AWORLD OF MAGIC Welcome to the land of Yrth, a magical realm of incredibly varied races and monsters - includ- ing people snatched from our Earth and other worlds by the cataclysmic Banestorm! Whole villages were transported - from such diverse locales as medieval England, France, Germany, and the Far East. Now humans struggle with dwarves, elves, and each other. The Crusades aren’t ancient history here - they’re current events! Characters can journey from the windswept plains of the Nomad Lands - where fierce Nordic warriors seek a valiant death to earn a seat in Valhalla - to Megalos, the ancient empire where magic and political intrigue go hand in hand. This is a complete world background - history, religion, culture, politics, races, and a detailed, full-color map - everything needed to start a cam- paign. Phil Masters (Discworld and Hellboy RPGs) and Jonathan Woodward (Hellboy and GURPS Ogre) have added new peoples, places, and plots, as well as lots more on magic and mys- ticism, all of which conforms to the just-released GURPS Fantasy and GURPS Magic. So prepare to make your own mark on Yrth. Plunder elven ruins while evading the desert natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim double agent commanded to infiltrate the Hospitallers. Yrth awaits the legend of you!

This PDF is an electronic copy of the first printing of GURPS Banestorm. All known errata as of the date of this edition’s publi- cation have been fixed.

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Stock #82-0130 Version 1.0 March 24, 2006 STEVE BANESTORM GAMES 01-2002 JACKSON the USA Printed in 2005 RINTING P ST UGUST Steve Jackson A ,1 01-2002 and Janet Naylor DITION Chris Quilliams E BN 1-55634-744-8 UBLISHED and ST P 1 IS and 9!BMF@JA:RSVSSRoYjZhZ_ZdZ` SJG03495 Janie Murphy Bob Stevlic J. Kovach Edited by Hellboy Steve Jackson, Kirk Tate, and Illustrated by Cartography by Discworld Jonathan Woodward Jonathan Woodward Bob Stevlic and ) have compiled previous Yrth Based on GURPS FANTASY by Cover Art by RPGs) and Jonathan ( Woodward Phil Masters By elcome to the land of Yrth, a realm of incredibly varied GURPS Ogre W Journey from the windswept plains of the This is a complete world background – history, Make your own mark on Yrth. Plunder elven ruins while evading A world of magic is waiting for you . . . races and monsters – including people snatched from our Earth and other worlds by the cataclysmic Banestorm! Now humans struggle with dwarves, elves, and The each Crusades other. aren’t ancient history here – they’re current events. And on this world, magic works! Nomad Lands – where fierce Nordic warriors seek a valiant death to earn a seat in – Valhalla to Megalos, the ancient empire where sorcery and political intrigue go hand in hand. Or trek south to the Muslim lands of and al-Wazif al-Haz to explore the forbidden city of Geb’al-Din. religion, culture, politics, races, and detailed, full-color maps – everything needed to start a campaign. Phil Masters (the Hellboy and material and updated it with new peoples, places, and plots, as well as much more on magic and mystic powers. the desert natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim double agent commanded to infiltrate the Hospitallers. STEVE BANESTORM GAMES 01-2002 JACKSON the USA Printed in 2005 RINTING P ST UGUST Steve Jackson A ,1 01-2002 and Janet Naylor DITION Chris Quilliams E BN 1-55634-744-8 UBLISHED and ST P 1 IS and 9!BMF@JA:RSVSSRoYjZhZ_ZdZ` SJG03495 Janie Murphy Bob Stevlic J. Kovach Edited by Hellboy Steve Jackson, Kirk Tate, and Illustrated by Cartography by Discworld Jonathan Woodward Jonathan Woodward Bob Stevlic and ) have compiled previous Yrth Based on GURPS FANTASY by Cover Art by RPGs) and Jonathan ( Woodward Phil Masters By elcome to the land of Yrth, a realm of incredibly varied GURPS Ogre W Journey from the windswept plains of the This is a complete world background – history, Make your own mark on Yrth. Plunder elven ruins while evading A world of magic is waiting for you . . . races and monsters – including people snatched from our Earth and other worlds by the cataclysmic Banestorm! Now humans struggle with dwarves, elves, and The each Crusades other. aren’t ancient history here – they’re current events. And on this world, magic works! Nomad Lands – where fierce Nordic warriors seek a valiant death to earn a seat in – Valhalla to Megalos, the ancient empire where sorcery and political intrigue go hand in hand. Or trek south to the Muslim lands of and al-Wazif al-Haz to explore the forbidden city of Geb’al-Din. religion, culture, politics, races, and detailed, full-color maps – everything needed to start a campaign. Phil Masters (the Hellboy and material and updated it with new peoples, places, and plots, as well as much more on magic and mystic powers. the desert natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim double agent commanded to infiltrate the Hospitallers. Written by PHIL MASTERS and JONATHAN WOODWARD Based on GURPS Fantasy by STEVE JACKSON, KIRK TATE, and JANET NAYLOR Cover by BOB STEVLIC Illustrated by BOB STEVLIC and CHRIS QUILLIAMS Cartography by J. KOVACH Edited by JANIE MURPHY and STEVE JACKSON

ISBN 1-55634-744-8 1 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES CONTENTS 1. HISTORY ...... 5 TECHNOLOGY ...... 30 The Curia ...... 61 Yibyorak: The Goblin City. . 100 PRE-HUMAN YRTH ...... 6 Underground Engineering . . 30 Holy Orders ...... 61 The Brothers of Mercury . . 102 Yrth Astronomy and Transportation ...... 31 The Order of Friedrich . . . . . 62 ARATERRE ...... 103 Geography ...... 6 Medicine ...... 32 The Secret of the Templars . . 63 The Fiefdoms ...... 104 Printing...... 32 The Michaelites...... 64 AP OF RATERRE AND THE BANESTORM ...... 7 M A The Afterlife...... 65 Gaming the Banestorm . . . . . 7 MAJOR LANGUAGES ...... 33 THE RING ISLANDS ...... 105 Civilizations Emerge ...... 8 Nonhuman Speech ...... 33 ISLAM ...... 65 Maritime Technology . . . . . 105 Timeline (200 B.C. to ARTS AND ENTERTAINMENT . . 34 The Shari’a ...... 67 The Prince of Araterre. . . . . 106 1550 A.D.) ...... 9 SOCIAL ARRANGEMENTS . . . . . 38 Julnari Dervishes ...... 67 Dame Catherine “la Noire” . . 107 Islam’s Divisions ...... 69 The Ring Islands ...... 107 THE SPREAD OF HUMANITY . . 10 The Peasantry ...... 38 Human Religions’ Views Bilit Island ...... 108 The Rise of Megalos ...... 10 Nonhumans in Human of Nonhumans ...... 69 Adventuring in the Isles . . . 108 The Crusades ...... 10 Society ...... 39 The Ghazi Orders ...... 70 The Unified Church...... 10 The Merchant Class...... 40 CAITHNESS ...... 109 Nonhumans’ Views Simon Menelaus...... 10 Knighthood ...... 40 MAP OF CAITHNESS ...... 109 of Human Religions . . . . 70 Timeline (1550 A.D. to Muslim Social Positions . . . 40 The Silver Hand ...... 110 Muslim Radicals and 1900 A.D.) ...... 11 Arms and Devices...... 41 The Civil War ...... 113 “Heretics” ...... 71 King Conall VI ...... 114 NEW CHALLENGES ...... 12 The Nobility ...... 41 Hashishin Assassination . . . 72 The Royalists ...... 115 Jihad ...... 12 Orders of Knighthood...... 42 JUDAISM ...... 73 The Knights of the Stone . . 115 The Banestorm Resurgent . 12 SLAVERY ...... 42 Berakhot and Kashrut . . . . . 75 Baroness Bronwyn ...... 116 Megalos Reduced...... 13 ECONOMICS ...... 44 Rabbis and Cantors...... 75 The Sterling Rebels ...... 117 An Yrthian Reformation? . . 13 Coins of Ytarria ...... 44 OTHER RELIGIONS ...... 76 Photius and the THE LAST HUNDRED YEARS . . 14 CRIME AND PUNISHMENT . . . . 44 Paganism ...... 76 Church of Caithness . . . 118 The Mages’ War ...... 14 POLITICAL SYSTEMS ...... 45 The Religion of Bilit Island. . 78 The South...... 119 More Orc Aggression...... 14 Feudalism...... 45 Hinduism ...... 78 The Order of St. George A World Seen in Dreams . . . 14 Megalan Autocracy ...... 46 Buddhism ...... 79 of the Dragon...... 119 Timeline (1900 A.D. to The “Rebel Lands” ...... 47 Sahudese Religion ...... 80 The Great Forest ...... 120 2005 A.D.) ...... 15 Muslim Government ...... 48 An’Fo’Tama Monks...... 80 AL-HAZ ...... 120 The Blackwoods Spread . . . 16 Nonhuman Government . . . 48 MAP OF AL-HAZ...... 121 The Frontier Wars ...... 16 Tribalism...... 48 NONHUMAN RELIGIONS . . . . . 81 Hazi and Wazifi Status . . . 121 Civil War in Caithness. . . . . 16 Sahud ...... 49 4. LANDS OF YRTH . . 84 The Rulers of Al-Haz . . . . . 123 Now...... 16 TOWNS ...... 49 COUNTRIES AND REGIONS The Coast ...... 125 Guilds ...... 50 OF YTARRIA ...... 84 The Maelstrom ...... 125 IFE IN TARRIA 2. L Y . . 17 SECRET SOCIETIES AND MEGALOS ...... 85 The Mountains...... 126 THE PEOPLE OF YRTH ...... 18 CONSPIRACIES ...... 52 MAP OF WESTERN MEGALOS. . . 86 The Pilgrims’ Plague...... 127 The Elder Folk ...... 18 Wizardly Conspiracies . . . . 52 The “Evil Empire”?...... 87 The Plains...... 128 The Dark Elves ...... 18 Fireballs vs. Gunpowder . . . 52 Megalan Status and Titles . . 87 The Balikites in Firuz. . . . . 128 The Newcomers...... 20 Pagan Cults ...... 53 The Ministry of AL-WAZIF ...... 129 Interracial Relations...... 21 Mystery Cults ...... 53 Serendipity ...... 88 MAP OF AL-WAZIF ...... 130 Gabrook: World of Sands. . . 21 Diabolical Cults ...... 53 Megalos: Capital The Great Games ...... 133 Loren’dil: The Green World. . 22 Bardic Colleges ...... 53 of the Empire ...... 89 Cities of Al-Wazif ...... 133 Olokun: World of Water . . . . 22 The Underground MAP OF EASTERN MEGALOS . . . 91 The Treachery of Taveon. . . 134 Other Races...... 23 Engineers ...... 54 The Emperor ...... 92 The Ruins of Autheuil . . . . 135 MAGIC ...... 23 Spy Rings ...... 55 The Midlands ...... 93 The Pillars of Heaven . . . . 136 Spell-Based Magic ...... 23 Protestantism ...... 55 The Manites ...... 94 CARDIEL ...... 137 Magic Items ...... 23 The Northern Marches . . . . 94 MAP OF CARDIEL ...... 138 Magery in Nonhumans . . . . 24 3. RELIGION ...... 56 Lord Claudius Maskill . . . . . 95 The Lords ...... 140 Banestorm Spells ...... 25 Comparative Theology . . . . . 56 City of the Dead ...... 97 The Regions of Cardiel . . . 140 Some Legendary Artifacts. . . 26 CHRISTIANITY ...... 57 The Southlands ...... 97 Tredroy: The City Mysticism ...... 26 Beings With Souls ...... 57 Pirates ...... 97 of Three Laws...... 142 Alchemy ...... 28 Canon Law ...... 58 The Western Empire ...... 98 MAP OF TREDROY ...... 143 The Genetics of Magery . . . . 29 Heresy ...... 60 The Secret Adventuring in Tredroy. . . . 147 Saints ...... 60 of the Blackwoods ...... 99

GURPS System Design ”STEVE JACKSON Production Manager ” MONICA STEPHENS Sales Manager ”ROSS JEPSON GURPS Line Editor ”SEAN PUNCH Production Artist ”ALEX FERNANDEZ Errata Coordinator ”ANDY VETROMILE Art Director ”STEVE JACKSON Print Buyer ”MOE CHAPMAN GURPS FAQ Maintainer ”77777 Page Design ”PHILIP REED Marketing Director ”PAUL CHAPMAN STÉPHANE THÉRIAULT

Lead Playtester: Stephan Pennington. Playtesters: Mark Baddeley, Frederick Brackin, Michael Cule, Peter V. Dell’Orto, Thomas Devine, Leonardo M. Holschuh, MA Lloyd, Paul May, David Moore, Simon Proctor, Shawn K. Stevenson, William H. Stoddard, Dustin Tranberg, Chad Underkoffler, and Jeff Wilson. Thanks to Tamar Amidon, Christopher Anthony, Elizabeth McCoy, and Matt Riggsby. Phil Masters: To my players of the last 25 years, who suffered while I learned. Jonathan Woodward: To Annie Webber, ever a shelter from the storm.

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Banestorm, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Banestorm is copyright © 2005 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

2CONTENTS SAHUD ...... 148 Intelligent Animals ...... 194 Knight-Errant ...... 208 Harpies ...... 221 Who is “Sahudese”? ...... 148 Medusas ...... 194 Knightly Lenses...... 209 Hellsharks...... 221 MAP OF SAHUD ...... 149 Merfolk ...... 195 Martial Artist ...... 209 Hippogriffs ...... 222 Women in Sahud ...... 152 Minotaurs...... 196 Mercenary ...... 209 Animal PCs ...... 222 The Clanholds of Sahud . . 153 Octopus Folk ...... 196 Masters of the Martial Arts . . 210 Hydras ...... 222 Sahudese Ninja...... 153 Ogres...... 196 Merchant ...... 210 Krakens...... 223 Kinkaku and Uulinn . . . . . 154 Orcs...... 196 Michaelite...... 211 Nightstalkers ...... 223 The Eyes of Heaven ...... 155 Reptile Men ...... 197 Other Jobs...... 211 Paladins ...... 223 ZARAK ...... 157 The “Monster Races” . . . . . 197 Mystic ...... 212 Pegasi ...... 224 MAP OF ZARAK...... 158 Sea Elves ...... 198 Northern Barbarian . . . . . 212 Reeks...... 224 The Banestorm Shark Men ...... 198 Mystic Lenses ...... 213 Animal Handling and Underground ...... 158 Sphinxes ...... 198 Missionaries ...... 214 “Hybrids” ...... 224 Zarak Social Status ...... 159 Spirits ...... 199 Peasant Hero ...... 214 Striders ...... 224 Dwarf Women...... 159 Trolls ...... 199 Priest-Wizard ...... 214 Treetippers ...... 225 Surface Dwarves...... 160 Interbreeding...... 200 Priest-Wizard Lenses...... 215 Unicorns ...... 225 Technology in Zarak ...... 161 THE ACCURSED ...... 200 Swashbuckler...... 215 Wyverns ...... 226 Seven Brother Kings . . . . . 161 Ghouls...... 200 Underground Engineer. . . 215 DRAGONS ...... 226 Thulin’s Folk ...... 163 Lycanthropes ...... 200 Sailors ...... 216 DOMESTIC ANIMALS ...... 228 THE ORCLANDS ...... 163 Vampires...... 201 Urban Rogue ...... 216 MAP OF THE ORCLANDS...... 164 ADVENTURING CHARACTER Watchman ...... 217 7. CAMPAIGNS The Orc Tribes ...... 164 TEMPLATES ...... 202 Woodsman ...... 217 ON YRTH . . . . 230 The Silver Hand Lens. . . . . 217 Castle Defiant...... 164 Assassin ...... 202 GAME STYLES ...... 230 Other Races ...... 166 Bard ...... 203 Mixed Styles ...... 231 Frontier and Tribal Techniques ...... 203 6. CREATURES . . . . 218 Learning from History . . . . 232 Adventuring ...... 166 The Bard-Wizard...... 204 “ORDINARY” WILDLIFE . . . . . 218 Beware of Black Powder. . . 233 Battle Wizard ...... 204 Vermin...... 219 THE NOMAD LANDS ...... 167 THE PCS ...... 235 MAP OF THE NOMAD LANDS. . . 167 Bounty Hunter...... 204 FANTASTICAL CREATURES . . . 219 Criminal vs. The Legend of Heolford . . . 168 Charlatan ...... 204 Basilisks ...... 219 High-Minded PCs . . . . . 235 Northman Religion...... 170 Agents of Serendipity . . . . . 205 Bushwolves ...... 219 Playing Yourselves ...... 236 Courtier...... 205 Caustiguses...... 220 Blind Lars ...... 172 MAGIC ON YRTH ...... 236 Adventurers from The Acid Swamps...... 220 THE SOUTHWESTERN CHANGING THE WORLD . . . . 237 WILDERNESS ...... 173 Other Occupations . . . . 206 Demons...... 220 EPILOGUE: THE FUTURE The Great Desert ...... 173 Entertainer ...... 206 Giant Spiders ...... 220 OF YRTH ...... 237 MAP OF THE GREAT DESERT . . 173 Freelance Wizard...... 207 Gryphons ...... 221 Healer ...... 208 The Southern Plains . . . . . 173 Bestial but Intelligent . . . . . 221 INDEX ...... 238 Elven Ruins ...... 174 The Djinn Lands ...... 174 MAP OF THE DJINN LANDS . . . 175 MANA LEVELS ACROSS YTARRIA ...... 176 THE OCEANS ...... 178 About GURPS Island Cultures ...... 179 Steve Jackson Games is committed to full support of the GURPS system. Our address The Sea Elf Tribes ...... 179 is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include a self-addressed, stamped The Banestorm envelope (SASE) any time you write us! We can also be reached by e-mail: Underwater ...... 180 [email protected]. Resources include: Beyond the Seas?...... 181 Adding New Lands ...... 181 Pyramid (www.sjgames.com/pyramid/). Our online magazine includes new GURPS rules and articles. It also covers the d20 system, Ars Magica, BESM, Call of Cthulhu, 5. CHARACTERS. . . 182 and many more top games – and other Steve Jackson Games releases like Illuminati, STARTING POINTS ...... 182 Car Wars, Transhuman Space, and more. Pyramid subscribers also get opportunities to DESIGNING CHARACTERS . . . 183 playtest new GURPS books! Advantages ...... 183 New supplements and adventures. GURPS continues to grow, and we’ll be happy to let Religious Rank of you know what’s new. For a current catalog, send us a legal-sized SASE, or just visit Church Officials ...... 184 www.warehouse23.com. Disadvantages ...... 185 e23. Our e-publishing division offers GURPS adventures, play aids, and support not Skills ...... 186 available anywhere else! Just head over to e23.sjgames.com. STATUS AND WEALTH ...... 187 Errata. Everyone makes mistakes, including us – but we do our best to fix our errors. What Cost of Living Gets You...... 187 Up-to-date errata sheets for all GURPS releases, including this book, are available on our NONHUMAN RACES ...... 188 website – see below. Centaurs ...... 188 Internet. Visit us on the World Wide Web at www.sjgames.com for errata, updates, Djinn Ascended Ones . . . . 188 Q&A, free webforums, and much more. The GURPS Banestorm web page is Dolphins ...... 189 www.sjgames.com/gurps/books/banestorm/. Dwarves ...... 189 Bibliographies. Many of our books have extensive bibliographies, and we’re putting Elves ...... 190 them online – with links to let you buy the books that interest you! Go to the book’s web Gargoyles...... 190 page and look for the “Bibliography” link. Giants ...... 191 GURPSnet. This e-mail list hosts much of the online discussion of GURPS. To join, Gnomes...... 192 point your web browser to mail.sjgames.com/mailman/listinfo/gurpsnet-l/. Goblins ...... 192 Halflings ...... 192 Rules and statistics in this book are specifically for the GURPS Basic Set, Fourth Insect Men ...... 192 Edition. Page references that begin with B refer to that book, not this one. Creating New Races ...... 193 Hobgoblins...... 193 Kobolds...... 193

CONTENTS 3 INTRODUCTION This world to me is like a lasting Publication History it also received passing mentions in storm . . . The GURPS fantasy 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 Warren Spector 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 game 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 . . . games 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 Aaron Allston 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 Steve Jackson Games (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 THE BANESTORM The Defenders counted many pow- The disaster gave the Defenders the First Contacts erful mages among their members. two names which Yrth knows them by Some of the newcomers went years Together they assembled a spell to today. Only among themselves are without meeting nonhumans; others bring a merciless bane down on the they called the Defenders now. Other encountered them quickly. The orcs. The intended nature of this bane elves call them “Bringers of the dwarves had retreated to their cav- is not clear; judging by the results, the Storm,” or “Storm-Bringers” for short. erns, and met no humans for cen- spell was designed either to send all The other races simply call them the turies. Some of the elves avoided the the orcs to another world or to sum- Dark Elves. new beings, while others tried to help mon creatures hostile to orcs. Perhaps them. The orcs, inevitably, attacked. it was just a generalized “wish” for ARLY HAOS Apart from the humans of Earth, something that would deal with the E C the Banestorm also brought goblins, Humans were by far the majority orc problem. hobgoblins, kobolds, and reptile men of the newcomers. Ships lost at sea Their strongest mages conducted from their homeworld Gabrook; cen- found haven on unfamiliar shores, if the primary spellwork at a high-mana taurs, giants, halflings, and minotaurs not necessarily safe haven. Entire vil- site near the western edge of the from Loren’dil; merfolk and shark lages arrived on Yrth intact; travelers Ytarrian Forest, close to what is now men from Olokun; and other, rarer caught in sudden tempests never the center of the Great Desert. Other creatures. The wilder newcomers like reached their intended destinations. sorcerers and allies performed sup- hobgoblins and minotaurs adapted Most of this occurred between the porting ceremonies in communities quickly, resuming their savage hunt- years 1050 and 1200 A.D., the approx- across the continent. The spell built ing and scavenging with little inter- imate time of the Crusades on Earth. over weeks, coming to a climax on ruption. The goblins and halflings, Many immigrants died, but more June 26th, 1050 A.D. who had civilized parts of their home- survived and banded together. Some It backfired. Calamitously. The worlds, struggled to adjust, but they founded small villages, while others massive spell unleashed a torrent of were no less adaptable then mankind, took to banditry. For most, day-to-day magical wildfire that scorched much and where they appeared in numbers, survival outweighed any desire or of the western forest and drained they thrived. need to consider what had happened. mana from hundreds of thousands of The first interracial encounters Those few who had time for curiosity square miles. The effect cascaded into were usually marked by violence. looked at the strange moon overhead the supporting ceremonies, reducing Each saw the other as monsters, and the stranger creatures abroad and many elven communities to cinders. and even when the strangers were concluded they were a very long way Then it jumped to other high-mana obviously intelligent, the struggle to from home. spots, not all in elven territory. The survive encouraged hostility. Real or sorcerous flames devastated the land, burning away woods and creating new deserts. If that had been the full extent of the catastrophe, it still would have Gaming the Banestorm been the greatest blight of Ytarrian The default setting for a GURPS Banestorm campaign is present-day, history. But the Defenders got their but equally exciting games can take place in the 11th century, when the Bane as well. The spell snatched Banestorm was at its peak. The players should create characters native thousands of beings of various races to Earth: probably medieval Europeans, though PCs from the Middle from their worlds, depositing them East, Asia, or even other worlds like Gabrook are also valid. Life on their on Yrth. These newcomers usually home world seems to be proceeding as expected until a strange storm regarded the orcs with hostility, but spills over the horizon . . . often they were nearly as offensive to Some adventurers may arrive on Yrth with nothing but the clothes on everyone else. Unnatural storms their backs, but it’s possible for whole buildings and small villages to always heralded these dimensional come through. Regardless, the transition will deprive newcomers of breaches, and the Bane thus became most of their social structure. In the new world, they must band togeth- known as the Banestorm. er with other immigrants if they want to survive. Great leaders can cre- Yet, despite the cataclysm, the ate safety for their people and possibly found their own empires, reshap- Defenders survived. Their descen- ing the history of Yrth as presented here. See Out of the Storm (p. 234) dants continue to pursue their original for more ideas. aims, albeit in secret. See the sections For more Banestorm details to exploit, see Banestormed Ideas on the Blackwoods (pp. 16, 99), Dark (p. 32) or examine how the storm works underground (p. 158) and Elves (p. 18), and “The Genetics of underwater (p. 180). Also, three spells have been developed for detect- Magery” (p. 29). GMs may wish to bar ing different aspects of the cross-dimensional vortex (p. 25). their players from reading the second section on the Blackwoods.

HISTORY 7 CAITHNESS The youngest of Ytarria’s king- the early years of his reign, many lords west. By treaty, which the Megalans doms, Caithness is sparsely populated, paid little attention to matters outside violate every few years with a minor underdeveloped, and wracked by civil their own lands, enjoying the lack of invasion, the Caithness-Megalos bor- war. In truth, the “kingdom” today is oversight. Ten years ago, this disre- der is set where the mana level drops little more than a handful of feuding gard grew into unrest and then out- from normal to low. Because of the baronies scattered across hundreds of right rebellion. Today, Conall is fight- poor soil and climate – and the occa- miles of nearly empty territory. ing to reunite his kingdom. sional invasion – these borderlands Because they live so far apart, are mostly uninhabited. Caithness Caithness’ nobles have enjoyed great also borders al-Haz and al-Wazif, but autonomy. Historically, their loyalties GEOGRAPHY thanks to the badlands and the Great have been held by a series of strong Caithness is bordered by the Great Forest, those areas remain largely rulers. Matters have gone downhill. Forest to the south, Megalos to the unexplored and quite poorly mapped; The current king, 35-year-old Conall east, the mountains of Zarak to the there is no reason to care exactly VI, came to the throne too young. In north, and the Great Desert on the where the borders lie.

LANDS OF YRTH 109 Racial Skill Bonuses: +1 to Bow [2]. Any elf could easily have Intoler- ance toward orcs. Many have Animal Empathy, Perfect Balance, Plant Empathy, higher levels of Magery and Appearance, or a more-encompassing Sense of Duty. Dark Elves 31 points “Dark elves” are not a separate race; they are a xenophobic offshoot of elven culture. They think orcs in particular, and non-elves in general, represent an aberration, a crime against nature, and a threat to the future of the world and the elven race. Therefore, other races must be tamed or destroyed. Many dark elves live in the Blackwoods (p. 98-99) but they are found elsewhere as well.

Attribute Modifiers: ST-1 [-10]; DX+1 [20]; IQ+1 [20]. Advantages: Attractive [4]; Magery 0 [5]; Unaging [15]. Disadvantages: Callous [-5]; Intoler- ance (Total) [-10]; Obsession live in proximity, though they are not same ST (again, before the racial (Destroy or totally control all non- common anywhere. bonus). elves) (12) [-10]. Racial Skill Bonuses: +1 to Bow [2]. Attribute Modifiers: IQ+1 [20]. Attribute Modifiers: ST+15 (Size, Advantages: Extended Lifespan 1 [2]; -20%) [120]; DX-1 [-20]; HT +2 This template represents a typical Magery 0 [5]. [20]. dark elf. Many have higher levels of Secondary Characteristic Modifiers: Magery or more antisocial mental dis- SM +2; Speed -0.25 [-5]. advantages. A few lack Callous or GIANTS Advantages: Acute Taste/Smell 3 [6]; Obsession, but their Intolerance is 122 points Damage Resistance 2 (Tough Skin, essentially universal. Some still have Most giants look much like -40%) [6]; Enhanced Move the Gifted Artist or Musical Ability tal- humans, only nine or more feet tall. (Ground) 1 [20]; High Pain ents, but generally their embittered However, they vary remarkably, and Threshold [10]. obsession effectively suppresses those. some giants have only one eye, two Perk: Penetrating Voice [1]. Older dark elves can also have heads, or other unusual features. Disadvantages: Bad Temper (12) peculiar supernatural disadvantages Yrth’s giants are generally private, [-10]; Shyness (Severe) [-10]; Social such as Lifebane – lingering remnants preferring the solitude of their homes. Stigma (Oversized Barbarian) of the Banestorm backfire. Quite a few They can be unexpectedly dangerous [-10]; Stubbornness [-5]. are lycanthropes (p. 200); this can be a if roused. Most giants have very Quirks: Hates ogres, and being com- hereditary curse or something they “human” personalities but are uncom- pared to ogres [-1]. inflicted on themselves deliberately. fortable in human lands, where all the furniture is built for midgets. Some giants are even taller than Half-Elves Giants resent being compared to portrayed in this template, with a larg- 27 points ogres. They react very poorly to that er Size, more ST, more levels of Relations between humans and race, and to anyone who mentions Enhanced Move, and possibly higher elves are occasionally fertile, produc- them in any but the most disparaging DR. Others are unusually different ing half-elves. They typically have terms. Unfortunately, many smaller from the human norm, including thin features and a mild point to beings mistakenly believe the biggest cyclops with the One Eye disadvan- their ears. They are welcome in any difference between the two races is tage and giants with Extra Heads or elf village, except among dark elves that giants aren’t as ugly. Extra Arms. A few giants have and in all but the most intolerant For PC giants, calculate height Intolerance toward some or all other human lands. Half-elves can be based on ST before adding the racial races; others lack one or more of the found wherever humans and elves +15, and then increase it by 60%. racial mental disadvantages. Weight is 4 times that of a man of the

CHARACTERS 191 INDEX Acid swamps, 220. Bardic colleges, 53. Cities, see Ruins, Towns. Djinn and Djinn Lands, 120, Adrien Dorilis, 145-146. Basilisks, 219. Citizens, 49. 125, 174-178; Ascended Ah, 153. Battle Wizard template, 204. City guards, 49; template, One template, 188. Al-Ab’ra, 125. Bears, 219. 217. Dogs, 229. Al-Abyad, 125. Beggar template, 211. City of the Dead, 97. Dolphins, 180; template, 189. Al-Haz, 120-128. Benedictines, 106. Claudius Maskill, 94. Donlis, 117. Al-Wazif, 129-137. Bilit Island, 78, 108. Clerical Investment Dragons, 20, 31, 97, 108, Alchemists’ Guild, 51. Blacksheep, 229. advantage, 67, 75, 119, 145-146, 153, 226- Alchemy, 23, 28, 153; Blackwoods, 16, 18, 98-99. 79, 183. 228; meta-trait, 227; as alchemist characters, 206; Blainthir VII, 162. Code of Honor disad- PCs, 228; religion, 83; skill, 186. Blind Lars, 172. vantage, 41, 185-186. templates, 227-228. Alcohol, 68, 118, 124, 125, Blueshoal River, 137. Coins, 44. Drift Abbey, 13, 105. 142. Blythe, 118. Comic fantasy, 232. Durham, 116. Alhallabad, 128, 129. Bounty Hunter template, Company of Adventurers, Durinann II, 162. Aliar, 140. 204. 146. Dwarves, 17, 18, 100; arts, Alimar, 141. Bronwyn of Durham, 116. Company of Merchants, 36; in human society, 39; Alternate Identity Brothers of Mercury, 101. 146. outcast, 14, 160, 166; advantage, 183. Buddhism, 79, 80. Conall VI, 16, 110-111, 114; religion, 81; template, Amalric ibn-John Bulgaren, 164. see also Caithness. 189; women, 158; see at-Ten-Tiri, 142. Bushwolves, 219. Conspiracies, see Secret also Zarak. Amnesia disadvantage, 185. Caithness, 13, Societies. Dwarvish language, 33. An’Fo’Tama monks, 80; 14, 36, 47, Constantinians, 65. Eagles, great, 194. template, 213. 109-119. Control Rating, 84. Earth, 16, 186. Anglish language, 33. Caius of Minder, Cost of living, see Wealth. East Tredroy, 143-144, 146. Animal Handling skill, 224. 143. Cottars, 38. Economics, 44. Animals, 218-229; intelligent, Calder, 141. Courtier template, 205-206. Ekarron III, 161. 194; PCs, 222. Calendar, 5. Craine, 98. Ekhans, 97. Ansonne, 105. Camels, 228. Crazy Ghalib, 125. Elves, 18-19, 119; arts, 35; Anthemius Crivelli, 140. Campaigns, 230-237. Creatures, see Animals. High Council, 6, 19; Arabic language, 33. Cantors, 75. Crime, see Law. in human society, 39; Aralaise language, 33. Cardiel, 13, 47, 137-148. Criminal guilds, 51, 147. religion, 81; ruined cities, Araterre, 12-13, 31, 47, Carrick, 115. Crusades, 9, 66. 174; template, 190. See 103-108. Carrier pigeons, 229. Cults, see Secret Societies. also Dark Elves, Djinn, Architecture, 38. Castle Defiant, 14, 164. Cultural Familiarity Half-Elves, Sea Elves. Arenas, 87, 96-97. Catherine “la Noire,” 107. advantage, 183. Elvish language, 33. Armsmen’s Guild, 51, 90. Catholicism, see Christian Curia, 61. Emperor, see Diophrates XII, Arnod de Sauvons, 105. Church. D’baajori, 219. Simon Menelaus. Artifacts, 23, 26; see also Cats, 108, 218, 229. Dance, 35-36. Ental Island, 103. Relics. Cattle, 219, 229. Dark Elves, 6, 7, 18; religion, Entertainer template, Artisan template, 211. Caustiguses, 220. 81; template, 191. 206-207. Arvey, 98. Centaurs, 22, 142, 167; Dark fantasy, 231-232. Epic fantasy, 232. As-Siyassi, 133. religion, 83; template, Deer, 218-219. Eternal, 83. Ascended Ones, see Djinn. 188. Deerwood, 115. Exorcism skill, 186. Assassin template, 202-203. Channeling advantage, 183. Defenders of the Shaded Eyes of Heaven, 155. Assassins’ Guild, 51, 72, 147. Characters, 182-217, 235; Woodlands, see Dark Falcons, 148, 229. Asteroids, 6; see also playing yourself, 236. Elves. Faramon of Aliar, 140. Meteorites. Charlatan template, Dekamera, 97, 134. Fealty, 45. Astronomy, 6; skill, 186. 204-205. Demons, 53, 57, 77, 92, 186, Fencing skill, 104. Autheuil, 134, 135. Chemistry skill, 186. 220. Ferrier, 118. Azer, 96. Chinatown, 148. Deneral of Mershall, 116. Feudalism, 45. Balikites, 72-73, 128. Chivalry, see Knights. Denton, 117. Firuz, 127. Banestorm, 5, 7-8, 12, 125, Chocolate, 108. Dervishes, 67; template, 213. Fordham, 116. 158, 179, 180, 234, 235; Christian Church, 10, 13, Detect Banestorm spell, 25. Franciscans, 62, 63. spells, 25. 57-65. Diophrates XII, 86, 89, 92. Freelance Wizard template, Bannock, 136. Christianity, see Christian Disciplines of mysticism, see 207. Bard template, 203. Church, Protestants. Mysticism. Friedrichites, 61; template, Bard-Wizard lens, 204. Church, see Christian Diseases, 32, 127; magical, 213. Church. 28.

238 INDEX Frontier Wars, 16, 136. Hidden Lore (Earth) skill, Languages, 33, 183. Mershall, 115. Gabrook, 7, 21, 82, 192. 186. Law, 34, 44, 87; Al-Haz, Meteorites, 25, 26, 112-113. Gambler template, 211. Hidelban, 93-94. 124-125; Al-Wazif, 132; Michaelites, 64; template, Gargoyles, 190; template, High TL advantage, 183. canon, 58-60; Cardiel, 211-212. 190. High fantasy, 230-231. 139-140; Dwarven, 160; Milkfish, 229. Geb’al-Din, 66, 124, 126. High war, 152. Islamic, 67-69, 124-125; Min, 97. Gebel Thamad, 134. Hinduism, 78-79. Judaic, 74-75; Northman, Minder, 142. Gebel al-Hikmah 120, 126. Hippogriffs, 221, 224. 171; Orcish, 165; Ministry of Serendipity, 26, Genetics, 29. Hisham ash-Sharib, 132. Sahudese, 152-153. 30, 88-89, 97; agents, 205. Ghazi orders, 70. Hobgoblins, 21; religion, 83; Legal Enforcement Powers Minotaurs, 22; template, Ghouls, 28; template, 200. template, 193. advantage, 45. 196. Giant spiders, 220-221. Holy orders, 61-65. Legions, 47, 87, 96, 139. Missionaries, 214. Giants, 22, 167, 169; religion, Horses, 229; noble, 194; Lightbush, 94. Money, 44, 185, 187. 83; template, 191. pegasi, 224; unicorns, Literature, 36. Moneylending, 59. Ginnargrim III, 162. 225-226. Loren’dil, 7, 22, 83. Monks, 61, 80. Gnomes, 18; in human Hospitallers, 42, 61, 62, 99, Low TL disadvantage, 185. Monsters, 219-228; monster society, 39; religion, 82; 100. Low fantasy, 231. races, 197, 200-202. template, 192. House of Oak, 115. Low war, 152. Moon, 6. Goblins, 20, 98, 100; arts, Hunt Tower, 94. Lycanthropy, see Morkagast, 162. 37; in human society, 39; Hybrid animals, 224. Were-Creatures. Mosques, 67. names, 20, 88; religion, Hydras, 221-222. Maelstrom, 125. Music, 34-36, 53-54. 82; template, 192. Hyrnan, 98. Magery, 23-24; advantage, Muslim lands, see Al-Haz, Good Neighbor advantage, Identify Newcomer spell, 25. 183; genetics, 29; Al-Wazif, Islam. 184. Illiteracy disadvantage, 185. in nonhumans, 24. Myrgan, 96. Government, 45-49. Indulgences, 60. Mages’ Guilds, 51, 140, Mystery cults, 53. Great Desert, 173. Inheritance, 59. 146-147. Mystics and mysticism, 23, Great Eagles, 194. Insect Men, 162, 192; Mages’ War, 14. 26, 27, 67, 80; lenses, Great Forest, 120. template, 192. Mages, 23-24. 213; template, 212. Great Games, 132, 133. Intolerance disadvantage, Magic, 8, 16, 23, 28-29, 124, Myth parallels, 14. Greco-Roman cults, 77-78. 185. 131, 139, 152, 160, 165, Names, nonhuman, 20; Gryphons, 115, 221, 224. Islam, 65-73. 170, 236; cults, 78; Aralaise, 106; Caithness, Guilds, 50-51, 146-147. Isle Entelle, 103. diseases, 28; on Earth, 16; 112; Cardiel, 139; Gunpowder, 12, 26, 30-32, Jesuits, 64, 96, 103; lens, items, see Artifacts; Megalan, 88; Muslim, 53, 233. 215. necromancy, 65; and 122; Northman, 169; GURPS Dragons, 227. Jewels, 158. religion, 28; and science, Sahudese, 150-151. GURPS Fantasy, 4. 28. Natural Philosophy skill, GURPS Fantasy Mamoun al-Mansur, 123. 186. Adventures, 4. Mana, 6, 23; fluctuating, 24; Necromancy, 65, 97, 230. GURPS Fantasy: mana levels, 24, 176. New Jerusalem, 99, 100. Harkwood, 4. Manites, 94. Niall of Fordham, 117. GURPS Fantasy: Map key, 86. Nightstalkers, 223. Tredroy, 4. Jews, 9, 33, 123; characters, Marriage, 58-59, 68. Ninja, 153. GURPS Infinite Worlds, 14, 74; see also Judaism. Martial Artist template, 209; Nobility, 41-42, 45, 88, 150; 236. Jihads, 12, 13. Exotic Martial Artist purchased, 46; titles and GURPS Magic, 23, 25, 236. Jordan Siegebreaker, 63, 92, template, 210. fiefdoms, 46. Hadaton, 141. 93. Master Merchant job Noble Horses, 194. Half-elves, 39, 191, 200; Judaism, 73-75, 147; see also description, 211. Nomad Lands, 167-172. template, 191. Jews. Medicine, 32; see also Nomads, 128; 167-172. Half-orcs, 197, 200; Julnari dervishes, 67; Diseases. Norse cults, 78. template, 197. template, 213. Medium advantage, 183. North Tredroy, 134, 144. Halflings, 22; in human Jumper advantage, 183. Medusas, 194; template, 194. Northern Barbarian society, 39; religion, 83; Kethalos, 96. Megalos, 9, 85-102; City of template, 212-213. template, 192-193. Kharijites, 71. Megalos, 89-93. Northern Marches of Hardings, 229. Kinkaku, 154. Mehan, 94. Megalos, 94. Harkwood, 118. Knights and knighthood, Mercenaries, 168; Northland language, 33. Harpies, 221. 40-41, 42, 45, 70-71; Mercenaries’ Guild, 146; Nuns, 61. Hashish, 72, 125. female knights, 40, 112; Mercenary Captain job Nyodo, 153. Hashishin, 72. Knight-Errant template, description, 210; template, Oakwood, 118. Healer template, 208. 208-209; lenses, 209. 209-210. Oaths, 59, 68. Heavenking, 80, 149, Kobolds, 21; religion, 82; Merchant template, 210-211; Oceans, 178-180; see also 155-157. template, 193. Master Merchant job Maelstrom, Pirates, Ships. Hellsharks, 221. Kosher, 75. description, 211. Octopus folk, 196; template, Heolford, 168. Krakens, 223. Merchants, 40; see also 196. Heraldry skill, 41, 186. Laborer template, 211. Trade. Ogres, 20; religion, 82; Heresy, 60-61, 68, 71, 94. Ladino language, 33. Merfolk, 22, 180-181; template, 196. Latin language, 33. religion, 83; template, 195. Old Religion, see Paganism.

INDEX 239 Olokun, 7, 22, 83. Rank advantage, 184. Skill tech levels, 186. Thaumatology, 29. Olybrians, 62-63, 214. Raphael, 100. Slavery, 42-43, 59-60, 68, 87, Theater, 34-35. Orclands, 163-167. Redhall, 116. 113, 122, 144. Theology, see Religion. Orcs, 14, 19-20; religion, 82; Reeks, 224. Snatcher advantage, 184. Thieves’ Guild, 51, 101, 147. template, 196; see also Relics, 59. Social Regard advantage, Thomasites, 64; lens, 215. Half-Orcs, Orclands. Religion, 56-83; and magic, 184. Thransiravst, 163. Orcslayer, 4; see also 28; nonhuman, 81-83; Social Stigma disadvantage, Thulin X, 163. Peredur of Durham. Northman, 170; Religious 185. Timeline, 9, 11, 15. Order of Friars Minor Rank advantage, 184; Social status, 38, 187; Towns, 49-51. (Franciscans), 63. Sahudese, 80. Caithness, 111; Cardiel, Trade, 40, 49, 103, 108, 125, Order of Friedrich, 62. Reptile men, 21, 118, 119, 139; Dwarven, 159; 133, 134, 137, 141, 147, Order of Poor Knights of 124, 221; religion, 82; Megalan, 87; Muslim, 40, 149, 156-157, 168; see Christ and the Temple of template, 197; 121, 122, 130; Northman, also Pirates, Ships, Solomon, see Templars. True Dragons, 90. 169; Orcish, 165; Transportation. Order of St. Benedict, 106. Reputation advantage, 184. Sahudese, 150-151. Trained by a Master Order of St. Alyce, 118. Ring Islands, 107-108. Society of Jesus, see Jesuits. advantage, 184. Order of St. George of the River Conn, 137. Solginyarl, 162. Transportation, 32, 97. Dragon, 42, 118, 119. Rogue template, 216. Souls, 57, 65. Tredroy, 34, 56, 142-148, Order of St. Michael Ruins, 134-135, 174. Southern Plains, 173-174. 234. Olybrius of Serrun, Sa’Azraq, 134. Southlands of Megalos, 97. Treetippers, 225. see Olybrians. Sahud, 32, 49, 96, 148-157, Southwestern wilderness, Tribalism, 47. Order of the Archangel 234; religion, 80. 173-178. Trolls, 199; template, Michael, see Michaelites. Sahudese languge, 33. Spells available on Yrth, 199-200. Order of the Hospital of St. Sailors, 215. 25-26, 127; see also True Dragon Legion, 90. John of Jerusalem, see Saints, 60. Magic. True Faith advantage, 27, Hospitallers. Sargasso, 26. Sphinxes, 198; template, 184. Order of the Knights of the Sauvons, 105. 198-199. Tsushuo, 154. Stone, 42, 115. Saywell of Alimar, 141. Spices, 103. Underground engineers, 30, Order of the Pegasus, 70. Science, 30-32; and magic, Spiders, giant, 220-221. 54-55, 116; template, 215. Owls, wise, 194. 28; see also Technology. Spies, 55. Unicorns, 225-226. Pagans and paganism, 53, Sculpture, 37. Spirit Empathy advantage, Unusual Background 76. Sea Elves, 19, 179-180; 184. advantage, 184-185. Painting, 37. religion, 81; template, Spirits, 8, 9, 57, 77, 151-152, Urban Rogue template, 216. Paladins, 223-224. 198. 170, 199, 234; Spring Usury, 59. Parallel worlds, 6, 14, 168. Sea monsters, see Monsters. Spirit template, 199. Uulinn, 154. Patron advantage, 183. Secret societies, 52-55, 72- Status, see Social Status. Vampire bat, 219. Peasant Hero template, 214. 73, 77-78, 94, 128. Sterling, 118. Vampires and vampirism, Peasants, 38-39, 206. Seek Banestorm spell, 25. Striders, 224-225. 28, 95; template, 201-202. Pegasi, 224; Order of the Seek Machine spells, 26. Sufis, 70. Vermin, 219. Pegasus, 70. Semi-Literacy disadvantage, Sunnis, 69, 129. Villeins, 38. Penetentines, 94. 185. Wallace, 118. Peredur of Durham, 14. Serfs, 38. Warriors of the Quill, 71. Photius, 118. Serrun, 97. Watchman template, 217. Pilgrim’s Plague, 127. Shakespeare, 37. Wealth advantage, 185, 187. Pilgrimages, 59. Shamans, 170. Were-creatures, 28, 29, 170, Pillars of Heaven, 136-137. Shaniyabad, 133. 171; templates, 200-201. Pirates, 47, 97, 98, 107, 179, Shari’a, see Law, Islamic. West Tredroy, 128, 144. 182. Shark men, 23, 181; religion, Westlands of Megalos, 98. Plague, 127; see also Disease. 83; template, 198. Wild boars, 219. Plaguebane spell, 127. Shi’ites, 70, 120. Wise Owls, 194. Population, 84. Shinto, 80. Swamp thrimminies, 219. Wizard templates, 204, 207. Power Investiture Ships, 31, 47, 97, 104, 105, Swashbuckler template, 215. Wizards in Black, 89. advantage, 183. 125, 139, 167; see also Sword and sorcery, 231. Wolves, 219. Powerstones, 23. Oceans, Sailors. Tacitus, 116. Woodsman template, 217. Practicals, 146. Sho’joor, 98. Talents, 184. Woolens, 229. Priest template, 211. Signature Gear advantage, Taveon of Dekamera, 134. Wyverns, 226. Priest-Wizard lenses, 215; 184. Tech Levels, 30, 105, 164; Yarohito, 154. template, 214-215. Silver Hand, 110, 115; lens, Skill tech levels, 186. Yibyorak, 100. Priests, 61, 206. 217. Techniques, 203. Ytarria, 4, 84-181. Printing, 32. Simon Menelaus, 9, 26, 36, Technology, 30-32, 88-89; Zarak, 18, 149, 157-163; Protestantism, 12-13, 55, 61. 85. 105, 161. see also Dwarves. Psionic powers, 183. Simonton, 119. Templars, 42, 63, 96. Zehan, 98. Qazr as-Sawh, 136. Skaldic Immunity Templates, 188-217. Quartedec, 100. advantage, 54, 171. Ten-Tiri, 142. Rabbis, 75. Skalds, 171. Teridar, 96.

240 INDEX and the names names the and , corporated, Banestorm Pyramid, by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA. 2005 Cartography by J. KOVACH is copyright © © copyright is GURPS Banestorm , Warehouse , 23, Warehouse and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. or used under license. of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games In GURPS

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