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Matt Forbeck

Guild Wars: Ghosts of Ascalon

Average Rating:out of 5 stars
Walmart # 561817246
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250 years ago, Ascalon burned . . . <p></p>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. <p></p>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. <p></p>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!

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250 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. 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!250 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. 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!

Specifications

Language
English
Series Title
Guild Wars
Publisher
Pocket Star
Book Format
Paperback
Original Languages
English
Number of Pages
384
Author
Matt Forbeck, Jeff Grubb
Title
Guild Wars: Ghosts of Ascalon
ISBN-13
9781416589471
Publication Date
July, 2010
Assembled Product Dimensions (L x W x H)
6.75 x 4.19 x 0.90 Inches
ISBN-10
1416589473

Customer reviews & ratings

Average Rating:(3.8)out of 5 stars
100%Recommended(1 of 1)
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Average Rating:(5.0)out of 5 stars

Worth every penny and more.

Purchased this book via arnea.net in preparation for the launch of Guildwars 2. I loved every second of this book. I highly recommend you get a hold of this book and read it, then share it. I am about to purchase it a second time, as the person I lent it too never spoke to me again. Even still, I have lent out Guildwars: Edge of Destiny, which shares back story on several characters in this book, and who are very important in the game. From the wiki The main plot takes place one year before the events of Guild Wars 2, dealing with the initial stages of an alliance between the humans and the charr as an expedition with members of both races seeks an ancient artifact. The story begins with Dougal Keane, a human adventurer specializing in detecting and disabling traps - exploring the crypts underneath Divinity's Reach with other adventures. The book then focuses on Keane's journey to Ascalon City, together with Riona Grady (a human crusader), Killeen (a sylvari necromancer), Ember Doomforge (a charr crusader), Gullik Oddsson (a norn warrior) and Kranxx (an asura engineer with knowledge about the workings of asura gates). Tales are often recited by the characters in the book to help deliver the backstory of all five playable races, including a depiction of King Adelbern's unprecedented use of the Foefire to defend Ascalon City from the charr.

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Average Rating:(4.0)out of 5 stars

Ghosts of Ascalon had ...

Ghosts of Ascalon had some wonderful characters and interesting plotlines. It was a good primer on the lore of Guild Wars 2, and I admit I cried at parts. I did, however, feel it dragged on a bit long, though it might have been my own expectations for what the book would be. I expected the central plot to be happening in Ascalon, whereas it's actually more about the journey - and facing more figurative Ghosts of Ascalon. Well written and engaging.

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Average Rating:(3.0)out of 5 stars

I had a very different...

I had a very different take on the novel as someone who started off knowing very little about the lore of Guild Wars. I had to have a bestiary open on my browser just to look up the races of some of the main characters. Needless to say, there had to be some details of important events or figures that were surely lost on me. Despite that, I was able to enjoy the book. At first, I thought getting through it would be a struggle because I had expected to lose interest the moment I realize I have no idea what's going on. That and I had gotten used to the fact that game tie-ins are notoriously bad about giving background information, as if they expect anyone picking it up to be an uber fan of the game and already have all that knowledge. So I was a little surprised to find that I did not have this problem with Ghosts of Ascalon. While there were many details I wish the authors could have elaborated on, all the relevant information was there so I could follow the story with ease, and not once did I feel confounded by the timeline of the major happenings in the lore. The characters were also a pleasure to get to know, even though most of them were corny cliches that adhered to familiar and therefore standard and very specific archetypes, but that's to be expected. The way I see it, at least each individual character has a personality, even if they are two-dimensional and never stray too far from their roles. I enjoyed the dialogue and the witty banter, and found myself drawn to the main character Dougal Keane and especially to Kranxx the Asura. The story itself was also straightforward, conventional and everything you would expect from game fiction, and I would have lost interest if not for the quality of the writing. While it may be cliched and excessively flowery at times, I have lots of respect for authors who can tell a story and express their characters' intents without overtly giving that information away. My favorite writers always show, not tell. Through the descriptions of Dougal's actions alone, his emotions and motivations became clear to me, and that should be the way it is. Authors who give a play-by-play on every single thought in their characters' heads drive me nuts. A part of me even wishes the novel could have been longer, but it ended well and for the most part it was well-paced. It seemed like every other chapter saw our adventurers getting into yet another fight, but at least the story was moving forward. There's no doubt this book has gotten me even more excited for Guild Wars 2, and has even renewed my interest in playing Guild Wars, if anything to discover what other tales the rich lore and land of Tyria can offer me.

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Average Rating:(3.0)out of 5 stars

For what it is, a medi...

For what it is, a media tie in, this was a very enjoyable read. Good characters, good exploration of the world, and plenty of excitement. A minor niggle was the sameness of the voices. The characters all seemed to be sarcastic at the same time or serious at the same time. There should have been more consistency in each character's dialogue instead of mirroring each other.That aside, it is a good read for any Guild Wars fan.

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