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In a post by Jeff Grubb, a game designer at ArenaNet, he goes into detail about the very first Guild Wars novel, Ghosts of Ascalon.
Co-written by Jeff Grubb and Matt Forbeck, Ghosts of Ascalon takes places a year before the start of Guild Wars 2, and deals with an oncoming truce between man and charr. As man and charr are threatened by outside forces, they are on the verge of peace, however the charr insist on a sign of good faith. The charr seek the Claw of Khan-Ur, a lost relic and symbol of the charr ruler. Of course, the relic is hidden somewhere dangerous and spooked by ghosts of the past, the ruins of Ascalon City. Having survived a trek inside the city, a man by the name of Dougal Keane is tasked with leading a team to retrieve the relic.
The asura, the norn and the sylvari are all new races that have been introduced into Tyria two hundred and fifty years after the events of Eye of the North. He describes the charr as having driven humanity back on all fronts and humanity is making its stand in Divinity’s Reach. Also, after a delay thanks to the heroes of Eye of the North, The Elder Dragons have now risen, and have changed the world indefinitely.
Jeff goes on to describe the difficulty of writing a book based on an ever-changing, ever-growing world. Ghosts of Ascalon is slated to be on bookshelves July 27th. For more information, you can read Jeff’s post on the ArenaNet blog.