GURPS Fantasy

Snatched from Earth the Crusaders still wage war on their ancient enemy, the Saracens, simultaneously contending with a wide range of ravaging monsters.

The campaign setting describes the world of Yrth (focusing on the country of Caithness), several other lands of humans and dwarves, plus data on culture and customs.

The chief religions of Christianity, Islam, and Judaism receive much more attention, and there are a lot of guidelines on how to set up an Yrth campaign, such as what elements to include in a game, and what to emphasize and what to play down.

[3]: 112 One chapter is spent on describing an example setting called Roma Arcana, based on a fantastical Rome that never completely fell.

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.

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 1,000 years ago when a group of "Dark Elves" completed a magical ritual designed to banish all Orcs from Yrth.

For instance, in the 16th century a number of humans were transported to Yrth from France, bringing with them dangerous knowledge of Protestantism, and gunpowder.

Sahud is the Asian mish-mash country, and would be suitable for a wuxia style game, or even something akin to Legend of the Five Rings.

[4] Alarums & Excursions led Robin Laws to write GURPS Fantasy II for Steve Jackson Games in 1992.

"[1] Bambra concludes: "Extensive commentary on the countries of Yrth and plenty of staging tips make this a strong contender on the campaign front.

[4] Swan comments in his evaluation: "I suspect that Laws wants us to be intrigued by the contrast between the utopian tribesmen and the chaotic deities.

The first edition of the book was designed by Steve Jackson (pictured in 2006).