Setting[ edit ] A basic premise of the setting is that magical banestorms pick up people and whole villages 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 Banestorm started about 1, 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.
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Edit Banestorm is the current campaign name for the Yrth setting first presented in Man to Man as the world that Castle Defiant was located on. The "Fantasy" book title was used in 4th edition as a tool kit source for GMs to build fantasy settings and the Yrth setting was released under the more marketable name of Banestorm. The main 4 races being Dragons , Elves, Dwarves and Orcs. The last three share a common religion and it is speculated that they are different branches from a common ancestor.
Or any of a number of other speculations that fall between these two. It should be noted that prior to the publication of Banestorm, Sea Elves were simply Elves who lived on the coasts and worked the seas. Banestorm makes them a water and air breathing race which largely lives under water. The Dwarves moved underground and their surfaces dwelling cousins became Gnomes.
Possession of the land surface was a constant war between Orc tribes and Elven communities. Over time a group of Elves dedicated themselves to the task of protecting Elves from Orcs. To describe this casting as an epic failure is to be horrendously understating the event. The Elven lands in the west became the Great Desert. Similar but less potent disasters struck at other points where supplemental casting was being done.
And peoples and animals from other worlds began appearing in vast numbers. Of the Sentients, Humans and Dolphins from an Earth that may not be our historical one - Sentient Dolphins is an indicator.
Had not more than half the Elven population on the continent of Ytarria been erased from existence by the appearance of the Great Desert, the newcomer problem might have been put under some sort of control earlier on. By the time things did settle down, Humans pretty much wound up running most of things.
The Orcs are largely penned up in the North west, protected by the Desert. The Elves retain the Great Forest, the Dwarves, their northern mountain holdings, but not the southern ones.
Goblins and Halflings have generally integrated within Human nations. Only a few regions are not under at least nominal human or humanoid control. Two are significant: Djinn in the Southwest, ruled by Elven spirit beings fussed into human bodies, is the largest of such by area. The Ring Islands, where magic is very unstable and powerful mystical beasts rule the jungles, which lie to the southeast of Ytarria. Anything else lies beyond Ytrarria and that area is specifically reserved for individual GMs to detail.
In the correction note for the first printing of information on Yrth it is stated: "Since Caithness is a low-mana area, the example given for the number of people to know spells is wrong. Perhaps half these people possess Magical Aptitude. Of course, some people with Magical Aptitude, especially in low-mana areas, will never learn magic or even become aware of their talent.
Why would anyone in a normal-mana or low-mana without Magery learn a skill that in that area they would never be able to use? The only way that statement makes any sense is if the early form of "Clerical" magic where followers of a deity could cast spells as if they were mages without having Magery existed on Yrth. In 4e it is expressly stated that Power Investiture is unknown on Yrth but elsewhere it is stated that Ritual Magic does exist on Yrth, with the Closer To Heaven talent providing a bonus to the skill.
Infinite Worlds Edit Yrth exists as a parallel world to Earth, and is known to Infinity as a Fantasy parallel in Q5 , with a divergence point that probably occurred when the Pangean supercontinent existed. Also See.
ISBN Low Stock 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. 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. It provides GMs with a complete world background — history, religion, culture, politics, races, and a detailed, full-color map — everything needed to start a GURPS campaign.