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Chivalry & Sorcery

Chivalry & Sorcery, 3rd Edition ~ Land of the Rising Sun

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Chivalry & Sorcery


Chivalry & Sorcery: Warfare & Wizardry in the Feudal Age (1st Edition)
"CHIVALRY and SORCERY is the complete fantasy role playing system.

CHIVALRY and SORCERY represents the most complete and detailed fantasy role playing game on the market. Included: ...All necessary rules for character creation, experience and specialist skills, combat, magick, and the campaign setting. The world of Chivalry and Sorcery includes laws, customs, social classes, and all that would be found in the feudal setting of a complete fantasy environment."

1977 ... 130 pages ... FGU 7701

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Chivalry & Sorcery (2nd Edition) [BOX SET]
"CHIVALRY & SORCERY is a role playing game that deals with the age of legendry and of chivalry. The game itself is almost as legendary as the age with which it deals.
This boxed set is a totally new edition of this game which is known for its completeness and attention to detail. It describes a realistic and fully conceived world based on the feudal setting which is the basis of myth and the fantasy tradition in literature.
In this box are the complete rules for the C&S game system and for the creation of a complete world or environment. These rules are contained within three volumes.
Volume One details all rules for character creation, character experience, and character advancement.
Volume Two includes all rules for the actual world and society of the feudal age. It includes sections covering such diverse topics as the chivalric code, clerics, and costs and availability of items in the C&S marketplace. Also included are the complete combat rules.
Volume Three includes the rules governing magick and its use by magicians of many diverse types. Also included in this volume are the beasts and legendary creatures that populate that fantastic environment which separates the world of fantasy from that of reality.
CHIVALRY & SORCERY is the complete fantasy role playing system."

1983 ... FGU 7701

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Chivalry & Sorcery Sourcebook
"This supplement includes answers to the most commonly asked questions about C & S, a full explanation of how to use the magick system created in Chivalry & Sorcery, and new rules for medicine, diseases, trade, agriculture, forestry, sieges, and marshalling feudal forces in time of war."

1978 ... Edward E. Simbalist & Wilf K. Backhaus ... 106 pages ... Fantasy Games Unlimited 7702

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Chivalry & Sorcery Sourcebook 2

1981 ... 51 pages ... FGU 7703

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Swords and Sorcerers: Vikings, Steppes Nomads, Gaels and Picts
"This book covers the Vikings, Mongols, Gaels, Picts and Celts. Each such nationality is fully discussed in terms of social organization, military organization, magick user types, character development, and political/economic systems. In addition to discussing this new set of nationalities, SWORDS & SORCERERS offers Mass Combat Modifications to properly allow for the battle tactics and effectiveness of these new army groups. A new battle system for paper and pencil is also presented for those who wish to speed up mass combat resolution or who wish to avoid the use of large numbers of miniatures (why anyone would wish to pass up the full splendor and pageantry of medieval miniatures is inexplicable.) Finally, a set of tables for instant calculation of feudal holdings and fortress construction is also included in this rule book."

1978 ... 96 pages ... FGU 7711

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Destrier
From the Editorial Introduction:
"Chivalry & Sorcery utilizes a fairly complex system of individual combat in the interests of realism and player input. Such a system is far harder to master than the type systems employed in earlier, first generation, role playing games. It requires work, pracLice and patience to master the C & S system and some reference to the charts while conducting an individual level combat or melee with small numbers of characters.
Some players have objected to this degree of complexity, while others have joyfully taken the plunge and revelled in the realism. Yet, even those who are willing to go to the work needed to achieve this degree of real ism in a combat system have hoped for some form of streamlining. One answer to this problem came from a C&S campaign in North Carolina, across the continent from the original campaign. After a series of letters and rules modifications, this new system has been adopted in the original campaign as well. It offers n system to streamline out many of the references to tables, paperwork, and complexity of the combat system without changing the basic system or reducing the realism of C&S combat.
Destrier offers a card system to demonstrate the tactical decisions made in C & S combat and end the need for paperwork. The cards have the additional advantage of making the entire, system easier for novice players which will speed up the events within any ongoing campaign. The basic combat system is unchanged, only the mechanics are somewhat simplified and easier for the novice to understand quickly. Player options remain the same and combat rounds are run more smoothly..."

1978 ... Wes Ives ... 24 pages + 7 card pages ... FGU 7741



Bireme and Galley: Naval Warfare, Egypt to Lepanto
"Complete naval rules for ancient, medieval and Renaissance periods. Designed to work with Chivalry and Sorcery, included are cut-apart ship counters for fleet actions and 25 mm scale deck plans for boarding actions. Also included are detailed rules on naval trade, piracy and profits."

1978 ... 100 pages + deckplans poster + charts ... FGU 7790

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Chivalry & Sorcery Sourcebook (2nd Edition)
"The CHIVALRY & SORCERY SOURCEBOOK contains expanded rules for the C&S rules system. Included in this volume are sections on:
• Designing Outdoors Adventures. This section covers mapping a world, weather, movement over distances, and detailed encounter tables for varying locales and situations.
• C&S Monsters, covering rules of creation and motivation.
• Physicians, Wounds, and Diseases. This section covers new PC types and their role in dealing with plague, disease and wounds in game terms.
• Feudal Economics, dealing with trade, mining and agriculture in detail.
• The revised version of the award winning C&S Battle Systems which cover miniatures battles, sieges, mobilization, and full military campaigns.
The C&S SOURCEBOOK provides well though out rules additions for Gamemasters and Players alike."

1983 ... 72 pages ... FGU 7702

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Swords & Sorcerers (2nd Edition)
The centerfold has a 11 x 17" cardstock sheet of runes to cut out for play.

"SWORDS & SORCERERS is an expansion to the world of CHIVALRY & SORCERY as it deals with the cultures surrounding the main Western European background presented in the basic rules of C&S.
Dealt with in this volume are the Northern Barbarians (or Vikings), the Mongols (who invaded Europe and the Holy Land during the Middle Ages), and the Picts, Gaels and Britons of the British Isles.
Each culture is discussed in depth with sections dealing with religion, morality, common names, magick types, codes of honor and warfare, economics, architecture, etc. The use of characters from these societies within the C&S framework is also worked out so that characters (player-characters and NPCs) from Western Europe and the surrounding regions can interact in the course of a campaign."

1983 ... 34 pages ... FGU 7711

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The Songsmith
"THE SONGSMITH is an adventure pack for use with the C&S game system. It is intended for a group of four to eight players who control characters of various types and a Gamemaster. This package also includes enough background to create an ongoing campaign based in the world of the North Kingdom, in which THE SONGSMITH takes place, as does the previous C&S adventure, THE DRAGON LORD. This adventure can be used as an isolated adventure or within an already existing campaign.
The setting is the more recently settled lands, north of the North Kingdom itself. Beginning in Barrisglen, where THE DRAGON LORD left off, the adventure takes the characters by sea to Dwarvendale in search of the long-lost city of the Dwarves, Khalezheer. Powerful help is available in this quest which requires knowledge of the hidden secrets of Khalezheer from the time-shrouded depths of the past.
Can the party reach Dwarvendale? Is the wizard Thuvalae all that he seems, and what dangers will be faced in the Lost City? It is a truly perilous quest, but the overall rewards make it worth all risks!"

1984 ... 20 pages ... FGU 7752

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Chivalry & Sorcery, 3rd Edition

The Dragon Reaches of Marakush

1998 ... Steve Turner ... 62 pages ... Highlander Designs 8500

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Creatures Bestiary

1997 ... Edward Simbalist ... 238 pages ... Highlander Designs 5200

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Marakush: Anderia

1998 ... 62 pages ... Brittannia Game Designs 8515 ... ISBN 1902500008

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Marakush: Treachery
"The Isle of Peace has become the unwitting backdrop for a treacherous struggle between the clans of Trerone and Donethal. As the two vie for power in a series of cattle raids on the mainland, a band of adventurers become embroiled in this feud while visiting the Isle. Hired by a travelling minstrel, can they succeed in foiling the plot of one of the factions? Includes rules and stats for use with HarnMaster as well as Chivalry and Sorcery rules."

2001 ... 42 pages ... BGD 8010 ... ISBN 1902500148

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Land of the Rising Sun

Land of the Rising Sun
"A role playing game in the age of the Samurai. Land of the Rising Sun offers a detailed look at this exciting era using the game systems made popular by Chivalry and Sorcery.

Hailed by experts for its authenticity, the game includes all rules for characters, magic, encounters, world generation, and even the customs and buildings of Japan." (Game design by Lee Gold.)

Box set includes book and heavy paperstock charts & tables.

1981 ... 152 pages ... FGU 5301

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See Also: Bushido





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