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Star Wars: The Old Republic: Deceived [Hardcover]

Paul S. Kemp (Author)
4.3 out of 5 stars  See all reviews (104 customer reviews)

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Book Description

Star Wars March 22, 2011
The second novel set in the Old Republic era and based on the massively multiplayer online game Star Wars®: The Old Republic™ ramps up the action and brings readers face-to-face for the first time with a Sith warrior to rival the most sinister of the Order’s Dark Lords—Darth Malgus, the mysterious, masked Sith of the wildly popular “Deceived” and “Hope” game trailers.

Malgus brought down the Jedi Temple on Coruscant in a brutal assault that shocked the galaxy. But if war crowned him the darkest of Sith heroes, peace would transform him into something far more heinous—something Malgus would never want to be, but cannot stop, any more than he can stop the rogue Jedi fast approaching.

Her name is Aryn Leneer—and the lone Knight that Malgus cut down in the fierce battle for the Jedi Temple was her Master. And now she’s going to find out what happened to him, even if it means breaking every rule in the book.

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Editorial Reviews

About the Author

Paul S. Kemp is the author of the New York Times bestselling novel Star Wars: Crosscurrent, as well as nine Forgotten Realms fantasy novels and many short stories. When he’s not writing, he practices corporate law in Michigan, which has inspired him to write some really believable villains. He digs cigars, single malt scotch, and ales, and tries to hum the theme song to Shaft at least once per day. Paul Kemp lives and works in Grosse Pointe, Michigan, with his wife, twin sons, and a couple of cats.

Excerpt. © Reprinted by permission. All rights reserved.

Chapter 1

FATMAN SHIVERED, her metal groaning, as Zeerid pushed her through Ord Mantell's atmosphere. Friction turned the air to fire, and Zeerid watched the orange glow of the flames through the transparisteel of the freighter's cockpit.

He was gripping the stick too tightly, he realized, and relaxed.

He hated atmosphere entries, always had, the long forty-count when heat, speed, and ionized particles caused a temporary sensor blackout. He never knew what kind of sky he'd encounter when he came out of the dark. Back when he'd carted Havoc Squadron commandos in a Republic gully jumper, he and his fellow pilots had likened the blackout to diving blind off a seaside cliff.

You always hope to hit deep water, they'd say. But sooner or later the tide goes out and you go hard into rock.

Or hard into a blistering crossfire. Didn't matter, really. The effect would be the same.

"Coming out of the dark," he said as the flame diminished and the sky opened below.

No one acknowledged the words. He flew Fatman alone, worked alone. The only things he carted anymore were weapons for The Exchange. He had his reasons, but he tried hard not to think too hard about what he was doing.

He leveled the ship off, straightened, and ran a quick sweep of the surrounding sky. The sensors picked up nothing.

"Deep water and it feels fine," he said, smiling.

On most planets, the moment he cleared the atmosphere he'd have been busy dodging interdiction by the planetary government. But not on Ord Mantell. The planet was a hive of crime syndicates, mercenaries, bounty hunters, smugglers, weapons dealers, and spicerunners.

And those were just the people who ran the place.

Factional wars and assassinations occupied their attention, not governance, and certainly not law enforcement. The upper and lower latitudes of the planet in particular were sparsely settled and almost never patrolled, a literal no-being's-land. Zeerid would have been surprised if the government had survsats running orbits over the area.

And all that suited him fine.

Fatman broke through a thick pink blanket of clouds, and the brown, blue, and white of Ord Mantell's northern hemisphere filled out Zeerid's field of vision. Snow and ice peppered the canopy, frozen shrapnel, beating a steady rhythm on Fatman's hull. The setting sun suffused a large swath of the world with orange and red. The northern sea roiled below him, choppy and dark, the irregular white circles of breaking surf denoting the thousands of uncharted islands that poked through the water's surface. To the west, far in the distance, he could make out the hazy edge of a continent and the thin spine of snowcapped, cloud-topped mountains that ran along its north-south axis.

Motion drew his eye. A flock of leatherwings, too small to cause a sensor blip, flew two hundred meters to starboard and well below him, the tents of their huge, membranous wings flapping slowly in the freezing wind, the arc of the flock like a parenthesis. They were heading south for warmer air and paid him no heed as he flew over and past them, their dull, black eyes blinking against the snow and ice.

He pulled back on the ion engines and slowed still further. A yawn forced itself past his teeth. He sat up straight and tried to blink away the fatigue, but it was as stubborn as an angry bantha. He'd given the ship to the autopilot and dozed during the hyperspace run from Vulta, but that was all the rack he'd had in the last two standard days. It was catching up to him.

He scratched at the stubble of his beard, rubbed the back of his neck, and plugged the drop coordinates into the navicomp. The comp linked with one of Ord Mantell's unsecured geosyncsats and fed back the location and course to Fatman. Zeerid's HUD displayed it on the cockpit canopy. He eyed the location and put his finger on the destination.

"Some island no one has ever heard of, up here where no one ever goes. Sounds about right."

Zeerid turned the ship over to the autopilot, and it banked him toward the island.

His mind wandered as Fatman cut through the sky. The steady patter of ice and snow on the canopy sang him a lullaby. His thoughts drifted back through the clouds to the past, to the days before the accident, before he'd left the marines. Back then, he'd worn the uniform proudly and had still been able to look himself in the mirror--

He caught himself, caught the burgeoning self-pity, and stopped the thoughts cold. He knew where it would lead.

"Stow that, soldier," he said to himself.

He was what he was, and things were what they were.

"Focus on the work, Z-man."

He checked his location against the coordinates in the navicomp. Almost there.

"Gear up and get frosty," he said, echoing the words he used to say to his commandos. "Ninety seconds to the LZ."

He continued his ritual, checking the charge on his blasters, tightening the straps on his composite armor vest, getting his mind right.

Ahead, he saw the island where he would make the drop: ten square klicks of volcanic rock fringed with a bad haircut of waist-high scrub whipping in the wind. The place would probably be underwater and gone next year.

He angled lower, flew a wide circle, unable to see much detail due to the snow. He ran a scanner sweep, as always, and the chirp of his instrumentation surprised him. A ship was already on the island. He checked his wrist chrono and saw that he was a full twenty standard minutes early. He'd made this run three times and Arigo--he was sure the man's real name was not Arigo--had never before arrived early.

He descended to a few hundred meters to get a better look.

Arigo's freighter, the Doghouse, shaped not unlike the body of a legless beetle, sat in a clearing on the east side of the island. Its landing ramp was down and stuck out of its belly like a tongue. Halogens glared into the fading twilight and reflected off the falling snow, turning the flakes into glittering jewels. He saw three men lingering around the ramp, though he was too far away to notice any details other than their white winter parkas.

They spotted Fatman, and one waved a gloved hand.

Zeerid licked his lips and frowned.

Something felt off.

Flares went up from the freighter and burst in the air--green, red, red, green.

That was the correct sequence.

He circled one more time, staring down through the swirl of snow, but saw nothing to cause alarm, no other ships on the island or in the surrounding sea. He pushed aside his concern and chalked his feelings up to the usual tension caused by dealing with miscreants and criminals.

In any event, he could not afford to frak up a drop of several hundred million credits of hardware because he felt skittish. The ultimate buyer--whoever that was--would be unhappy, and The Exchange would take the lost profits from Zeerid in blood and broken bones, then tack it on to the debt he already owed them. He'd lost track of exactly how much that was, but knew it was at least two million credits on the note for Fatman plus almost half that again on advances for Arra's medical treatment, though he'd kept Arra's existence a secret and his handler thought the latter were for gambling losses.

"LZ is secure." He hoped saying it would make it so. "Going in."

The hum of the reverse thrusters and a swirl of blown snow presaged the thump of Fatman's touching down on the rock. He landed less than fifty meters from Arigo's ship.

For a moment he sat in the cockpit, perfectly still, staring at the falling snow, knowing there'd be another drop after this one, then another, then another, and he'd still owe The Exchange more than he'd ever be able to pay. He was on a treadmill with no idea how to get off.

Didn't matter, though. The point was to earn for Arra, maybe get her a hoverchair instead of that wheeled antique. Better yet, prostheses.

He blew out a breath, stood, and tried to find his calm as he threw on a winter parka and fingerless gloves. In the cargo hold, he had to pick his way though the maze of shipping containers. He avoided looking directly at the thick black lettering on their sides, though he knew it by heart, had seen such crates many times in his military career.

DANGER--MUNITIONS. FOR MILITARY USE ONLY. KEEP AWAY FROM INTENSE HEAT OR OTHER ENERGY SOURCES.

In the crates were upward of three hundred million credits' worth of crew-served laser cannons, MPAPPs, grenades, and enough ammunition to keep even the craziest fire team grinning and sinning for months.

Near the bay's landing ramp, he saw that three of the four securing straps had come loose from one of the crates of grenades. He was lucky the crate hadn't bounced around in transit. Maybe the straps had snapped when he set down on the island. He chose to believe that rather than admit to his own sloppiness.

He did not bother reattaching the straps. Arigo's men would have to undo them to unload anyway.

He loosened his blasters in their holsters and pushed the button to open the bay and lower the ramp. The door descended and snow and cold blew in, the tang of ocean salt. He stepped out into the wind. The light of the setting sun made him squint. He'd been in only artificial light for upward of twelve hours. His boots crunched on the snow-dusted black rock. His exhalations steamed away in the wind.

Two of the men from Arrigo's freighter detached themselves from their ship and met him halfway. Both were human and bearded. One had a patched eye and a scar like a lightning stroke down one cheek. Both wore blasters on their hips. Like Zeerid, both had the butt straps undone.

Recognizing neither of them rekindled Zeerid's earlier concerns. He had a mind for faces, and both of the men were strangers.

The drop was starting to taste sour.

"Where's Arigo?" Zeerid asked.

"Doin' what Arigo does," Scar said, and gestured vaguely. "Sent us instead. No worries, though, right?"

No Scar shifted on his feet, an...

Product Details

  • Hardcover: 304 pages
  • Publisher: LucasBooks; First Edition edition (March 22, 2011)
  • Language: English
  • ISBN-10: 0345511387
  • ISBN-13: 978-0345511386
  • Product Dimensions: 6.4 x 1.1 x 9.6 inches
  • Shipping Weight: 1.1 pounds (View shipping rates and policies)
  • Average Customer Review: 4.3 out of 5 stars  See all reviews (104 customer reviews)
  • Amazon Best Sellers Rank: #8,470 in Books (See Top 100 in Books)

More About the Author

Paul Kemp enjoys good beer, good wine, good company, and a fine scotch every now and again. He writes sword and sorcery and space opera and works very hard to make them a fun ride.

While his mind is often in the Forgotten Realms or the Galaxy Far, Far, Away, his body lives in Grosse Pointe, Michigan, with his wife Jennifer, his twin sons, his daughter, and their various and sundry pets.

He is a graduate of the University of Michigan-Dearborn and the University of Michigan law school. When he's not writing , he practices corporate law in Detroit. Yes, that does make him a tool of "the Man," for which he shall bear everlasting shame.

He hopes you enjoy his novels.

 

Customer Reviews

104 Reviews
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Average Customer Review
4.3 out of 5 stars (104 customer reviews)
 
 
 
 
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99 of 104 people found the following review helpful:
5.0 out of 5 stars Finally, a Star Wars novel with strong characters, December 2, 2010
This review is from: Star Wars: The Old Republic: Deceived (Hardcover)
Customer review from the Amazon Vine™ Program (What's this?)
First of all, let me say that my biggest peeve with Star Wars novels is that too many authors seem content to fill their books with ridiculous plot devices, endless battle scenes, and shallow characters. I've had enough of superweapons - after all, we all know the good guys defeat them. Unfortunately, I thought Sean Williams' Star Wars: The Old Republic: Fatal Alliance, the first in the Old Republic series, exemplifies these problems. As such, I admit I approached Star Wars: The Old Republic: Deceived with some trepidation.

Fortunately, Paul Kemp's approach to the Star Wars universe is completely different. While technically the second book in the Old Republic Series, Star Wars: The Old Republic: Deceived features a new plot and new characters. WARNING: the rest of this review contains some minor spoilers, none of which as far as I'm aware are available elsewhere on the web - although I mention almost nothing past page 50 of the book.

Star Wars: The Old Republic: Deceived begins with the Sith sacking of the Jedi Temple on Coruscant, a scene featured in a Bioware trailer for the upcoming Old Republic computer game (I've posted the link in the comments section). By itself, this is a pretty dramatic opening for a novel and does a great job of bringing the action to life. The rest of the book focuses on how various characters cope with the destruction, and that's where it gets interesting. The plot is actually fairly simple, but effective.

For the Sith, the book follows Darth Malgus - the creepy guy on the cover who led the attack on the Jedi Temple. He's an evil villain to be sure, but also an emotionally complex one. He craves war and loathes peace, but also has a sense of honor and adversarial respect for the Jedi. Moreover, he cares for and loves his Twi'lek mistress Eleena - think an emotionally insecure Aayla Secura. I frankly can't think of another Star Wars villain since Thrawn who had as much nuance and sheer destructive potential.

Next, the Jedi Aryn Leneer struggles with how to react to the death of her father figure, Jedi Master Zallow. Where most Jedi come across as implacably calm, which honestly can get a bit boring, Aryn really has to struggle through her emotions. She comes to doubt the Jedi prohibition on attachment and questions the sacrifices she's made on behalf of the Order. She's not simply a female version of Luke Skyalker - and she comes across as much more real and more interesting as a result.

Finally, there's the smuggler character, Zeerid Korr. Except, unlike almost every other Star Wars novel, Zeerid isn't simply a wanna-be replica of Han Solo. In fact, quite the opposite. While he's good with a blaster, he doesn't have the same world weary cynicism. He's a caring father who was forced into the business by a family tragedy. He also has to make some difficult choices between earning money for his family and following his conscience.

Throughout Star Wars: The Old Republic: Deceived, each of these characters face unenviable choices and, to Kemp's credit, they do not always take the obvious route. I could not predict the ending - itself rare for a Star Wars novel. In the last 20 pages, I actually gasped aloud at a certain turn of events. Without spoiling the ending, I think it's fair to say we can look forward to a sequel.

I will provide a brief warning. While Star Wars: The Old Republic: Deceived does have plenty of lightsaber combat, these aren't the focus of the book. Moreover, there really isn't much starfighting at all. If you prefer Star Wars novels with constant action, then this book might not be for you. It's a matter of preference. However, I suspect most readers will be pleasantly surprised at the direction of the Old Republic series and the character development in this story.
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24 of 25 people found the following review helpful:
5.0 out of 5 stars A very good SW novel, December 28, 2010
This review is from: Star Wars: The Old Republic: Deceived (Hardcover)
Customer review from the Amazon Vine™ Program (What's this?)
Some time ago, I ordered two SW novels through the Amazon vine program: one was "Star Wars: Red Harvest", this one the other. Being a horror/ undead monster fan, and bearing no interest in the Old Republic (approx. 1000 years before the SW movies events took place), I read Harvest first. Horrible, as reviewed elsewhere. Therefore, I started reading this one feeling pretty bored and negative. At first, the novel did little to dispel my disinterest, a generic shootout between smugglers, and a down-on-his-luck Han Solo-like with a hidden family. Oh well...

Then... the light! Or more like it, a darkness so intense it radiated blackness out of the book. The best "bad" (Sith, etc) character in a SWEU novel. A Sith Lord so intent on destruction he gets betrayed by the power struggles of his order. And with a lover! Finally, SW fans are treated like the adults some of us are. For those concerned, there are no graphic descriptions, but for adults, there's enough innuendo to know what is going on.

Things get even better. A somewhat archetypal struggle inside a Jedi's soul gives way to a somewhat uninteresting alliance with the smuggler, and then... magic! Confrontation, light saber fights, struggles, tricks and ploys, sacrifices, and all the good things you love in SW.

This book is a hidden gem. It is very well written. The descriptions are short and sharp, yet informative enough to clearly envision the places, the scenarios, the situations... The characters are maybe too archetypal (and let's be honest, SW is loved precisely because of that), but the action and the plot is crisp, and well-thought. The characters do not throw themselves into absurd decisions that none of us would take in real life. On the contrary, every action comes from a well-defined train of thought (or feeling) flawlessly laid out by this Mr. Kemp.

There are two things that are very gripping in this novel. One is that this book has white, black and almost every shade of gray from a moral standpoint. And that is refreshing. The second is that there are brief snippets of local customs and manners, e.g. a very nice scene of one of the main characters being driven to an spaceport, and the description of the events on the street as she passes by in a cab. This is unusual in SW novels and endows the final product with a sense of "suspended reality-realism" that is a definitive selling point for me. Probably not for everyone, though.

The only thing I did not like that much is that there is no feeling of this being 1000s of years before the SW movies. The ships, the places (Coruscant, for example), the droids feel exactly the same as in The Phantom Menace. This could be a common thing for the Old Republic time period (I haven't read, or played games about this era), but there are no distinctive features. Anyway, it is not enough of a flaw to take stars off my evaluation.

I don't think you will read this Mr. Kemp, but in case you happen to do, congratulations on an excellent book. I will look for more of your stuff. If all the Old Republic books were like this, I'd be a fan.
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10 of 10 people found the following review helpful:
5.0 out of 5 stars Kemp Brings Us Back To The Old Republic, March 22, 2011
This review is from: Star Wars: The Old Republic: Deceived (Hardcover)
Paul S. Kemps' new novel Star Wars: The Old Republic: The Deceived is a new take on the world of Star Wars' novels. Having read Kemps' first Star Wars piece (This being his 2010 release "Star Wars: Crosscurrent") I was needlessly excited to see where he would take us next.

Deceived starts with the Sith destruction of the Jedi Temple on Coruscant. This scene was actually featured in the first trailer for the Bioware game "The Old Republic" which this novel is based on. The attack is led by Darth Malgus, the cover art villain and deeply emotional antagonist of the book. He is a Sith that delights in war and destruction, seeking to fully live out a vision. He has no friends, but an unnatural sort of love for his servant Eleena - a bond that brings him more trouble than good.

During the destruction of the Jedi Order, Jedi Master Zallow fights Malgus and ends up victim to his might. Zallow was the master to Jedi Aryn Leneer. Aryn, who just lost his master, goes on a journey of self discovery in this book. Questioning her life as a Jedi, the principals of the Code - and even wrestling with questions of life meaning. Her curiosity and adventure help create a realism feel to the sometimes 2D Jedi characters in the Star Wars universe. She is not "blinded" and thinks for herself, making mistakes and hoping to learn from them as she goes.


Our last main character is a man named Zeerid Korr. Zeerid is a father who, due to a family tragedy, was forced into the business of smuggling to make ends meet for his now handicap daughter. In high debt to The Exchange, Zeerid gets one last assignment. A run that could erase all his debts. Zeerid uses this last run as a tool for finding his inner peace. Learning how to stop the life he started, and to regain control of his family and life of normalcy.

Kemp provides us a great, fast paced story in Deceived. The battle scenes are plenty, but not overpowering; and the dialog and situational confrontation leaves you with a feeling thinese characters are living and breathing - making choices and learning rather than following a path to greatness. There is failure along with success, and amazing attention to detail.

This is not a story for those who seek hack and slash lightsaber combat or high octane starfighter battles from beginning to end. Deceived is a novel that, though it has plenty of action, focuses more on the questions of why and character development then it does on action. (Don't think you won't get your lightsaber combat though, because Kemp delivers some very nice fight scenes.)

The biggest plus however about this book, is it's accessibility to non Star Wars fans. Taking place in The Old Republic (way before the movies take place) - the book requires little Star Wars experience. It is written in classic Kemp style, using comparative descriptions on emotions to convey an otherwise "outworld-ish" situation.

Star Wars: The Old Republic: Deceived leaves you wanting the story to continue, and it appears that it may. This book, is highly recommended to anyone looking for adventure, suspense and the Star Wars experience Kemp has proven he is able to deliver.
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