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Star Trek: Worlds in Collision (Star Trek: The Original Series)
by Judith Reeves-StevensOf all the experiences shared by Captain Kirk and the crew of the Starship Enterprise during their first five-year mission, two were among the most perilous: a journey to the nonphysical realm of Transition where the massive computer known as Memory Prime was situated, and the nightmarish mission to Talin IV, a world poised on the brink of destruction that Kirk was forbidden to save. In the twenty-third century, a hundred years before a sentient artificial life-form would be allowed to earn a Starfleet commission, the Federation considers the use of self-aware artificial intelligences to be little more than slavery, except for the immense computer system of Memory Prime -- the key hub in the Federation's vast network of interstellar library planets. There, the A.I.s known as Pathfinders inhabit Transition -- a virtual world so different from our universe that the A.I.s themselves debate whether or not the physical universe is real. But when an ancient enemy reaches out from the shadows of Vulcan's darkest history and threatens to destroy the Federation, Spock must risk his career, and his life, to enter the Pathfinders' realm. Technologically and politically, Talin IV is little different from late-twentieth century Earth. But as a series of mysterious events pushes that world closer to self-annihilation, the Prime Directive prevents Captain Kirk and his crew from doing anything to prevent it. When the worst appears to happen and Kirk takes desperate action to give the Talin a chance to step back from the nuclear abyss, Talin IV is consumed by radioactive fire. Now, with a world destroyed and the Enterprise dead in space, the careers of Kirk and his crew are over. Disgraced and despised, Kirk has only one chance to redeem himself and his crew: Somehow, he must make his way back to Talin IV and discover what really happened, even if it means proving that a world died because he broke Starfleet's most sacred law. Bonus: An Exclusive Interview with the Authors
Star Trek: Wounds, Book 1
by Ilsa J. BickWhile traveling to a medical conference, the Runabout Missouri encounters a strange anomaly that sends the runabout crashing to the surface of an unknown planet, leaving its two passengers -- Dr. Elizabeth Lense of the U.S.S. da Vinci and Dr. Julian Bashir of Deep Space 9 -- separated. Each physician thinks the other dead, and each winds up trapped with the factions of a decades-old conflict between those who want to replace dying limbs with cybernetics, and those who want to remain pure. Trapped with no hope of rescue, both Lense and Bashir must find their way on a primitive world -- or die....
Star Wars Battles that Changed the Galaxy
by Jason Fry Chris Kempshall Amy Ratcliffe Cole HortonExplore the &“Wars&” in Star Wars as never before!Enter a galaxy ravaged by conflict and discover the complete story of the epic struggles that define the Star Wars movies. This ambitious book presents major galactic conflicts from an in-world &“historical&” perspective: each battle is depicted with captivating imagery, explored with newly commissioned maps, and explained through a detailed analysis of tactics, famous commanders, legendary warriors, key moments, and its impact on wider galactic history. This is the perfect book for any Star Wars fan, budding military historian, or would-be rebel hero! © AND TM 2021 LUCASFILM LTD.
Star Ways: Psychotechnic League Book 1 (PSYCHOTECHNIC LEAGUE)
by Poul Anderson"Five of our worlds are missing". That was the essence of the report that shocked the galactic Nomads at their annual meeting. For each of the mighty star-ships reported vanished was a world of its own - a man-made, self-sustaining city-state housing thousands of people. The Nomads themselves were an unplanned by-product of man's conquest of the stars. They were the gypsies of the distant future, the restless rovers of outer space. But to Joachim of the peregrine tey represented a way of life that was to be dearly defended. So it fell to him to make his own world-ship the bait in a cosmic trap set to catch the galaxy's unknown foemen!
Star Winds
by Barrington J. BayleyThe sails were the product of the Old Technology, lost long ago in the depleted Earth, and they were priceless. For with those fantastic sheets of etheric material, ships could sail the sky and even brave the radiant tides between worlds and stars.The alchemists who had replaced scientists still sough the ancient secrets, and Rachad, apprentice to such a would-be wizard, learned that the key to his quest lay in a book abandoned in a Martian colonial ruin long, long ago.But how to get to Mars? There was one way left - take a sea vessel, caulk it airtight, steal new sails and fly the star winds in the way of the ancient windjammers.Here is an intriguing, unusual and colourful novel of ships that sail the stars riding before the solar breeze that blows between worlds.
Star Witness
by Lisa PhillipsShe thought she was safe . . . A singer and a soldier share faith and danger in this pulse-pounding romantic thriller from the USA Today–bestselling author.Mackenzie Winters spent years building a life in Witness Protection, but when someone shoots at her, she fears her cover has been blown. Could the brother of the drug lord she put away be here for revenge? Mackenzie must rely on her handler’s twin, world-weary Delta Force soldier Aaron Hanning, to protect her. Aaron doesn’t want to be anyone’s hero, but he can’t let this brave woman die. Now, with danger stalking them, they’ll have to make a daring choice that means life or death—for them both.“Phillips’ sophomore effort for LIS is engaging from early on. The developing relationship does not detract from the increasing suspense. Mackenzie demonstrates that it is perfectly fine to ask for and accept forgiveness.” —RT Book Reviews
Star-Spangled Spitfires (Images of War)
by Tony HolmesThrough the medium of period photography, Star-Spangled Spitfires chronicles the combat operations of the USAAF units equipped with the iconic Supermarine fighter whilst employed in both the European and Mediterranean theaters of war, from the summer of 1942 right up to the end of the conflict.Only a handful of British combat aircraft wore the stars and bars of the USAAF during the Second World War, with the Beaufighter, Mosquito and Spitfire being the key types to see action with American crews in American squadrons. The Spitfire was, by some margin, the most widely used of the three, and the Yanks that flew it in combat rated the fighter very highly. Employed primarily by the six squadrons of the 31st and 52nd Fighter Groups, initially from airfields in the UK and then in North Africa and Italy, the Spitfire was used both as a fighter and fighter-bomber until it was replaced by the P-51 Mustang from the spring of 1944.The final star-spangled Spitfires in the frontline were the Eighth Air Forces high-flying and unarmed PR XI photo-reconnaissance aircraft, flown by to the 7th Photographic Reconnaissance Group alongside F-5 Lightnings from November 1943. Ranging as far into Germany as Berlin, the PR Blue Spitfires provided critical target imagery both pre- and post-strike for the Mighty Eighths heavy bombardment groups through to April 1945.All feature here across a series of black and white and color images that all capture some unique aspect of the star-spangled Spitfire's illustrious service career.
StarCraft II: Devils'
by Christie GoldenIt was at times like this that Jim Raynor, former marine lance corporal, proud citizen of the Confederacy and erstwhile farm boy, felt most alive. At the speed at which he was urging the vulture, the wind cooled his face so that the oppressive heat vanished. He felt like a wolf hunting down prey, except the purpose of today's adventure was not the death of a living being but the death of the empty state of Raynor's and Tychus's wallets. This was a cargo train, not a passenger train, and inside its silvery innards was--if Tychus's tip was right, and Jim had every reason to believe it would be--a very lovely, very large safe filled with Confederate credits. "Why, it's a rescue mission, Jim," Tychus had rumbled, his blue eyes dancing with good humor as he had filled Raynor in on the plan. "Those poor creds--they'd just be condemned to lining the pockets of some Old Families who don't need any more money. Or else put to some nefarious scheme that could hurt somebody. It's our duty--hell, it's our calling--to liberate them creds to where they could do something that really mattered." "Like buying us drinks, women, and steak dinners." "That's a good start." "You've got a heart of gold, Tychus. I've never met such an altruistic man in my life. I got goddamn tears in my eyes." "It's a tough job, but somebody's got to do it." Jim grinned as he recalled the conversation. He and Tychus were behind the train, catching up to it quickly. He stayed right and Tychus veered left. Tychus crossed over the maglev tracks, adjusting the magnetic frequency on his bike to compensate so that he, like the train itself, could cross easily. Jim increased his speed, moving alongside the maglev until the right car came into view. He and Tychus had spent hours analyzing all kinds of transportation vessels over the last few years, sometimes simply from blueprints or images, but usually up close and personal, as they were about to do now. They had "liberated" other credits before--it seemed to them like hundreds of thousands over the years, although the liberated credits never seemed to stay with them very long. That was all right too. It was part of the ride that life had become. *** The year is 2494. Almost five years ago, Jim Raynor and Tychus Findlay were members of the Heaven's Devils, an elite Confederate marine unit praised for its nerves of steeland combat expertise. After making a stand against their corrupt commanding officer, the two men were forced to go AWOL or risk being unjustly prosecuted and resocialized. Now, Raynor and Findlay are outlaws hounded by an unyielding interstellar marshal. Life, however, has never beenbetter. Each day is another chance to pilfer more credits from the Confederacy's deep coffers. Each night holds the promise of spending their hard-earned profits in bars, brothels, and gambling halls. But a man can only run so far before the law--and his past--catch up with him. . . . Devils' Due recounts an unforgettable period of Jim Raynor's life as he descends into the Koprulu sector's criminal underworld alongside the street-savvy Findlay. Here, far from his humble upbringing on the fringe world of Shiloh, Raynor will face some of the most trying challenges of his life. The decisions he makes will alter his destiny forever and put his father's oft-spoken wisdom, "A man is what he chooses to be," to the ultimate test.
StarCraft II: Devils' Due
by Christie GoldenIt was at times like this that Jim Raynor, former marine lance corporal, proud citizen of the Confederacy and erstwhile farm boy, felt most alive. At the speed at which he was urging the vulture, the wind cooled his face so that the oppressive heat vanished. He felt like a wolf hunting down prey, except the purpose of today's adventure was not the death of a living being but the death of the empty state of Raynor's and Tychus's wallets. This was a cargo train, not a passenger train, and inside its silvery innards was--if Tychus's tip was right, and Jim had every reason to believe it would be--a very lovely, very large safe filled with Confederate credits. "Why, it's a rescue mission, Jim," Tychus had rumbled, his blue eyes dancing with good humor as he had filled Raynor in on the plan. "Those poor creds--they'd just be condemned to lining the pockets of some Old Families who don't need any more money. Or else put to some nefarious scheme that could hurt somebody. It's our duty--hell, it's our calling--to liberate them creds to where they could do something that really mattered." "Like buying us drinks, women, and steak dinners." "That's a good start." "You've got a heart of gold, Tychus. I've never met such an altruistic man in my life. I got goddamn tears in my eyes." "It's a tough job, but somebody's got to do it." Jim grinned as he recalled the conversation. He and Tychus were behind the train, catching up to it quickly. He stayed right and Tychus veered left. Tychus crossed over the maglev tracks, adjusting the magnetic frequency on his bike to compensate so that he, like the train itself, could cross easily. Jim increased his speed, moving alongside the maglev until the right car came into view. He and Tychus had spent hours analyzing all kinds of transportation vessels over the last few years, sometimes simply from blueprints or images, but usually up close and personal, as they were about to do now. They had "liberated" other credits before--it seemed to them like hundreds of thousands over the years, although the liberated credits never seemed to stay with them very long. That was all right too. It was part of the ride that life had become. *** The year is 2494. Almost five years ago, Jim Raynor and Tychus Findlay were members of the Heaven's Devils, an elite Confederate marine unit praised for its nerves of steeland combat expertise. After making a stand against their corrupt commanding officer, the two men were forced to go AWOL or risk being unjustly prosecuted and resocialized. Now, Raynor and Findlay are outlaws hounded by an unyielding interstellar marshal. Life, however, has never beenbetter. Each day is another chance to pilfer more credits from the Confederacy's deep coffers. Each night holds the promise of spending their hard-earned profits in bars, brothels, and gambling halls. But a man can only run so far before the law--and his past--catch up with him. . . . Devils' Due recounts an unforgettable period of Jim Raynor's life as he descends into the Koprulu sector's criminal underworld alongside the street-savvy Findlay. Here, far from his humble upbringing on the fringe world of Shiloh, Raynor will face some of the most trying challenges of his life. The decisions he makes will alter his destiny forever and put his father's oft-spoken wisdom, "A man is what he chooses to be," to the ultimate test.
StarCraft II: Heaven's Devils (Starcraft: Blizzard Legends Ser.)
by William C. DietzFor the poor, hardworking citizens of the Confederacy's fringe worlds, the Guild Wars have exacted a huge toll. Swayed by the promise of financial rewards, a new batch of recruits joins the fight alongside a slew of mysteriously docile criminals--and a few dubious military leaders. Eighteen-year-old Jim Raynor, full of testosterone and eager to make things right at home, ships off to boot camp and finds his footing on the battlefield, but he soon discovers that the official mission is not what he's really fighting for. For the first time ever, StarCraft enthusiasts will learn the origins of the enduring friendship between the young upstart Jim Raynor and the streetwise soldier Tychus Findlay. Watch as they battle on the front lines of a fierce interplanetary war and bear witness to the Confederacy's rank corruption--corruption so reprehensible that it rains immeasurable death and destruction upon the government's own people.
StarCraft: Evolution
by Timothy ZahnAn action-packed novel that ushers in a new age of adventure in the critically acclaimed StarCraft series from Blizzard Entertainment Award-winning author Timothy Zahn pens the latest chapter in the stunning StarCraft saga, building on the game's rich legacy to create an unforgettable new story. After nearly a decade of brutal warfare, three mighty factions--the enigmatic protoss, the savage zerg, and the terrans, humanity's descendants in the sector--have entered a cease-fire, but the peace is tenuous at best. When the sudden restoration of an incinerated planet is brought to light, tensions erupt. Neutrality swings back to hostility, and old enemies are accused of developing biological weapons to reignite the bitter conflict. An expedition of terran and protoss soldiers and researchers is deployed to investigate the mysterious zerg planet and its inhabitants' intentions. But the lush alien landscape is host to other denizens, creatures shrouded in shadow, and should they be unleashed, they will change the fate of the entire galaxy.From the Hardcover edition.
StarCraft: Ghost--Spectres
by Nate KenyonDominion ghosts epitomize the height of terran evolution and physical conditioning. Augmented by technologies that harness their innate psionic potential, these lethal operatives use telepathy and other superhuman powers to isolate and destroy the enemies of the Dominion. But when the hunters become the hunted and ghosts start disappearing without a trace, even the most dangerous human soldiers in the Koprulu sector have something to fear... Enter Nova Terra, a ghost of unparalleled ability. On orders fromEmperor Arcturus Mengsk, Nova embarks on a secret mission to find her missing comrades. As her investigation leads down a maze of dark corridors, painful memories of her pre-ghost years begin to surface. Soon, Nova learns that there might be a connection between the missing agents and her past, a discovery that will pit her against both the shadows ofher youth and a terrifying new breed of psionic warrior: spectres. This is the story that StarCraft fans have been waiting for--a pulse-pounding adventure based on the never-released StarCraft: Ghost tactical-action console game. StarCraft: Ghost--Spectres unveils a tumultuous chapter in Nova's life and the insidious origins of the spectres featured in StarCraft II: Wings of Liberty, the record-breaking sequel to Blizzard Entertainment's highly praised real-time strategy games StarCraft and StarCraft: Brood War.
StarCraft: Twilight
by Christie GoldenArcheologist Jacob Ramsey has spent much of the last two years on a miserable backwater planet wasting his time on a fruitless excavation. It seems like a miracle when he gets a message from Augustine Mengsk himself, son and heir of Emperor Arcturus Mengsk, inviting him to join an elite group of archeologists being sent to excavate one of the Xel'Naga artifacts that are suddenly appappearing on various worlds.
Starbound
by Joe HaldemanAfter the shocking first contact between humans and alien life on Mars, Carmen Dula and her husband board a tiny, long-range craft with five other humans and two Martians. They travel to a distant solar system that is home to the "Others" - an enigmatic, powerful, and possibly immortal race. Once there, they manage to find enough common purpose to forge a delicate truce between human, Martian, and Other.By the time Carmen and her party are sent back to Earth, fifty years have passed - and the Earthlings have not been idle. They have built a massive flotilla of warships to defend Earth against the Others' expected aggression. But the Others have more power than any could imagine.And they will brook no insolence from the upstart human race...
Starbound (Lightship Chronicles #2)
by Dave BaraAn action-packed, military science fiction thriller--and second in the new Lightship Chronicles series.
Starcraft #3: Speed of Darkness
by Tracy HickmanFar in the future, 60,000 light-years from Earth, a loose confederacy of Terran exiles is locked in battle with the enigmatic Protoss and the ruthless Zerg Swarm, as each species struggles to ensure its own survival among the stars -- war that will herald the beginning of mankind's greatest chapter or foretell its violent, bloody end. All Ardo Menikov ever dreamed of was to live in peace on the verdant colony world of Bountiful. But when the vicious Zerg Swarm attacked the colony and annihilated his loved ones, Ardo was forced to wake from his dream and accept the brutal realities of a war-torn galaxy. Now a confederate marine, charged with defending the worlds of the Terran confederacy, Ardo must come to terms with the painful memories of his past -- and the unsettling truths that may dominate his future.
Starcraft II: Flashpoint (Starcraft II)
by Christie GoldenThe explosive novel based on the eagerly anticipated StarCraft II video game expansion, Heart of the Swarm!The sinister zerg leader no longer commands her legions of bloodthirsty aliens against the humans of the Koprulu sector, all thanks to the combined courage and tenacity of Jim Raynor, General Horace Warfield, and a mismatched team of Dominion soldiers and outlaw rebels. Although the queen is no more, Sarah Kerrigan is very much alive. The woman who once controlled countless alien minds in a rampage across the stars has been spirited away by the man who dethroned her. Now Arcturus Mengsk’s Dominion armada is on her heels, roaring for blood. Jim Raynor will need to test his strength, his wit, and his loyalties against impossible odds to protect the woman he loves. StarCraft II: Flashpoint bridges the events that take place in StarCraft II: Wings of Liberty and the upcoming StarCraft II: Heart of the Swarm. Featuring never-before-seen glimpses into Jim Raynor and Sarah Kerrigan’s past, this novel opens a window into a world of passion, action, and adventure.
Starcraft: Dark Templar--Shadow Hunters
by Christie GoldenAn original tale of space warfare based on the bestselling computer game series from Blizzard Entertainment. Driven by the living memories of a long-dead protoss mystic and hounded by the Queen of Blades' ravenous zerg, archaeologist Jake Ramsey embarks on a perilous journey to reach the fabled protoss homeworld of Aiur. Seeking a vital piece of protoss technology, Jake finds that Aiur has been overrun by the zerg. Descending into the shadowy labyrinths beneath the planet's surface, he must find the sacred crystal before time runs out -- for him...and the universe itself. Yet, what Jake discovers beneath Aiur is a horror beyond his wildest nightmares -- Ulrezaj -- an archon comprised of the seven most deadly and powerful dark templar in history....
Starcraft: Firstborn
by Christie GoldenJake Ramsey -- an unassuming, yet talented archaeologist -- has been given the chance of a lifetime. Hired to investigate a recently unearthed Xel'Naga temple, he knows this latest assignment will open up whole new possibilities for his career. Yet, when Jake discovers the remains of a long-dead protoss mystic, his hopes and dreams are irrevocably drowned in a flood of alien memories. Bonded to the spirit of the dead protoss, Jake has become the sole inheritor of the protoss's total history -- every event, every thought -- every feeling. Struggling to maintain his own fragile identity amidst the raging psychic storm in his mind, Jake soon realizes that he has stumbled upon a secret so cataclysmic in magnitude -- that it will shake the very foundations of the universe. FIRSTBORN An original tale of space warfare based on the bestselling computer game series from Blizzard Entertainment.
Starcraft: Ghost--Nova
by Keith R. Decandido Blizzard EntertainmentFour years after the end of the Brood War, Emperor Arcturus Mengsk has rebuilt much of the Terran Dominion and consolidated a new military force despite an ever-present alien threat. Within this boiling cauldron of strife and subversion, a young woman known only as Nova shows the potential to become Mengsk's most lethal and promising "Ghost" operative. Utilizing a combination of pure physical aptitude, innate psychic power, and advanced technology, Nova can strike anywhere with the utmost stealth. Like a phantom in the shadows, she exists only as a myth to the enemies of the Terran Dominion. Yet Nova wasn't born a killer. She was once a privileged child of one of the Old Families of the Terran Confederacy, but her life changed forever when a rebel militia murdered her family. In her grief, Nova unleashed her devastating psychic powers, killing hundreds in a single, terrible moment. Now, on the run through the slums of Tarsonis, she is unable to trust anyone. Pursued by a special agent tasked with hunting down rogue telepaths, Nova must come to terms with both her burgeoning powers and her guilt -- before they consume her and destroy everything in her path....
Starcraft: Ghost--Nova
by Keith R. A. DecandidoFour years after the end of the Brood War, Emperor Arcturus Mengsk has rebuilt much of the Terran Dominion and consolidated a new military force despite an ever-present alien threat. Within this boiling cauldron of strife and subversion, a young woman known only as Nova shows the potential to become Mengsk's most lethal and promising "Ghost" operative. Utilizing a combination of pure physical aptitude, innate psychic power, and advanced technology, Nova can strike anywhere with the utmost stealth. Like a phantom in the shadows, she exists only as a myth to the enemies of the Terran Dominion. Yet Nova wasn't born a killer. She was once a privileged child of one of the Old Families of the Terran Confederacy, but her life changed forever when a rebel militia murdered her family. In her grief, Nova unleashed her devastating psychic powers, killing hundreds in a single, terrible moment. Now, on the run through the slums of Tarsonis, she is unable to trust anyone. Pursued by a special agent tasked with hunting down rogue telepaths, Nova must come to terms with both her burgeoning powers and her guilt -- before they consume her and destroy everything in her path....
Starcraft: I, Mengsk
by Graham McneillSixty-thousand light-years from Earth, the corrupt Terran Confederacy holds the Koprulu sector tightly in its tyrannical grip, controlling every aspect of its citizens' lives. One man dares to stand up to this faceless empire and vows to bring it to its knees: Arcturus Mengsk -- genius propagandist, tactician, and freedom fighter. A monstrous act of bloody violence sows the seeds of rebellion in Arcturus, but he is not the first Mengsk to rail against such oppression. Before Arcturus grew to manhood, his father, Angus Mengsk, also defied the Confederacy and sought to end its brutal reign. The destiny of the Mengsk family has long been tied to that of the Confederacy and the Koprulu sector, but as a new empire rises from the ashes of the past and alien invaders threaten the very existence of humanity, what will the future hold for the next generation. . . ?
Starcraft: Queen of Blades
by Aaron RosenbergFormer 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.
Starcraft: War Stories
by Blizzard EntertainmentAs the Swarm boils in chaotic uncertainty, Arcturus Mengsk has seized this opportunity to bolster his Dominion forces. He has gathered a seasoned team of scientists--the best terran minds in the Koprulu sector--to unravel the secrets of the savage zerg and the enigmatic protoss. Because in this brutal corner of the galaxy, the human race is going to need every chance it can get.Collected here for the first time is Blizzard Entertainment's revolutionary Project Blackstone transmedia campaign. It is a compilation of tightly woven short stories, journals, emails, chats, and tweets from the research staff of a top-secret government facility dedicated to shedding light on the mysteries of this sector. More than a simple anthology, this volume is a target-rich environment of weapons data, exotic alien science, and faceted backstory--the lore foundations of the StarCraft universe.© 2014 Blizzard Entertainment, Inc. All Rights Reserved.
Starfarers
by Poul AndersonStarfarers is the story of an expedition into the far reaches of the galaxy, where answers to mankind's greatest questions await. The saga begins when evidence of an advanced civilization is discovered by SETI astronomers. "Trails" observed in the sky are thought to be from starships travelling at the speed of light, an enigma that spurs scientific minds until this breakthrough is achieved by mankind as well. An expedition is then mounted and an eclectic team of scientists chosen to journey into the sector where the intelligent life is allegedly located. But because the destination of the starship, Envoy, and her crew is 60,000 light-years away, the time required to reach the point of origin of the signals and return is 120,000 years - longer than Homo sapiens has been on Earth. And though the crew is ready to face the ramifications of such a trek, no one is prepared for what awaits them at the outer edge of the cosmos - or back at the planet they once called home. Starfarers is a story of patience and immediacy, but most of all of courage. It is a saga for anyone who has ever felt the emptiness of life on Earth and found the missing substance in the spaces between the stars.