GHOSTS OF ASCALON PDF

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Would you like to tell us about a lower price? If you are a seller for this product, would you like to suggest updates through seller support? 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 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! Read more Read less. Jeff Grubb is an author and game designer, best known for his work on games such as Guild Wars Nightfall. No customer reviews. How does Amazon calculate star ratings? The machine learned model takes into account factors including: the age of a review, helpfulness votes by customers and whether the reviews are from verified purchases.

Review this product Share your thoughts with other customers. Write a customer review. Most helpful customer reviews on Amazon. Verified Purchase. I have read all of three of the Guild Wars books to date and Ghosts of Ascalon is by far my favorite and in my opinion it has the best story and writing. I really cared about these characters and their quest. I still think of these things when I visit certain parts of the game. There are lore elements that interweave with the two Guild Wars games though no so much that someone who has not played the games would be lost.

Some of the elements are as broad as the different races or as fine as the king Adelbern's character portrayal. Naturally these things are explained in the book.

Do not let unfamiliarity keep you away from this great story even if you have not you have not played the game or know the 'world' of Tyria. Also, the site wiki. For example you can see Kralkatorrik concept art pieces or see the difference between an Asura and Norn. Happy reading! As a diehard Guild Wars lore fan I was skeptical of this book. I ended up reading it while waiting for guild Wars 2: Path of Fire to come out , years after this book was released and I have to say I really enjoyed it.

Remembering back to places and things I discovered in game that were featured here was a wonderful treat.

And lore fans will absolutely love this piece. It definitely holds up against the test of time. Well written and paced. I only have one negative point, often the characters can get expository in describing past events.

However, it is done tastefully and in character and shows the reader the prejudices that have developed over years. Overall, I would definitely recommend this book to anyone, Guild Wars player or not. It does what it says on the tin, with some pretty good story and character interaction. This book stands alone from being a "Guild Wars" book - I believe you'd enjoy it whether you like the source fiction or not. I'm not normally a fan of genre-splits; sometimes it works well the first Tomb Raider movie and sometimes it doesn't work at all Max Payne, please step forward.

A lot of it seems to depend on writing, and by grabbing people like Jeff Grubb to come along for the ride on this one you've got yourself a story. Sure, there are criticisms. The romance threads in here could be better. I'm not sure if we're supposed to think the main character a human is falling for a Sylvari, or if he just really likes her.

The villains might be a bit transparent - the Asura especially - but overall they get the job done. Where I think the authors do a great job is in the storming, forming, norming, performing cycle of the group on their quest.

It's clear they're not built to get along, with racial tensions and long standing feuds. How they overcome that is very well done in my view, not heavy-handed, and it's entirely believable who's left standing at the end and why they supported each other.

I thought these were going to be thin little books maybe pages give or take but no, its a full book! My friend was absolutely speechless when he got them. He's such a Guildwars lore nerd so these were perfect for him. Now to buy these again for my mom!! I'm going to put this review on all the guildwars books, but that doesn't make it any less true.

I found this book interesting. It did a nice job of showing off the newer world and helped set the stage for Guild Wars 2. It featured a lot of information and back fill, some chapters where heavier than others, but it didn't seem to unload it too quick either. It shows many aspects of the world, several of which have changed noticeably from the first game.

There were even some references to characters from Guild Wars 1, usually to show what they did after the game's story ended. The story itself was good and would have been worth reading even if it weren't set in Guild Wars.

The characters featured a nice range of personalities and gave the reader a good feel for the different racial backgrounds of the 5 playable races in Guild Wars 2. The only thing that could have improved the story would be an epilog to better sum up the results of the ending.

It is hard to explain why without spoiling the plot. 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.

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Guild Wars Ghosts of Ascalon: Impressions from a lore nerd

Two hundred fifty years ago, Ascalon burned. 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. 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.

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Ghosts of Ascalon

Would you like to tell us about a lower price? If you are a seller for this product, would you like to suggest updates through seller support? 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 The once mighty kingdom became a haunted shadow of its former glory.

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