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Fantasy Hero
''Fantasy Hero'' is a role-playing game book originally published by Hero Games in 1985 that allows gamemasters to plan and present fantasy role-playing games using the Hero System rules. Several revised editions of the book have subsequently been published. Description ''Fantasy Hero'' uses the rules of the Hero System for character creation and combat, adapted for the fantasy genre by adding rules for magic items, spells, and fantastical creatures. The first edition published in 1986 also includes two short sample adventures, as well as rules for converting other role-playing games to ''Fantasy Hero''. Magic The first two editions of ''Fantasy Hero'' ("3rd" and "4th" edition) include a series of theme-oriented magical colleges, and a specific mechanical basis for spellcasting. In the 5th edition supplement the concept of colleges is removed, replaced by twelve different magic systems. Publication history Hero Games originally published the superhero role-playing game ''Champi ...
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Fantasy Hero Companion
''Fantasy Hero Companion'' is a supplement published by Hero Games / Iron Crown Enterprises (I.C.E.) in 1990 for the fantasy role-playing game ''Fantasy Hero''. Contents ''Fantasy Hero Companion'' is a supplement for ''Fantasy Hero'' presenting mass combat rules, 12 sample adventure locations, many new monsters, additional new magic items, and 13 colleges of spells. The 142-page product outlined combat rules, unit reference material, locations with maps, a bestiary, and information on spells and magic items. Publication history In 1981, Hero Games published the superhero role-playing game (RPG) ''Champions (role-playing game), Champions'' that used a new form of rules. In 1985, using the same "Hero System" of rules, they produced ''Fantasy Hero'', a fantasy role-playing game. Hero Games then ran into financial difficulty, and was eventually taken over as a subsidiary of I.C.E. In 1990, Hero Games/I.C.E. published a ''Fantasy Hero Companion'', a supplement to ''Fantasy Hero'' th ...
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Fantasy Hero Cover
Fantasy is a genre of speculative fiction involving magical elements, typically set in a fictional universe and sometimes inspired by mythology and folklore. Its roots are in oral traditions, which then became fantasy literature and drama. From the twentieth century, it has expanded further into various media, including film, television, graphic novels, manga, animations and video games. Fantasy is distinguished from the genres of science fiction and horror by the respective absence of scientific or macabre themes, although these genres overlap. In popular culture, the fantasy genre predominantly features settings that emulate Earth, but with a sense of otherness. In its broadest sense, however, fantasy consists of works by many writers, artists, filmmakers, and musicians from ancient myths and legends to many recent and popular works. Traits Most fantasy uses magic or other supernatural elements as a main plot element, theme, or setting. Magic, magic practitioners ( so ...
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ENnies Winners
The ENNIE Awards (previously stylized as ENnie Awards) are awards for role-playing game (RPG) products (including game-related accessories, publications, and art) and their creators. The awards were created in 2001 by Russ Morrissey of EN World in partnership with Eric Noah's Unofficial D&D Third Edition News. The ceremony has been hosted at Gen Con in Indianapolis since 2002. Since 2018, EN World is no longer associated with the awards. The ENNIES comprise two rounds. In the first round, publishers submit their products for nomination. Entries are judged by five democratically elected judges. The nominated products are voted on by the public in the second round. Winners of the annual awards are then announced at a ceremony at Gen Con. History The award ceremony initially focused on the '' d20 System'' products and publishers. It has come to include "all games, supplements, and peripheral enterprises". Since 2002, the awards have been announced at a live ceremony at Gen Con. It ...
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2005 In Literature
This article contains information about the literary events and publications of 2005. Events *January 16 – This is the 400th anniversary of Miguel de Cervantes' publication of the first part of ''Don Quixote'' in Spain. *February 25 – Canada Reads selects ''Rockbound'' by Frank Parker Day as the novel to be read across the nation. *March 26 – The classic U.K. science fiction series ''Doctor Who'' returns to television with a script by Russell T Davies, the executive producer. * April 23 – The Grande Bibliothèque at the Bibliothèque et Archives nationales du Québec is officially opened. It actually opens on April 30. *June 13 – The poet Dannie Abse is injured and his wife Joan killed in an accident on the M4 in South Wales. *August 15 – An integrated National Library of Norway opens to readers in Oslo for the first time. New books Fiction *Tariq Ali – ''A Sultan in Palermo'' *Rajaa Alsanea – ''Girls of Riyadh'' (بنات الرياض, ''Banat al-Riyadh'') * ...
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2002 In Literature
This article contains information about the literary events and publications of 2002. Events *March 16 – Authorities in Saudi Arabia arrest and jail the poet Abdul Mohsen Musalam and dismiss a newspaper editor following the publication of Musalam's poem "The Corrupt on Earth", which criticizes the state's Islamic judiciary, accusing some judges of being corrupt and issuing unfair rulings for personal benefit. * March 31 – '' American Writers: A Journey Through History'' resumes its run on C-SPAN, having been interrupted by the September 11 attacks and their aftermath. *May – The results of a poll of 100 authors conducted in Norway are announced, leading to the Bokklubben World Library beginning publication. *October 16 – Bibliotheca Alexandrina (designed by Snøhetta) is inaugurated in Alexandria, Egypt. *November – Raymond Benson releases his final James Bond novel, based on the film ''Die Another Day'', bringing to a close an uninterrupted series of novels featuring ...
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Hero System Bestiary
''Hero System Bestiary'' is a compilation of creatures for use with Hero System role-playing game rules. It takes the form of a bestiary. It was published in 2002 for the 5th edition Hero System release. The cover is thick paper and illustrated in color, while the interior is 239 pages in length and illustrated in black and white. An earlier edition of '' The Hero System Bestiary'' was published in 1992 for the prior edition of Hero. This work is divided into four chapters and an appendix. The first chapter gives an overview of creatures in a role-playing game, along with descriptions of the game system statistics and how creatures are created using the Hero System point build method. Each of the skills common to animals is described in terms of how it is applied to the various life forms. The application of powers and their limitations is detailed specifically for creatures such as animals, and the various disadvantages are explained in terms of how they are best applied. New wi ...
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Genre
Genre () is any form or type of communication in any mode (written, spoken, digital, artistic, etc.) with socially-agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other forms of art or entertainment, whether written or spoken, audio or visual, based on some set of stylistic criteria, yet genres can be aesthetic, rhetorical, communicative, or functional. Genres form by conventions that change over time as cultures invent new genres and discontinue the use of old ones. Often, works fit into multiple genres by way of borrowing and recombining these conventions. Stand-alone texts, works, or pieces of communication may have individual styles, but genres are amalgams of these texts based on agreed-upon or socially inferred conventions. Some genres may have rigid, strictly adhered-to guidelines, while others may show great flexibility. Genre began as an absolute classification system for ancient Greek literature, a ...
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Adventure (RPG)
An adventure is a playable scenario in a tabletop role-playing game. These can be constructed by gamemasters for their players, and are also released by game publishers as pre-made adventure modules. Different types of designs exist, including linear adventures, where players move between scenes in a pre-determined order; non-linear adventures, where scenes can go in multiple directions; and solo adventures, which are played alone, without a game group. Overview An adventure is a playable scenario in a tabletop role-playing game which a gamemaster leads the players and their characters through. Various types of designs exist, including linear adventures, where players need to progress through each pre-determined scene in turn; and non-linear adventures, where each situation can lead in multiple directions. The former is more restrictive, but is easier to manage, whereas the latter is more open-ended but more demanding for the gamemaster. A series of adventures played in successio ...
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Swords & Sorcery
Sword and sorcery (S&S) is a subgenre of fantasy characterized by sword-wielding heroes engaged in exciting and violent adventures. Elements of romance, magic, and the supernatural are also often present. Unlike works of high fantasy, the tales, though dramatic, focus on personal battles rather than world-endangering matters. Sword and sorcery commonly overlaps with heroic fantasy. Origin American author Fritz Leiber coined the term "sword and sorcery" in 1961 in response to a letter from British author Michael Moorcock in the fanzine ''Amra'', demanding a name for the sort of fantasy-adventure story written by Robert E. Howard. Moorcock had initially proposed the term "epic fantasy". Leiber replied in the journal ''Ancalagon'' (6 April 1961), suggesting "sword-and-sorcery as a good popular catchphrase for the field". He expanded on this in the July 1961 issue of ''Amra'', commenting: Since its inception, many attempts have been made to provide a precise definition of "swor ...
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The Valdorian Age
''The'' () is a grammatical article in English, denoting persons or things that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pron ...
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High Fantasy
High fantasy, or epic fantasy, is a subgenre of fantasy defined by the epic nature of its setting or by the epic stature of its characters, themes, or plot.Brian Stableford, ''The A to Z of Fantasy Literature'', (p. 198), Scarecrow Press, Plymouth. 2005. The term "high fantasy" was coined by Lloyd Alexander in a 1971 essay, "High Fantasy and Heroic Romance", which was originally given at the New England Round Table of Children's Librarians in October 1969. Characteristics High fantasy is set in an alternative, fictional ("secondary") world, rather than the "real" or "primary" world. This secondary world is usually internally consistent, but its rules differ from those of the primary world. By contrast, low fantasy is characterized by being set on Earth, the primary or real world, or a rational and familiar fictional world with the inclusion of magical elements. The romances of William Morris, such as ''The Well at the World's End'', set in an imaginary medieval world, are ...
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The Turakian Age
''The'' () is a grammatical article in English, denoting persons or things that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pron ...
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