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    Tales From The Empire


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      TALES FROM THE EMPIRE

      By: Peter Schweighofer

      fiction star wars

      Synopsis:

      Culled from the pages of the Star Wars Adventure Journal one of the

      most popular Star Wars magazines in the field today, comes this

      exciting new short-story collection. Here are stories from such

      award-winning and New York Times bestselling authors as Timothy Zahn,

      Michael A, Stackpole, and Kathy Tyers as well as exciting newcomers,

      including Erin Endom, Laurie Burns, and Patricia A. Jackson. From the

      desperate flight of a civilian mail courier carrying vital Rebel

      intelligence through an Imperial blockade, to a suicidal commando raid

      on an impregnable Imperial prison, to a Corellian smuggler mysteriously

      hired by an actor turned Jedi Knight turned Imperial assassin for one

      final transformation, these tales capture all the high adventure,

      imaginative genius, and nonstop action that are the hallmarks of the

      Star Wars saga.

      What's more, the centerpiece of this magnificent collection is the

      short novel Side Trip, the first-ever collaboration between Timothy

      Zahn and Michael A. Stackpole, in which a freighter smuggling arms for

      the Rebels is commandeered by an Imperial Star Destroyer led by a

      mysterious helmeted figure who claims to be the notorious bounty hunter

      Jodo Kast. It is all part of a devious plan that includes Hal and

      Corran Horn, who are working undercover to nail the infamous Ceilian

      warlord Zekka Thyne. But one slipup can get them all killed.

      BANTAM

      New York Toronto London Sydney Auckland

      For Mom, Dad, and David, who caught me when I stumbled, encouraged me

      when I struggled, and smiled when I succeeded.

      Contents

      Introduction: A Galaxy Filled with Stories Peter Schweighofer

      First Contact

      Timothy Zahn

      Tinian on Trial

      Kathy Tyers

      The Final Exit

      Patricia A. Jackson

      Missed Chance

      Michael A. Stackpole

      Retreat from Coruscant

      Laurie Burns

      A Certain Point of View

      Charlene Newcomb Blaze of Glory

      Tony Russo

      Slaying Dragons

      Angela Phillips

      Do No Harm

      Erin Endom

      Side Trip Part One

      Timothy Zahn

      Side Trip Part Two

      Michael A. Stackpole

      Side Trip Part Three

      Michael A. Stackpole

      Side Trip Part Four

      Timothy Zahn

      About the Authors

      INTRODUCTION

      A Galaxy Filled with Stories by Peter Schweighofer Behind every book

      there is a story--one contained not in the words on the pages but in

      the events that occurred as an imaginative spark grew to become a pub

      lished work of fiction.

      The cast of characters include writers, editors, original ideas, and a

      lot of work. This anthology is no exception, but the real story has

      much deeper origins.

      Not so long ago, a blockbuster film brought a new generation back to

      the silver screen. George Lucas combined

      cutting-edge special effects with exciting characters and themes, capturing the collective mythic

      consciousness of movie-goers. Once again viewers were treated to the

      Saturday-matinee experience: swashbuckling chapters, edge-of-your-seat

      cliffhangers, spaceship dogfights, the forces of good battling the

      minions of evil. The film was Star Wars: A New Hope, and nobody had

      seen anything quite like it before.

      In homes across America, the Star Wars universe became real.

      Children of every age returned from movie theaters with dreams of

      becoming Han Solo, Luke Skywalker, or Princess Leia. They bought

      action figures that allowed them to invent their own stories,

      continuing the war against the evil Empire. Kids dreamed of what they

      would find in Mos Eisley and wondered what the spice mines of Kessel

      were like, or what creatures lurked in the Massassi temples on Yavin

      4.

      They pretended to be brave Rebel pilots flying X-wing starfighters or

      dashing smugglers blasting through Imperial blockades in the Millennium

      Falcon.

      The Empire Strikes Back and Return of the Jedi continued to fuel

      America's imagination. Novels and comic books explored events that

      occurred before and between the films.

      In their imaginations, kids turned their basements into the Death Star,

      where they battled with lightsabers like Ben Kenobi and Darth Vader.

      They built fortresses in the snow and refought the Battle of Hoth with

      snowballs.

      Children romped through the park with toy blasters, pretending they

      were fighting scout troopers on Endor.

      Nobody was sure whether Star Wars was just another fad or something

      truly original. Despite their popularity, the films drifted off into

      the haze of American society's collective memory in the mid to late

      1980s. The Kenner action figures of Luke Skywalker and Darth Vader

      were stored away in closets, basements, and attics. Sound tracks,

      scratched from numerous hours of play, were packed away with other old

      records. Novelizations were shelved with other science-fiction

      paperbacks and forgotten.

      Other pursuits soon took the place of playing with action figures,

      reading comic books, and visiting the imaginary Star Wars galaxy. Fans

      grew up, went off to college, and entered the "real world" of career

      and family. The kids inside them were still there, but they were

      hidden in the deep closets, basements, and attics of the spirit. Sure,

      fans were glued to their television sets when the Star Wars films were

      broadcast on cable or the networks; for the most part, though, the

      wonder and excitement that had been Star Wars passed into little more

      than a fond recollection.

      Then something amazing began.

      New Star Wars stories appeared.

      Timothy Zahn led the charge with Heir to the Empire. He enthralled

      fans in a tale packed with powerful villains, new worlds, mysterious

      aliens, massive starship battles, and, of course, everyone's favorite

      heroes from the movies.

      He brought back the magic that was Star Wars.

      Timothy Zahn's popular books were followed by Dark Horse Comics series

      and more novels. Suddenly Star Wars was again on everyone's lips.

      Fans stormed book and comic stores looking for the latest releases.

      There were rumors of new action figures. Star Wars trading cards

      returned with vivid original artwork. People realized there was even a

      role-playing game that would allow them to return to the days when they

      pretended to be Rebels battling stormtroopers and bounty hunters.

      This new vision of Star Wars attracted new fans and reawakened that old

      Star Wars spirit--that kid who played with the action figures and

      wanted to become a Jedi Knight reemerged. Suddenly all the memorabilia

     
    was pulled out of storage, resurrecting the fond memories and dreams of

      a galaxy far, far away. Adults gazed longingly at the Magic Marker

      sketches of the Death Star battle they had drawn when they were

      children. They proudly displayed their collection of action figures.

      People reminisced about the first time they saw Star Wars and

      speculated about the fascinating territory a new trilogy would

      explore.

      For twenty years, the fans kept the dream alive in their

      hearts---without a new trilogy or numerous reruns of television

      episodes. Star Wars is larger than the movies, greater than the

      fans.

      Star Wars is proof that spirited individuals can make a difference

      against seemingly insurmountable odds.

      We are all part of this phenomenon.

      The example of West End Games illustrates the nature of the Star Wars

      phenomenon. During the lull in Star Wars interest, this small game

      company decided that the ultimate space fantasy offered the perfect

      subject for a role-playing game. At the time West End Games---then

      based in New York City--had produced a fair share of war games and

      role-playing games. The company had only tested the waters of licensed

      properties with Star Trek: The Adventure Game and a Ghostbusters

      role-playing game. West End contacted Lucasfilm Ltd. and a licensing

      agreement was arranged.

      Trying to create a successful game based on a ten-year-old film was a

      major risk. But the West End design team went to work, and soon

      produced a rule book and sourcebook packed with information on

      characters, star-ships, weapons, aliens, and droids. The Star Wars

      Role-playing Game was born.

      At first, West End produced several game products, which the Star Wars

      role-playing market gobbled UP' There were plenty of obstacles to

      overcome. Deadlines were missed and production schedules were

      lengthened by authors who delivered projects late and editors who were

      forced to rewrite manuscripts. Working with the Lucasfilm approvals

      staff, West End quickly learned what subjects were off-limits: for

      instance, the Old Republic, Clone Wars, and how the Emperor and Vader

      rose to power.

      Since then, West End has helped expand the Star Wars galaxy and

      maintain continuity through the release of more than seventy-five

      sourcebooks, adventures, and supplements, including twelve Galaxy

      Guides, fourteen Star Wars Adventure Journals, and ten sourcebooks

      based on best-selling novels and comics.

      The company's hard work and perseverance has paid off. Thanks to Star

      Wars, West End established itself as a leader in the role-playing-game

      industry, acquiring other popular media licenses; it has since produced

      role-playing games based on the Indiana Jones films, Tank Girl, Tales

      from the Crypt, and Men in Black. Today it continues to be the most

      successful licensing role-playing company in the world.

      But West End's work with Star Wars hasn't been confined to the

      role-playing-game field. The company has coordinated its efforts with

      Lucasfilm and other Star Wars licensees to guarantee the continuity and

      retain the spirit of Star Wars in its products. West End editors have

      offered assistance to authors, answering questions, providing game

      books for reference, and even reading over rough drafts of novels.

      Game sourcebooks have provided technical data used in creating toys and

      other products based on starships and vehicles. West End staffers

      helped guide the creation of Decipher's Star Wars Customizable Card

      Game and Parker Brothers' Star Wars Monopoly. When the information

      contained in different products all fits together seamlessly, the Star

      Wars universe seems much more real.

      Several West End designers have even moved into the greater Star Wars

      publishing universe. Bill Slavicsek updated Raymond Velasco's Guide to

      the Star Wars Universe, incorporating many new additions that maintain

      continuity with Timothy Zahn's novels, the new comic books, and West

      End Games sourcebooks. Bill Smith wrote the Essential Guide to

      Vehicles and Vessels. Other West End editors have contributed articles

      to Topps's Star Wars Galaxy Magazine and other periodicals.

      Like the movie heroes,

      these dedicated fans rose from humble

      beginnings to help shape the Star Wars galaxy.

      Although the role-playing game might not be as popular or well-known as

      other Star Wars licensed products, a dedicated team of writers still

      works diligently to guide the role-playing adventures of fans as they

      explore the galaxy. · Some of you might be wondering exactly what a

      role-playing game is, and why Star Wars is so well suited to its

      purposes.

      Simply, a role-playing game is just a more sophisticated version of the

      children's game "Let's Pretend." Most fans remember when they used to

      create their own Star Wars adventures, using action figures, a few

      vehicles, and the living-room furniture. Role-playing games are based

      on those same creative and imaginative processes.

      Role-playing games involve interactive storytelling. A group of

      friends assumes the various roles of characters in the story, and their

      choices and actions affect the tale's outcome.

      One of these players, the "gamemaster," tells the others what their

      characters see and hear, and portrays any "supporting cast members" the

      heroes encounter. Sometimes maps, game pieces, props, and miniature

      vehicles are used, but most of the action takes place in the

      participants' imaginations. The outcomes of blaster fights, speeder

      chases, and other conflicts are decided by simple rules involving the

      rolling of dice: the better the player rolls, the more successfully his

      character completes a particular task. Whether a character succeeds or

      fails at these challenges can dramatically change the story's

      outcome.

      Since the participants are creating their own Star Wars stories, they

      don't play the actual characters from the films--instead, they create

      someone like them. Players might choose to be smugglers and Wookiees

      like Han Solo and Chewbacca. They can be starfighter pilots like Biggs

      or Dutch, or they can pretend to be aliens like Admiral Ackbar and Bib

      Fortuna. Since they're not using the

      movie characters, players may visit places and do things "offscreen." The Star Wars Roleplaying Game

      allows fans to explore fascinating areas only hinted at in the films:

      those other back alleys in Mos Eisley, the white corridors of Cloud

      City, the Forest Moon of Endor. It lets people create their own Star

      Wars adventures, complete with heroes and villains, planets, starships,

      and aliens.

      The aim of the Star Wars Adventure Journal is the same: to explore the

      offscreen characters, planets, conflicts, and stories that fill the

      Star Wars universe.

      When West End started publishing the Journal in 1994, the goal was to

      create a periodical to support the role-playing game with exciting new

      stories, game adventures, and Star Wars source material. Under the

      careful supervision of Lucy Wilson, Sue Rostoni, and Allan Kausch in

    &n
    bsp; Lucasfilm's licensing department, the Journal quickly grew into a forum

      for both established and up-and-coming authors to continue visiting the

      fascinating Star Wars universe.

      Before the Journal, Star Wars publishing was very exclusive.

      Only established authors were invited to contribute to a Bantam novel

      or anthology. Most had solid contacts in the publishing industry.

      Writers who had never published a science-fiction novel or two were not

      considered.

      Novels focused on the major heroes, though the anthologies developed

      some of the background characters from the films more fully.

      Everyone wanted stories about Luke, Han, and Leia, but the concept of

      basing a novel on new characters without the main Star Wars heroes in

      the spotlight was risky. Would readers buy it?

      Authors were permitted to introduce original characters to interact

      with the major heroes, but once their works were published, the events

      they narrated became a part of Star Wars continuity.

      Writers who created new characters had no other opportunities to

      develop them unless they were specifically assigned to write future

      novels. Some authors longed to return to play in the fascinating Star

     


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