Guild Wars: Ghosts of Ascalon by Matt Forbeck and Jeff Grubb (2010, Mass Market)

rarewaves-usa (472500)
98.3% positive feedback
Price:
$12.11
Free shipping
Estimated delivery Fri, Aug 29 - Sat, Sep 6
Returns:
30 days returns. Buyer pays for return shipping. If you use an eBay shipping label, it will be deducted from your refund amount.
Condition:
Brand New
Author: Jeff Grubb, Matt Forbeck. Title: Guild Wars. Format: Paperback. Release Year: 2010. Item Length: 111mm. Item Height: 178mm. Country/Region of Manufacture: US. Language: English.

About this product

Product Identifiers

PublisherPocket Star
ISBN-101416589473
ISBN-139781416589471
eBay Product ID (ePID)109257445

Product Key Features

Book TitleGuild Wars: Ghosts of Ascalon
Number of Pages384 Pages
LanguageEnglish
Publication Year2010
TopicGeneral, Fantasy / Historical, Action & Adventure, Fantasy / Epic, Media Tie-In
GenreFiction
AuthorMatt Forbeck, Jeff Grubb
FormatMass Market

Dimensions

Item Height0.9 in
Item Weight7.7 Oz
Item Length6.8 in
Item Width4.2 in

Additional Product Features

Intended AudienceTrade
Synopsis250 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!, 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!

All listings for this product

Buy It Now
Any Condition
New
Pre-owned
No ratings or reviews yet
Be the first to write a review