GURPS Banestorm

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GURPS Banestorm
Image:GURPS Banestorm.jpg
Banestorm 4th edition cover
Designer(s) Phil Masters, Jonathan Woodward
Publisher(s) Steve Jackson Games
Publication date unknown
Genre(s) Fantasy
System GURPS

Banestorm, written by Phil Masters and Jonathan Woodward released October 2005, is setting sourcebook for the fourth edition of the GURPS Role-playing game. It details a fantasy setting called Yrth that has been updated from older GURPS Fantasy source books. The standard fantasy tropes such as Wizards, Orcs, Elves, Dwarves are present, along with connections to the Infinite Worlds There are also some more unusual fantastic races like the Reptile Men, and several others which can be added in or not as desired.

Contents

[edit] Setting

A basic premise of the setting is that magical banestorms pick up people, whole villages, etc. from other worlds (including Earth) and deposit them on Yrth. As a result many of the societies and cultures are reminiscent of a Crusades-era Earth, albeit with magic. One significant difference this brings is that unlike many fantasy settings, Yrth has many of the major Earth faiths as its core religions including Christianity, Islam, Hinduism, Buddhism, Judaism and others.

The settings's official timeline synchs up with our own, so that a "normal" campaign would be set in 2005 or 2006. The Banestorm started about 1,000 years ago when a group of "Dark Elves" completed a magical ritual designed to banish all Orcs from Yrth. The spell backfired horribly, and instead brought people from other worlds. Although the majority of Banestorm strikes occurred shortly after the initial backfire, giving the world its fantasy-medieval flavor, occasional flare-ups have occurred since then. For instance, in the 1500s a number of humans were transported to Yrth from France, bringing with them dangerous knowledge of Protestantism, and gunpowder. The latter has since been suppressed due to concerns by the Empire of Megalos about too much technological progress.

[edit] Plot

One of the interesting things about the setting is that a different flavor of fantasy campaign can be had depending on which region of Yrth one uses. Araterre, for instance, is a sea-faring nation inhabited by the descendants of those brought to Yrth from France in the 1500s. Light or no armor, swashbuckling, and courtly intrigue are the rule of the day. Sahud is the Asian mish-mash country, and would be suitable for a wuxia style game, or even something akin to Legend of the Five Rings. Some countries are almost entirely human-dominated, and others are mixed, while there are still some area completely under the control of Elves, Orcs, Dwarves, or Reptile Men.

[edit] Third Edition

In third edition GURPS, the book GURPS Fantasy covered the Yrth setting rather than being a genre toolkit. GURPS Fantasy: Tredroy and GURPS Fantasy: Harkwood provide additional setting information about Yrth.

[edit] Major Locations

  • Al-Haz
  • Al-Wazif
  • Araterre - Island nation.
  • Cardiel - Formed from the former Islmanic Nation of Al-Kard, which was conquered by Megalos, but lost control of Cardiel.
  • Caithness
  • Megalos — The largest nation of Yrth, Megalos is a human-dominated Christian Empire.
  • The Nomad Lands
  • The Oceans
  • The Orclands
  • Sahud - Quasi-Asian nation on the northern coast of Yrth.
  • The Southwestern Wilderness
  • Tredroy: City of Three Laws — Tredroy is a city divided between the rule of Cardiel, Al-Haz and Al-Wazif.
  • Zarak — The Underground Kingdom of the Dwarves.

[edit] See also

[edit] External links