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Starcraft: Queen of Blades (Starcraft (Unnumbered)) [Mass Market Paperback]

Aaron Rosenberg (Author)
3.8 out of 5 stars  See all reviews (22 customer reviews)

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Book Description

Starcraft (Unnumbered) May 23, 2006
Former marshal-turned-rebel Jim Raynor has broken away from the power-crazed Emperor Arcturus Mengsk. Enraged over Mengsk's betrayal of the powerful telepath, Sarah Kerrigan, to the ravenous Zerg, Raynor has lost all faith in his fellow humanity.

Yet, in the aftermath of Mengsk's treachery, Raynor is plagued by strange visions of Char -- a deadly, volcanic world haunted by horrifying alien creatures. As the nightmares grow in intensity, Raynor begins to suspect that they may not be figments of his imagination -- but a desperate form of telepathic contact. Convinced that the woman he loves is still alive, Raynor launches a hasty mission to rescue Kerrigan from Char. But deep beneath the planet's smoldering surface, Raynor finds a strange chrysalis...and is forced to watch in horror as a terrible, all-too-familiar entity rises from it.

Before him stands a creature of depthless malice and vengeance...

Sarah Kerrigan: the Zerg Queen of Blades.


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Editorial Reviews

Excerpt. © Reprinted by permission. All rights reserved.

PROLOGUE

The world went dark.

Not just a darkened sky -- no mere nightfall could produce such utter darkness. No, this was the dark of captivity, confinement, blindness. Nothing visible, no light, no shadow, only a smothering visual shroud. A stark contrast to the blinding lights and sudden bursts of color from just before.

I struggle to make sense of my surroundings. Where am I?

Nothing but blankness answers, and an instant later a far larger question looms up, erasing the first. Who am I?

A wave of panic rises deep within, bile carried along its edge, threatening to drown me as I realize I cannot remember. I do not know who I am!

Calm, I tell myself. Calm. I force the panic down, pushing it back by sheer will, refusing to let it envelop me. What do you remember, then?

Nothing. No, brief flashes. A battle. A war. Horrid, horrible foes, great monstrous beings surrounding me, dwarfing me. Betrayal -- though I cannot recall the act itself I can still taste the bitter realization of it. Abandonment. Desperation, a last frenzied struggle. The feel of sinewy flesh pinning me, choking me, killing me. The light fading around me as the numbness creeps in.

And now this.

Where am I? I stretch my senses to their limit, probing my surroundings. The results, though hazy and disjointed, form a single conclusion.

I am being carried.

I can feel the movement, the gentle rocking motion. Not directly -- something cushions me, envelops me, holds me all around. But that cushioning is moving, and me with it.

I try lashing out, but my limbs will not cooperate. I feel sluggish, drained -- drugged. Senses dulled, body leaden, but nerves oddly on fire. I am burning from within! My flesh crawls, creeps, melts, morphs -- I have no control over my own form anymore. I am changing.

Around me I can feel others shifting. They are not confined as I am -- they are free to move, though their minds are oddly blunted. They are my captors, conveying me in my confinement.

I can hear their thoughts, slithering across me, through me. A part of me recoils but another part -- a newer part -- welcomes their intrusion. Vibrates in tune with their gibbering, allowing the patterns to resonate through me. Changing me further, bringing me closer to those waiting just beyond.

The part that is still me, the old me, recoils in horror. I cannot, I will not become one of these! I must escape! I must be free! My body is captive but my mind soars, reaching out for help, any help. I scream, desperate for anyone to hear.

And, far away, I know that my pleas have been heard.

Help me!

Rubble lay everywhere, evidence of a city in flames, a world in demise. Buildings had fallen, vehicles were crashed and crushed, bodies littered the ground. A sign still stood near the edge of the destruction, its scorched surface reading "Welcome to" -- the name New Gettysburg only a jagged hole with blackened edges. All manner of bodies, from the pale flesh of the Terrans to the smooth hides of the protoss to the sinewy blades of the zerg. People, those not yet dead and unable to evacuate, ran screaming, wailing for help. Some brandished weapons, crazed beyond rational thought, desperate to defend themselves and their families. Others cowered, weeping, unable to face the end of their world. A few hid or ran, hoping to escape their fate.

The Swarm ignored them. It had a higher agenda.

The battle had not gone as expected. The Terrans had put up a strong fight but with fewer soldiers than anticipated. The protoss, the hated protoss, had appeared as always, gleaming in their battle suits and glowing in their arrogance, but had rapidly lost focus, dividing their attentions as if facing not one but two opponents. In some places the Swarm had sighted Terrans battling protoss, a strange but welcome sight. Yes, it had been a strange battlefield, the sides constantly shifting. But that was for the Overmind to consider and digest. For now, the conflict was over, the battle won. The remaining Terrans posed little threat and the protoss had vanished once the outcome was clear. For some reason they had not razed the planet, a fact which had allowed the Swarm to discover and claim a previously unexpected prize.

Now, their linked minds already turned from this conflict to those stretching out before them, the zerg marshaled their forces and prepared for their victorious departure.

One brood cleared a path, removing any obstructions, whether flesh or stone or metal. A second brood followed close behind, its ranks protectively closed around its prize. Near the center several ultralisks moved in close formation, their back-spikes almost touching. Between them were four hydralisks, thick arms linked to support the large oblong they held. Through its rough, sticky shell the cocoon pulsed with light, though its faint glow was lost amid the fires and flares and explosions that had once been this city.

"Carefully," warned the brood's cerebrate, observing their progress through the overlord floating just above the sphere. Because the celebrant itself could not move, the airborne overlords served as its eyes, ears, and mouth. "The Chrysalis must not be harmed!"

Obedient to its will, the ultralisks shifted slightly closer and slowed their pace, allowing more time for the brood before them to open the way. Their heavy feet crushed bone and metal and wood without thought or pause as they lumbered on, shielding the Chrysalis from attack.

"We have it, Master," the cerebrate announced in the depths of its own mind. "We have your prize."

"Good." The reply echoed from within, rising from the deep well of the zerg hive-mind. "You must watch over the Chrysalis, and ensure that no harm comes to the creature within it. Go now and keep safe my prize."

Accepting the Overmind's orders as always, the cerebrate redoubled its efforts, making sure its brood's defenses were secure. The Chrysalis would be protected at all costs.

On the zerg marched, the city burning around them. At last the Swarm had gathered itself within a vast crater where once the city's vaunted lake had stretched. Now the surface was glass-smooth, seared by the force of the protoss's landing ships and unmarred by the heavy feet that had trekked across toward the city under siege.

"We are ready, Master," the cerebrate declared, arraying its brood around the Chrysalis.

"I am well pleased, young Cerebrate," the Overmind answered, the warm glow of its benediction washing over the cerebrate and through it all the members of its Swarm. "And so long as my prize remains intact, I shall remain pleased. Thus, its life and yours shall be made as one. As it prospers, so shall you. For you are part of the Swarm. If ever your flesh should fail, that flesh shall be made anew. That is my covenant with all cerebrates."

As the cerebrate swelled with pride, a great darkness descended upon the crater, a shadow of the mass that drifted into view high above them. Beyond the upper reaches of the planet's dying atmosphere hung a massive storm, a swirl of orange and violet gases that spun around strange flickering lights. They moved faster and faster, the colors merging in their fury, until the center of the storm collapsed in upon itself, light and color giving way to a shadowy circle far darker than even the space hovering beyond.

"Now you have grown strong enough to bear the rigors of warp travel with the Swarm," the Overmind stated, its words sending a thrum of power through the Swarm. "Thus we shall make our exit from this blasted world and secure the Chrysalis within the Hive Cluster upon the planet Char."

As one the first brood rose, soaring high above the ruined city. They broke free of the planet's weak, fading grasp and approached the storm above, pulled into that yawning, beckoning darkness at its center, and vanished. The cerebrate felt their transit through the hive-mind link all zerg shared and allowed a spark of contentment to linger within its own mind. Then the Overmind summoned it as well, and the cerebrate called its brood together, linking them tightly for travel through the warp. They rose from the crater, letting the power of the Swarm fill them as they ascended, and soon the darkness had drowned out all thought, all sense, as it carried them across the vastness of space to their destination.

And within the Chrysalis, faintly visible through its thick skin and viscous contents, a body writhed in pain. Though not conscious the figure within shifted, stirred, unable to lie still as the zerg virus penetrated every cell, changing DNA to match their own. Soon the Chrysalis would open and the new zerg would emerge. All the Swarm exulted with the Overmind.

And, as they departed and Tarsonis died behind them, the mind trapped within the Chrysalis screamed.

STARCRAFT © 2006 Blizzard Entertainment, Inc.


Product Details

  • Mass Market Paperback: 384 pages
  • Publisher: Pocket Star (May 23, 2006)
  • Language: English
  • ISBN-10: 0743471334
  • ISBN-13: 978-0743471336
  • Product Dimensions: 6.9 x 4.2 x 1 inches
  • Shipping Weight: 6.4 ounces (View shipping rates and policies)
  • Average Customer Review: 3.8 out of 5 stars  See all reviews (22 customer reviews)
  • Amazon Best Sellers Rank: #207,642 in Books (See Top 100 in Books)

More About the Author

AARON ROSENBERG is the award-winning, bestselling author of the humorous science fiction novel No Small Bills, the space-opera series The Dread Remora, the occult thriller Indefinite Renewal, and many more. He's written tie-in novels (including the PsiPhi winner Collective Hindsight for Star Trek: SCE, the Daemon Gates trilogy for Warhammer, Tides of Darkness and (with Christie Golden) the Scribe-nominated Beyond the Dark Portal for WarCraft, Hunt and Run for Stargate: Atlantis, and Substitution Method and The Road Less Traveled for Eureka), children's books (including an original series, Pete and Penny's Pizza Puzzles, and work for PowerPuff Girls and Transformers Animated), roleplaying games (including original games like Asylum and Spookshow, the Origins Award-winning Gamemastering Secrets, and sections of The Supernatural Roleplaying Game, Warhammer Fantasy Roleplay, and The Deryni Roleplaying Game), young adult novels (including the Scribe-winning Bandslam: The Novel and books for iCarly and Ben10), short stories, webcomics, essays, and educational books. He has ranged from mystery to speculative fiction to drama to comedy, always with the same intent--to tell a good story. You can visit him online at gryphonrose.com or follow him on Twitter at gryphonrose.




 

Customer Reviews

22 Reviews
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 (4)
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Average Customer Review
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13 of 14 people found the following review helpful:
4.0 out of 5 stars A captivating and exciting tale, June 17, 2006
This review is from: Starcraft: Queen of Blades (Starcraft (Unnumbered)) (Mass Market Paperback)
When I first saw this book was coming out I was immediately excited with the idea of another StarCraft book. I was not disappointed.

The book starts off where the first StarCraft book, Liberty's Crusade, ended. The entire book is narrorated from Jim Raynor's perspective but isn't boring or monotone. The transition from the books is pretty clean and doesn't leave you questioning what is going on or when an event happened. The book covers the time from the beginning of the Zerg campaign in the game to the middle of the Protoss campaign. It has some of the dialouge from the games, but it doesn't clutter the story or sound awkward. Nor does the novel go against the game's story line.

The only problem I found with the book were a few grammar errors and it was just a tad slow in the beginning, but got better and better as the bok went on. The most enjoyable point of the book for me was finding out more of the Protoss and reading of how Jim Raynor ended up buddies with the Protoss.

Overall, I enjoyed this book and would recommend it to any StarCraft fan.
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10 of 11 people found the following review helpful:
2.0 out of 5 stars A deep disappointment., September 9, 2008
By 
Joshua Chandler (Springfield, MO USA) - See all my reviews
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This review is from: Starcraft: Queen of Blades (Starcraft (Unnumbered)) (Mass Market Paperback)
The subject of Sarah Kerrigan, the Queen of Blades, is probably the deepest and most intense in the entire universe Starcraft is set in. I can't think of anyone I've talked to who has played through the game's campaigns and not both loved and hated her. She inspires awe and fear, passion and disgust; her dual nature makes her a fascinating subject. I will elaborate on it no more... on to the book.

Mr. Rosenberg did a good enough job piecing together the events of what happens between Kerrigan's capture by the Zerg and James Raynor's trip to Char to save her, finding himself in the company of the new Dominion forces and the Protoss. This is all very interesting and a good story to tell, but Mr. Rosenberg really just puts glue between the cracks from the original campaign and does almost no elaboration. Raynor feels protective of his troops and repeatedly "announces" it through narrative, but there is no development to really establish this on a firm ground--it's just something we have to accept. Even his relationship with Kerrigan feels held up only by the video game: Rosenberg's prose about their relationship resorts to cliches about love combined with cheap horror. He repeatedly cites Kerrigan's in-game line, "You pig!", as if that completely explains the sexual tension Raynor and Kerrigan experience before her abduction and transformation.

Truly, the best parts of this book--the parts that allow it to have at least two stars from me--involve the Protoss, who really don't develop into full characters until the last third of the book. That Raynor manages to repeatedly find them by wandering off into Char's vast desert is incredibly hard to believe (never mind that Char has edible, easily harvested flora, fauna, and water), but thank God he does, because they are the most interesting things on the drab planet Rosenberg has presented us with. Tassadar's initial skepticism of the Dark Templar and Zeratul's confrontation of Zasz and then Kerrigan work to develop what finally turns into a decent plot in the book, and the months the two Protoss factions and the Terrans spend together avoiding Kerrigan are the most exciting, as we see juxtaposed the merging of minds of Zeratul and Tassadar and the constant engagement of and retreat from Kerrigan's brood.

The climax of the book occurs with a "final battle" that truly is engaging, as the Protoss devise a way to lure Kerrigan's entire brood into a trap using Raynor as a conduit of their mental trickery. Kerrigan is nearly killed by the heroes, but all the same she flexes her muscles and puts them each in their places. Afterward, the inevitable recovery of Tassadar and the others by Judicator Aldaris is explained, and the plot is left to thicken.

If it weren't for so much going on in the latter third of the book, there would be nothing to read here. The writing remains elementary throughout, but at least the story is engaging and new towards the end rather than constantly regurgitative.

Still, the book's greatest failure, its lack of development of Kerrigan's character, its thrust forward into her transformation without dramatic pause (we only see glimpses of this in the prologue and Jim's dreams, and they, like many of the emotions in the book, are written in heavy cliche), is inexcusable. The next book featuring Kerrigan needs a writer who can develop her emotional conflicts in a mature and captivating way.

Two out of five stars for the decent plot at the end and the elucidation of Zeratul and Tassadar's first encounter. Otherwise... a deep disappointment.
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5 of 5 people found the following review helpful:
5.0 out of 5 stars Excellent Storyline, November 5, 2006
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This review is from: Starcraft: Queen of Blades (Starcraft (Unnumbered)) (Mass Market Paperback)
It makes you understand the gaps you do not see in the game, for example, how did Raynor got together with Tassadar & how did Tassadar learned the ways of the Void...

Also, leads you to believe that there is still some human side in Kerrigan, despite her rebirth in the swarm... for she spared Raynor's life at one point...

From my point of view, I enjoyed the novel as much as I did the game... because it completes the story.
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Inside This Book (learn more)
First Sentence:
Jimmy! "Aaahh!" ". . . but of course Mengsk-pardon me, Emperor Arcturus the First-claims this was all necessary. Read the first page
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Dark Templar, High Templar, Queen of Blades, Mar Sara, Antiga Prime, James Raynor, Terran Dominion, Mike Liberty, General Duke, Jim Raynor, Sarah Kerrigan, Tassadar's Zealots
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