By Phil Masters, Jonathan Woodward

ISBN-10: 1556347448

ISBN-13: 9781556347443

Welcome to the land of Yrth, a mystical realm of exceptionally assorted races and monsters - together with humans snatched from our Earth and different worlds via the cataclysmic Banestorm! entire villages have been transported - from such assorted locales as medieval England, France, Germany, and the some distance East. Now people fight with dwarves, elves, and every different. The Crusades are not old historical past right here - they are present occasions! Characters can trip from the windswept plains of the Nomad Lands - the place fierce Nordic warriors search a valiant loss of life to earn a seat in Valhalla - to Megalos, the traditional empire the place magic and political intrigue cross hand in hand. Or trek south to the Muslim lands of al-Wazif and al-Haz to discover the forbidden urban of Geb'al-Din. This e-book updates the unique Yrth of GURPS 3rd variation fable and fable Adventures. It offers GMs with an entire global historical past - historical past, faith, tradition, politics, races, and an in depth, full-color map - every thing had to begin a GURPS crusade. Phil Masters (Discworld and Hellboy RPGs) and Jonathan Woodward (Hellboy and GURPS Ogre) have further new peoples, areas, and plots, in addition to plenty extra on magic and mysticism, all of which conforms to the just-released GURPS delusion and GURPS Magic. So organize to make your personal mark on Yrth. Plunder elven ruins whereas evading the wasteland natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim double agent commanded to infiltrate the Hospitallers. Yrth awaits the legend of you!

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Extra resources for Banestorm (GURPS, 4th Edition)

Sample text

Nobles live on what their estates produce; even if they remain safe in their castles, they will be reduced to poverty if their fiefdom is harmed. Further, they may be called upon by their lord to fight and provide troops at any time. Most young male nobles receive knightly training (usually in a neighbor or ally’s household), and many are very proud of their knighthoods. They must also manage their estates. They hear requests and complaints from the peasants, settle legal disputes, and supervise the operation of mills, the training of men-at-arms, the collection of taxes and rents, and the working of the fields.

Even if they know the language, visitors find the local arts either weirdly simplistic or incomprehensibly abstract. This, of course, reinforces Sahudese suspicions that all foreigners are barbarians. Players interested in running characters who sing, dance, act or sculpt for their supper should look at the Entertainer template (p. 206). THEATER When the Banestorm first brought humans to Yrth, they had very little in the way of theatre. Europeans had some copies of the works of the great ancient playwrights, and a limited tradition of mostly religious folk-theater; LIFE IN YTARRIA Muslims lacked even that, as their fine tradition of storytelling filled much the same role.

See p. 32. Still, barring a revolution in thought beyond the dreams of the underground engineers (p. 54), Yrth science, like local technology, is unlikely to advance much beyond TL4. On the other hand, with continuing Banestorm incursions, almost anything may be possible. The Suppression of Gunpowder People brought to Yrth by the Banestorm have introduced gunpowder several times, and natives have invented it at least once. The knowledge was suppressed every time. Currently, talented mages are the only ones who know how one person can do more than an arrow’s worth of damage at range.

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Banestorm (GURPS, 4th Edition) by Phil Masters, Jonathan Woodward

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