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INTRODUCTION This world to me is like a lasting Publication History it also received passing mentions in storm . . . The GURPS world of Yrth various “generic” fantasy-oriented – William Shakespeare, Pericles is actually older than GURPS itself. It GURPS supplements over the years. first appeared in 1985 as the setting This book returns to Yrth, advanc- Welcome to Yrth – the world of for Orcslayer, by and ing its history 15 years from its last the Banestorm. Here humanity and a Steve Jackson; this adventure focused substantial depiction and bringing dozen other races, orphans and on the region of Caithness and worked mechanics in line with GURPS authors of the storm alike, wield with the core combat system for Fourth Edition. We’ve broadened the swords and spells in a struggle for GURPS, published the following year. general scope in some spots, explored survival and glory. Although trolls In 1986, a larger world-rendering more detail in others – and taken the and dragons lurk in the dark places, appeared in the first edition of opportunity to change a few things. the worst dangers of all may be GURPS Fantasy, by Steve Jackson. A found in the verdant forests and general guide to running fantasy Ytarria great palaces . . . in GURPS, it also outlined Yrth This book, like its predecessors, as a sample setting, still focusing on focuses on the continent of Ytarria. Caithness. That land reappeared in Located in Yrth’s northern hemi- ABOUT 1988 as the location for sphere, Ytarria spans roughly 3,000 and J. David George’s GURPS miles. Local climes range from THIS BOOK Fantasy: Harkwood, a campaign set- parched deserts and subtropical GURPS Banestorm is a guide to ting and scenario based on a feudal forests in the south to chilly subarctic fantasy RPG adventures on the world fief. In 1989, Alexander von Thorn’s regions in the north. Humans have of Yrth, particularly the continent of GURPS Fantasy: Tredroy looked at settled a number of outlying islands Ytarria. Yrth largely resembles our the “City of Three Laws.” Kirk Tate but maintain contact with mainland own world save that magic works there and Janet Naylor wrote a completely cultures. Some nonhuman races dwell and none of its original sapient or semi- new 1990 edition titled GURPS under the waves themselves. intelligent races are human. However, Fantasy: The Magical World of Yrth, Although other continents exist on an ancient dimensional vortex known which plumbed the mysteries of Yrth, ocean travel is difficult. Ships as the Banestorm has periodically Ytarria even further. are likely to be beset by powerful cur- transplanted humans and others to Yrth was the official “default” set- rents, wild storms, monsters, and Ytarria from Earth . . . and elsewhere. ting for GURPS fantasy games, but supernatural strangeness. GMs may This book is a supplement for after 1990 it was only lightly devel- view the lack of development GURPS Fourth Edition, and Yrth- oped, notably in the 1991 anthology of Ytarria’s neighbors as an invitation based games can be run with nothing GURPS Fantasy Adventures, which to design and populate these more than this and the two volumes of featured scenarios by Chris W. places themselves; however, GURPS the GURPS Basic Set. However, many McCubbin, David Dunham, Walter Banestorm is explicitly written to pro- gamers may wish to mine the exten- Milliken, and David L. Pulver. Pyramid vide plenty of adventuring opportuni- sive list of spells and rule guidelines in authors continued to discuss Yrth; ties as it stands. GURPS Magic as well as the general campaign concerns found in GURPS Fantasy. Most of GURPS Banestorm is intended to be read by both GMs and About the Authors players. However, GMs may ask play- Phil Masters has been playing RPGs since 1978; his first professional ers not to read Chapter 3, which writing appeared in 1980, his first RPG book in 1990, and his first work details Ytarria’s cultures; there are for (GURPS Arabian Nights) in 1993. Since then, one or two secrets revealed there. On he’s worked on many more GURPS books, including the Discworld and the other hand, some GMs might pre- Hellboy RPGs (the latter also with Jonathan Woodward). He’s also fer to treat some of what’s said there written for White Wolf, Guardians of Order, and Eden Studios, among as old wives’ tales, uncorroborated others. He lives in the U.K., runs a biweekly game, and sometimes helps rumors, or complete falsehoods, just organize RPG conventions. to keep players who “cheat” uncer- Jonathan Woodward, a freelance writer and computer professional, tain and off-balance. We definitely is the author or co-author of GURPS Ogre, GURPS Magic Items 3, the encourage such stratagems. Chapter Hellboy Sourcebook and Roleplaying Game, and Transhuman Space: 6 is mostly aimed at GMs but pro- In The Well, all for Steve Jackson Games. He has also co-authored sev- vides suggestions and outlines rather eral books for White Wolf Publishing. In addition to roleplaying, he col- than details. Players may find this lects books and deconstructs maps. He lives in Massachusetts, with a section useful when constructing summer home in Sahud. their characters’ backgrounds.

4INTRODUCTION