Douglas Niles Books in Order
Explore Douglas Niles books in order, with short summaries, major series, coauthor pages, and simple guidance on where to start across fantasy and tie-in fiction.
Last updated: July 4, 2026
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Publication Order
64 books
Against the Cult of the Reptile God
by Douglas Niles
1982
Something is badly wrong in the village of Orlane, and the player characters have to uncover the cult behind the fear. It is part mystery, part dungeon adventure, and a classic beginner module.
Curse of Xanathon
by Douglas Niles
1982
The Duke of Rhoona is making bizarre decrees, and the mystery behind his behavior threatens the whole realm. This Expert module mixes investigation, travel, and a race to lift the curse.
Horror on the Hill
by Douglas Niles
1983
From Guido's Fort, adventurers head toward a monster-filled hill rumored to hide an evil witch. It is a straight-ahead Basic D&D expedition with wilderness dangers and a three-level dungeon.
Dragons of Flame
by Douglas Niles
1984
The war widens as the Heroes of the Lance move from rescue and escape into open resistance. This early Dragonlance module balances occupation, infiltration, and a march toward freedom.
Bloodstone Pass
by Douglas Niles
1985
This high-level AD&D adventure combines military-scale conflict with classic questing in a strategic frontier under attack. It is the opening move in the Bloodstone saga.
Dragons of Deceit
by Douglas Niles
1985
This Dragonlance module pushes the war forward through enemy schemes, dangerous travel, and the search for advantages the dragonarmies do not expect. Deception and divided paths shape the adventure.
Dragons of Ice
by Douglas Niles
1985
Driven south from Tarsis, the heroes cross the Ice Reaches toward Icewall Castle and a dragon orb. The module mixes wilderness travel, new allies, and a hard frozen fortress crawl.
Escape from Castle Quarras
by Douglas Niles
1985
This solo gamebook drops you into a dangerous prison break where every choice matters. Dice, decisions, and a little luck are all that stand between you and freedom.
Tarzan And The Well Of Slaves
by Douglas Niles
1985
This gamebook drops Tarzan into a dangerous search tied to slavers and a hidden well. Choices drive the action, so the path out depends on the reader.
Dragons of Triumph
by Douglas Niles
1986
The original Dragonlance module sequence ends with war on a continental scale and a direct challenge to the Dragon Queen's power. It is part finale, part setting guide to Krynn at war.
Lords of Doom
by Douglas Niles
1986
A high-level fantasy adventure built around world-shaking threats and powerful enemies. It keeps Douglas Niles's taste for military pressure and epic stakes squarely in view.
Darkwalker on Moonshae
by Douglas Niles
1987
Prince Tristan Kendrick must unite the peoples of the Moonshae Isles against Kazgaroth, a beast empowered by a corrupted moonwell. It is the start of Niles's Celtic-flavored Forgotten Realms saga.
Black Wizards
by Douglas Niles
1988
Tristan struggles with rule while Robyn's druid power grows, and outside forces push the Moonshaes toward open war. The sequel expands the islands and turns up the scale of the conflict.
The Throne of Bloodstone
by Douglas Niles
1988
This famously high-level AD&D adventure sends heroes against powers of death and into the Abyss itself. It is large, deadly, and built for characters who can change worlds.
World of Krynn
by Douglas Niles
1988
A Dragonlance module anthology that offers several adventures in different corners of Krynn. It is more like a toolkit of side journeys than one single straight campaign.
Darkwell
by Douglas Niles
1989
A corrupted moonwell gives evil a path into the Moonshae Isles, and Tristan and Robyn have little room left for failure. The original trilogy closes with divine stakes and a hard fight for the islands.
Gammarauders: Revenge of the Factoids
by Douglas Niles
1989
This expansion pushes the Gammarauders setting further into mutant war and scavenged-tech chaos. New bioborgs, factions, and battlegrounds make the post-nuclear conflict bigger and wilder.
Flint the King
by Douglas Niles
1990
Before the War of the Lance, Flint Fireforge returns home to investigate his brother's murder and gets tangled in dwarven politics he never wanted. It gives the gruff companion a solid solo adventure.
Ironhelm
by Douglas Niles
1990
A soldier from Faerun enters Maztica and is swept into a clash of empires, cultures, and gods. The trilogy begins as an adventure story, but the larger conquest never stays in the background.
Viperhand
by Douglas Niles
1990
Maztica grows more dangerous as old faiths, invading powers, and personal loyalties collide. The second book keeps the pressure on while deepening the struggle over who will control the land.
Feathered Dragon
by Douglas Niles
1991
The Maztica trilogy closes with gods, conquerors, and survivors all pulling the land in different directions. Personal loyalties matter, but the future of an entire continent is at stake.
The Kinslayer Wars
by Douglas Niles
1991
Set deep in Dragonlance history, this novel follows Kith-Kanan through the civil war that reshapes the elven nations. Personal loyalties and political fracture drive the story as much as battle.
Prophet of Moonshae
by Douglas Niles
1992
When the Moonshae people drift from the Earthmother, the High King's daughter must help restore that bond. It begins a new trilogy shaped by nature magic, faith, and island politics.
The Coral Kingdom
by Douglas Niles
1992
The second Druidhome novel carries the Moonshae struggle beyond the islands and into underwater realms. It widens the story while keeping the focus on duty, faith, and survival.
Winterheim
by Douglas Niles
1992
The Icewall trilogy ends in the far north, where old grudges and fresh alliances decide who will survive. The frozen setting stays central, with weather and distance as dangerous as any foe.
Dragonlance Classics Volume II
by Douglas Niles
1993
This collection updates the middle stretch of the original Dragonlance adventures for later rules. Icewall, dragon orbs, and wartime travel all sit inside one volume.
Emperor of Ansalon
by Douglas Niles
1993
This Villains novel follows the rise of Ariakas, the war leader who means to rule all Krynn. It is a power story built on ambition, strategy, and the pull of darkness.
The Druid Queen
by Douglas Niles
1993
The Moonshae line reaches a climax as the Kendrick family and the Earthmother's followers face enemies on land and sea. Faith, inheritance, and island politics all matter here.
A Breach in the Watershed
by Douglas Niles
1995
When the barrier between three very different realms begins to fail, scattered heroes are pulled into a larger war. This opener sets up Niles's mix of quest fantasy, prophecy, and dark invasion.
Pawns Prevail
by Douglas Niles
1995
Farm boy Holt and Princess Danis join forces to keep a dangerous magical artifact out of enemy hands. It is a young-reader quest story with clear stakes and a fast-moving adventure plot.
Suitors Duel
by Douglas Niles
1995
Princess Danis faces courtship, scheming, and a quest strange enough to involve a wine-giving goat. The middle Quest Triad book mixes fairy-tale humor with real danger to the kingdom.
The Kagonesti
by Douglas Niles
1995
This Lost Histories novel traces the wild elves across different ages of Krynn, from first separation to later wars. It is more mythic than most Dragonlance books, and deeply rooted in forest culture.
Darkenheight
by Douglas Niles
1996
The breach in the Watershed has changed everything, and the fight against dark forces grows harsher and stranger. The second book deepens the world while pushing its scattered heroes back into danger.
Immortal Game
by Douglas Niles
1996
Holt and Danis return for the last Quest Triad adventure, where strategy and sacrifice matter as much as courage. The story expands from court politics into a final struggle for the kingdom.
The Dragons
by Douglas Niles
1996
Rather than following one small party, this novel steps back to tell Dragonlance history from the dragons' side. It tracks their rivalries, loyalties, and wars across ages of Krynn.
The Rod of Seven Parts
by Douglas Niles
1996
Thief Kip Kayle is swept into a hunt for a legendary artifact broken across the world. The quest grows from treasure chase into a cosmic struggle between Law and Chaos.
Fistandantilus Reborn
by Douglas Niles
1997
A forgetful kender, a young priest, and unlikely companions are pulled into a mystery tied to the dead archmage Fistandantilus. It plays as a travel adventure with dark magic at the center.
War of Three Waters
by Douglas Niles
1997
The Watershed trilogy closes with the barriers between realms collapsing and Dassadec's threat growing harder to contain. Rivers, mountains, and magic all become part of the final war.
Seeds of Chaos
by Douglas Niles
1998
As chaos spreads across Krynn, familiar lands begin to feel strange and unstable. The story follows characters trying to hold onto duty and each other while the world tilts toward disaster.
The Last Thane
by Douglas Niles
1998
Dark dwarves, rival claimants, and rising chaos throw the dwarven kingdoms into crisis. Niles uses the end-of-the-world backdrop to tell a tight story about power, loyalty, and survival underground.
The Chaos Spawn
by Douglas Niles
1999
Raw chaos is warping creatures and loyalties across Krynn as the old order falls apart. This Dragonlance story turns apocalypse into a series of close, dangerous choices.
The Odyssey of Gilthanas
by Douglas Niles
1999
This companion-style Dragonlance book follows Gilthanas through the missing stretches of the War of the Lance. It fills gaps in the main saga while adding lore, notes, and extra perspective.
The Puppet King
by Douglas Niles
1999
Silvanesti is still fragile, and rebellion, dragon threats, and family conflict push the elves toward another breaking point. This Chaos War novel leans into court intrigue as much as battlefield danger.
Circle at Center
by Douglas Niles
2000
An Aztec warrior is pulled into a layered magical realm where elves, dwarves, and crusaders are heading toward war. It opens a big portal-fantasy trilogy with a lot of movement and conflict.
Fox on the Rhine
by Douglas Niles
2000
What if Hitler died in July 1944 and Rommel lived? This alternate-history novel follows the military and political shock that turns the war in Western Europe into a very different endgame.
World Fall
by Douglas Niles
2001
Characters drawn from Earth and the Seven Circles face a widening war as old evils press upward through the realms. The second book broadens the world and raises the magical stakes.
The Golden Orb
by Douglas Niles
2002
The fight for frozen Icereach deepens as rival peoples, ogres, and ancient magic close around a powerful prize. This middle book keeps the Icewall story moving through harsh country and harder bargains.
Fox at the Front
by Douglas Niles
2003
With Rommel and Patton forced into an uneasy alignment, this sequel imagines the end of World War II tilting toward a new race against Himmler and the Soviets. It is big, tactical, and relentlessly tense.
The Goddess Worldweaver
by Douglas Niles
2003
The Seven Circles trilogy ends with the balance of its linked worlds at risk. History, magic, and war converge as the struggle reaches the power at the heart of creation.
Wizards' Conclave
by Douglas Niles
2004
After the War of Souls, magic itself is unsettled, and the Orders of High Sorcery must decide how to survive a changed world. The danger here is as much political as magical.
Lord of the Rose
by Douglas Niles
2005
The first Rise of Solamnia novel follows the shaky rebirth of the Knights after the War of Souls. It is part military fantasy, part political struggle over who gets to define honor.
War of the Worlds
by Douglas Niles
2005
Douglas Niles updates the Martian invasion for the modern age, with EMP attacks, failing technology, and a global military response. It keeps the classic premise but shifts it into a 21st-century crisis.
The Crown and the Sword
by Douglas Niles
2006
War-scarred Solamnia is still unstable, and competing visions of knighthood keep sharpening into conflict. Duty and power collide as the struggle to rebuild the order grows more dangerous.
MacArthur's War
by Douglas Niles
2007
In this alternate World War II novel, setbacks in the Pacific force the Allies toward a bloody invasion of Japan under Douglas MacArthur. Strategy, ego, and battlefield cost all matter here.
Task Force Mars
by Douglas Niles
2007
A distress call from a Mars research outpost sends an elite SEAL team into Earth's first violent contact with alien powers. Military rescue quickly becomes a fight to survive an interplanetary trap.
The Measure and the Truth
by Douglas Niles
2007
As Solamnia tries to rebuild after war, honor, law, and ambition pull its knights in different directions. The final Rise of Solamnia book turns political strain into a fight over what the order should become.
Heir of Kayolin
by Douglas Niles
2008
Brandon returns to Kayolin as a hunted fugitive while civil war tears dwarven lands apart. To save his people, he has to face old enemies and imagine a different future for Krynn's clans.
Operation Orion
by Douglas Niles
2008
Earth's first interstellar diplomatic mission needs protection, and a new kind of spacefaring SEAL team gets the job. First contact turns into a tense mix of covert security work, alien politics, and firefights.
Fate of Thorbardin
by Douglas Niles
2010
Brandon Bluestone leads uneasy allies to the sealed kingdom of Thorbardin, where a mad king and old hatreds threaten every chance at peace. The Dwarf Home trilogy closes with war at the gates.
Final Failure:Eyeball to Eyeball
by Douglas Niles
2012
This alternate-history thriller asks what happens if the Cuban Missile Crisis tips the wrong way. Nuclear brinkmanship becomes a chain of human decisions, military pressure, and catastrophic momentum.
The Messenger
by Douglas Niles
2012
In frozen Icereach, a desperate warning pulls scattered peoples into a struggle against ogres and old powers. This opening Icewall novel mixes survival, travel, and the politics of a harsh frontier.
The Secret of Pax Tharkas
by Douglas Niles
2012
An aristocratic dwarf on the run, a gully dwarf survivor, and a stubborn priestess are drawn together by secrets buried in ancient Pax Tharkas. Their choices could reshape the future of Krynn's dwarven nations.
Dragons: The Myths, Legends, and Lore
by Douglas Niles
2013
A nonfiction tour through dragon stories from myth, folklore, and fantasy tradition. Niles looks at how cultures imagined dragons and why the creatures keep returning.
A Noble Cause
by Douglas Niles
2015
A nonfiction survey of American battlefield victories in Vietnam, arguing that many hard-fought tactical successes have been overlooked in the war's larger public memory.
Where should I start?
If you want the classic Forgotten Realms starting point: Darkwalker on Moonshae → Black Wizards → Darkwell
If you want Dragonlance dwarves and clan politics: The Secret of Pax Tharkas → Heir of Kayolin → Fate of Thorbardin
If you prefer military alternate history: Fox on the Rhine → Fox at the Front → MacArthur's War
If you want original fantasy outside the game worlds: A Breach in the Watershed → Darkenheight → War of Three Waters
Author bio
Douglas Niles grew up in Wisconsin, born in Brookfield and later raised in Nashotah after his family moved there when he was twelve. Long before he was known for fantasy paperbacks and game design, he was already deep into heroic fantasy, wargaming, short stories, and even homemade films in high school.
That mix of hobbies turned out to matter.
He studied speech at the University of Wisconsin-Oshkosh, with a minor in English, and for a while his life looked headed toward teaching, not publishing. After graduating, he taught speech and English at Clinton High School in Wisconsin. Then Dungeons & Dragons entered the picture in a very direct way. One of his students was Heidi Gygax, daughter of Gary Gygax, and that connection led Niles to try the game for himself. He was soon running campaigns, building worlds, and thinking less like a classroom teacher and more like someone who might make games for a living.
That career shift was not especially smooth, which makes it more fun to picture now. He applied to work at TSR, did poorly on an editorial test, and still managed to talk his way into a game design job in 1982. Once he got there, he became one of the people shaping a big stretch of 1980s fantasy gaming, helping create Dragonlance, designing adventures, and working on game lines like Star Frontiers and Top Secret S/I.
He was there when story-heavy fantasy gaming was finding its shape.
For a lot of readers, the novels came next. Niles wrote Darkwalker on Moonshae, the first Forgotten Realms novel, and followed it with Black Wizards and Darkwell. Those books stand out because they feel rooted in place. The Moonshae Isles are not just a backdrop. They are wet, windy, sacred, dangerous, and tied to druidic power and old loyalties. Readers who like island settings, nature magic, and straightforward heroic stakes often start there.
He also became one of the busiest Dragonlance writers outside the core Weis and Hickman team. Books like The Kinslayer Wars, The Last Thane, The Secret of Pax Tharkas, and Wizards' Conclave show what he does well: old grudges, contested kingdoms, military pressure, and groups of characters who have to keep moving even when the politics get messy. He returned again and again to dwarves, elves, knights, and borderlands, usually with a practical eye for how a fantasy world actually functions.
Niles did not stay inside shared worlds, either. He wrote his own fantasy series, including the Watershed books, beginning with A Breach in the Watershed, and the Seven Circles trilogy. He also moved into alternate history with Michael Dobson on Fox on the Rhine, Fox at the Front, and MacArthur's War, novels that swap dragon battles for military planning, battlefield movement, and the question of how one change can bend a whole war in a different direction.
That range makes sense when you look at his background. He likes systems, logistics, maps, campaigns, and the way pressure changes people. Whether the setting is Krynn, the Moonshaes, Mars, or a rewritten World War II, the engine is often the same: put capable people in a dangerous situation and see what duty, fear, and improvisation do next.
He has written more than thirty-five novels, and he still feels tied to Wisconsin. He lives in Delavan, Wisconsin, and his long career has kept one foot in fiction and one in games. If you have ever liked fantasy that knows where the road is going, or a battle scene that feels planned instead of vague, there is a good chance you have already felt his influence.
Edited by
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