Banestorm: Difference between revisions

m
Reverted edits by Gethbot (talk) to last revision by Robkelk
No edit summary
m (Reverted edits by Gethbot (talk) to last revision by Robkelk)
Tag: Rollback
 
(7 intermediate revisions by 4 users not shown)
Line 2:
::''"Welcome to the land of Yrth, a magical realm of incredibly varied races and monsters – including 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!"''
 
That very much sums up the setting of '''''GURPS Banestorm''''', the latest2005 incarnation of Yrth, the oldest fantasy setting originally designed for ''GURPS''. To expand on the story mentioned in the blurb, the world of Yrth was originally populated by Elves, Dwarves and Gnomes, Orcs and Ogres. But a faction of Elves, deciding to rid themselves of the destructive Orc race, designed a powerful magical ritual called the "Orcbane". It did not work as planned.
 
The resulting magical catastrophe, known as the Banestorm, [[Mass Teleportation|brought countless amounts of people and creatures to Yrth]], including Humans from Medieval Earth. And as Humans tend to do, they soon expanded to take over most of the continent of Ytarria, displacing the native Elves and Orcs (the Dwarves remained safe in their mountain forteresses).
Line 12:
** al-Haz and al-Wazif are primarily divided over the existance of magic and it's acceptability according to Sharia Law; the Wazifi Sunnis see nothing wrong with the use of magic for bettering human lives, though they require wizards to serve two years in service to the government. The Shi'ite Hazi consider magic more dangerous and morally dubious, and barely tolerate its use for good, though many Mullahs want it outlawed entirely. Only Megalos' use of magic in it's army keeps these radicals in a minority.
* [[Barbarian Hero]]. The Nomad Lands is essentially where most of them come from.
* [[City of AdvemtureAdventure]]: Tredroy, which is divided by treaty between three kingdoms.
* [[The Fair Folk]]: The closest thing to that is the Dark Elves; the Banestorm from the point of view of those on Earth is strikingly similar to stories of babynapping fairies.
* [[Fantasy Gun Control]]. Actually enforced by the [[The Men in Black|Ministry of Serendipity]].
Line 20:
* [[Our Dwarves Are All the Same]]. Very much so, from the beards to the underground kingdoms. They are also well known as artificers and merchants. Some Dwarven renegades actually end up becoming warlords in the Orclands, dominating orc tribes.
* [[Our Elves Are Better]]. Subverted in that they have clearly fallen on hard times since the Banestorm, and are essentially a ''[[Dying Race]]''. They survive in small communities hidden away in the various forests of Ytarria, with their largest communities being in the two massive forests known as the Great Forest and the Blackwoods.
** Once in awhile you will find an elf that likes to hang around humans, often in disguise.
** One truly different variety of elves are the Dark Elves, who are notable for being anything but Drow; they are actually a faction within elf culture, calling themselves "The Purifiers", with a philosophy of genocidal xenophobia, first against orcs, and then anyone who isn't an elf.
* [[Our Goblins Are Wickeder]]. Here, Goblins are short, green humanoids from the mostly arid desert world of Gabrook. They are intelligent, civilized and naturally curious, and actually fit well enough into human society. Hobgoblins are their larger, dumber cousins.
* [[Our Gnomes Are Weirder]]. These cousins of Dwarves, noted for preferring the surface world, have more or less evolved into go-betweens between Humans and Dwarves, but are otherwise unremarkable as a race, harkening more to the pre-Dragonlance versions of D&D Gnomes then the modern gadget-loving versions. This is in part due to the [[Medieval Stasis|Ministry of Serendipity's enforcement]] of Ytarria's Status Quo. Though it wouldn't be hard to imagine a hidden group of Gnomes experimenting with steampunk inventions...
* [[Historical In-Joke]]: In Tredroy there is a Jewish sect called the Zionists which has no relation to the [[Israelis With Infrared Missiles|other Zionists]] on Earth. Among their doctrines they regard rumors that Jews have returned to Israel in Earth as a heresy.
* [[Our Orcs Are Different]], and located somewhere between Tolkien and Blizzard Orcs. Another race native to Yrth, they were once spread across the continent of Ytarria, before being pushed back away from the more fertile regions by the only race rivalling them in aggressiveness, stubbornness and constant breeding: humanity. Now existing solely in the more arid lands of the Orclands, divided into numerous tribes which wage war on one another when they don't gather to threaten their neighbors.
* [[The Kingdom]]. The Kingdom of Caithness, formerly a Megalan colony that splintered off to become it's own nation. Currently embroiled in a civil war between Rebel Nobles and the Loyalists to the Crown.
Line 28 ⟶ 30:
* [[The Knights Templar]]. The actual Knights Templar of Yrth, while being a [[Church Militant]] group themselves, are actually rather mild in their fanaticism, compared to their rival order, the Knights Hospitaller. On the other hand, they may have more sinister secrets, having mastered magic very rapidly after their arrival on Yrth.
* [[The Empire]]. The previously mentioned Empire of Megalos, which dominates most of the continent of Ytarria.
* [[Praetorian Guard]]: The Emperor of Megalos has a bodyguard of reptile men, a species as fierce as orcs but far smarter and better disciplined. They make intimidating guards and their integrity is impeccable. Indeed anyone who attempts to bribe them is [[I'm a Humanitarian|fed to]] the guard.
* [[The Tourney]]: The town of Harkwood is famous for it's tourney.
* [[Wutai]]. The nation of Sahud, a definitely Japanese-inspired kingdom with strong Chinese, Korean, and Mongolian elements. This is justified in that, like all of Banestorm's human cultures, Sahud was founded by humans from the very cultures it represents.
 
----
'''''[http://www.sjgames.com/GURPS/ GURPS]''''' is a registered trademark of Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games [http://www.sjgames.com/general/online_policy.html online policy].
 
{{reflist}}
[[Category:Tabletop Games{{PAGENAME}}]]
[[Category:Tabletop Games]]
[[Category:BanestormTabletop Games of the 2000s]]
[[Category:Tabletop Games]]
[[Category:GURPS Settings]]