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Informationen zum Autor Matt Forbeck is an award-winning and New York Times bestselling author and game designer. He has more than thirty novels and countless games published to date. His latest work includes Dungeonlogy , the Star Wars: Rogue One junior novel, the last two editions of The Marvel Encyclopedia , his Monster Academy YA fantasy novels, and the upcoming Shotguns & Sorcery roleplaying game based on his novels. He lives in Beloit, WI, with his wife and five children, including a set of quadruplets. For more about him and his work, visit Forbeck.com. Klappentext 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 swordthe 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 charrbut the undead king who rules Ascalon won't give it up easily, and not everyone wants peace!GUILD WARS: GHOSTS OF ASCALON Over the years, Dougal Keane developed a personal rule: Never adventure with people you like. If pressed, he might modify it to: Don't adventure with people you'd hate to see die. Now, in the depths of the crypts beneath Divinity's Reach, he was getting his wish. Dougal disliked his comrades intensely. He also hated his task. Most of all, at the moment, he hated the stifling heat of the crypts themselves. The sweltering summer heat that enveloped Divinity's Reach above had stolen deep into the bowels of these hidden burial grounds, where it festered like a hidden wound. The prevailing winds that caressed the burial ground's cliffside entrances might carry the stench of the warm, dry rot away from the city, but inside the crypt's twisting passages, Dougal had no means of escaping it. People had been bringing their dead here since before the founding of Kryta's new capital, and Dougal swore he could smell the dust of every last one of them. Their explorations had taken them into parts of the crypts that even Dougal was unaware existed. At each branching of the path, Clagg had consulted his glowing map, then indicated they take the less-traveled option. The smooth, polished flagstones of the Skull Gate in Divinity's Reach gave way to less-used paths, and finally to rooms and corridors that had been untouched since the dead were left here to desiccate centuries before the founding of the city above. Still, as he stalked forward, brittle skull fragments of all shapes and sizes crunching beneath his feet, Dougal reminded himself that these crypts weren't as bad as some places he had been. The ruined temples of the Caledon Forest, or the Bloodtide Coast, its beaches awash with twitching, malevolent corpses. Or Ascalon. Never as bad as Ascalon. Dougal stopped and rubbed the stubble on his chin as he scanned the bone-covered passage before him. It opened into a wide chamber that stretched far beyond the reach...
Auteur
Matt Forbeck is an award-winning and New York Times bestselling author and game designer. He has more than thirty novels and countless games published to date. His latest work includes Dungeonlogy, the Star Wars: Rogue One junior novel, the last two editions of The Marvel Encyclopedia, his Monster Academy YA fantasy novels, and the upcoming Shotguns & Sorcery roleplaying game based on his novels. He lives in Beloit, WI, with his wife and five children, including a set of quadruplets. For more about him and his work, visit Forbeck.com.
Texte du rabat
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!
Résumé
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!
Échantillon de lecture
GUILD WARS: GHOSTS OF ASCALON
Over the years, Dougal Keane developed a personal rule: Never adventure with people you like. If pressed, he might modify it to: Don’t adventure with people you’d hate to see die. Now, in the depths of the crypts beneath Divinity’s Reach, he was getting his wish. Dougal disliked his comrades intensely. He also hated his task. Most of all, at the moment, he hated the stifling heat of the crypts themselves.
The sweltering summer heat that enveloped Divinity’s Reach above had stolen deep into the bowels of these hidden burial grounds, where it festered like a hidden wound. The prevailing winds that caressed the burial ground’s cliffside entrances might carry the stench of the warm, dry rot away from the city, but inside the crypt’s twisting passages, Dougal had no means of escaping it. People had been bringing their dead here since before the founding of Kryta’s new capital, and Dougal swore he could smell the dust of every last one of them.
Their explorations had taken them into parts of the crypts that even Dougal was unaware existed. At each branching of the path, Clagg had consu…