Axe Druid series by Christopher Johns (#1-6)
Requirements: .ePUB reader, 3.1 MB | 2020 Reissue
Overview: Chris began his writing later in life at the tender age of 21 while serving in the United States Marine Corps as a Combat Correspondent—a photojournalist. While serving aboard Marine Corps Air Station Miramar in sunny San Diego, California, Chris was responsible for collecting information, photographing events and supporting written articles with his photography skills. Chris assisted in the release of more than 1,000 products—articles, captioned photos, videos and sound bites—while stationed at MCAS Miramar. But throughout that time in his life, there was something constantly calling to him—writing. While sharing the exploits and stories of countless brothers and sisters-in-arms, Chris constantly wondered what it would be like to follow a life-long dream of sharing a world all his own with others as so many of his favorite authors had before him. In fact, most of the corporals and sergeants editing his work found it impossible not to point out that his style of writing was more novelistic than that of a typical journalist.
Genre: Fiction > Sci-Fi/Fantasy

1. Into the Light
A tight-knit group of buddy gamers. A relentless galactic conqueror. One big ol' axe and a whole bag of magic. Chris and his friends had been hearing voices begging for help, but aren’t dreams supposed to stay dreams? When they finally answer the call, they’re pulled into a fantastic world with themes similar to modern role-playing games. The world of Brindolla. This is what every gamer has always wanted… right? There's one major problem: War. The big baddie of the universe has come to collect another planet for his relentless march. The Brindollan Gods only have the power to hold him back for a short while, which they can only hope will be long enough to give Chris and his buddies a fighting chance. Either this team gets rid of War’s vanguard of minions and generals, giving the Gods a chance to keep him out for good... or War comes for Earth. The group is ready to dive into combat, magic, and any other obstacles that come their way. No matter what needs to be done, Chris and his buddies will always do it together.
2. Into the Dragon's Den
Leveling up. Fighting death. Living life to the max. Zeke and his comrades have only been in their new world - Brindolla - for a short time, but every minute has been amazing. Kicking butt and not bothering to take names, the group has been moving forward in their quest to push back the galactic tyrant, War. Then the unthinkable happens; their friend is banished to the darkest Hells. Poof. Gone, just like that. Now, not only are they on a quest to stop the vanguard of War, but they are going to need to get stronger, faster, and better than ever if they want to have any hope of busting into the Hells and getting their friend back. The Brindollan Gods plan to help as much as they can, but will it be enough to allow them to complete a task that even Orpheus couldn’t in Earth’s mythology? With the odds looking bleak, and the world they’re trying to defend turning on them, they’re going to need to seek help from unlikely spaces, travel to new places, and break some faces.
3. Into the Hells
Hunting for allies. A rescue mission that goes against the natural order. Time to delve deep. Zeke and his friends have a final few obstacles standing in their way before they can try and find a way into the Hells. Everything to this point has been an effort to rescue their buddy, Balmur. One obstacle happens to be a mythical beast that might sooner eat than help them, but no big deal… right? Beyond that, all the group needs to do is find the hidden city of the High Elves and convince them to join their cause. Searching and survival: if only it were that easy. Now there is active opposition to their goals of saving not only this world from War’s influence but Earth as well. Will a hungry beast be picking its teeth with their bones? Even if they survive long enough to search for Balmur, the best case scenario is the team diving Into the Hells.
4. Into the Darkness
A General defeated. The Hells navigated. Time for the real work to begin. Balmur has been rescued, and War has lost one of his powerhouses. What more could Zeke and his team want? Taking the time to train and rearm themselves seems like a great idea now that they are all back together, but nothing is ever that easy. An unexpected ‘guest’ puts the growing village of Sunrise in danger, but the uneasy alliance that grows allows the group to start tracking the location of another General. Royal negotiations, his growing relationship with a certain Fae Queen, and the threat of the Drow—seems like Zeke and the crew have their work cut out for them. Not all is as it seems, and the boys will have to be more than they ever have been if they want to survive the journey Into the Darkness.
5. Into the Storm
Visions of the war to come. Alliances on the open water. Sink or swim. Zeke and the team are one step closer to their goals of defeating War’s generals and freeing Brindolla for good. Storm Company’s return from the Great Below was harrowing, nearly as bad as the time they had to spend there. Though they bear the scars of their journey, it’s finally time to sniff out War’s Generals wherever they might hide—including across the ocean in the mysterious continent of beasts. Plots thicken like the clouds over the water, and the group begins to realize the currents and intrigue they will have to navigate successfully if they want to survive sailing Into the Storm.
6. Into the Wild
Storm Company is scattered. Magic is out of reach. The beasts are charging. Zeke and his friends have been with each other constantly since coming to Brindolla. They found the power to support themselves via potent magic that would make their wildest dreams back on earth seem tame. All of that comes crashing down when one of War’s Generals manages to wound Orlow’thes, the guardian of the waters, near the Continent of Beasts. Their fight scattered Storm Company to the winds, and this place only gets weirder and wilder as time passes. Zeke is now sick and unable to touch his magic. Only Bea has remained at his side, and together they need to hunt for a cure. The only other option is to wait it out and hope his friends survive. Yet, waiting has never been his style. It’s time to brave the strongest beasts and the most cunning of beings. Time for the fight against War to go Into the Wild.
Download Instructions:
https://drop.download/j1z7nz0pyaog
https://mega4up.org/3j6otpo4z13b
Trouble downloading? Read This.
Requirements: .ePUB reader, 3.1 MB | 2020 Reissue
Overview: Chris began his writing later in life at the tender age of 21 while serving in the United States Marine Corps as a Combat Correspondent—a photojournalist. While serving aboard Marine Corps Air Station Miramar in sunny San Diego, California, Chris was responsible for collecting information, photographing events and supporting written articles with his photography skills. Chris assisted in the release of more than 1,000 products—articles, captioned photos, videos and sound bites—while stationed at MCAS Miramar. But throughout that time in his life, there was something constantly calling to him—writing. While sharing the exploits and stories of countless brothers and sisters-in-arms, Chris constantly wondered what it would be like to follow a life-long dream of sharing a world all his own with others as so many of his favorite authors had before him. In fact, most of the corporals and sergeants editing his work found it impossible not to point out that his style of writing was more novelistic than that of a typical journalist.
Genre: Fiction > Sci-Fi/Fantasy
1. Into the Light
A tight-knit group of buddy gamers. A relentless galactic conqueror. One big ol' axe and a whole bag of magic. Chris and his friends had been hearing voices begging for help, but aren’t dreams supposed to stay dreams? When they finally answer the call, they’re pulled into a fantastic world with themes similar to modern role-playing games. The world of Brindolla. This is what every gamer has always wanted… right? There's one major problem: War. The big baddie of the universe has come to collect another planet for his relentless march. The Brindollan Gods only have the power to hold him back for a short while, which they can only hope will be long enough to give Chris and his buddies a fighting chance. Either this team gets rid of War’s vanguard of minions and generals, giving the Gods a chance to keep him out for good... or War comes for Earth. The group is ready to dive into combat, magic, and any other obstacles that come their way. No matter what needs to be done, Chris and his buddies will always do it together.
2. Into the Dragon's Den
Leveling up. Fighting death. Living life to the max. Zeke and his comrades have only been in their new world - Brindolla - for a short time, but every minute has been amazing. Kicking butt and not bothering to take names, the group has been moving forward in their quest to push back the galactic tyrant, War. Then the unthinkable happens; their friend is banished to the darkest Hells. Poof. Gone, just like that. Now, not only are they on a quest to stop the vanguard of War, but they are going to need to get stronger, faster, and better than ever if they want to have any hope of busting into the Hells and getting their friend back. The Brindollan Gods plan to help as much as they can, but will it be enough to allow them to complete a task that even Orpheus couldn’t in Earth’s mythology? With the odds looking bleak, and the world they’re trying to defend turning on them, they’re going to need to seek help from unlikely spaces, travel to new places, and break some faces.
3. Into the Hells
Hunting for allies. A rescue mission that goes against the natural order. Time to delve deep. Zeke and his friends have a final few obstacles standing in their way before they can try and find a way into the Hells. Everything to this point has been an effort to rescue their buddy, Balmur. One obstacle happens to be a mythical beast that might sooner eat than help them, but no big deal… right? Beyond that, all the group needs to do is find the hidden city of the High Elves and convince them to join their cause. Searching and survival: if only it were that easy. Now there is active opposition to their goals of saving not only this world from War’s influence but Earth as well. Will a hungry beast be picking its teeth with their bones? Even if they survive long enough to search for Balmur, the best case scenario is the team diving Into the Hells.
4. Into the Darkness
A General defeated. The Hells navigated. Time for the real work to begin. Balmur has been rescued, and War has lost one of his powerhouses. What more could Zeke and his team want? Taking the time to train and rearm themselves seems like a great idea now that they are all back together, but nothing is ever that easy. An unexpected ‘guest’ puts the growing village of Sunrise in danger, but the uneasy alliance that grows allows the group to start tracking the location of another General. Royal negotiations, his growing relationship with a certain Fae Queen, and the threat of the Drow—seems like Zeke and the crew have their work cut out for them. Not all is as it seems, and the boys will have to be more than they ever have been if they want to survive the journey Into the Darkness.
5. Into the Storm
Visions of the war to come. Alliances on the open water. Sink or swim. Zeke and the team are one step closer to their goals of defeating War’s generals and freeing Brindolla for good. Storm Company’s return from the Great Below was harrowing, nearly as bad as the time they had to spend there. Though they bear the scars of their journey, it’s finally time to sniff out War’s Generals wherever they might hide—including across the ocean in the mysterious continent of beasts. Plots thicken like the clouds over the water, and the group begins to realize the currents and intrigue they will have to navigate successfully if they want to survive sailing Into the Storm.
6. Into the Wild
Storm Company is scattered. Magic is out of reach. The beasts are charging. Zeke and his friends have been with each other constantly since coming to Brindolla. They found the power to support themselves via potent magic that would make their wildest dreams back on earth seem tame. All of that comes crashing down when one of War’s Generals manages to wound Orlow’thes, the guardian of the waters, near the Continent of Beasts. Their fight scattered Storm Company to the winds, and this place only gets weirder and wilder as time passes. Zeke is now sick and unable to touch his magic. Only Bea has remained at his side, and together they need to hunt for a cure. The only other option is to wait it out and hope his friends survive. Yet, waiting has never been his style. It’s time to brave the strongest beasts and the most cunning of beings. Time for the fight against War to go Into the Wild.
Download Instructions:
https://drop.download/j1z7nz0pyaog
https://mega4up.org/3j6otpo4z13b
Trouble downloading? Read This.