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Guild Wars: Ghosts of Ascalon (GuildWars) Kindle Edition
Desperate to defend his land from advancing hordes of bestial charr, King Adelbern summoned the all-powerful Foefire to repel the invaders. But magic can be a double-edged sword—the Foefire burned both charr and human alike. While the charr corpses smoldered, the slain Ascalonians arose again, transformed by their king’s rage into ghostly protectors and charged with guarding the realm . . . forever. The once mighty kingdom became a haunted shadow of its former glory.
Centuries later, the descendants of Ascalon, exiled to the nation of Kryta, are besieged on all sides. To save humankind, Queen Jennah seeks to negotiate a treaty with the hated charr. But one obstacle remains. The charr legions won’t sign the truce until their most prized possession, the Claw of the Khan-Ur,is returned from the ruins of fallen Ascalon.
Now a mismatched band of adventurers, each plagued by ghosts of their own, sets forth into a haunted, war-torn land to retrieve the Claw. Without the artifact, there is no hope for peace between human and charr—but the undead king who rules Ascalon won’t give it up easily, and not everyone wants peace!
- LanguageEnglish
- PublisherPocket Books
- Publication dateJuly 8, 2010
- File size3043 KB
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Product details
- ASIN : B003LL3LHO
- Publisher : Pocket Books; Media tie-in edition (July 8, 2010)
- Publication date : July 8, 2010
- Language : English
- File size : 3043 KB
- Text-to-Speech : Enabled
- Screen Reader : Supported
- Enhanced typesetting : Enabled
- X-Ray : Not Enabled
- Word Wise : Enabled
- Sticky notes : On Kindle Scribe
- Print length : 388 pages
- Best Sellers Rank: #561,804 in Kindle Store (See Top 100 in Kindle Store)
- #681 in Greek & Roman Myth & Legend
- #702 in Movie Tie-In Fiction
- #1,086 in Fantasy TV, Movie & Game Tie-In
- Customer Reviews:
About the authors
Matt Forbeck is an award-winning and New York Times-bestselling author and game designer with over thirty novels and countless games published to date, which have won dozens of honors. His recent work includes Biomutant, Warhammer 40,000: Tacticus, Minecraft Dungeons: The Rise of the Arch-Illager, the new Dungeons & Dragons: Endless Quest books, the Shotguns & Sorcery roleplaying game and 5E sourcebook based on his novels, and the Marvel Multiverse Role-Playing Game. He lives in Beloit, Wisconsin, with his wife and five children, including a set of quadruplets. For more about him and his work, visit Forbeck.com.
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And therein lies the major part of my beef with this book. It seems like the deadline came about or something, and the author got to a certain point and decided not to write any more of the story FOR NO GOOD REASON AT ALL. Maybe he thought he was being artistic? Whatever the reason, all I know is that when I was finished, I turned the book over, and said aloud, "where the heck is the rest of my story?" Forbeck? Grubb? What happened, guys? Where's the rest of my story, man?
Anyway, about the story itself. We find ourselves following a brief portion of the life of one Dougal Keane as he's sent into an inhospitable situation to recover a McGuffin alongside a ragtag group of weirdos. And, thank heavens Keane is likable, because so many of the folks he's saddled with are not. I can safely say that throughout the entire book, there were only two other characters I WASN'T hoping would get killed in some horrible manner -- and imagine my dismay when one of them actually was. I'm just gonna throw this out there, but the love interest (if it's even safe to call it that) was an insufferable she-wolf for the entire book! That glacier doesn't melt, fellows.
There's enough action to keep you riveted, and I found the scene setups to be particularly well-done with vivid descriptions of areas and their inhabitants that were short, sweet, but not lacking in depth. Some of the mechanics shone through, but it's based on a game -- what would you expect? I found it interesting that part of the Guild Wars mythology was turned on its ear -- as someone we previously thought was level-headed actually proved to be quite insane... Scratch that, thinking about it now, he was already nuts, but the chronicle of his descent into further madness proved interesting anyway.
For all the problems I seem to have with the book, It's still a great read. It's like Indiana Jones... Except, imagine that Indy's at that ancient pedestal and about ready to swap the statues. He makes the swap -- and the movie ends right there! It's just like that.
As for connecting GW1 to GW2, this book is not necessary! You will not miss out on information occurring between the two games, although the lore may be referenced as an easter egg in GW2. If you wanted to know what happens in between, you could easily find the information on the wiki page or just googling. I know there are 2 more books coming out (3 total for series), but only 1 elder dragon was referenced (Crystal Dragon). Other than that, the vast majority of the book was simply completing their quest. Maybe more info will be held in the coming books, but more info is available now on the internet than in this book.
HOWEVER, do not hesitate to read this book!!! It is a GREAT read and will totally keep you hooked with all the GW references. There is a twist at the end that may make you upset, but it honestly makes for a great ending. Having played GW from day 1 (and even open beta months before!), I can truly say this was an enjoyable read. I haven't read for pleasure EVER and haven't completed a full book since I was in 4th grade (mind you I'm now a senior in college, no one ever fully reads the book in HS and college...) but knew I had to give this a try because of my passion for GW. I'm sure glad I did because I will definitely continue the entire series and hope for a TRUE connection between GW1 and GW2!
I'd say this book is a must buy for any Guild Wars player who enjoys Fantasy Books. If you enjoy Fantasy books and don't play Guild Wars, you'll probably enjoy it as well.