7 Fantasy Books Perfect For Fans Of Dungeons & Dragons


Few hobbies inspire storytelling quite like Dungeons & Dragons. Every campaign is built around unlikely heroes, dangerous quests, memorable companions, and worlds filled with monsters, magic, and impossible choices. It’s no surprise that many fantasy novels capture the same feeling, whether through party dynamics, dungeon crawls, morally gray adventurers, or richly imagined settings that seem ready to host a tabletop campaign.

The best books for D&D fans don’t necessarily follow the game’s official lore. Instead, they recreate the excitement of rolling initiative, discovering ancient ruins, negotiating with dragons, and watching a mismatched group slowly become a family. These seven fantasy novels each offer a different flavor of adventure while delivering the kind of character-driven storytelling that has made tabletop role-playing games a global phenomenon.

7

The Blacktongue Thief by Christopher Buehlman

The Cover Of The Blacktongue Thief picturing people walking with a yellow sky and white title text

Christopher Buehlman’s The Blacktongue Thief feels remarkably close to a classic Dungeons & Dragons campaign from its opening chapters. The story follows Kinch Na Shannack, a trained thief burdened by enormous student debt to a guild of professional criminals. His attempt to rob a lone traveler quickly backfires when the target turns out to be Galva, an accomplished knight whose abilities vastly exceed his own.

Rather than remaining enemies, Kinch and Galva embark on a dangerous journey across a kingdom still recovering from devastating goblin wars. Along the way they encounter giant ravens, terrifying witches, sea monsters, magical assassins, and forgotten civilizations. Every stop introduces a new challenge that could easily serve as the centerpiece of a tabletop adventure.

One reason the novel is perfect for D&D players is its worldbuilding. Buehlman constructs cultures, religions, languages, and histories that extend far beyond the immediate plot. Magic exists, but it comes with consequences, making spellcasters feel powerful without becoming invincible. The balance between wonder and danger mirrors many long-running role-playing campaigns.

Kinch also embodies the charismatic rogue archetype. He’s witty, deeply flawed, and survives as often through clever improvisation as swordplay. His narration adds humor even during grim situations, creating a tone that alternates between epic fantasy and the playful banter found around many gaming tables. Fans who enjoy campaigns driven by personality as much as combat will find plenty to appreciate here.

6

Gideon the Ninth by Tamsyn Muir

Gideon the Ninth by Tamsyn Muir

Tamsyn Muir’s Gideon the Ninth combines fantasy, science fiction, gothic horror, and murder mystery into one of the most distinctive novels and series released in recent years. The story centers on Gideon Nav, an irreverent swordswoman forced to accompany the necromancer Harrowhark Nonagesimus to a deadly competition held within an ancient palace occupied by rival necromantic houses.

The novel immediately establishes a party-like structure. Each house arrives with unique magical specialties, personalities, strengths, and secrets, creating a cast that resembles competing adventuring groups. As contestants begin dying under mysterious circumstances, cooperation becomes just as important as magical ability.

For D&D lovers, the appeal lies in the intricate magic system and constant problem-solving. Instead of endless battles, many encounters revolve around deciphering ancient puzzles, researching forbidden knowledge, and uncovering clues hidden inside crumbling laboratories. The experience feels similar to an investigation-heavy campaign where every discovery changes the players’ understanding of the world.

Despite its dark atmosphere, Gideon the Ninth thrives on sharp dialogue and unforgettable character interactions. Gideon’s sarcastic observations balance the grim setting, while Harrow’s obsession with perfection creates constant friction. Their evolving relationship becomes the emotional core of the novel, giving readers both spectacular magical confrontations and surprisingly heartfelt character development.

5

Kings of the Wyld by Nicholas Eames

Kings of the Wyld cover featuring men holding shields and swords
Kings of the Wyld cover featuring men holding shields and swords

Few fantasy novels embrace the spirit of a tabletop campaign as enthusiastically as Nicholas Eames’ Kings of the Wyld. The novel follows Clay Cooper, a retired mercenary who reunites with his legendary former adventuring party after decades apart. Their mission is simple in theory but nearly impossible in practice: rescue the daughter of their old leader from a city surrounded by monsters.

The retired heroes must overcome aging bodies, old rivalries, fractured friendships, and an ever-growing army of creatures before reaching their destination. The structure resembles an epic high-level D&D campaign, with each stop introducing new allies, enemies, and increasingly dangerous encounters.

Eames cleverly blends classic fantasy with the culture of rock bands. Mercenary companies enjoy celebrity status, fans follow their exploits, and famous adventuring groups tour kingdoms much like musicians touring arenas. This playful concept helps the novel stand out while still delivering emotional stakes beneath the humor.

Every member of Saga, the legendary mercenary band, fills a familiar tabletop role. There’s the dependable fighter, powerful wizard, fearless leader, and other recognizable fantasy archetypes, yet each possesses enough personality to avoid feeling predictable. Their chemistry captures the camaraderie that keeps many Dungeons & Dragons campaigns memorable long after the dice stop rolling.

4

Throne of the Crescent Moon by Saladin Ahmed

Throne of the Crescent Moon by Saladin Ahmed

Saladin Ahmed offers a refreshingly different type of story from traditional medieval European fantasy in Throne of the Crescent Moon. Set in the city of Dhamsawaat and the surrounding Crescent Moon Kingdoms, the novel draws heavily from Middle Eastern folklore, Islamic mythology, and the tales of One Thousand and One Nights.

The story follows Doctor Adoulla Makhslood, an aging ghul hunter who longs for retirement but finds himself confronting a growing supernatural conspiracy. Joined by the young dervish Raseed bas Raseed, shape-shifter Zamia Badawi, and several unlikely allies, he assembles a party capable of facing magical forces threatening the kingdom.



















From Lake Geneva to Faerûn · Eight Questions
How Well Do You Know Dungeons & Dragons?
“You enter a dimly lit chamber. Roll for initiative.”

🎲The d20Roll high, hero

🐉TiamatQueen of Evil Dragons

⚔️Vorpal BladeSnicker-snack

📜Spell ScrollMagic Missile

🧙‍♂️The DMBehind the screen

01

Dungeons & Dragons was first published in January 1974 in three little brown booklets sold from a Lake Geneva, Wisconsin garage. The game grew out of the medieval miniatures wargame Chainmail and a Twin Cities campaign called Blackmoor, which two designers fused into the first true tabletop role-playing game. Name the cocredited cocreators.




✓ Correct! Gary Gygax and Dave Arneson. Gygax brought the rules-systems thinking from Chainmail; Arneson brought the dungeon-crawling, character-driven Blackmoor campaign he’d been running. The two would famously fall out by the late ’70s over royalties and creative direction, but the 1974 white box — the “0E” or “OD&D” rules — carries both names. Arneson died in 2009; Gygax in 2008.

✗ Wrong duo. The answer is Gary Gygax & Dave Arneson. Frank Mentzer wrote the iconic 1983 BECMI “red box” revision but isn’t a cocreator. Tolkien is the obvious tonal influence (and was sued out of D&D’s text in early printings) but never worked on the game. Jeff Easley is one of TSR’s signature cover artists. Gygax (rules) plus Arneson (dungeon-crawl campaign play) is the founding pair.

02

The original 1974 white-box edition was published by a company Gygax cofounded with Don Kaye out of Lake Geneva, Wisconsin. The acronym originally stood for Tactical Studies Rules, and the company would dominate hobby publishing through the 1980s before nearly going bankrupt in the mid-1990s. Name it.




✓ Correct! TSR — Tactical Studies Rules, founded by Gygax and Don Kaye in 1973. The company exploded with D&D’s 1977–79 boom, fumbled badly through the late ’80s and ’90s under Lorraine Williams’ leadership (who pushed Gygax out in 1985), and was on the brink of liquidation by the mid-’90s after a mountain of returned novel inventory and unsustainable production. The lifeline came from a Seattle CCG publisher.

✗ Wrong publisher. The answer is TSR. Wizards of the Coast comes later — they bought TSR. Avalon Hill is the classic American wargames publisher, also acquired by Hasbro. Chaosium is the publisher of Call of Cthulhu and RuneQuest. TSR is Gygax’s original Lake Geneva company — the one that made D&D a household name and then almost folded.

03

After TSR collapsed under unsold-inventory debt, the brand was rescued by Peter Adkison’s Seattle company — flush with cash from the runaway success of Magic: The Gathering — which acquired TSR and its D&D properties in a deal often credited with saving the game. The acquisition closed in what year?




✓ Correct! 1997. Wizards of the Coast acquired TSR for a reported ~$25 million in April 1997, with the deal driven by Peter Adkison’s personal love of the game. WotC immediately steadied the line, then released D&D 3rd Edition in 2000 under the Open Game License — a decision that spawned the entire d20 third-party market. Two years later, in 1999, Hasbro bought Wizards of the Coast itself, which is why D&D is technically a Hasbro property today.

✗ Wrong year. The answer is 1997. 1995 is when TSR’s troubles became public. 2000 is when 3rd Edition launched under WotC. 2003 is roughly when 3.5 came out. The acquisition closed in spring 1997 — Adkison reportedly wrote the offer letter himself because he wanted to save the game he’d grown up playing.

04

After the divisive 4th Edition (2008) split the player base — with much of it migrating to the Pathfinder fork — Wizards of the Coast spent two years in open public playtest under the codename “D&D Next” before launching what the community now simply calls “5e.” The new Player’s Handbook hit shelves in August of what year?




✓ Correct! 2014. The 5e Starter Set arrived July 15, 2014; the Player’s Handbook on August 19, 2014; the Monster Manual that September; the Dungeon Master’s Guide that December. The edition’s deliberately back-to-basics design — led by Mike Mearls and Jeremy Crawford — is the version that, paired with Critical Role, Stranger Things and pandemic-era home play, made D&D more popular than at any previous point in its half-century history.

✗ Wrong year. The answer is 2014. 2010 is too early — 4th Edition was still being supported. 2012 is when the public “D&D Next” playtest opened. 2016 is when Curse of Strahd dropped. The fifth edition Player’s Handbook landed in August 2014, and the line has been on a steady release rhythm ever since — with the 2024 revised core books marking the edition’s first significant update.

05

Every D&D player’s most iconic piece of plastic is the twenty-sided die — the one you roll to attack, save, persuade, or pray for a natural 20. Geometrically, the d20 is one of the five Platonic solids: a regular convex polyhedron with twenty equilateral triangular faces. Name the solid.




✓ Correct! Icosahedron — the twenty-faced regular polyhedron. The D&D dice set borrows the entire Platonic family: tetrahedron (d4, 4 triangular faces), cube (d6), octahedron (d8, 8 triangles), dodecahedron (d12, 12 pentagons) and icosahedron (d20). The d10 is the lone non-Platonic outlier — a pentagonal trapezohedron added later for percentile rolls. Plato proposed the icosahedron as the elemental shape of water; D&D made it the elemental shape of luck.

✗ Wrong solid. The answer is the icosahedron. The dodecahedron is the d12 (12 pentagons). The octahedron is the d8 (8 triangles). The tetrahedron is the much-feared d4 (the “caltrop”). The d20 is the icosahedron — 20 equilateral triangles, the largest of the five Platonic solids, and the single most important die in any D&D session.

06

D&D’s chromatic dragons — red, blue, green, black and white — are ruled by a five-headed goddess from the Nine Hells, each head matching one chromatic colour. She’s the closing-act villain of 5e’s debut storyline “Tyranny of Dragons” (2014) and the eternal opposite number of the platinum dragon-god Bahamut. Name her.




✓ Correct! Tiamat. The name is borrowed from Babylonian myth, but D&D’s version — with one head per chromatic colour — is fully Gygax-era invention, dating back to the 1977 Monster Manual. She’s also the closing-act fight in the 1980s Saturday-morning D&D cartoon, the climactic threat of 5e’s Rise of Tiamat (2014) and a persistent brand-defining villain. The 2023 Honor Among Thieves film features her looming on murals but stops short of putting her on screen.

✗ Wrong evil deity. The answer is Tiamat. Lolth is the spider-queen of the Drow — very evil, but not draconic. Vecna is the lich-god of secrets (the Stranger Things big bad is named for him). Asmodeus is the Lord of the Nine Hells. Tiamat is the five-headed chromatic dragon goddess — one head per dragon colour — and Bahamut’s eternal opposite.

07

The web series Critical Role — which started on Geek & Sundry in March 2015, became its own company and Twitch behemoth, and got a Prime Video animated adaptation in The Legend of Vox Machina (2022) — is run by a Dungeon Master who voiced Cole Cassidy in Overwatch and Levi in the Attack on Titan English dub. Name him.




✓ Correct! Matthew Mercer. The original cast were a group of LA voice actors playing a home game that they were eventually convinced to stream — the “nerdy-ass voice actors” framing has been Mercer’s tagline ever since. Critical Role’s success became the single biggest engine of 5e’s player-base growth: by Campaign 2 (Mighty Nein) it was Twitch’s biggest non-gaming live show, and by 2022 it had spawned a Prime Video animated series and a tabletop publisher (Darrington Press).

✗ Wrong DM. The answer is Matthew Mercer. Brennan Lee Mulligan runs Dimension 20 (the Dropout-hosted actual-play anthology). Chris Perkins is the longtime Wizards of the Coast story architect — the in-house D&D DM who runs Acquisitions Incorporated games. Mike Mearls coled 5e’s design but isn’t a streamer. Mercer is the Critical Role DM — the one whose “how do you want to do this?” became a generation’s favourite line.

08

Stranger Things opens its 2016 pilot with Mike, Lucas, Will and Dustin closing out a ten-hour basement campaign. Will throws a 7 on his attack roll — not enough — and the boys later use the name of that night’s monster as the name they give the unseen creature pulling Will into the Upside Down. Name the monster (and the season-1 villain by association).




✓ Correct! Demogorgon — the two-headed Prince of Demons, who debuted in the 1976 D&D supplement Eldritch Wizardry. The Duffer brothers paid royalties to Wizards of the Coast for the name, and the cold-open campaign in S1E1 was actually playable: the show’s RPG consultant published a full module of it. Stranger Things would go on to use the Mind Flayer for season 2–3 and Vecna for season 4 — making the show’s villain progression a chronological tour of D&D’s bestiary.

✗ Wrong monster. The answer is the Demogorgon. The Beholder is the floating-eye terror — iconic but never the Stranger Things villain. The Mind Flayer is the season-2 and 3 antagonist (the “shadow monster”). Vecna is the season-4 villain. Season 1 is the Demogorgon — the two-headed Prince of Demons, lifted straight out of the 1976 supplement Eldritch Wizardry.

The Quest · Party Verdict
Your Adventurer Standing

🐉

/ 8

Legendary Dungeon Master — or first-session commoner?

For D&D players seeking fresh campaign inspiration, Ahmed’s setting feels wonderfully original. Instead of familiar castles and dragons, readers encounter ghuls, djenn, enchanted deserts, mystical marketplaces, and political conflicts rooted in cultures rarely explored in mainstream fantasy. The result broadens the possibilities of what epic fantasy can look like.

Although the novel features exciting battles, its greatest strength lies in its characters. Doctor Adoulla stands apart from many fantasy heroes because he’s already old, experienced, and occasionally exhausted by adventure. His wisdom, humor, and compassion create a protagonist whose leadership comes from experience rather than youthful ambition.

3

Legends & Lattes by Travis Baldree

The US cover for Legends & Lattes by Travis Baldree, featuring a green-skinned orc and a pink-skinned succubus making coffee Credit: Tor Publishing Group

Not every Dungeons & Dragons campaign revolves around defeating world-ending villains. Many players enjoy quieter role-playing sessions focused on friendships, businesses, and community building. Travis Baldree’s Legends & Lattes perfectly captures that side of fantasy through an unexpectedly comforting story.

The novel follows Viv, an orc mercenary who retires from adventuring after years of monster hunting. Instead of searching for treasure, she opens the first coffee shop in the city of Thune. Convincing customers to embrace an unfamiliar beverage proves nearly as challenging as surviving battlefields.

Viv gradually assembles a wonderfully diverse supporting cast that includes craftspeople, bakers, magical assistants, and other lovable personalities. Watching relationships develop through shared work rather than combat creates a slower pace that emphasizes collaboration over conflict. The atmosphere resembles the downtime many gaming groups create between major quests.

Despite its cozy reputation, Legends & Lattes never forgets its fantasy roots. Criminal organizations, magical artifacts, and lingering threats from Viv’s previous life eventually interrupt her peaceful retirement. Those moments add enough tension to remind readers that heroes can never fully escape adventure, even when chasing a quieter dream.

2

Nine Goblins by T. Kingfisher

Nine Goblins by T. Kingfisher

T. Kingfisher’s novella Nine Goblins proves that memorable fantasy doesn’t require sprawling page counts. The story begins when a troop of goblin soldiers and their animal companions become stranded behind enemy lines after an unexpected accident. Survival depends on cooperation rather than military strength.

Separated from their army, the goblins must navigate unfamiliar forests while avoiding dangerous predators and hostile forces. Their journey is focused on teamwork, resourcefulness, and improvisation, all qualities that frequently define successful Dungeons & Dragons parties facing impossible odds.

Kingfisher takes creatures often portrayed as disposable enemies in fantasy games and gives them remarkable humanity. Each goblin possesses a distinct personality, creating an ensemble cast that readers quickly grow attached to. Their conversations mix humor with genuine emotion, transforming familiar monsters into sympathetic protagonists.

The novella also demonstrates that heroism comes in many forms. Rather than relying on overwhelming magical power, the goblins succeed through loyalty, practical thinking, and determination. For players who enjoy campaigns centered on underdogs instead of legendary champions, Nine Goblins offers an especially satisfying perspective on classic fantasy storytelling.

1

Tusk Love by Thea Guanzon

Tusk Love by Thea Guanzon

Originally introduced as a fictional romance novel within the world of Critical Role, Tusk Love eventually became a real publication written by bestselling fantasy author Thea Guanzon. What began as an in-universe joke evolved into one of the franchise’s most anticipated literary releases, giving fans the opportunity to finally read the story referenced throughout Campaign 2.

The novel follows Guinevere, a noblewoman seeking independence, and Oskar, a rugged half-orc whose life differs dramatically from her privileged upbringing. Their growing relationship unfolds against a fantasy backdrop filled with travel, political complications, and the cultural divides that separate their worlds.

While romance drives the narrative, Tusk Love still embraces many hallmarks of tabletop fantasy. Exotic locations, magical encounters, dangerous journeys, and colorful supporting characters all contribute to a setting that feels compatible with countless homebrew Dungeons & Dragons campaigns. Readers familiar with Critical Role will also appreciate the numerous connections to Exandria’s wider lore.

Even newcomers can enjoy the novel without extensive knowledge of Critical Role. Guanzon crafts fully realized protagonists whose emotional journeys stand on their own, making the story accessible beyond its origins. For Dungeons & Dragons fans who enjoy character-driven adventures with heartfelt romance alongside fantasy worldbuilding, Tusk Love provides an enjoyable and fitting addition to their reading list.

Dungeons & Dragons: Honor Among Thieves (2023) Movie Poster

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E. Gary Gygax, Dave Arneson, Jonathan Goldstein, John Francis Daley

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Dungeons & Dragons: Honor Among Thieves




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