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Polianna always wished that she was a more powerful sorceress. Be careful what you wish for. Little did she know when she donned the mask that it harbored more than just magic. Azreal had been dead long enough – and Polianna was just what he was looking for.
When the seduction of power unleashes Azrael once again upon the world, the living suffer anew. But his conquest will not go unopposed. A tenuous union between two warring nations offers the only hope for the living, for all who draw breath are the necromancer's enemies. But how can an army win against a necromancer when every soldier who falls becomes a new recruit for his army?
Love may be the only weapon.
From Allen to Woods, inside are some of the biggest and best names in Scifi, who have all come together under the banner of a name—Chris. What’s in a name? Some of the best SciFi out there! The stories are awesome, and it’s all science fiction…according to Chris!
While there are other names that may have done okay in the past, this book takes you through the incredible imaginations of the authors who are hot right now! Fly along with Chris Fox in the cockpit of an Inuran spellfighter, hold back the squibs on the firing line with Christopher Hopper, and journey with Christopher Ruocchio’s assassin as he goes to kill a king.
Other stories in this volume will have you saving the Earth from the cockpit of a gunboat in space, fighting off an invasion of Earth hand-to-hand, and piloting a mech when pirates land on your world. What would you sacrifice to change the lives of your family and friends? How do you stop an unknown assassin who’s come to kill the children you’re protecting? Come inside and find out!
Two things are certain—you can be sure that you’re getting the complete and consummate Chris in The Dogs of God…and it’s going to be great! Even the cover art is according to Chris!
With stories by:
Christopher G. Nuttall
Chris Ficco writing as Quincy J. Allen
Chris J. Pike
Chris A. Jackson
And Kevin Steverson to show you, “Chris Was Here”
FUN—AND FEAR—IN THE SUN…
Everything’s Irie in the Caribbean. What could be better than a week of sun, fun, and parties at the bi-annual Caribbean League political conference in Havana, with every shadowrunner, pirate, and low-life in attendance looking for work? What could possibly go wrong?
And when the Rastafarian troll shaman T’ing and his crew are approached by an official from Haiti to investigate rumors involving their old enemies, the dark voodoo Kofo cult, it looks like an opportunity for payback and profit combined.
Digging deeper, however, T’ing and his runners discover a genocidal plot that threatens the entire region, possibly even resulting in an all-out shooting war between several major Sixth World players. There’s nothing to do but round up all their badass runner contacts, light up a spliff, and kick some ass. But this run will take them under the sea to a top-secret covert lab where Kofo cultists are hiding a weapon that could change the face of the entire Caribbean..and only T’ing and his hard-partying—and even harder-charging—crew stand in their way...
Tattooed with magical runes to enhance his skills and suppress his emotions, Lad is raised from birth to be the most lethal assassin the world has ever known. He is the pinnacle of his master’s magical and martial arts, a true weapon of flesh, all according to plan. Until the plan goes awry…
The Master is gone and the weapon is free. And in a dangerous world, a weapon does what a weapon is made to do. Or does he?
Alone for the first time, Lad’s future is now in his own hands. He has a destiny, but knows not what it is. Undeterred, he heads out into the world, and the weapon begins to become a person…
But a person is not what the Grandfather of Assassins has invested a fortune and nearly two decades to achieve. When his weapon does not arrive as promised, the Grandfather sets loose his hunters.
The only problem? No one thought a weapon of flesh would fall in love.
Now only death will release Lad from his servitude and save the woman he loves—the Grandfather’s death…or his own.
The Sixth World is a dangerous place, with deadly hazards lurking around every corner. Everywhere shadowrunners go, from the top of the world to the deepest, darkest Sprawl neighborhood, someone’s always looking to make their rep by taking you down.
World of Shadows is the second anthology of original Shadowrun short stories, each one showcasing some of the most far-flung, treacherous locations around the world. From a scientific mission gone wrong in the snowy wilds of Russia to an AR nightclub in Morocco sheltering runners on the lam to a recovering runner drawn into a deadly web of intrigue in the darkest alleys of Hong Kong, these eighteen original short stories explore exotic settings far off the beaten path. Featuring stories by Michael A. Stackpole, Mel Odom, Jean Rabe, Aaron Rosenberg, Phaedra Weldon, Annie Bellet, Chris A. Jackson and many others, find out what happens when shadowrunners have to battle not only with ever-present threat of the corps and Mr. Johnson, but also the dangers of the very land they stand on.
Featuring stories by:
Michael A. Stackpole
Chris A. Jackson
Maxwell Alexander Drake
Steven S. Long
Jason M. Hardy
This is Mya’s story.
One thrust of a dagger changed an empire.
Mya discovers that donning the Grandmaster’s ring does not make her master of the Assassins Guild, and won’t keep her safe from the machinations of those whose power she has curtailed.
The Tsing guildmaster refuses to pledge allegiance. The power-crazed priest, Hoseph, vows to see the Grandmaster’s ring on the finger of a new emperor of his own choosing. Meanwhile, the true heir to the throne ignites class warfare with his new policies, earning the enmity of his own nobility.
Alone in Tsing, a city simmering in intrigue and injustice, Mya struggles to overcome her ingrained fear and shattered heart to wrest control of the guild from those who view her as a usurper. But what chance does one woman have against an entire guild of assassins, much less a madman who can dissolve into shadow and kill with a touch?
The Hunter has become the hunted…
The Tarot, a powerful divination artifact, has appeared in the Sixth World. It works its will on anyone who finds one of its mystical cards, from runners surviving on the street to corp executives battling in the boardroom. And not just people’s lives will be changed, for the Awakened Tarot deck is more than just a formidable magic item, it has an agenda all its own, and will use those it comes in contact with to set its plans in motion…
Drawing Destiny is the latest original Shadowrun anthology, featuring twenty-three original stories about this brand-new artifact introduced into the game universe. Featuring stories from Michael A. Stackpole, Jennifer Brozek, Chris A. Jackson, Lucy A. Snyder, Aaron Rosenberg, R.L. King, Russell Zimmerman, Josh Vogt, Jason M. Hardy, and 14 more authors, these stories reveal how the Awakened Tarot will impact the Sixth World for better, and sometimes, for much worse…
Paizo Publishing is the award-winning publisher of fantasy role playing games, accessories, and board games. Pathfinder Tales: Pirate's Prophecy is the continuation of their popular novel series.
Captain Torius Vin and the crew of the Stargazer have given up the pirate life, instead becoming abolitionist privateers bent on capturing slave ships and setting their prisoners free. But when rumors surface of a new secret weapon in devil-ruled Cheliax, are the Stargazers willing to go up against a navy backed by Hell itself?
At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Assassins at war…
A bloody guild war was the last thing Mya wanted.
She nearly had it all: Lady T’s endorsement as Grandmaster of the Assassins Guild, the emperor’s gratitude, and finally someone who made her feel human... Now Lady T is dead, the emperor asks a favor that Mya dare not refuse, and Dee expects more from her than just friendship. It doesn’t help that a cabal of assassins prefers an Imperial Grandmaster over an upstart from Twailin. What she doesn’t know is that the rebel factions want more from her than just the Grandmaster’s ring.
Everyone wants something from Mya, but how much can she give before it kills her?
Upon the lawless Blood Sea, mariners survive by wits, cunning, and skill. Pirate captain Kevril Longbright is a survivor. With his own ship, a faithful crew, and an ambitious partner handing him fat merchant prizes, he is truly the scourge of the sea, free and beholden to none.
Or is he?
Accepting jobs from Jhavika Keshmir is far easier than scouring the sea for his own targets. But when Kevril captures a mystical truthsayer, Preel, he learns that the truth can be both a blessing and a curse.
Preel reveals the foul enchantment behind Jhavika’s uncanny ability to convince others to do her bidding. Far from being his own master, Kevril is a slave to Jhavika’s every command. Enraged by her lies and manipulations, the pirate captain embarks upon a perilous quest for freedom. But enslavement can take many forms, and Kevril finds himself increasingly drawn to Preel and her mysterious talent.
Who knew the truth could be so damning, so freeing, and so seductive…
There are limits to human endurance, and Mya’s been pushed beyond them. Survival comes at a dreadful cost, shattering her confidence as well as her body. Consumed by revenge, she transforms her guild war into a personal vendetta.
But she’s not alone.
Lad arrives from Twailin to help, but finds Mya’s thirst for vengeance disturbing. He knows that poison, how it destroys the soul. He reaches out, but nothing can pierce the armor of her hatred.
With the city in chaos and war looming, they set out together to take back the Assassins Guild. But each also has their own agenda. Will Mya give up her pursuit of vengeance, or will Lad be forced to destroy her?
Captain Phinneus Shae is a man of many titles—all of them could get him killed . . .
Returning from the remote continent of Zu, the crew of the Talion is stricken by a mysterious plague. When Captain Shae goes ashore on a small island to find medicinal plants to treat his men, Mercarian League mercenaries ambush him, and their ships, fast and deadly pirate hunters, close in on the Talion.
In a desperate bid to outrun or outgun the Mercarian vessels, the Talion takes to open waters. But Shae’s pursuers know him well—one of their captains served with him when Shae worked for the Mercarian League and can anticipate Shae’s every move. And the pirate hunters may be the least of Shae’s worries: an infamous assassin, the sniper known only as the Ghostmaker, has been contracted to kill Shae and collect old debts of Blood & Iron.