HAWK & MOOR II
2014 • 0-0 Players • Age 0+
Who is this game suitable for?
If you like role-playing games and enjoy playing genres like History (Americas) und Modern (Pop Culture), this game is perfect for you.
For the pros among you, the following mechanics can be decisive: Reading...
Game Data
- Publisher
- Wonderland Imprints
- Designers
- Kent David Kelly
- Artists
- Edwin Austin Abbey, John D. Batten, John Bauer, Amelia Bauerle, Émile Bayard, Jacob Binck, William Blake, Arnold Böcklin, Carlo Brioschi, Harry Clarke, Thomas Cole, Alvim Corréa, Walter Crane, Alfred John Dalziel, John Dalziel, Gustave Doré, Albrecht Dürer, Mary Hallock Foote, Henry J. Ford, Joseph Gandy, John William Godward, Arthur Hacker, Adolf Hirémy-Hirschl, Wenceslaus Hollar, Alois Kirnig, Luigi Mayer, Peter Newell, John Pettie, Frederick Octavius Pickard-Cambridge, Giovanni Battista Piranesi, Howard Pyle, Arthur Rackham, Alfred Rethel, Louis Rhead, Édouard Riou, Albert Robida, Charles Robinson, Marcel Roux, Franz Xaver Simm, Lancelot Speed, Sir John Tenniel, Joseph Mallord William Turner, N. C. Wyeth
- Mechanics
- Reading (for Periodicals, Adventure Books, etc)
- Genre
- History (Americas), Modern (Pop Culture)
THE CREATION of the world’s preeminent Fantasy Role-Playing Game (FRPG), Dungeons & Dragons®, is one of the most fascinating tales to be told in all the shared histories of entertainment, play and game design. Two very different men, David Lance Arneson and Ernest Gary Gygax, undertook an unprecedented collaboration which gifted us — as their shared legacy — with one of the most intriguing games the world has yet experienced. Their game did not just simulate one isolate corner of reality; it dared to encompass the entirety of all realms of adventure, the consensual playground of the human imagination.
HAWK & MOOR tells the story of Dave and Gary, and the many other people whose efforts gave first life to the game we know and love today. Arneson had spectacular ideas, but Gygax knew how to refine them. Collaboration soon turned to conflict as Arneson believed his game was being taken from him, and Gygax crystallized systems where incomprehensible riddles had stood before. Both men were creative geniuses, but the game they created from Gygax’s Chainmail (1971) was the end result not only of their teamwork, but also of their clashes and disagreements.
HAWK & MOOR Book Two: The Dungeons Deep tells the tale of all that came after Blackmoor in the World of Greyhawk. Herein you will find the adventures of Robilar, Tenser, Terik, Murlynd, Lessnard, Quij, Otto, and Zagyg the Mad himself. Mysteries such as the Old Guard Kobolds, the orc hordes, the Thouls, the Black Dragon Labyrinth, the Great Stone Face, the demon lord Fraz-urb’luu, the Jeweled Man, the Nine Demigods, the Isle of the Ape, and the slide to Cathay are all explored as well.
HAWK & MOOR Book Two: The Dungeons Deep includes 86,500 words on over 370 pages, supported by over 470 footnotes and annotations. The adventure continues as we delve into the sinister and wondrous dungeons beneath Castle Greyhawk. Prepare yourself, take up torch and sword. Come along and experience an unprecedented journey into the Golden Age!
Alternative names
Load comments...