Schmitz
Christopher D. Schmitz is author of both Sci-Fi/Fantasy Fiction and Nonfiction books and has been published in both traditional and independent outlets. If you've looked into indie writers of the upper midwest you may have heard his name whispered in dark alleys with an equal mix of respect and disdain. He has been featured on television broadcasts, podcasts, and runs a blog for indie authors... but you've still probably never heard of him.As an avid consumer of comic books, movies, cartoons, and books (especially sci-fi and fantasy) this child of the 80s basically lived out Stranger Things, but shadowy government agencies won't let him say more than that. He lives in rural Minnesota with his family where he drinks unsafe amounts of coffee; the caffeine shakes keeps the cold from killing them. In his off-time he plays haunted bagpipes in places of low repute, but that's a story for another time.He has a special offer for readers on the following link:https://www.subscribepage.com/p1o9c9(5 free ebooks!)
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Thunderfist and the Dragon - Christopher D. Schmitz
Dragon Dice™ was originally created by Lester Smith and produced by TSR in 1995.It is an Origins Award winning strategy game where players create mythical armies using dice to represent each troop and is one of several collectible dice games that emerged in the 1990s. The game combines strategy and skill as well as a little luck.
After several years, TSR, now owned by Wizards of the Coast, had put Dragon Dice™ on hold to work on other projects. In October of 2000, SFR Inc. purchased the rights to Dragon Dice™.
Most of the races and monsters in original TSR Dragon Dice were created by Lester Smith and include some creatures unique to a fantasy setting and others that are familiar to the Dungeons & Dragons role-playing game. While the world of Esfah, where Dragon Dice™ takes place, has many similarities to that of Dungeons & Dragons, it is distinctly different in many respects. In some ways, there are greater unknowns and its history is both newer and older all at once.
Around the end of 1995 I was a teenager and avid board gamer who had a burger slinging job (which gave me a disposable income) and a car (that took most of my disposable income.) In addition to many other games I played as part of a regular quartet of gamers, Dragon Dice™ was one that we all enjoyed.
I fondly remember how the four of us would cut out of elective classes, study halls, and independent learning periods to meet up for gaming sessions. Dragon Dice™ came in a pocketable carrying bag which made it perfect for that.
We also had a mutual acquaintance. An older gentleman in town owned a new and used bookstore that also carried a limited supply of gaming products. Though he did not stock Dragon Dice™, he had a copy of Cast of Fate, the first Dragon Dice™ novel which included a special promo die; I snapped it up right away as the most avid reader of the foursome (which lent itself to me become the dedicated DM for our role-playing game sessions and solidified my path as a story-teller.) The included promotional die was our bright and shiny object for months.
Cast of Fate by Allen Varney was not the only book set in the world of Esfah, though it remains one of the few. As I write and publish more and more fiction (both Fantasy and Science Fiction,) I tend to write the stories that I've always wanted to… and I've always wanted to have a voice in a shared universe. Creating a story within the Dragon Dice™ universe is something I've always wanted to do, so I give a special thanks to SFR, a company composed of true and like-minded fans who have kept alive a product that was one of the gems of the 1990s.
—Christopher Schmitz
Foreword
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, created by the all-father, Tarvanehl. 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 Nature had a nemesis in Death, the spirit of entropy. In imitation of Nature, Death brought into being its own races: the morehl, or lava elves, who worshiped fire and destruction, and the trogs, a race of goblins, who sprang from earth and corruption. From the moment of their creation, the morehl and trogs sowed conflict, defiling the very world that gave them life and corrupting the other races who tended it. War sparked over land and possessions. Soon, hordes of dispossessed selumari, vagha, morehl, and trogs swept back and forth across the lands of Esfah, locked in endless battle.
In their struggles for supremacy over the fledgling world, the First Races pressed