Lone Wolf


Nigel Findley - 1994
    On one hand, he's about to blow his deep cover in the explosively violent Cripp gang. And on the other, his "friends" at his agency have refused to rescue him. Now assassins from both sides are after him.

Fade To Black


Nyx Smith - 1994
    Rico and his team sort through a complex maze of corruption and corporate intrigue in Newark, a city that has become an overcrowded urban horror in the year 2055.

Run Hard, Die Fast


Mel Odom - 1999
    It turns out the meeting was arranged by Argent's former lover, who is trapped in the Pueblo Corporate Council lands. On the run, and hunted by assault teams, she knows that Argent's samurai code of honor will drive him to protect her. But in order to save her, he must confront the secrets of his past, and assemble a rag-tag team of mercenaries to elude the three corporations that have decided everyone involved would be better off dead.

Shadowrun 14: Nosferatu


Carl Sargent - 1994
    It is a near-future world where magic has run amuck. Technology combines with mystical power to create a new land of danger, monsters, and adventure. The masters of this battle-scarred landscape are the Shadowrunners, men and women assassins with the power to take out anyone and anything--for a price.

Shadowrun 36: Crossroads


Stephen Kenson - 1999
    But Talon's not hunting alone. Someone else wants the artifact too -- someone very powerful. And Talon and his team must outwit Germany's most potent megacorporation if they're to have any chance of returning the treasure or any chance of returning at all...

Worlds without End


Caroline Spector - 1995
    Spawned in the realm between the worlds, a Horror comes. Defeated in battle centuries before by the elven mage Aina, it walks again, seeking vengeance on the mortal lands. If Aina fails to convince the courts of Tir na nOg and Tir Tairngire of the danger, she will have to face the Horror alone once more, or watch the world end.

The Shadowrun 34: Terminus Experiment


Jonathan E. Bond - 1999
    When Rachel Meyer's boyfriend Warren Storey is abducted by these conspirators, she hires shadowrunners to find Warren and bring him back. But the runners uncover a plot by Dr. Oslo Wake to transform all metahumans into walking dead. For Dr. Wake is developing a new strain of the virus that causes vampirism -- a strain that will bring the nightmare of vampirism into the light of day. But the strain is far from perfected. Now, Warren has become a test subject in a medical procedure to create these unstoppable creatures. It is up to Rachel and her vampire hunter friends to rescue him before it's too late!

Just Compensation


Robert N. Charrette - 1996
    From the author of the Secrets of Power series.

The Lucifer Deck


Lisa Smedman - 1997
    Information is the most valuable and powerful commodity in the Shadowrun universe--and one megacorporation may have found the means to control it all! But when an experiment goes horribly awry, the only person ablt to halt the destruction of the entire computer network is a young ork girl just discovering her powers--and the fact that she's in the wrong place at the wrong time!

Shadowboxer


Nicholas Pollotta - 1997
    Two Bears, the dwarf mercenary, sees an easy way to make some cash in the search for the secrets behind IronHell, a force that threatens to unhinge the world, until he finds himself in a picaresque urban jungle.

Shadowrun 32: Wolf and Raven


Michael A. Stackpole - 1997
    Richard Raven in keeping humanity safe from preying monsters--both magical and technological. But crimelord Etienne LaPlante interferes with their vigilantism, preparing to strike at Raven and those who serve him.

Beyond the Pale


Jak Koke - 1998
    If he fails, the world will fall prey not only to industrial saboteurs, but spiritual demons as well. But in a turn of good fortune, Mercury will be joined by a mysterious figure--one who's known to be one of the more powerful individuals in the "Shadowrun" universe. .

Neat


Russell Zimmerman - 2012
    Like so many people in the shadows of Seattle, he’s trying to get by with what he has. In his case, that includes a lively spirit, a sadly diminished magical talent, quick wits, and good knowledge of the twists and turns of Seattle’s dingy streets and back alleys. He puts all that to the service of whatever clients he can dig up, solving whatever cases they’re willing to pay him to take on. With any luck, he’ll scrape up enough nuyen to buy a few rounds of his favorite drink—whiskey, neat.His latest case seems simple enough—find a girl who’s gone missing. But throw in a couple of feuding megacorporations, a few organized crime families, and a full selection of the odd denizens of Seattle’s streets, and you’ve got a case that’s anything but easy. It’s up to Kincaid to see how many people he can keep alive—including (and especially) himself.Neat is a brand-new Shadowrun novella plunging readers into the cold, sharp environs of the Sixth World. Elves, trolls, orks, and dwarves mix with humans in the shadowy streets of a near-future world altered by magic, trying to survive on the crumbs dropped by the megacorporations that dominate the world. Whether you’re new to Shadowrun fiction or a longtime fan, Neat is your ticket back to the Sixth World in all its dark, desperate glory.

Spells & Chrome


John HelfersKevin Killiany - 2010
    A world where magic and machines exist side-by-side. Where cybernetics can replace organs or entire limbs with ease, and arcane spells can make the impossible happen. Where the Matrix has become an artificial world of its own, filled with all kinds of pleasure, treasure, and trouble. Where dwarves, elves, orks and trolls walk alongside humans every day. Some work for mega-corporations whose invisible tentacles wrap around every aspect of modern life. Others choose a much less legal career, doing whatever dirty work the corp executives need done—-for a price.Featuring fifteen new stories about the men and women who make their living in the shadows of the Sixth World, Spells & Chrome takes you into the dark and dirty streets of the future. Whether risking their lives to execute a mission for an employer who might be planning to double-cross them anyway, or just doing whatever they need to do to survive another day, shadowrunners use everything they’ve got--cyberware, spells, or a very big gun--to get the job done.

City of Golden Shadow


Tad Williams - 1996
    Kids, including her brother Stephen, have logged into the net, and cannot escape. Clues point to a mysterious golden city called Otherland, but investigators all end up dead.