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!
I'm an award-winning, New York Times-bestselling author and game designer and happily married father of five, including a set of quadruplets. For more on my work, see Forbeck.com.
Guild Wars saved my life. Oh no, that sounds mawkish and hammy. Guild Wars changed my life? Certainly more accurate of a statement, but still too mawkish and hammy. Let's just say that Guild Wars had a considerable impact on my life and I'm very glad it did. So, here's less of a review and more of a story involving myself and this Guild Wars book.
It all started a few years ago, Summer 2011. My grandfather in Florida was convinced that he was about to die, so with some contention my mother and I made the trip from New York to Florida to go be by my grandfather's side. (I've never been close with my grandfather, neither geographically nor emotionally, but I went only to accompany my mother.) Actually I think it may have been in September, not summer. Either way it was hot. But then, it was Florida. Turns out my grandfather was not dying (fortunately or unfortunately depending how you look at it). He just tends to over-dramatize and exaggerate things...his two favorite hobbies along with complaining and manipulating. He's still alive and kicking to this day, except now he lives with us in New York (oh my).
The first thing my mother and I did upon landing in Florida was go to the supermarket to buy some food we could be confident enough in eating safely, and to Barnes and Noble to stock up on some supplies to pass the time during the excruciating days we were surely about to endure. (My grandfather is a bit of an infamous character in my family. Let's just say he's not the nicest or most reasonable man that ever lived.) I wasn't much of a reader at the time, but I knew I'd need to buy something if I were to survive. (I had also brought my Playstation 2 along, hoping to catch up on some older games. I brought Shadow of the Colossus, which I hadn't played at the time, and Jak 3, which I've been trying to beat since I was 10 years old. To this day I still struggle with the tutorial level. I have no idea why; according to others it's not a very difficult game, but for me it seems to be impossible. I didn't end up playing much PS2 in Florida though, being that the room with the extra television didn't receive any air-conditioning, and Jak 3 + 90 degree heat is a sure way to the grave for me.) At Barnes and Noble I picked out two Guild Wars books (this one and Edge of Destiny), both tie-ins to the video game series, because I was looking forward to the then-upcoming Guild Wars 2 game which was set to be released around that time and I wanted to familiarize myself with the universe and lore. I also picked up The Catcher in the Rye because I was surely aware of the classic and controversial nature of the book. Plus it was like five bucks.
I've always been a bit more nerdy than I was angsty, so when we finally arrived at my grandfather's house, I tossed Catcher in the Rye aside and opened up Guild Wars: Ghosts of Ascalon. Unknown to me at the time, the choice of the Asura and Charr of Tyria over Holden Caulfield of New York was undoubtedly critical to the course my life would subsequently take.
It's been too long for me to really remember the quality of the work. It was certainly a wonderful addition to the Guild Wars universe and lore, even if only solid fantasy fare. I remember it being very immersing and exciting. But then it was in contrast to my grumpy grandfather and his insect infested house littered with snot-rags and pill bottles, made only worse by the unbearable Florida September. I'm sure even Hemingway would seem fantastical when read in such a context. Nonetheless I tore through both Guild Wars novels in a mere three days. By my calculations that's 722 pages in three days, or 240.6 pages per day. I'm not sure I've read that much in such a short span of time since. And I have yet to find a book as enthralling and compelling as those Guild Wars books were. It was the perfect combination of wanting to escape, having enjoyable escapist fiction, and having the excitement of discovering a new interest (that being reading, and I suppose to a lesser extent the Guild Wars lore).
It's not like all I did was read while in Florida...just mostly. I seem to recall also getting into an argument with my grandfather about Michael Jackson and discovering a bunch of maggots in my bowl of cereal. Ah, good times!
But it was these two Guild Wars tie-in novels that popped my literary cherry. Who needs Catcher in the Rye when you have some great genre fiction? To exemplify the change I went through, on the plane ride to Florida I read a video game magazine and a martial arts magazine that I had picked up at the airport (I wasn't into martial arts but that particular issue was specially dedicated to the films of Bruce Lee. And Bruce Lee is awesome). On the plane ride back from Florida however, I was already knee-deep in Alice's Adventures in Wonderland.
After that I continued to read here and there. Typical stuff like the aforementioned Alice, along with Catcher in the Rye, some William S. Burroughs, some Philip K. Dick, some Edgar Allan Poe. Expected stuff for a new teenage reader. And then that December, 2011, I signed up for Goodreads, which was where I really got into reading and reading about reading. I never ended up playing much Guild Wars 2 when it came out; I was already kind of disinterested in it after playing the beta for so many hours and reading/watching about it online. I don't even really read much in the fantasy genre, nor am I very interested in many high fantasy works in the vein of Guild Wars. But I still treasure the memory of reading those two Guild Wars novels, and they did something far more than getting me into a genre or increasing my interest in a particular video game; they helped me survive nearly a week with my grandfather! Oh, and they also sort of opened the door for me into an entire new artistic medium. Which in turn, I think, made me into a better, smarter person, and also introduced me to many more interests and fascinations.
Somewhat ironically, my grandfather has recently asked me to write an account of his life. He said it could be a bestseller (half-jokingly, half hoping). He even has a title for it. Clearly he's put a lot of thought into this. I guess he's afraid to die or to be forgotten or something. It was of course because he knew I liked reading and dabbled in writing that he asked me. So now I am somewhat obligated to write this man's biography. Oh, dear, how the world comes full circle to bite you in the ass! Thank you, ye mighty Guild Wars!
The best part about this book is that, as a long-time Guild Wars player, I've been reading about places I've visited, events I took part in, and foes I defeated. It's easy to immerse oneself in a world that's this familiar. The writing is descriptive enough that I'm sure even non-fans would acclimate quickly. The death of Prince Rurik is one of those gaming moments you never forget; you are with him when it occurs, and you are unable to save him; so reading about the world-changing consequences of his father's grief is anchoring for those of us who played the original Guild Wars. I found myself thinking "I was there. I remember."
At times I felt as thrown as Dougal by having a Charr ally while adventuring with the great Pyre Fierceshot (yes, *that* Pyre Fierceshot!), so I understood where he was coming from. Along the lines of "That Charr over there will kill me, but this one has my back... I think." And to hear them refer to Gwen; a girl most of us see as our sweet little sister first, and a leader of the Ebon Vanguard second; as Gwen the Goremonger??? I laughed at how small-minded I've been about the other races inhabiting one of my all-time favorite universes; I never considered how our former enemies felt toward our heroes.
Asura, Norn, and Charr are all familiar races. The Sylvari are new; I played as one for a short time during a recent beta event; and I found Killeen to be a great source of insight into their way of thinking, and the Dream. As for the extinction of the Dwarves... I will miss them, but... I was there. I remember.
We survive. We soldier on. We tell grand tales of the fallen. We're adventurers. And this is only the beginning.
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.
This book falls flat with unlikable characters and a mediocre story, struggling unsuccessfully to capture the charm of the game it tries to build upon.
This novel surprised me. I really enjoyed it. As a media-tie-in novel, my expectations weren't really that high. Nevertheless, my friend convinced me to play Guild Wars 2, and after just a few levels I was struck by the unique fantasy setting of the game. I immediately wanted to learn more about it. As a media-tie-in work, this is excellent and effective. A key part of what makes the MMORPG Guild Wars 2 so unique are the distinctive races, the Norn, Asura, Charr, Sylvari, and, yes, humans. In this novel the party consists of a vivid representatives of each distinctive race. So, you learn about the specific personalities and cultural lore of each race and how they interact with eachother. The plot was really intriguing to me as well. The stakes are quite high. Although this is written in a fun, light-hearted way, the authors remind you that these characters can die. This is somewhat rare for lighthearted, video game tie-in novels (in my experience--and I've read a lot of them). As the novel concludes, you are unexpectedly surprised to realize how effectively the writers were able to get you to care for the characters. The novel's primary source of joy, for me, was connected to my desire to learn more about the gameworld setting, so I am not sure if this is for everyone. But, if you play Guild Wars 2, it does this effectively and even artfully: it renders the world vividly and strategically by introducing you to characters who you want to invest in, whose traverse this world.
More like 3.5. I have so many contradictory feelings regarding this book. I started playing Guild Wars 2 about two months ago and I was fascinated by the Ascalonians and their tragic history. I was expecting to find more about them in this installment. I foolishly thought that it would be set in the past of Tyria, and that I would get to read about the fall of King Adelberg from his own eyes. Instead, I got a tale of adventure where a group is charged with the task of storming Ascalon City to recover a long-lost treasure in present-day Tyria. It was a fun ride, though! But not the one I was expecting, heh.
As a media tie-in novel, this book is pretty good at what it’s clearly meant to do: bridge the gap between Guild Wars 1 and Guild Wars 2, and establish the history and state of this fictional universe. As a relatively new player, it did really help me conceptualize a lot of the game’s world-building.
Unfortunately though, I don’t read books for the pleasure of uninterrupted lore-dumps straight from the game devs, interspersed with repetitive, middling fight scenes - but at the same time, I’m the one who chose to read a video game novelization. How much could I TRULY expect to take away from this experience?
If you’re already a fan of GW2, you’ll be able to imagine all of the settings and fantasy races well enough to adequately fill in any gaps in the writing, and you might even occasionally get to go “hey, I recognize that character!”. Nothing bad enough for me to Actually complain about, just bad enough for me to wish I was reading something else.
Great for Guild Wars fans. Although it had been hinted from time and time again, I really feel like we could have explored Dougal's relationship with Riona and his late wife to add impact on the ending. Also felt really lacking that kranxx only got his limelight when he died. There should have been more in that part, but still a good book nonetheless. As a long time fan, I got a bit giddy seeing King Adelbern's cameo.
This entire review has been hidden because of spoilers.
Bin mir noch unsicher, was ich von dem Buch halten soll, tendiere zu 3,5* Einerseits mochte ich die vielen Informationen zur Welt (die ich größtenteils noch nicht kannte), es war oft spannend und es hat Spaß gemacht, zu lesen. Andererseits wurden teils schon fast zu viele Geschichten erzählt - also von Person xy, die dies und das geleistet hat. Dadurch war es zwar ganz interessant, aber eben nicht sehr spannend. Diese Geschichten haben für mich den Plot ziemlich verlangsamt, gerade in der Mitte. Man hat sich nicht wirklich vom Fleck bewegt. Ein paar Situationen wurden mir auch zu schnell bzw. zu einfach gelöst. Ebenso kam das Ende recht abrupt und dann war das Buch plötzlich vorbei. Dem gegenüber steht aber, dass ich die Welt echt mag und mich immer gefreut habe, wenn einer bekannter Name aufgetaucht ist.
In jedem Fall aber ein solides Buch (zum Spiel), das unterhalten kann, nur manchmal nicht noch eine Heldengeschichte hätte aufgreifen müssen.
A great, light-read for any Guild Wars fans out there! Randomly picking up this book on a holiday led me to re-buy Guild Wars 1 with hopes of playing through the entire thing all over again and continuing on to Guild Wars 2. When I first played these amazing online role-playing games I was so young that I could barely understand any of the English. So happy to dive in again and finally appreciate the story as well!
The Ghosts of Ascalon won't be the best fantasy book you read, but it has some great characters, good banter, and familiar surroundings for any Guild Wars fans. I read this because I wanted to know more about the Guild Wars story or tales, and that's what I got. The book is well-written, but the plot has issues with pacing and it is pretty predictable.
Technically "Ghosts of the past" would have been a better title, as Ascalon is reached towards the End of this tale. It was a little difficullt to read, especially in the beginning. Thankfully one of the most insufferable characters, that obviously betrayes their cause, dies. I was inclined to give it 4 stars just for that, but considering that the death of one of my fav characters had almost no emotional impact on me and the struggle to keep reading in the first half, I chose 3 stars as my final rating. I would not mind reading about the survivors in the future and am still intrigued to read more about a world I wandered with my closest friends.
This entire review has been hidden because of spoilers.
Book 1 of the Guild Wars series still lives up to the hype of the first time I read it.
Dougal and the rest of the krewe are such diverse characters and personalities. We are witness to their strengths and failures and see them grow.
A perfect adaptation of the world i grew up playing in. As an avid lover of the world I can accept my immense bias but I wholeheartedly believe this would still be a perfect book for a new visitor.
I'm in a getaway car I left you in the motel bar Put the money in a bag and I stole the keys That was the last time you ever saw me ~ Getaway Car, Taylor Swift - reputation
As far as books based on games go, this was actually really fun!
I honestly wasn't sure what to expect from this book. I didn't know what it could say about Ascalon that wasn't already in the game and I came in with minimal expectations. But I had a lot of fun reading it, seeing the characters and their interactions. Some of them were maybe a bit too cliche for their races, but they were still enjoyable.
I reaaaaaaaaaaaaally enjoyed this novel - was pretty predictable but it didn't detract from the overall narrative. Was a fun read and I enjoyed learning about the events pre-GW2.
After finally having read all three books in the Guild Wars universe, it feels as if I have a more complete impression of each book, being able to compare them to each other.
Surprisingly, this book was not the best among them in my honest opinion, though individual aspects may have been better than in the others.
Plot The general idea of gaining a mission, finding companions to accompany the main character etc. is not too bad, but it still feels somehow generic. The mission holds some importance lore-wise, which throughout the book gives way for lore-dumping, in the good way, leading you through events and details in the lore that are supplementing the original knowledge one may have had before reading the novel. This is a strong point for the plot; how it creates opportunities to hand out lore and information like food coupons, yet without it all feeling forced.
The pace is neither too slow nor too fast, and you don't drag yourself through it. However, I admit that I did not go through this book as quickly as the others, though I don't know if it's the writing style or the lack of bonding with all the characters... But that's a personal issue, I figure!
Characters I had trouble bonding with some of the characters you meet in the novel, the main character being somewhat relatable, yet not quite enough to make you care for him in the start.
There were some interesting side-characters, the sylvari Killeen being a fresh perspective with her Grove-based knowledge and innocent honesty, which could be brutal at times towards the human ethics. It was refreshing to have her to challenge the views of the other races. However,
The bond between the group of characters seem feeble and ready to break at any time, which confuses me. Somehow they manage to stay together, but it never truly feels like a gathered group. The norn is still somewhat a mystery to me, although I can see their reasoning for why he joins them, I still consider it a bit weak. A bit too stereotypical norn.
In general, I think the races are too stereotypical with too little individual character. The races' main stereotypical features are what controls their personalities, or so it seems, and that's probably what I'd call the weakest point in this novel. I did simply not care enough for the characters for the most part.
Writing style It is detailed and suits the story, not much to be said as a matter of fact. It is not as rich in emotion as e.g. in Sea of Sorrows, which may have contributed to my personal lack of bonding with the characters, although I do not assume that this is definitely the case.
All in all While the plot was a bit generic, the characters a bit lacking and too stereotypical, the novel in itself was enjoyable as a matter of fact.
I adored the information given, lore-dumping, hints and connections drawn between original knowledge/characters from e.g. the game or other mediums to the lore of Guild Wars. This is simply enough for me to consider it a good novel, but I only give it 3/5 stars because of the two before mentioned lacks.
I read Edge of Destiny early in my Guild Wars 2 career and stepped into that book expecting to find incredible stories of the heroes that were mentoring my various characters. Instead I found a bunch of emotional teenagers whose failure to defeat an elder dragon in the book had turned them into bitter, whiny teenagers in the game. The events of Destiny’s Edge and the actions of the characters dropped my opinion of them and undoubtedly affected my appreciation of the overall story. I was willing to accept that my low rating of Edge of Destiny had a lot to do with my new found bias against the characters, but in reading Ghosts of Ascalon now, I have come to realize that Edge of Destiny really was not that impressive in its storytelling and certainly not in its characterization. Ghosts of Ascalon, similar to Edge of Destiny, features a group of unlikely companions working together towards a task for the greater good – in this case, finding the Claw of Khan-Ur in hopes of aiding the truce talks between centuries long enemies, humans and charr. The group consists of varied personalities, many of which do not get along, but their conflicts were not tedious and I appreciated the way the different characters so strongly represented the basic character traits of their respective races, while still developing unique personalities and growing as characters as the story progressed.
Further more, through these characters and their conflicts, the book did a very good job of bridging the gap between Guild Wars and Guild Wars 2 by explaining a lot of the events of the past and present, without it reading like a condescending history lesson. Among many other details, the book tells about both sides of the war from the rival humans and charr. I started playing Guild Wars specifically to learn the lore of the series for myself, but this book serves as an acceptable background reader – at least for the Prophecies storyline.
Playing the game helped me easily visualize the descriptions of places, creatures and even the different fighting styles of the characters, but I think the author did a good job of making it all accessible to a new reader, as well.
The plotting was a bit weak in its purpose, but I really won’t fault the book itself for this. Guild Wars 2 has been disappointing, plotwise, especially in comparison to its predecessor. It has been disappointing characterwise, as well. However, Ghosts of Ascalon was far from disappointing with its characters and it is unfortunate that these characters, who played as large a role in history, are minor NPCs within the game itself, while less interesting and far more annoying characters like the members of Destiny’s Edge are so prominent.
Ghosts of Ascalon is a tie-in novel that came out while Guild Wars 2 was still in production. It was intended to give Guild Wars players a taste of what some aspects of Guild Wars 2 would be like, as well as fill in some of the history that happened in the 250 years that elapsed between the timelines of the two games. I didn't play Guild Wars, but I do have some experience with Guild Wars 2. Having a little knowledge about the game made it really easy to visualize the characters, hear their voices, and understand their personalities, as well as understand the geography in the book. I suppose this would be the video game equivalent of watching the movie first.
That being said, this book was just a really fun fantasy story. I read it pretty quickly, and I found myself feeling drawn to it every time I tried to put it down. The story isn't deep or meaningful, and there is some basic storytelling cliche here and there, but it was still an enjoyable read. It was like reading a Saturday morning fantasy cartoon or something. There was a lot of cheeky dialogue and adventure. It was just a lot of fun. I particularly enjoyed the way that each race was depicted so accurately to how they turned out in the actual game. Asura are intellectual and cocky, Charr are gruff and brutal, Sylvari innocent and inquisitive... Their voices in the book were all perfect. Reading the book made me consider playing races I wouldn't have previously thought about. The writing style was fluid and natural. It was just a fast-moving, fun book and I enjoyed it for the entertainment.
I'm not sure how this would play out for someone with no knowledge at all of Guild Wars 2 (I don't think Guild Wars knowledge is necessary). It's very possible that this could still just be a fun little adventure book, but having that background and having spent a little time with characters like these really brought the book to life for me. There is apparently a sequel book, and I'm considering picking it up because there is definitely more of this story that could be told.
GuildWars Ghosts of Ascalon by Matt Forbeck and Jeff Grubb
Seeing what I post here most of you will be surprised that I am not a gamer. I view RPG as crack for the scifi fan. I am frightened of the possibility of immersion and a subsequent sublimation of my personality. In other words, I’m afraid I could get hooked on a game and spend all waking hours playing it. Since I am already hooked on reading and donuts, I avoid the temptation of RPG.
Getting on topic, Ghosts of Ascalon supposedly is setting the stage for the the role playing game Guild Wars 2. Haven’t played it and so I don’t know if that is true but it is what I have read. A typical quest band of intentionally mismatched adventurers set out on a quest for an artifact that can bring world peace. The pitfalls and pratfalls along the way feed the plot.
This is not an intellectually challenging read but frankly my intellect needs a rest now and again. I enjoyed the characters and their bold characteristics. I liked the introspection and need for redemption exhibited by Dougal. I found the book entertaining and enjoyed reading it. What more can you ask? I’m looking forward to the likely sequels.
Ghosts of Ascalon is first of the books intended to bridge the gap between the online RPG, Guild Wars, and its successor, Guild Wars II. The book introduces a new race, the Sylvari, and takes us into a changing land of dragons, war, and a quest for treasure.
It should be said, if it is not already obvious, that I do play and enjoy Guild Wars. I bought this book because the in-game lore is of interest to me, and because I plan on playing Guild Wars II.
I would say the story was 'okay' - it's not spectacular or amazing, but it isn't terrible, either. The story is interesting, despite being predictable, and the characters are likeable. The thing is, you have to take this book for what it is. It is based off an RPG, it meant to connect the two games together, and doesn't go too in-depth on much of anything.
In the end, I did enjoy the book overall. It's just missing that extra little bit.
This book, by far, was one of the best books I have read. Also, playing the game helped me connect with this book even more. The four main characters are great! The main character, Dougal Keane, is the only person to travel back into Ascolan and make it out alive. His group goes through some tough times and they lose some friends in battle. One of my favorite battles is towards the beginning, when they face the giant and almost fail to beat him. I would recommend this book to anyone that likes adventure books and is looking for a great read!
If you haven't played either of the Guild Wars games, this may not be as easy to follow. However, having played both games extensively, I enjoyed the story. It did end rather abruptly though.
Jeg glædede mig ret meget til den her bog og den skuffede ikke. Det er af samme årsag at jeg har læst den på tre dage, eller i hvert fald hovedsageligt, der var nok også noget stædighed bag det (ahem... Gry). Det er absolut den bedste læseoplevelse jeg har haft i mit liv. (Jeg har ikke haft mange) Det var ret fedt at læse om en verden jeg har spillet i, det var ret sjovt at kunne genkende mange af stederne og nogle af karakterene ved navne.
Jeg kunne ret godt lide Dougal, hovedpersonen, fordi det var tydeligt hvordan hans syn på Charr og ikke mindst de andre racer, ændrede sig meget fra start til slut, men også fordi han på en eller anden mytisk måde stadig kunne gøre grin af andre og ragebaite dem, efter at have mistet ikke bare alle hans venner, men selvfølgelig også hans søde kone.
Gyda havde jeg ingen empati for, måske en lille smule, men ikke nok til at jeg gav fuck om da hun døde. Jeg er glad for hun kun levede de første 30-40 sider. Jeg vil ønske Clagg også døde sammen med hende.
Killeen. Søde Killeen, min ABSOLUT favorit karakter. Hun forstod ikke verden og især ikke andre mennesker, men det var noget af det som gjorde hende så fantastisk. Fordi hendes plante-race endnu ikke rigtigt havde oplevet død og fordi hun var necromancer, stoppede hun altid op, ligemeget hvor dårligt et tidspunkt det var, for at kigge på enten noget der havde været dødt i 200 år eller 2 minutter. Så ville hun kigge stå og kigge på knogler eller rådne sår og tænke "Wow!" med et stort smil på læben, mens hun begyndte at lyse mere orange. På et tidspunkt "genoplevede" hun et menneske de lige havde dræbt (som var kært til to fra gruppen), som hun ville have de skulle bruge som lokkemad til en fælde der højest sandsynligt var foran dem. Fordi det så hun jo ikke noget problem i, imens de andre stod med rædsel på deres ansigter. Hun stoppede selvfølgelig ikke med at smile. Fantastisk karakter, 10/10. MEN SÅ SKULLE DE SELVFØLGELIG DRÆBE HENDE, FORDI HVORFOR IKKE? Den store klumsede Norn ved navn Gullik skulle jo kæmpe mod noget han ikke kunne klare og Killeen skulle jo selvfølgelig hjælpe. Jeg var lige ved at miste alt motivation til at læse da hun døde. Hun var så dum og klog på samme tid, en fantastisk venlig sjæl. Jeg har aldrig været så investeret i en karakter i mit liv. Rest in peace min Queen, Killeen.
På samme tid som Killeen døde, døde min håb for at hende og Dougal ville komme sammen. Det gav så god mening. Blushing højre og venstre fra begge parter og hun var en af de eneste Dougal kunne holde ud fra starten af og meget mere. De var et match made in heaven. På samme tid med at min håb forsvandt, steg min frygt for at Dougal og Riona ville komme sammen, de havde så lidt kemi, men alligevel var der altid en eller anden tension mellem dem som jeg bare ville have væk så hurtigt som muligt. Og der var jeg heldig, fordi så 20 sider senere i en samtale i gruppen, blev Dougal nødt til at sige at han var gift med en af hans tidligere gruppemedlemmer, som tilfældigvis også var en af Rionas gode venner og at han dermed havde holdt det hemmeligt for Riona. Hun brugte derfor en god sjat kapitler på at være pissy over det, og det gjorde mig meget glad >:). Jeg blev lidt bekymret til sidst igen, men så forådte Riona dem alle sammen og så var jeg glad igen.
Jeg var lidt bekymret da jeg mødte Klanxx første gang, at han også bare ville være endnu en snobbet Asura, men jeg var heldig at han faktiskt endte med at være en af mine favorit karakterer. Han skulle selvfølgelig også dø, tak for det. Dog lidt mere heltagtigt og dramatisk end min Queen Killeen.
Den tidligere nævnte Norn Gullik, var selvfølgelig ingen andre end fantastiske Gyda's fætter. Og jeg var lige ved at rive mit hår ud ved tanken om at skulle have en gentagelse af hende bare på det mandlige køn gennem resten af bogen. Han viste sig dog til at bevise at arv og miljø, rigtigtnok har to dele og ikke opførte sig ligeså uudeholdeligt som hans kusine. Ham og Klanxx blev en power duo i højeste grad. Jeg var virkelig trist da selvfølgelig også skulle tage livet af ham, INDTIL det viste sig at han faktisk overlevede bomben som Klanxx ved et uheld havde kastet på ham. Jeg er glad for at han overlevede.
Ember var en lidt mere basic karakter, stadig god nok, men der er bare ikke meget at sige om hende. Det meste af hendes karakter var bare en form for kontrast der viser forskellene mellem Charr og menneskerne. Det virkede godt, men ja det var sådan hoveddelen af det. Det var dog også ret sjovt da man fandt ud af at hun var Almorras barnebarn.
Jeg har ikke så meget at sige om Riona heller, andet end at hun altid bare var en sureprop og en raging racist mod Charr og alle de andre racer. Ingen empati for hende, glad for at hun også døde.
Min endelig rating af bogen er 4.5 stjerner. Jeg har rundet op til 5, fordi goodreads er ass og ikke lader mig lave halve stjerner.
This entire review has been hidden because of spoilers.
Licensed media tie-in books always come with some limitations for the authors, and while Ghosts of Ascalon has its share of issues stemming from that problem, I was honestly surprised by how well the story came together as an entirely decent fantasy adventure. The book was clearly mandated to deliver a lot of exposition on worldbuilding for the game, and it succeeds to various degrees – at best, we get some fairly natural bits of dialogue conveying elements of the Guild Wars lore, while at worst, the exposition comes across as an awkward stageplay performed by a character for no other purpose but to unload a dictionary entry of backstory. Forcing the moments of exposition causes scenes to feel clumsy and characters to behave or speak inconsistently, but that’s the price that the narrative quality paid in order to accomplish the goal of introducing the reader to certain dimensions of the lore, which it did relatively successfully.
The story itself is a run-of-the-mill fantasy tale, with story beats varying from standard fare to moderately engaging; the book draws on the backstory’s relatively strong setup of racial relationships, and I feel the story is at its strongest when it focuses on those elements. Even when it comes across heavy-handed or awkward, that angle is still more interesting than the majority of the actual plot, which for the most part is somewhat in the dime-a-dozen category. That said, many of the plot’s seemingly weak, odd or inconsistent elements ended up being paid off in a way that I honestly didn’t expect, making the whole come together in a more satisfying way than I anticipated.
The only real complaint I have, that keeps it from going from decent to good, is that the main protagonist’s arc (which is more like a line from A to B here) had the potential to support the story much more, had there been more of a personal journey of character development. We have a good setup for that – the character starts out being a certain way, and we know where he’ll end up – but there’s really no build-up, he essentially just switches, and that switch seems like it happens before the story proper is even underway. For the rest of the book, we follow a mostly static character going through the motions of the story, never quite struggling to find the correct course, or having an opportunity to better himself.
All in all, I consider this a decent book, for what it is and what it set out to achieve. It’s a standard, low-challenge fantasy adventure tale, that succeeds fairly well in navigating the added hurdle of delivering a lot of worldbuilding information while simultaneously trying to tell a cohesive story.