There exists a fine line between truth and legend, in the heart of Atlameria. Following an encounter in a deadly forest, two unlikely souls must join as one—or perish alone. Outcast shape-changer, called Ursakar by his people; Thorn struggles to Read more
Who, and where, is Amheris? The question that will dominate the fortunes of Hale - a former soldier turned blade for hire – and could yet decide the entire fate of Ambria. After a bloody fight to protect the Lady Read more

From the Burning Isle to the hellish depths of Zanzara, beyond the demon-haunted planets circling the Black Rim, only Maxus the Meddler may walk on worlds…and woe to any other who tries.
Kings and generals are but pawns for the immortal sorcerer, as are the vengeful creatures from the stars. The machinations of Maxus require many cogs, and only one among them has ever risen beyond his station.
Lachmannon the Kael, a man born from the stony bones of the earth, becomes the meddler’s most useful asset. But the Kaelish mercenary’s head is as hard as his fists. When Maxus’ monomaniacal goal–to master the sorceries of every world and every age–becomes clear to him, will he remain an expendable tool?
Not bloody likely.
John’s tales of swords, sorcery, and subversion have previously appeared in the pages of Weirdbook, Whetstone, and Tales From the Magician’s Skull. To Walk on Worlds collects nearly a decade’s worth of sardonic dark fantasy, as well as a fistful of new stories printed here for the first time.