Chivalry Sorcery 5th Edition

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The Red Book is a trade mark of Gamestuff Inc and is an unauthorized edition of Chivalry & Sorcery (C&S) role playing game.Its name is from the red cover of the 1st official edition. Chivalry and Sorcery, 'the rebirth' is the 4th edition of the classic and notoriously inscrutible mideval simulationist role playing game first written by Simbalist and Bachhous and published by Fantasy Games Unlimited 25 years ago. Chivalry & Sorcery: Warfare & Wizardry in the Feudal Age» Forums » Reviews Subject: A Review of Chivalry and Sorcery, 1st Edition (Red Book, 1977) New Thread. Review of Chivalry and Sorcery 3rd Edition, and Gamemaster'sHandbook Firstly a disclaimer. I have been playing Chivalry and Sorcery since the late 1970's and my brother worked on parts of the first and second edition supplementary material. Chivalry and Sorcery 2nd edition submitted 3 years ago by PhantasmalPhallus I know there is the C&S redbook and whatnot for free online, but I was wondering if anyone happens to have or know where to find pdf files for the 2nd edition Chivalry and Sorcery books.

From Wikipedia, the free encyclopedia

Chivalry and Sorcery
DesignerEdward E. Simbalist, Wilf K.Backhaus
PublisherFantasy Games Unlimited,Highlander Games (3rd edition), Britannia Game Designs(Light & Rebirth), Gamestuff Inc (Redbookedition)
Publication date1977 (1stedition)
1983 (2nd edition)
1996 (3rd edition)
1999 (Light edition)
2000
(Rebirth edition)
2000
(Redbook edition)
2009 (Unauthorized online version)
Genre(s)Fantasy
SystemCustom, Skillscape (since3rd edition)

Chivalry and Sorcery is a fantasyrole-playing game that was firstpublished in 1977 by Fantasy Games Unlimited.Originally created by Edward E. Simbalist and Wilf K.Backhaus in 1977, Chivalry & Sorcery (C&S) was an earlycompetitor to Dungeons and Dragons. Historically, the two designersof the game were dissatisfied with the lack of realism in Dungeons & Dragons (D&D)and created the first gaming system derived from it[1], whichthey named 'Chevalier'. They presented it to Gary Gygax at GenCon in 1977[2], but heshowed little interest in modifying D&D in this direction[3]. Aftersome final changes to get rid of the last remnants of D&D. (egthe game contained a table of 'Saving-throw' similar to D&D),Edward Simbalist and Wilf Backhaus published the first edition oftheir game - now renamed 'Chivalry & Sorcery - shortly afterthe release of the first edition of Advanced D&D.

More focused on medieval chivalry than fantasy , C&Shad from its first version a sophisticated and complex set ofrules. The game has been published four times, first to improve itspresentation and also to modernize the mechanisms. C&S was thefirst to introduce new concepts like critical hits or levels formonsters who have been occasions, for example, Rolemaster, or the newversion of Dungeons & Dragons and open players on the outsidepart of campaign instead of confining them to a dark undergrounddungeon in the dark confines of the country. The parties takingplace outside the framework of an adventure became very important,especially for magicians, who had to spend many days to learn theirspells and enchant their materials.

  • 1The 1st edition(C&S1)
    • 1.1Creating a character
    • 1.3Magick
      • 1.3.2Differentclasses of Magick Users
      • 1.3.4Magical Devices
      • 1.3.6Guilds andsecret societies of magicians
  • 2Second edition(C&S2)
  • 3Third edition (C&S3)
  • 4Fourth edition(C&S4)
  • 5Personal &unoffical/unauthorized editions
  • 6The future of C&S
  • 8Publications
    • 8.2Rules Supplements
  • 9Setting
    • 9.1Firstedition
      • 9.1.1The historical world
  • 11External links

The1st edition (C&S1)

Also called The Red Book (see image above), the first edition ofC&S is still for many fans the best and most comprehensive ofthe four editions produced during the 30 years history of C&S.Anyone opening the red book was first struck by the density andrichness of information it contained. Rules not only for charactercreation (including Monster player characters), combat and magic,but also for Knights (tournaments, courtly love, fiefs, politicalinfluence), a hierachical priesthood who could perform miracles, alarge section on monsters, including the Infernal Court of demonsand even wargames rulesfor armies. This and more was contained in the rulebook. The textwas photoreduced and the text literally was very dense and thesheer volume of information contained probably caused most playerswho opened the red book for the first time to close it immediatelywithout have the courage to bring the attention it deserved. Inaddition to ideas taken from Arthurian myth, the first edition alsoincorporated elements of J. R. R. Tolkien including hobbits, Balrogs andNecromancers who could make 22 Rings ofPower including a Ruling Ring. These references have disappeared insubsequent editions for reasons of copyright, all these names arenow protected by the descendants of Tolkien. Thus, C&S has lessof a modern literary influence than D&D which was influenced byTolkien but also by other authors such as Jack Vance, Fritz Leiber, L. Sprague deCamp and Michael Moorcock.

Creating acharacter

Creating a character begins with the random selection of therace among human, elf, dwarf, hobbit, or monster. It should benoted that non-human races are not restricted in how many levelsthey can rise to as in D&D. Some non-humans races are superiorto humans (possessing innate magical abilities, sometimesconsiderable longevity or immortality, racial bonus to certainskills, etc.). These show the influence of the world of Tolkien andthe elves, especially the 'High Elves' are by far the most powerfulrace of C&S1. Once the race specified, the player randomlydraws 'primary' characteristics, as well as size, weight and astralsign. Characteristics are seven in number: dexterity, strength,constitution, intelligence, wisdom, appearance, bardic voice.

Some 'secondary' characteristics are derived from primarycharacteristics, size and weight: Body points, Fatigue points,charisma, Carrying Capacity (CC), Military Ability Factor (MAF),Personal Combat Factor (PCF) and Command Level (CL or ability tolead an army). The astral sign, accompanied by auspices (favorable,unfavorable or neutral), determines if the character is more orless born under a lucky star regarding his vocation. For example,the sign Leo is a good sign for the Warriors while the signScorpio is a good sign for magicians. This results primarily (but notonly) in a gain greater or lesser experience in the tasksperformed. The alignment of a character from 1 to 20, correspondingto a 1-5 character Lawful and 16-20 in a Chaotic character. Theseconcepts are very different from those of D&D, C&S theydetermine the behavior of a report by the teachings of the Christian religion. A Lawful characterwould be very respectful of the sacred texts and behave like anhonest citizen of good moral. A Chaotic character considersreligion and moral principles which are attached as secondary oreven devoid of any significance and will deliver the worst abusesthat morality condemns.

A character can also have one or more phobias or fears, whichallows the player to give a little more depth to his character. InC&S social status is very important and a random drawingdetermines the origin and social rank of the character. Finally,taking into account the characteristics, his astral sign of socialbackground, race and his natural inclination, the player decideswhat role the character will follow.

Depending on Social background Fighters range from the peasantsoldier, through the belted knight, to the members of ReligiousFighting Orders and for the most devout the Paladin. A magician will choose among 19different classes. The priests were also present but are almostexclusively monotheistic faith of Christian. It is without doubtone of the major weaknesses of C&S1, but we must put the gamein a context that is intended as a simulation of an essentiallymedieval Christian Europe. Finally, there are three classes ofthieves, thieves itself (very similar to the Lankhmar style thievesof D&D), brigands (most often encountered on theroadside as NPCs) and assassins.

It cannot be denied that, at least at first, especially in thedays before widespread personal computer ownership, the creation ofa character C&S1 generally requires several hours in thecompany of a Game Master, but the characters have theircreation story, an experience that gives them a head start increating a back-story for the character and assisting the player'srole. For this same reason, when a character dies, it is rare tostop the game temporarily for as long as the player creates anothercharacter, as creating a character is not a matter of a few diceand a few minutes. This certainly influenced the game to campaignsin which the mortality figures are considerably lower than in otherrole-playing, which has the effect of requiring a lot of attentionpreparation of C&S scenarios and difficulty level by the GameMaster, especially as returning from the dead is not common inC&S, compared to other games like D&D.

Combat

Combat in C&S attempts to be more realistic than theabstract systems of games such as D&D, though it still has theArmour Class and Hit table concepts. C&S introduced conceptssuch as fatigue being separate from damage, critical hits and the'Bash' (a strong blow that can cause the target to be knocked tothe ground). This means that level differentials between combatantsare less prone to make one invulnerable to the other if oneoutmatches their opponent in level.

Magick

The magic system of C&S was very sophisticated and complex.It was created by Wilf Backhaus and inspired mainly by RealMagic by Isaac Bonewits. The organization rulesof magic, scattered over several chapters throughout the book ofrules, made some of it difficult to follow. A magician's capabilityis defined by his Concentration Level (which depends on hischaracteristics, his bonus astral and experience) which determinesMagick's Level (MKL, the 'k' of Magick is emphasized by C&S).The MKL determines what level of spells will be available (a newlevel of spells are available both MKL). The highest MKL a magiciancan have is 22 (as the 22 'Major Arcana' cards of occult tarot). On the other hand, thePersonal Magick Factor (PMF) of a magician depends on itscharacteristics and its MKL and defines its ability to affect theworld around them. In practice, PMF determines the scope andduration of spells and the number of volumes of materials used bythe Magick User (see below on Magic Basic). This aspect of magic isquestionable because the power of a spell will depend in some casesthe level of the spell (spells the highest levels being mostpowerful) but for Basic Magic spells will no longer depend on thelevel of the spell but the magician PMF is to say its power. Thisambiguity persisted until the third edition of the game.

BasicMagick

Alongside 'classic' spells, charms, illusions, black magick,there is a special class of magic, Basic Magick (BM) dealing withspells manipulating the four elements (water, air, fire, earth) andtheir derivatives (ice, cold, heat, light, dark, sand, dust, rain,etc.) All sorts of BM are the result of mixing of at least onespell of creation / manipulation (and up to three) and an element.There are eight creation / manipulation spells: Create, Remove,Detach (Move), Accelerate, Amplify, Intensify, Concentrate andAffix (Fix). Thus creating a fireball requires the followingformula: Create Fire. If the magician wishes to launch the fireballat an enemy, he must use Detach Fire. A magician who wants tocreate and launch a fireball at the same time uses a spell with theformula Detach Create Fire. Knowing that we can combine up to threespells of creation / manipulation with an item, the number ofpossible combinations is immense. A magician will generally focuson one or two elements and attempt to optimize combinations usingthem. BM is much more dangerous than the magic commonly found inother games. For example an intermediate magician (eg MKL9, whichis the level at which teachers become magicians and can take astudent) can cast a fireball that causes 130 to 240 Body points ofdamage, with an average damage of 180. An average man has 30 bodypoints and an athletic one rarely exceeds 50 points. In contrast,in AD&D the fireball spell is unlikely to kill a character in asame average level as the caster.

Different classes of MagickUsers

When a player decides to play a Magick User, the class to whichhe will belong must be determined randomly (or selected if his gamemaster agrees). There are 21 classes of Magick Users are available,divided into four main categories: Magicians Nature, Arcana MinorArcana Major and Mystics.

  • The Wizards are the Primitive Natural Talent, who make themagic instinctively but are unable to learn spells from a book orto enchant magic items, and the Shaman, Medium, Dance and VocalTrance which Drug learn magic by a spiritual guide, contacted in atrance, which is induced by an altered state due to theconcentration of the magician, the absorption of drugs or the useof sacred songs, or else a mixture of all this.
  • The Minor Arcana consist of highly skilled magicians such asthe Alchemist seeking the philosopher's stone and the potion ofimmortality, the Jewelsmith Artificer, which manufacturesprotective amulets and rings Powers (similar the Elves of Eregionwho were manipulated by Sauron in the work of Tolkien), theMechanician Artificer that makes the statues come alive, mechanismsand magical traps, the Weaponsmith Artificer that manufacturesweapons and armor magic (a class in which Dwarves particularlyexcel), the Astrologer who reads the future in the stars andDiviner which reads the future in Tarot cards. The last category isthe Minor Arcana's Stone (Hex Masters) which itself comprisesseveral types of magicians. There are Witches and Warlocks who livein convents, specialize in black magic and demonology, and are ablenot only do magic but to ask miracles of Lucifer and his angels. Finally, the SolitaryMaster Hexuses his knowledge of black magic and demons to fightevil, which requires a Lawful alignment.
  • The Major Arcana are closer to traditional magicians found inwritings or in other RPGs. The conjurer specializes in potions thathe prepares in his magic cauldron; the Enchanter hides his spellsin songs and tunes and often takes the disguise of a minstrel whogoes castle to castle; the Necromancer animates the dead andcommands them. All his life he searches for the Secret of Life andDeath which will create a being of flesh animated entirely at hiscommand, in the style of Frankenstein's monster. When he reaches ahigh enough MKL he may make the Rings of Power and One Ring thatallows great power, as did Sauron of Mordor. The Necromancer often plays the villainin the adventures of C&S and is a formidable opponent. The lastclass of the Major Arcana is Thaumaturgist, it produces powders andperfumes and is the undisputed master of illusions.
  • The Mystics are three in number and practice more esotericforms of magic, even sealed their colleagues in other classes. TheKabbalist (Cabbala-Symbolist) practice his art by the use of runesthat can draw in the air or on objects. He often works with othermagicians, especially the fireworks blacksmiths. The class is veryinteresting to play but it is regrettable that it is sufficientlydistant from the Jewish Kabbalah, but rather a kind of 'generic'cabbalist, which can be adapted to different cultures(Judeo-Christian, Nordic , etc.). Power Word is the master ofwords and commands. He learned many languages and seeks to discoverand learn all over the Words of Power. A good example of this typeof character would be Ged (Sparrowhawk), in the saga of Earthsea Ursula Le Guin. Finally the Mystic Squareuses the numbers to do magic. Perhaps the most mysterious of allmagicians, one whose knowledge is the most hermetic and difficultto teach, which may explain why this Magick Users class is veryuncommon in C&S campaigns. At very high level, his knowledge ofthe fundamentals of magic is such that it is able to cancel anymagic in a wide radius around him, whatever the power of magic hemeets.

Spells

The magic system itself is based on the premise that the worldis resistant to magic and to learn a spell or enchant a material tomake something magic, a magician must lower the resistance (BasicMagick Resistance or BMR) of this fate or what material to 0.Spells and materials have a BMR varies from 1 to 10, the highestBMRs match spells / materials more durable and therefore moredifficult to learn / enchant. A magician will then spend time, lotsof time to ponder his spells to learn and easier to enchantmaterials. The time spent on these activities purely magical isgoing to bring in experience, although often it would have earnedon an expedition adventurer to kill monsters and find treasures. Inpractice, to cast a spell, the magician must first pass theCasting, which is automatic if the fate is known to BMR 0, whichotherwise requires a throw of the dice. Then it must reach itstarget spell correctly (Targeting), the effectiveness of targetingdepends on experience and that of its target. Some spells do notneed to be targeted, they act on an area of effect. Finally, iffate is kind of illusion or charm, the target is allowed a Savingthrow, using either his intelligence (for illusions) or wisdom (forcommand) to resist. This three- stage system makes magic lessautomatic, more random, but not less dangerous because the effectsof high level spells are often terribly final.

MagicalDevices

The process of making magic items was particularly detailed andfar more advanced than other games of the moment. Magic items wereclassified into three categories:

Simple magical items
items that require a limited number of different materials(under 10) and contain a limited number of charges, these chargesbeing worn or when the spells contained in it are used. They areclassically simple rings, potions, scrolls etc.
Magical items of Power
More complex and time consuming to make, they requireconsulting an astrologer who should determine what the astral signof the object. The Magick User will then enchant the 22corresponding materials to the sign of the object and end his spellduring the 30 days covered by the sign of the object, withoutanyone coming to interrupt this period of time. These objects aremuch longer and difficult to manufacture, but contain more spells,more loads and feature a power recharge allowing them to returnevery day some of the loads.
Focus
These are enchanted like Magical items of Power, but each classmagician produces a type of Focus of its own. For example, theMedium has a crystal ball, the Artificer Blacksmith, a hammer andanvil, the conjuror a pot on a verbal stick, etc. The Focus isessential to the Magick User who wants to practice his art in goodcondition. It will store a huge number of spells in and he can usehis Focus for his personal magic defense. From MKL1, anyself-respecting magician who undertakes the manufacture of a Focus,long-term undertaking that can last several years.

Demonology

The demons of C&S have clear origins in myth and prior worksof fiction. It is ascending to power, Gargoyles, Imps, Balrogs,Elementary of four elements, Jinn of the Ring, Jinn of the Lamp andEfreet,Knights of Hell, Fallen Angels, Powers, Principalities and Lord ofHells at the top of the demonic hierarchy. There is a spell ofinvocation to the demons of each circle of power, the most powerfuldemons requires a black mass and a sacrifice for theirinvocation. The Magick User who wants to invoke a demon must firstsucceed in drawing a protective circle, then the devil appears andit can then be ordered to request a service or be bound for aperiod of time. The most powerful demons can not be bound but theyknow many secrets they can teach the Mage. Despite the interest andrealism of the system, which makes a case demonic invocations noMage can not afford to treat lightly, this part of the system hasnot been well integrated with the rules of magic and is confined tothe end of the rules, and also the mixture of styles, theJudeo-Christian demonology adjacent to the Thousand and One Nights,all sprinkled with a touch of mythology came from the writings ofTolkien.

Guilds and secretsocieties of magicians

One of the most interesting details of the game is anopportunity for a Magick User to be part of a guild or society,more or less secret, including members of his class, and sometimesother classes of magicians pursuing the same ideals and animated bythe same designs. Thus, there are secret societies of sorcerers andwitches, which may or may not be persecuted for their beliefs. Butthere are also guilds of Artificers and Blacksmiths who sell magicitems to those fortunate enough to encounter them. The advantage ofbelonging to a guild or society for a Magick User is to have accessto knowledge of the guild, which is sometimes overwhelming and madeavailable to members only. Often, the Mage will be on a mission byhis guild, which provides the game master opportunities forscenarios. Within the guild, the young Mage will have to provehimself and is framed in its infancy by a master who taught him hisfirst spell and ensure its training and its protection. Then, whenit reaches the MKL9, the student becomes the master and can in turntake an apprentice, thus perpetuating the spread of the knowledgeand traditions of the guild. Among the many secret societies, arethe very powerful Great White Lodge, inspired other esoteric secretsocieties like the Rosicrucians, or Freemasonry. The avowed purpose of theGreat White Lodge is to ensure that magicians do not use theirpowers to increase their influence, wealth or social position anddoes not harm the balance of the world through the use of magic.The members of such an order, very limited and highly selective,are the natural enemies of sorcerers, Necromancers and byextension any user of black magick which aims to get more powerthrough knowledge and use of magic.

Second edition(C&S2)

The second edition, released in 1983, is presented in acardboard box containing three booklets of rules, whosepresentation is greatly improved compared to C&S1, the text ismore airy and there is a tendency towards greater consistency inthe organization rules. There is no fundamental change in relationto C&S1 but multiple changes which tend mostly to clarify (orsimplifying) some points. The medieval period was now clearlyseparated into three distinct periods: Early Feudal, High and LateChivalric Feudal, for each period with a distinct technology. Forexample, the heavy plate armor and swords in both hands likeswordfish are available in Late Feudal (XIV - XV centuries). Thisavoids the anachronisms and gives teachers play a useful indicationof technological advances each time, allowing campaigns to makemore realistic, ongoing concern which the authors, Ed Simbalist andWilf Backhaus, are attached.

An addition to this second edition, which will be extended tothe whole system of rules in the next edition, is the appearance ofSkills, mainly but not exclusively-for-thieves, murderers andaffiliates. A character can learn skills by spending experiencepoints, some talents cost more expensive than others. Alongside thetalents of 'traditional' thieves one sees, for example, talent forcooking. This system of talents (very popular in the role play ofthe day, including at Chaosium) diversifies the characters in andout of traditional stereotypes.

The mass combat system was removed from the second edition, butcould be found in various forms in extensions of the game,especially Swords & Sorcerers and two Sourcebooks. C&S isnow refocused on the role playing aspect and its wargame aspect isset aside, presumably to both reduce the system of basic rules andto mark the distinction between genres.

Edition

With C&S2, the system was designed as a complete simulationof the Middle Agesin all its aspects, political, economic and military, enhanced by astrong fantasy come mainly from the world of JRR Tolkien, to a setof more conventional role in which realism is nonetheless wantsvery strong, much stronger than in other games in the sameperiod.

Thirdedition (C&S3)

After the relative success of the second edition C&S sankinto obscurity for a number of years, mainly from the lack ofsupport of Fantasy Games Unlimited (FGU). The game was finallyreissued by Highlander Designs (HD), an American publishing housefounded by GW Thompson. The authors are Ed Simbalist, Wilf Backhausand GW Thompson. What is striking from the first reading ofC&S3 is the almost complete disappearance of medievalreferences, the game was now very orientated toward the fantastic,imagination and even less near constant concerns of the previouseditions, namely some historical realism and a strong smell ofmedieval Europeans. The magic has been significantly simplified.There is a new class of 'General' magician, which sees itself asthe archetype of the 'classics' magicians found in other RPGs likeAD&D. C&S3 sellswell enough, given the reputation of the game and its base of loyalfans. These same fans will be on the mailing list of the 'LoyalOrder of Chivalry & Sorcery', created in September 1996 at theinstigation of Wilf Backhaus, mailing list that will, for manyyears (until 2005, when the creation of the first forum of LOCS,posted by Ian Plumb), stimulate debate about C&S3 thenC&S4, most players lamenting the disappearance of the medievalflavor and realism of the first two editions.

C&S3, established a system of 'skills' which covers allareas of the game, fighting, magic, knowledge of geography,languages, dances and songs, everything a person is able to do orknow, the list of those talents are not exhaustive. The talentsystem (called 'Skillscape') uses a percentile die and a 10-sideddie (D10) for all actions determined by talent, the D10 determiningif the success (or failure) of talent is 'critical' or not. Thissystem, very flexible and very efficient, is a decisivecontribution to C&S, which leads to both simpler (a singleresolution system for all aspects of the game) and modernism (gamesof all time with an operating system talent).

Several extensions to the rulebook will be published with thelabel C&S3, but only one really holds the attention of thegaming community, that of 'Bestiary,' a collection of monsterssimilar to the AD&D Monster Manual. The Bestiary has a chapteron 'Faeries', the fairy beings of Celtic legends, the descendantsof the 'Tuatha de Danaan,' and the eternal war between the Courtand the Court Volunteer malevolent, who opposes the 'angel' and'bad fairies'.

Fourth edition(C&S4)

Highlander Designs went bankrupt and was bought by BrittanniaGame Designs Ltd. (BGD), a company based in England and directed bySteve Turner. The fourth edition of C&S, called 'The Rebirth'was born a few months later. Edward Simbalist was always the mainauthor,. but he was assisted in this task by many fans here andthere brought their input and ideas. The result was the return ofsome medieval references and some gameplay mechanics (such as'bash' or 'Targeting' for spells) adding this degree of realismthat was lacking in the previous edition. Moreover, many additionsto the rules (such as 'Laws of Magick') brought novelty to thegame. One of the disadvantages of having worked on several projectssuch as C&S4 was some disparity and a lack of uniformity ofrules. However, it was ultimately a product that was far superiorto C&S3 and attracted many players.

The core rules had several extensions, including the 'KnightsCompanion', 'Armourers Companion,' 'Dwarves Companion' and 'ElvesCompanion'. BGD also wanted to develop his own world 'Marakush'.Despite the interest of a certain segment of the population for atype of game that is realistic and that C&S has been an exampleof, sales of C&S4 were not sufficient to ensure the continuityof the game and stopped producing.

Personal &unoffical/unauthorized editions

In 2000, an Updated Edition of Chivalry & Sorcery 1stEdition, called C&S Redbook, was edited by Wilf Backhaus andHugh Tyreman. This free download pdf was published by GamestuffInc, a small gaming company based in Alberta. C&S Red Book was a reprinting ofthe original 1977 edition of C&S with a bigger font and someminor additions. This e-book was produced with a distinctive redcover[4].

In 2009, another version of C&S was released online, referedto by some as 'C&S5', this version does nothave the authorization of any of the legal trademark orcopyright holders of C&S. The version appears to be amodification of the original game supplemented with new material.The cover is a copy of the original 1st edition cover art, andinternal art contains images and elements directly copied from manycompanies' products, used without permission. Britannia GameDesigns have stated on a fan forum that there is no official 5thedition at present, that the 5th edition is 'still in production',and that any version released on the internet is 'bogus'. Theactual authors of this version have not been identified, althoughan 'Afterward' [sic] new to this version bears the name of ScottBizar as the editor at Fantasy Games Unlimited.

Chivalry Sorcery 5th Edition Pdf

The futureof C&S

Practical object-oriented design in ruby. At a time when Massive Multiplayer Online (MMO) games have hadan increasing role in the game world, it is difficult fortraditional games 'with pencil and paper' like role playing toattract a younger audience. C&S has in the past had areputation of 'complex' gaming, primarily as it relates to 1st and2nd editions. With (C&S4), the game is less complex thoughstill more so than the typical fantasy RPG.

Editors

  • Fantasy Games Unlimited(1st & 2nd)
  • Highlander Design (3rd edition)
  • Brittannia GameDesigns and Maple Leaf Games Ltd (C&S Light and4th edition)
  • Mystic Station Designs editor of supplements for C&S4th ed.
  • Gamestuff Inc[5] (Redbook edition)

Publications

Corerules

  • Chevalier (1976) : self-published precursor to C&Sself-published (40 copies printed).
  • Chivalry & Sorcery (1977)
  • Chivalry & Sorcery 2nd Ed. (1983)
  • Chivalry & Sorcery 3rd Ed. (1997)
  • Chivalry & Sorcery Light (1999)
  • Chivalry & Sorcery 4th Ed. Deluxe (2000)
  • Chivalry & Sorcery 4th Ed. Core Rules (2000)
  • Chivalry & Sorcery 4th Ed. Magick & Miracles(2000)
  • Chivalry & Sorcery 4th Ed. Gamemaster's Companion(2000)
  • Chivalry & Sorcery Red Book (2000) : pdf fileself-published by Wilf Backhaus.
  • Unauthorized online version (2009) : Not published orauthorized by legal trademark holder.

RulesSupplements

The 4th Edition Chivalry and Sorcery: Rebirth CoreRulebook

1st edition

  • Castle Plans (1977)
  • Chivalry & Sorcery Sourcebook (1978)
  • Swords & Sorcerers (1978)
  • Bireme & Galley (1978)
  • Destrier (1978)
  • Fortification Plans (1978)
  • Gamemaster's Shield (1980) - published by Judges Guild
  • Land of the Rising Sun (1980). By Lee Gold this is a completely stand aloneversion of C&S 1st Edition
  • Chivalry & Sorcery Sourcebook 2 (1981)

2nd edition

  • Chivalry & Sorcery Sourcebook (1983)
  • Chivalry & Sorcery Sourcebook 2 (1983)

3rd edition

  • Game Master's Handbook (1997)
  • Creatures Bestiary (1998)
  • Chivalry& Sorcery Gamemaster's Shield (1998)

4th edition

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  • Knights' Companion (1999)
  • Armourers' Companion (2000)
  • Dwarves' Companion (2000)
  • Elves' Companion (2000)
  • The Book of Items, Vol 1 (2002) - published by Mystic StationDesigns
  • The Book of Vocations, Spells & Skills Vol. 1 (2002) -published by Mystic Station Designs
  • The Book of Vocations, Spells & Skills Vol. 2 (2003) -published by Mystic Station Designs
  • The Book of Vocations, Spells & Skills Vol. 3 (2004) -published by Mystic Station Designs
  • C&S Player's Pack (2004) - published by Mystic StationDesigns
  • C&S Player's Pack Volume 2 (2006) - published by MysticStation Designs
  • The Game Master's Toolkit Vol. 1 (2002) - published by MysticStation Designs
  • The Game Master's toolkit Vol. 2 (2003) - published by MysticStation Designs
  • The Game Master's Toolkit Vol. 3 (2004) - published by MysticStation Designs
  • The Game Master's Toolkit Vol. 4 (2006) - published by MysticStation Designs
  • The Library of Spells (2006) - published by Mystic StationDesigns
  • Psionics for SkillSkape (2004) - published by Mystic StationDesigns
  • Great Cats for SkillSkape (2002) - published by Mystic StationDesigns
  • Creatures for SkillSkape Vol. 1 (2004) - published by MysticStation Designs
  • The Book of Enchanted Beings and Unusual Creatures Vol. 1(2006) - published by Mystic Station Designs
  • The Library of Spells Volume 1 (2008) - published by MysticStation Designs
  • The Book of Additional Magick (2009) - published by MysticStation Designs

Supplements

1st edition

  • Saurians (1979)
  • Arden (1979)
  • Land Of the Rising Sun (1981)

3rd edition

  • The Dragon Reaches of Marakush (1998)
  • Anderia (1998)

Adventures

1st edition

  • Rapier & Dagger (1978)

2nd edition

  • The Dragon Lord (1984)
  • The Songsmith (1984)

5th Edition D&d

3rd edition

  • Stormwatch (1998)

4th edition

  • Where Heroes Fear to Tread (1999)
  • Marakush Treachery (2002)

C&S Light

Chivalry Sorcery 5th Edition
  • Under the Castle Gates (2000)

Setting

There have been six settings for Chivalry and Sorcery todate.

Firstedition

Thehistorical world

  • Celts, Vikings and Mongols in Swords and Sorcerers.
  • Feudal Japan in Land of theRising Sun

Fantasy

  • Arden. A kingdom based on England set in a much larger gameworld (Archaeron, hinted at in an article printed in DifferentWorlds issue 1.)
  • The world of intelligent dinosaurs in the Saurians supplement(the section dealing with the saurian Hss'Taathi is however setwithin the world of Archaeron).

ThirdEdition

  • Tannoth for third edition
  • The World of the Dragon Reaches of Marakush by the publishersof the current, 4th, edition Brittannia GameDesigns.

None of these areas, with the exception of Marakush, have beenexplored in any great detail. Marakush more so than many others.With 6 books released as either world books or scenarios setdirectly in Marakush. There was a project to flesh out Tannoth, andanother to recreate Arden and the other lands but they were notcompleted.

Vistas 5th Edition

The overriding theme of Chivalry and Sorcery settings is a worldwhere magic is rare, and whose societies mimic real-world medievalEurope. It places strong emphasis on nobility and family rank, aswell as relegating magic and the supernatural to more mythical andarcane roles.

References

Chivalry And Sorcery Pdf

  1. ^http://www.space-opera.net/GB/interviews/ed.htm
  2. ^http://www.space-opera.net/GB/interviews/ed.htm
  3. ^http://ptgptb.org/0015/forum.html
  4. ^http://2lookingglass.tripod.com/CandS.html
  5. ^<http://www.qp.alberta.ca/documents/gazette/1998/text/0228_i.cfm

Chivalry And Sorcery 5th Edition

Externallinks

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