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Published by l33tgringo, 2022-09-02 21:01:18

GURPS - 4th Edition - Banestorm

GURPS - 4th Edition - Banestorm

A WORLD 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.

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks DOWNLOAD.
of Steve Jackson Games Incorporated. Pyramid, GURPS Banestorm, and the PRINT.
names of all products published by Steve Jackson Games Incorporated are reg- PLAY.
istered trademarks or trademarks of Steve Jackson Games Incorporated, or used
e23
under license. All rights reserved. GURPS Banestorm is copyright © 2005,
2006 by Steve Jackson Games Incorporated. STEVE JACKSON GAMES TM

The scanning, uploading, and distribution of this material via the Internet or e23.sjgames.com
via any other means without the permission of the publisher is illegal, and pun-
ishable 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 authors’ rights is appreciated.

STEVE JACKSON GAMES

e23.sjgames.com

Stock #82-0130 Version 1.0 March 24, 2006



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

of the Blackwoods . . . . . . 99 of Three Laws. . . . . . . . 142
MAP OF TREDROY . . . . . . . . . . 143

Adventuring in Tredroy. . . . 147

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
Page Design ❚ PHILIP REED Marketing Director ❚ PAUL CHAPMAN GURPS FAQ Maintainer ❚ ❍❍❍❍❍
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.

2 CONTENTS

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

Gets You. . . . . . . . . . . . . 187 Bibliographies. Many of our books have extensive bibliographies, and we’re putting
NONHUMAN RACES . . . . . . . . 188 them online – with links to let you buy the books that interest you! Go to the book’s web
page and look for the “Bibliography” link.
Centaurs . . . . . . . . . . . . . . . 188
Djinn Ascended Ones . . . . 188 GURPSnet. This e-mail list hosts much of the online discussion of GURPS. To join,
Dolphins . . . . . . . . . . . . . . . 189 point your web browser to mail.sjgames.com/mailman/listinfo/gurpsnet-l/.
Dwarves . . . . . . . . . . . . . . . 189
Elves . . . . . . . . . . . . . . . . . . 190 Rules and statistics in this book are specifically for the GURPS Basic Set, Fourth
Gargoyles. . . . . . . . . . . . . . . 190 Edition. Page references that begin with B refer to that book, not this one.
Giants . . . . . . . . . . . . . . . . . 191
Gnomes. . . . . . . . . . . . . . . . 192
Goblins . . . . . . . . . . . . . . . . 192
Halflings . . . . . . . . . . . . . . . 192
Insect Men . . . . . . . . . . . . . 192
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 . . . various “generic” fantasy-oriented
The GURPS fantasy world of Yrth GURPS supplements over the years.
– William Shakespeare, Pericles is actually older than GURPS itself. It
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 more detail in others – and taken the
and dragons lurk in the dark places, In 1986, a larger world-rendering opportunity to change a few things.
the worst dangers of all may be appeared in the first edition of
found in the verdant forests and GURPS Fantasy, by Steve Jackson. A Ytarria
great palaces . . . general guide to running fantasy
games in GURPS, it also outlined Yrth This book, like its predecessors,
ABOUT as a sample setting, still focusing on focuses on the continent of Ytarria.
THIS BOOK Caithness. That land reappeared in Located in Yrth’s northern hemi-
1988 as the location for Aaron Allston sphere, Ytarria spans roughly 3,000
GURPS Banestorm is a guide to and J. David George’s GURPS miles. Local climes range from
fantasy RPG adventures on the world Fantasy: Harkwood, a campaign set- parched deserts and subtropical
of Yrth, particularly the continent of ting and scenario based on a feudal forests in the south to chilly subarctic
Ytarria. Yrth largely resembles our fief. In 1989, Alexander von Thorn’s regions in the north. Humans have
own world save that magic works there GURPS Fantasy: Tredroy looked at settled a number of outlying islands
and none of its original sapient or semi- the “City of Three Laws.” Kirk Tate but maintain contact with mainland
intelligent races are human. However, and Janet Naylor wrote a completely cultures. Some nonhuman races dwell
an ancient dimensional vortex known new 1990 edition titled GURPS under the waves themselves.
as the Banestorm has periodically Fantasy: The Magical World of Yrth,
transplanted humans and others to which plumbed the mysteries of Although other continents exist on
Ytarria from Earth . . . and elsewhere. Ytarria even further. Yrth, ocean travel is difficult. Ships
are likely to be beset by powerful cur-
This book is a supplement for Yrth was the official “default” set- rents, wild storms, monsters, and
GURPS Fourth Edition, and Yrth- ting for GURPS fantasy games, but supernatural strangeness. GMs may
based games can be run with nothing after 1990 it was only lightly devel- view the lack of development
more than this and the two volumes of oped, notably in the 1991 anthology of Ytarria’s neighbors as an invitation
the GURPS Basic Set. However, many GURPS Fantasy Adventures, which to design and populate these
gamers may wish to mine the exten- featured scenarios by Chris W. places themselves; however, GURPS
sive list of spells and rule guidelines in McCubbin, David Dunham, Walter Banestorm is explicitly written to pro-
GURPS Magic as well as the general Milliken, and David L. Pulver. Pyramid vide plenty of adventuring opportuni-
campaign concerns found in GURPS authors continued to discuss Yrth; ties as it stands.
Fantasy.
About the Authors
Most of GURPS Banestorm is
intended to be read by both GMs and Phil Masters has been playing RPGs since 1978; his first professional
players. However, GMs may ask play- writing appeared in 1980, his first RPG book in 1990, and his first work
ers not to read Chapter 3, which for Steve Jackson Games (GURPS Arabian Nights) in 1993. Since then,
details Ytarria’s cultures; there are he’s worked on many more GURPS books, including the Discworld and
one or two secrets revealed there. On Hellboy RPGs (the latter also with Jonathan Woodward). He’s also
the other hand, some GMs might pre- written for White Wolf, Guardians of Order, and Eden Studios, among
fer to treat some of what’s said there others. He lives in the U.K., runs a biweekly game, and sometimes helps
as old wives’ tales, uncorroborated organize RPG conventions.
rumors, or complete falsehoods, just
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.

4 INTRODUCTION

CHAPTER ONE

HISTORY

Harry Williamson, skipper of the Harry nodded dumbly, and the ser- The bizarre cleric seemed to sense
Saint Martha, was a worried man. His geant nodded back, looking sympathet- Harry’s thoughts; he swept his gnarled
ship had survived the storm that had ic. “So that was a Banestorm last night, green hand to indicate the port. “This
blown out of nowhere last night, then,” he observed. “Father Hermann must be confusing for you. I know
though she’d come horribly close to los- said it might be, though most folks what you must be thinking, but you
ing her mainsail, running before those thought the last of those had blown and your crew are neither dead nor
crazed winds. But storms were part of ‘emselves out in my dad’s day.” damned. You are simply the victims of
life; it was everything since that was the greatest folly in the history of this
giving him cold sweats. The day was far “Not true, I’m sorry to say,” com- world. But this is not the world you
too warm, the coastline was all wrong, mented another voice. Harry’s stomach were born on.”
and now . . . Harry knew every inch of twisted. The other . . . person now
the Channel and all down to Spain, but aboard was clearly a demon, shorter And so another hapless other-
this fine little town, the first they’d than a man, green of skin and twisted dimensional traveler arrives on Yrth,
sighted, was new to him. Some of the of face. That it was wearing a priest’s snatched from our own Earth like so
buildings on the hills were definitely robes and crucifix was surely a diabolic many before him. But what is the
marble, and that made no sense at all. jest. The rest of the crew were equally “Banestorm” that brought them here?
horrified, lurching back, muttering How did it come into being, and what
The port-folk had evidently decided prayers, and grasping for luck-charms. else has it done? And what other
there was something curious about the worlds has it ravaged?
ship, too, and a heavy-set fellow in The creature continued, “The
unfamiliar livery scrambled aboard at Banestorm has never died, though This chapter’s concise history of
the first opportunity. He had “sergeant” occurrences have been much less com- Yrth, from prehistory through the
written all over him. Recognizing Harry mon of late. But I apologize, captain.” year 2005 A.D., answers these ques-
as the skipper, he approached. “Who be And saints ha’ mercy, thought Harry, tions and more. It focuses on the con-
thee?” His English had an odd accent. but he really sounds sorry. tinent of Ytarria, the “known lands” of
Yrth. All dates, including pre-
“The Saint Martha,” Harry The demon – smiled? – in what Banestorm ones, are given in terms of
answered, “Out of London.” might have been a reassuring way, on a the modern calendar. For game pur-
human face. A distant, perennially poses, GMs may assume that Yrthian
The sergeant’s brow furrowed. “Ah, unfazeable part of Henry’s mind won- dates work the same way as those of
my ol’ grandad spoke of that. In Ingul- dered wryly that he should be fixating our own Earth.
land, wasn’t it?” on such a trifle when it was obvious
he’d clearly gone mad.

HISTORY 5

PRE-HUMAN YRTH

Prior to the Banestorm, Yrth was as well, regardless of whether the ended when a Zarak peace delegation
home to three major intelligent races – underground folk deserved any blame faced down the Defenders’ spokesmen
dwarves, elves, and orcs – and various for the harm done with the weapons at the elves’ High Council. The
minor breeds related to them. As long stolen from them. Defenders were discredited for many
as Yrth’s history has been recorded, generations – and elf generations are
dwarves and elves have occasionally These hard-bitten survivors formed long – but they didn’t vanish. They
clashed, but both groups always the nucleus of a movement which largely withdrew to their own commu-
detested the orcs. called itself “Defenders of the Shaded nities, focused once again on martial
Woodlands.” In its first decades, the training. They no longer spoke of the
Dwarven and elven writings don’t group was a local cult with little use dwarves, when they entered the High
go back as far as one might expect for for the finer things of elven culture. Its Council at all. They spoke always of
such long-lived peoples; the oldest warriors devoted their long lives to the orcs, the murderous orcs. They
date from approximately 200 B.C. training, scouting, and occasional honed their own warrior skills, and
Their earliest scrolls concern tribes murderous raids. They succeeded in many truly earned the name Defender,
struggling with one setback or anoth- wiping out or driving off many nearby fighting for other elf communities
er: a massive weather shift, an orc orc-tribes. As the years passed, some threatened by orc raids. The dwarves
invasion, or – regrettably often – a of the veteran Defenders put down did not forget their earlier excesses,
dwarf-elf war. their bows and picked up their harps, but most of their fellow elves came to
traveling elsewhere to tell their tales of see the Defenders as merely a warrior
As of the fourth century A.D., half a loss and successful revenge. They cult with great skills and dedication.
millennium later, Ytarria had basically gained recruits, becoming a signifi-
stabilized. Zarak, which was larger cant faction in elven society. And so the years passed, with the
then, housed the dwarves; they also Defenders quietly bent on genocide,
had established smaller settlements in Around 400 A.D., the Defenders but not succeeding due to the orcs’
other mountain ranges. The elves persuaded the leaders of the elves to prolific nature. The Defenders would
mostly kept to the forests, which go to war against the dwarves of think they had wiped out a tribe, only
spanned huge areas at that time: the Zarak. The Zarakun regarded this as to find it back to full strength 20 years
Great Forest, the Blackwoods, and the completely unprovoked, and it later. Around 1000 A.D., they decided
Emperor’s Forest are merely the ves- remains the primary reason many to seek a more final solution.
tiges of a vast timberland that cloaked dwarves still mistrust elves. The war
the continent’s heart. The orcs roamed
the surrounding lands, occasionally Yrth Astronomy
raiding elf villages and dwarf caves or and Geography
burning forests to clear them for hunt-
ing. Dwarf-elf relations were as peace- Yrth lies in a parallel universe; its solar system closely resembles
ful as they had ever been; the last war Earth’s. The stars, planets, and sun are the same. Yrth’s moon – called
had ended centuries ago, and the “the Moon” by most cultures – is the same size but shines more brightly,
mountain-dwellers happily traded with a more silvery color. Also, the pattern of craters and maria is quite
steel arrowheads and blades for fresh different. The day, year, and lunar month coincide with Earth’s.
meat and sun-grown vegetables from
the forest folk. The above is reasonably common knowledge, though 99% of
Ytarrians don’t think much about such things. But Yrth’s solar system
Rise of the Dark Elves has one thing Earth’s lacks: numerous mana-rich asteroids in eccentric
orbits. These asteroids have pelted Yrth and its moon many times over
Most elves, then as now, got along billions of years, radically altering Yrth’s geography and mana level (see
well enough with the other races shar- The Ring Islands on p. 107 for one example). There are a few dozen peo-
ing their world. While they had battled ple in Ytarria who suspect this; possibly three know it for certain.
both dwarves and orcs in the past,
they thought of peace as the natural Ancient Catastrophes
state of things. Some, however, were
less tolerant. Those who lived in the Fortunately for Yrth, all of its craters were not made at once – more
western Ytarrian Forest – where today than a half-dozen simultaneous hits would likely have wiped out all life
there is only the Great Desert – suf- bigger than a cockroach. Still, asteroid activity caused mass extinctions.
fered from constant orc harassment; Those few Ytarrian scholars who understand something of paleontology
some particularly brutal orc tribes, suspect that life on Yrth was once very different. Some even speculate
armed with stolen dwarven weapons, about long-extinct intelligent races.
nearly exterminated the elves there
around 350 A.D. The survivors
resolved to eliminate the bandits . . .
and do something about the dwarves

6 HISTORY

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
Together they assembled a spell to today. Only among themselves are Some of the newcomers went years
bring a merciless bane down on the they called the Defenders now. Other without meeting nonhumans; others
orcs. The intended nature of this bane elves call them “Bringers of the encountered them quickly. The
is not clear; judging by the results, the Storm,” or “Storm-Bringers” for short. dwarves had retreated to their cav-
spell was designed either to send all The other races simply call them the erns, and met no humans for cen-
the orcs to another world or to sum- Dark Elves. turies. Some of the elves avoided the
mon creatures hostile to orcs. Perhaps new beings, while others tried to help
it was just a generalized “wish” for EARLY CHAOS them. The orcs, inevitably, attacked.
something that would deal with the
orc problem. Humans were by far the majority Apart from the humans of Earth,
of the newcomers. Ships lost at sea the Banestorm also brought goblins,
Their strongest mages conducted found haven on unfamiliar shores, if hobgoblins, kobolds, and reptile men
the primary spellwork at a high-mana not necessarily safe haven. Entire vil- from their homeworld Gabrook; cen-
site near the western edge of the lages arrived on Yrth intact; travelers taurs, giants, halflings, and minotaurs
Ytarrian Forest, close to what is now caught in sudden tempests never from Loren’dil; merfolk and shark
the center of the Great Desert. Other reached their intended destinations. men from Olokun; and other, rarer
sorcerers and allies performed sup- Most of this occurred between the creatures. The wilder newcomers like
porting ceremonies in communities years 1050 and 1200 A.D., the approx- hobgoblins and minotaurs adapted
across the continent. The spell built imate time of the Crusades on Earth. quickly, resuming their savage hunt-
over weeks, coming to a climax on ing and scavenging with little inter-
June 26th, 1050 A.D. Many immigrants died, but more ruption. The goblins and halflings,
survived and banded together. Some who had civilized parts of their home-
It backfired. Calamitously. The founded small villages, while others worlds, struggled to adjust, but they
massive spell unleashed a torrent of took to banditry. For most, day-to-day were no less adaptable then mankind,
magical wildfire that scorched much survival outweighed any desire or and where they appeared in numbers,
of the western forest and drained need to consider what had happened. they thrived.
mana from hundreds of thousands of Those few who had time for curiosity
square miles. The effect cascaded into looked at the strange moon overhead The first interracial encounters
the supporting ceremonies, reducing and the stranger creatures abroad and were usually marked by violence.
many elven communities to cinders. concluded they were a very long way Each saw the other as monsters,
Then it jumped to other high-mana from home. and even when the strangers were
spots, not all in elven territory. The obviously intelligent, the struggle to
sorcerous flames devastated the land, survive encouraged hostility. Real or
burning away woods and creating
new deserts. Gaming the Banestorm

If that had been the full extent of The default setting for a GURPS Banestorm campaign is present-day,
the catastrophe, it still would have but equally exciting games can take place in the 11th century, when the
been the greatest blight of Ytarrian Banestorm was at its peak. The players should create characters native
history. But the Defenders got their to Earth: probably medieval Europeans, though PCs from the Middle
Bane as well. The spell snatched East, Asia, or even other worlds like Gabrook are also valid. Life on their
thousands of beings of various races home world seems to be proceeding as expected until a strange storm
from their worlds, depositing them spills over the horizon . . .
on Yrth. These newcomers usually
regarded the orcs with hostility, but Some adventurers may arrive on Yrth with nothing but the clothes on
often they were nearly as offensive to their backs, but it’s possible for whole buildings and small villages to
everyone else. Unnatural storms come through. Regardless, the transition will deprive newcomers of
always heralded these dimensional most of their social structure. In the new world, they must band togeth-
breaches, and the Bane thus became er with other immigrants if they want to survive. Great leaders can cre-
known as the Banestorm. ate safety for their people and possibly found their own empires, reshap-
ing the history of Yrth as presented here. See Out of the Storm (p. 234)
Yet, despite the cataclysm, the for more ideas.
Defenders survived. Their descen-
dants continue to pursue their original For more Banestorm details to exploit, see Banestormed Ideas
aims, albeit in secret. See the sections (p. 32) or examine how the storm works underground (p. 158) and
on the Blackwoods (pp. 16, 99), Dark underwater (p. 180). Also, three spells have been developed for detect-
Elves (p. 18), and “The Genetics of ing different aspects of the cross-dimensional vortex (p. 25).
Magery” (p. 29). GMs may wish to bar
their players from reading the second
section on the Blackwoods.

HISTORY 7

perceived competition for resources in Spirit Encounters Feudalism
some places was too fierce to encour-
age cooperation. However, occasional Men occasionally encountered Most of the newcomers to north-
mixed groups worked together, if only intangible beings only describable as ern-central Ytarria were largely
because a larger band could survive “spirits.” Christians and Muslims nat- Christian men and women from
where a small one couldn’t. And as the urally had problems reconciling these western Europe. They found Earth’s
11th century drew to a close, many vil- creatures with their religious assump- feudal culture well suited to the chal-
lages were settled and prosperous tions. Some scholars declared there lenges of their new environment.
enough to greet mysterious newcom- might be an order of neutral “airy spir- Strong, charismatic leaders quickly
ers with wary interest rather than its” – neither angels nor demons, but attracted followers and acquired ter-
arrows and pikes. Gradually, many something between. But these entities ritory. Dozens of tiny kingdoms
races of Yrth, new and old, learned refused to acknowledge this as their sprang up; most were annexed later
some of their neighbors could be status. Some seemed to claim they by more powerful neighbors. For
trusted. were more or less gods. While these more on feudalism and how it influ-
spirits were rarely savagely hostile and enced the formation of the Megalan
Others, however, had more trouble humans could do little to hurt them, Empire, see p. 45.
making friends. In particular, orcs relations usually degraded fairly
regarded the immigrants as easy tar- quickly, with the spirits taking offense The Muslim Lands
gets compared to the uncanny elves and leaving settled areas. Most spirits
and hardened dwarves. They were eventually decided to have little to do Muslim tribesmen primarily
wrong. The newcomers were smarter with humanity, and Christian and appeared further south. Scattered
tacticians, worked together better, and Muslim societies in particular. widely, many followers of Islam adopt-
often fought with utter desperation. A ed a nomadic lifestyle, traveling with
few scattered orc-tribes learned dis- For more about the role of spirits their herds, raiding their neighbors,
cretion and became quiet neighbors, in Ytarria, read about the northern and meeting at a few permanent vil-
but across most of eastern and south- settlements (p. 167), Beings with Souls lages to trade. Others founded towns
ern Ytarria, orcs pursued their usual (p. 57), Sahud’s religious practices where the rich culture of the Abbasid
heedless destruction until it turned on regarding spirits (p. 151), and Spirits Empire survived. Small groups of
them. Humans, goblins, halflings, and (p. 199). GMs may also decide that scholars and holy men recorded and
others eventually did what the several of Ytarria’s cults (p. 53) traffic preserved the science, philosophy, and
Defenders could not, and eliminated with such ethereal beings – some literature of Islam as these towns grew
orcs entirely from broad areas. doing so willingly and wittingly, some into small cities. The libraries and uni-
not. versities these scholars founded are
Magic Is Real! among Ytarria’s greatest storehouses
CIVILIZATIONS of knowledge.
Meanwhile, humans were con- EMERGE
fronted with another strange discov- Northern Settlements
ery: magic. The elves, who discovered As the various Yrthian immigrants
some of their new acquaintances had became more comfortable with their The far northern reaches of Ytarria
“the gift” of magery, demonstrated new home, villages grew into towns, received a greater diversity of immi-
magic’s uses and encouraged them to cities, and eventually distinct regions grants than the rest of the continent.
adopt it, both on principle and as a and cultures. These are dealt with in In the frozen wastes north of the
survival tool. Goblins also brought a more detail in Chapter 4, which Whitehood Mountains, pagan Celts
chaotic but enthusiastic tradition of describes the various current sover- and Scandinavians merged into fierce,
wizardry from their own homeworld. eignties of Ytarria. territorial clans. These groups may
have been plucked from one of Earth’s
Initial reactions of panic at this earlier eras, if not from a parallel
“inhuman sorcery” caused yet more Earth. Further west, on the coastline,
trouble between races, but human
leaders soon recognized the potential
of magical power. They convinced
their followers this was “natural
magic” rather than “diabolism” or
“necromancy.” Those talented
humans who studied under elves or
goblins quickly proved their worth,
helping encourage acceptance. After a
few decades, human wizards, both
warriors and scholars, enjoyed great
respect.

For more on current religious and
cultural attitudes toward magic, see
Chapters 2 and 3.

8 HISTORY

a variety of Asian and North American Other Immigrants absorbed most of these smaller ones,
emigrants founded the unique realm but even today travelers can find iso-
of Sahud. The Banestorm also brought peo- lated villages where almost all the
ple . . . including whole caravans, inhabitants have black skin, worship
In both regions, especially in ships, and villages from dozens of Krishna and Vishnu, or speak undi-
Sahud, humans formed amicable rela- other cultures. Significant numbers luted German.
tions with the resident spirits. Since of Jews settled in both Islamic and
the newcomers’ metaphysical beliefs Christian lands. African, Chinese, This is an opportunity for the GM
were more flexible than monotheistic German, Indian, and Slavic groups to create any sort of interesting
ones, they were less upset by the spir- popped up across the continent. micro-culture that he can envision, as
its’ claims. Dominant local cultures quickly long as it is well off the beaten path!

Timeline (200 B.C. to 1550 A.D.)

200 B.C.: Earliest reliable dwarf and elf records date 1360-1381: The First Crusade – Megalan legions invade
from this time. Muslim lands in what will become central al-Wazif.

350 A.D.: The “Defenders of the Shaded Woodlands” 1365: Octavius Magnus leads the First Crusade into
start to organize. Paradin.

400: Dark elves incite the last major dwarf-elf war. 1379: Octavius Magnus assassinated.
1000: “Defenders” begin devising the Bane spell. 1379-1381: The legions begin losing ground and soon
1050: The Bane spell backfires; the resulting Banestorm
retreat.
begins. 1403: Emperor Antonius II abducts Church leaders and
1068: Humans of various cultures found Autheuil in the
demands they hold what is remembered as the first
Great Forest. Conclave of Christian Archbishops, in Mehan.
1074: Founding of the Islamic city of as-Siyassi. 1412: Founding of the Michaelite Order in Megalos.
1160: Founding of the Islamic Holy City of Geb’al- 1424-1428: The Second Crusade, a.k.a. Prince Ivor’s
Crusade – Megalan legions, led by the emperor’s
Din. third son, descend on the south.
1172: The Goblin Kingdom of Yibyorak comes into 1435: Northern Muslim tribes hold the first Great
Games in as-Siyassi.
being. 1440-1470: The Grand Crusade – Megalos launches the
1175: Benedictine monks establish Drift Abbey on Ental most extensive anti-Muslim crusade yet, primarily in
what will become Cardiel.
Island (later known as Isle Entelle). 1442: Southern Muslims found al-Haz.
1180: Founding of the city of Paradin (now Tredroy). 1444: Northern Muslims found al-Wazif.
1187: The Banestorm brings the Knights of the Order of 1445: Southeastern Muslims found al-Kard.
1470: Megalan crusaders conquer al-Kard. Renamed
the Hospital of St. John to Yrth. Cardiel, it becomes a province of Megalos.
1188: The Hospitallers found New Jerusalem. 1473: The emperor names the first Imperial Viceroy of
1194: Goblin chieftains execute Christian missionary Cardiel.
1496: Paradin officially becomes Tredroy, “The City of
Michael Olybrius. Three Laws.”
1199: Founding of the Olybrian Order. 1499: The Viceroy forcibly converts Calder (formerly
1200: Simon Menelaus founds the city and empire of “al-Kard”) to Christianity.
1515: Diophrates IV becomes Emperor of Megalos.
Megalos. The Banestorm starts to subside. Islamic 1519-1525: The Easter Crusade – Megalan legions
tribesmen begin roaming the region which will based in Cardiel attack al-Wazif but gain no lands.
become Cardiel. 1519: Megalos conquers parts of eastern al-Wazif; Kardi
1229: The Goblin Kingdoms join the growing Megalan revolutionaries incite general rebellion in central
Empire. Cardiel.
1232: Emperor Menelaus I dies and is succeeded by his 1523: The first Heavenking declares himself Emperor of
son. Sahud.
1235: In the first recorded contact between humans and 1525: The Legions return to deal with unrest in Cardiel.
dwarves, a Megalan scouting party enters Zarak and Megalos and al-Wazif sign a truce.
discovers the scope of the dwarven kingdoms.
1270-1290: Border wars push the Northmen back
beyond the Whitehood Mountains.
1310: The Knights Templar appear on Yrth.
1350: Megalan warlord Octavius Magnus convinces the
Hospitallers to join the Megalan Empire in “spread-
ing the dominion of Christ.”

HISTORY 9

THE SPREAD OF HUMANITY

The first phase of the Banestorm Initially, Megalos’ conquests came decade before a Muslim woman pos-
lasted 150 years, tapering off at the easily. The Goblin Kingdoms (see ing as a prostitute assassinated
dawn of the 13th century. By then, five Yibyorak, p. 100) resisted for a while Magnus. Without his leadership, the
generations of Yrth-born humans but eventually swore allegiance to the Megalans lost ground and eventually
were living in some areas, quickly emperor and converted to Christianity. retreated back across Keyhole Bay.
imposing mankind’s talent for expan- The western realm of New Jerusalem,
sion and conquest on the other races. governed by the Hospitallers, gave no Everyone knew another war was
Most of what is now the Megalan ground until 1350, when a Megalan inevitable. In 1424, Prince Ivor, tired
Empire existed as small independent warlord named Octavius Magnus con- of waiting on his indecisive father,
kingdoms and city-states – almost all vinced them to join the Empire in pur- Emperor Charles, launched his per-
ruled by men. North and south of suit of their common cause: spreading sonal crusade against the coast of
these patchwork countries, human Christianity. what is now al-Wazif and Cardiel. He
nomads roamed widely. managed to secure some territory, but
THE CRUSADES by 1428 his forces had stalled out. The
THE RISE next emperor, Aurelius I, following in
OF MEGALOS The four Ytarrian Crusades his younger brother’s footsteps, called
occurred between 1360 and 1525. for a Grand Crusade against the
Simon Menelaus, born 1153, was a Though they claimed religious Muslims in 1440.
great mage, charismatic leader, and motives, Megalan crusaders were
dedicated scholar. He founded the more interested in conquest and Mere border squabbles had now
great city of Megalos in the year 1200. imperial expansion. Ships bearing transformed into a huge invasion
His stated goal was to rule all of Yrth. warriors of the First Crusade of which galvanized the Muslims. The
During his lifetime, he built an empire Octavius Magnus landed near three Islamic nations of al-Haz, al-
whose capital was and is the greatest, Shaniyabad in 1360 and struck south. Wazif and al-Kard formed. Al-Kard
richest city in Ytarria. His dynasty Magnus and his men sacked their way fell swiftly, conquered within a gener-
expanded the empire using whatever across hundreds of miles, conquering ation of its founding. The Megalans
methods worked. and holding several cities for over a declared it a Christian land, renaming
it Cardiel. Al-Haz and al-Wazif proved
Simon Menelaus tougher, so in 1470 the Empire settled
in to consolidate its existing gains. The
Menelaus’ parents were Banestorm victims of Byzantine birth who fruitless Easter Crusade of 1519-1525
came to Yrth in the late 1140s. They arrived in the small kingdom of was the last; unrest in Cardiel serious-
Sarcula, northwest of the fishing village which would become the capi- ly hamstrung the Megalan forces.
tal city of Megalos. A scholarly couple, they were lucky many of their Megalos and the Islamic nations then
books made it to Yrth with them. The king of Sarcula valued learning, settled into a wary truce.
and Simon’s father soon became one of his advisors. When Simon was
born a few years later, he was raised in the halls of power, with an edu- THE UNIFIED
cation unmatched within a thousand miles. As his magical talents man- CHURCH
ifested, the king – perhaps foolishly – hired mages to tutor him, thinking
a court wizard could prove a valuable royal asset. The spread of Megalos eventually
led to a more-or-less unified Christian
Menelaus in turn became advisor to the next king, then captain of his church. Most of the human lands the
guard, and finally king himself via a deft, relatively bloodless coup. He Empire conquered were already basi-
knew, however, that this was only the first step. His education had cov- cally Christian; as Megalos absorbed
ered Imperial Rome in great depth, and he saw the tiny kingdoms of them, their priests technically became
Ytarria as perfect material to weld into his own empire. He moved his part of one church. By 1400, virtually
capital to the newly-christened town of Megalos and began building an all Yrth’s Christians were subjects of
army. His success in both conquest and conversion is history as well as the Megalan Empire. However, doctri-
legend. nal disputes, often violent, continued.
In 1403, Emperor Antonius II ordered
Simon Menelaus’ talents as a political leader were considerable; he his knights to kidnap the Empire’s five
was also a skilled mage, a brilliant general, and a fair combatant in his most prominent clergymen. They
own right. His only obvious flaws were his thirst for power and his per- were brought to the Cathedral of St.
haps well-founded arrogance. When he died of old age in 1232, he left Paul in Mehan, where they stayed in
behind what was already the largest human empire in Ytarria. For more “protective” custody until they
on Menelaus’ attitudes toward political realities, see Megalan Autocracy resolved their differences. This was
(p. 46). the first Conclave of Archbishops,
later christened the Curia.

10 HISTORY

Timeline (1550 A.D. to 1900 A.D.)

1551: The last emperor of the Menelaen dynasty, 1776: Imperial legions land in Hadaton at the request of
Diophrates V, dies without an heir. A resurgence of nobles in northeastern Cardiel.
the Banestorm brings humans from Renaissance
France to Yrth. They continue to appear, especially in 1782: Al-Haz admits defeat and accepts the River
Araterre, for several decades. Lorian and the Wadi al Fayd as a truce line with
Cardien generals.
1553: Al-Haz instigates the First Jihad for Kardi
Liberation. It quickly fails. 1784-1788: The War of Cardien Independence.
1784: Conall of Craine leads a pioneering expedition
1555: Al-Wazif attacks Megalos, starting the decade-
long Bannock War. into the lands west of Megalos.
1788: Cardien lords sign the Charter of the
1567: Wazifi forces secure Bannock and Craine.
Megalos regains Craine. Confederation of Cardiel in Calder City. The Duchy of
Hadaton remains Megalan.
1570: Members of the Society of Jesus appear in Yrth. 1789: Cardiel outlaws slavery.
1575: The first major contact between Sahud and 1805: Cardiel annexes the Duchy of Hadaton with help
from al-Wazif.
Megalos occurs when a Megalan trading ship lands 1812: Caithness colonists drive the orcs to the edge of
near Kinkaku. the Great Desert. The Orclands form.
1578: Megalan philosopher-monk Domitus collates the 1822: Conall becomes the first Earl of Caithness.
“Domitian Code,” the canonic laws of the Church. 1826: Conall declares Caithness independent and
1580-1590: The Purification of the Isles – Many becomes King Conall I; Constantine, Archbishop of
Protestants maintain their beliefs secretly; some emi- Clixtus, denounces the Curia as corrupt; the Megalan
grate to Cardiel. hierarchy excommunicates the Church of Caithness
1585: Megalos launches an invasion of the dwarven and its archbishop.
realm of Thulin’s Folk in the Whitehood Mountains. 1827: Conall establishes the Knights of the Stone.
It fails disastrously. Megalos launches an attack to regain Caithness (the
1589: Representatives of al-Haz, al-Wazif, and Cardiel First Megalos-Caithness War), which fails miserably.
grant the city of Tredroy its charter. 1829: Sir Galen of Caithness founds the Order of St.
1590: Barbarians of the Nomad Lands take the castle of George of the Dragon.
Heolford and drive the Megalans south of the 1837: The Blueshoal Conflict – A local dispute between
Whitehoods. The Empire builds the Emperor’s Wall two nobles turns into a war between al-Wazif and
in response. Cardiel. It is quickly resolved.
1606: The Banestorm subsides once again. 1840-1850: The Border Wars establish the modern
1613: The martyrdom of Simon d’Anjou leads to popu- boundary between al-Wazif and Megalos. Bannock
lar uprising against the Church in Araterre. The becomes Megalan again.
Curia is obliged to grant the Society of Jesus its full 1844: The Church of Caithness restores working rela-
approval. tions with that of Megalos and Cardiel.
1625: Araterre becomes a Megalan principality. 1845: Cardiel expels the Hospitallers for religious
1630: Work begins on the new Imperial Palace in intolerance.
Megalos. 1850: The Templars are granted the right to elect their
1644: Megalos officially opens travel between Araterre own Grand Master.
and the rest of the world. 1855: The Curia creates the Archdiocese of Raphael.
1730-1750: Unrest grows in Cardiel. 1864: A major fire rips through Yibyorak.
1758: The Viceroy of Cardiel moves his seat to Hadaton. 1869: An earthquake and subsequent fire destroy much
1762: Powerful nobles form a loose confederation of of Kinkaku.
independent mini-states in western Cardiel. 1872: The Banestorm brings Asian humans to Araterre.
1775-1782: Al-Haz conducts the Second Jihad for Kardi They introduce new crops and establish themselves
Liberation. in scattered island villages.

HISTORY 11

NEW CHALLENGES

The 16th century wrought many “Protestantism.” In some cases these regard stable, feudal society as the
changes on Yrth, both magical and new folk even propounded strange, only safety. The authoritarian empire
political. The last of the Menelaen heretical beliefs. They also knew of of Megalos especially disliked changes
emperors, Diophrates V, died in 1551 “gunpowder,” which made powerful that could threaten its power. Its
without an heir. Lacking easy prey on new weapons possible. Rumors of rulers studied what they heard of the
its borders, Megalos turned inward. guns and cannon had arrived through Renaissance and rejected its advances.
Internal power struggles quickly the Banestorm before, but the tech- Megalan battle-mages, respected fig-
devolved into civil war, causing the nology had never been redeveloped ures in imperial society, wondered if
Empire to lose ground elsewhere from successfully on Yrth, so little thought gunpowder would threaten their priv-
inattention. had been given to the matter. ileges. And the prospect of a compet-
ing religion contravened Megalos’
JIHAD Fortunately or unfortunately, plans for one empire united by the
Ytarrian human society had devel- “true” faith. The priesthood declared
In the mid-1550s, al-Haz attacked oped a strong conservative streak. In these new ideas as related and unilat-
Cardiel in an attempt to liberate it, but the chaos of the early years, people erally tainted; gunpowder was firmly
Cardien Muslims sabotaged the effort, had clung desperately to what certain- linked to Satan and declared a heresy.
preferring the relatively hands-off rul- ties they could preserve, coming to
ing style of the local Megalan nobility.
Two years later, al-Wazif penetrated
the Megalan border to gain back lost
ground; in 1567, the Muslim invaders
captured Bannock and (briefly)
Craine.

THE BANESTORM
RESURGENT

Between 1200 and 1551, the
Banestorm remained fairly quiet.
Instead of transplanting whole com-
munities, it caught people from Earth
and elsewhere singly or in relatively
small groups – a few hundred a year
instead of thousands.

In 1551 an abrupt resurgence
brought thousands of Earth natives –
primarily French Protestants – to
Ytarria over several decades. The
dimensional tempest then tapered off
again. Almost all of the newcomers
arrived in the islands of Araterre, a
few showing up in Cardiel.
Fortunately for them, the powers of
Ytarria were busy with each other and
ignored them for almost 30 years.

The Purification
of the Isles

Between 1580 and 1590, Megalos
turned its attention to the islands off
its southern coast and quickly became
worried by what it found. People there
spoke of great changes on Earth,
telling of dynastic rise and ruin and a
catalytic schism in Earth Christianity
that had spawned something called

12 HISTORY

Some scholars suspect that quiet con- An Yrthian Reformation?
spirators, with other agendas, also
encouraged condemnation of the new Nothing truly comparable to the European Reformation has ever
technology. happened on Yrth. However, many major changes in religious thought
on Earth have made their way to the new world through the Banestorm;
So Megalos sent wizards and thousands of Cardien Protestants explicitly declare one can be inde-
priests, backed by the Imperial Navy pendent of the Church and still be Christian.
and a legion of troops, to stamp out
these threats. They used a strong iron Naturally, the Church condemns this idea. Many rulers agree, espe-
fist inside a very thin velvet glove. cially since those same Protestants insist their religion does not require
Some craftsmen, scholars, and local them to obey secular leaders if those leaders’ decrees contradict
priests had their memories magically Protestant beliefs. Many powerful people regard the “separation of
erased; others were simply killed. church and state” as the most dangerous idea to come from Earth – even
However, Megalan political shrewd- worse than gunpowder. Unfortunately for them, Cardiel lives by this
ness was not entirely absent; the principle every day. The concept is even gaining popularity in Megalos,
“diplomats” created a local puppet thanks to rumors about ungodly activities at the Imperial court. If the
aristocracy and encouraged it to adopt Church doesn’t find a way to adapt, the 21st century may see a Megalan
the imperial style and manner. Reformation.
Meanwhile, the monks of Drift Abbey
(see p. 105) made themselves popular Whitehood Mountains backfired told Megalos that the gentry no longer
by teaching the newcomers how to badly; hardly any of the Imperial war- considered themselves bound by their
grow crops that could survive in the riors survived. Predictably, and worse feudal oaths. Cardiel declared inde-
region. in the long run, dwarven willingness pendence after four years of ensuing
to trade with the Empire fell off war; Megalos retained only Hadaton,
The “Purification” enjoyed only sharply. Reduced Imperial strength and only for a few years.
limited and often shallow success. near the mountains helped Northmen
Many diligent “Protestants” slipped take over Heolford in 1590. The The Empire’s only attempt at
away to Cardiel, where their sect qui- Megalans were forced to build a giant expansion during this period was
etly persisted under the tolerant local wall north of Quartedec to prevent Conall of Craine’s expedition west into
lords. Others, told there was only one further losses and raids. low-mana, orc-held territory. In 1812,
Church on Yrth – and they belonged after three decades of fighting, Conall
to it – nodded obediently while secret- By the 18th century, the Empire’s and his people pushed the orcs to the
ly preserving their ideas. One newly authority in Cardiel had begun to slip. edge of the Great Desert. The orcs fled
arrived Catholic group, the Jesuit Local Christian lords were tired of across the wasteland, leaving the
Order, proved equally independent- sending taxes to emperors they saw as humans to colonize their newly won
minded and hard to suppress despite increasingly weak and corrupt. territory. In 1822 it became the county
its peculiarity to Yrthians; in the end, Further, many Megalans moved to of Caithness. A mere four years later,
the Ytarrian Church accepted and Cardiel seeking greater independence. Conall declared Caithness an inde-
incorporated the Society of Jesus. The few powerful Cardien Muslims pendent kingdom. Megalos tried and
Recipes for gunpowder survived in a were even more ready to shake off failed to reclaim it, and Caithness has
few hidden manuscripts. Other, sub- Megalan rule. remained independent. For more on
tler innovations were simply over- Caithness’ history, see Chapter 4.
looked by the Megalans. The trigger, oddly, came from al-
Haz. In 1775, the Muslims declared Over the next 50 years, the
For more about gunpowder and another jihad, again to liberate al- Banestorm brought many new
other suppressed technology – includ- Kard. The Cardiens stood united humans to Araterre, including entire
ing attempts to counter these bans – against this invasion. Armies from all villages; most were from Bali. The
see The Suppression of Gunpowder (p. over Cardiel marched to war before transplanted Asians brought new
30), Underground Engineering (p. 30), the Empire knew there was a prob- crops and minor but useful technolo-
and The Technology Ban (p. 53). lem. When Imperial legions arrived in gies. They increased the wealth, cul-
Scientific characters working secretly coastal Hadaton, locals treated them tural richness, and diversity of what
should be equipped with High TL (p. as invaders often as not. A hundred had been a marginal region. Araterre
183); Beware of Black Powder (p. 233) miles south, the legions actually remained part of the empire, but an
presents one way to create a campaign encountered resistance from Cardien increasingly fractious part. Coupled
focused on these concerns. forces. with the defections of Cardiel and
Caithness, these events clearly sig-
MEGALOS By 1782 the Cardiens had beaten naled that Megalos had lost much of
REDUCED back the Hazis. Two years later, they its power and confidence by the end
turned on the Megalans, driving them of the 19th century.
The acquisition of Araterre proved into Hadaton. In 1784, Cardien nobles
the last significant territorial gain for
the Megalan Empire. In 1585, an
attempt to conquer the dwarves of the

HISTORY 13

THE LAST HUNDRED YEARS

The 20th century saw its share of
wars, though few affected the map
much. However, the last decades have
been marked by increasing instabili-
ty; this trend persists today. Political
tensions are rising, and new
Banestorm-brought peoples are
growing frighteningly incomprehen-
sible to the locals.

THE MAGES’ WAR

In 1924, after many provocations,
al-Wazif invaded Megalos. Muslim
armies temporarily captured Bannock
and besieged Craine and Raphael.
Their aggressive use of mages in both
battle and support roles probably
accounted for much of their initial
success. This strategy gave Wazifi
forces particular advantage when fac-
ing the spell-spurning Hospitallers of
New Jerusalem.

The Muslim advance only slowed
when Megalan legions arrived from
the east. The Christian forces fought
fire with fire, throwing their best bat-
tle mages against the invaders. The
first such confrontation took place at
Raphael, leveling most of the city.
Megalan mages exercised more cau-
tion thereafter, but still managed to
drive the invaders back across the
original border within four years.

MORE ORC A World Seen in Dreams
AGGRESSION
New arrivals from Earth often notice that a number of Ytarrian races
The first significant orcish bear striking similarities to the mythical creatures of their homeworld.
onslaught of the 20th century, roughly Yrth is in fact an odd myth parallel (see p. B527). No one is certain how
contemporary with the Mages’ War, such things happen; the theory that some storytellers can psychically
amounted to a full-scale invasion of “see” across dimensions is one possibility. For further discussion of par-
Caithness. King Morill I and Lord allel Earths and related topics, consult the Infinite Worlds chapter of the
Peredur of Durham led their people to Basic Set as well as GURPS Infinite Worlds itself.
victory, completely routing the orcs.
About 50 years later, in the mid-1980s,
orcs began raiding Caithness proper to
collect hostages and intelligence. In the
Orclands themselves, Castle Defiant fell
to orc tribes; the colonists in the area
had endured almost a decade of brutal-
ly systematic killings. These stealthier
tactics appear to be the work of outcast
dwarves providing orc bands with
unusually intelligent leadership.
Irregular raiding continues today
against both Caithness and Zarak.

14 HISTORY

Timeline (1900 A.D. to 2005 A.D.)

1924-1928: Al-Wazif and Megalos wage the Mages’ War. Megalos slowly begins to move southwest. Prince
1925-1926: Orcs invade Caithness and are defeated. Vincent of Cardiel steps down; the Council of Lords
1930: Caithnessers cross the Great Desert to colonize elects Micardene of Tredroy as the new Prince.
1991-1995: The Frontier Wars: Wazifi forces attack
the southern Orclands. Megalos, recapturing Bannock. The war eventually
1932: The Second Megalos-Caithness War: Megalos grinds to a halt with no other major changes.
1991: Arena games in Megalos are interrupted by the
makes a token attempt to reclaim Caithness and escape of several enslaved gladiators. A major
again fails. Sahudese trading mission led by Shimota, head of
1934: Dame Devin of Caithness becomes the first female clan Yarohito, arrives in Megalos.
knight. 1992: Northmen attack Kethalos but are turned back.
1935: The Invasion of Ten-Tiri: Al-Haz attacks Cardiel in Ahmed ibn Nabil as-Safa, vizier to the Sultan of al-
a brief border squabble. Haz, and Alihaba al-Khalil, Pasha of Alhallabad, die
1940: The Grand Master of the Order of the Stone in of the Pilgrims’ Plague.
Caithness knights Dame Devin’s female squire, vali- 1993: Opening of the Ekmekyk canal, connecting Lake
dating female knighthood. Acheron with the ocean. Naga-Go becomes the head
1945: The Banestorm briefly surges in activity before of the Ah clan in Sahud.
subsiding again. 1994: Castle Defiant, in the Orclands, falls. Conall VI
1970: Thulin X, dwarf-lord of the Whitehood Moun- officially recognizes Lady Bronwyn of Durham as
tains, petitions the Kings of Zarak for a boycott of Peredur’s successor.
Megalos. They deny it. 1995: A Sahudese assassin kills the Megalan Viscount of
1975: King Morill III of Caithness dies, leaving his six- Myrgan to avenge an insult to the Heavenking. In
year-old son as heir. Zarak, King Morthrinn of Morriel dies and is suc-
1976: The Cardien Council of Lords elects Vincent of ceeded by his son, Morkagast.
Calder as Prince. 1996: In Caithness, Lord Herin of Oakwood dies and is
1982: The Third Megalos-Caithness War: Caithness succeeded by his nephew, Brance. In Megalos, Earl
turns back a Megalan invasion, at great cost to both Gavin of Dekamera dies; Emir Ayyub releases his son
powers. Taveon to assume Gavin’s earldom.
1984: To the concern of local dwarves, humans discov- 1997: In Caithness, Lord Towne becomes lord of
er gold in the Baran River of Quartedec. Sterling upon his father’s death.
1985: Conall VI of Caithness is crowned at the age of 16. 1999: Deneral (formerly of Mershall) uses a flimsy pre-
In the Orclands, dwarf-led orcs begin systematically text to start the Caithness Civil War. Dwarves offer to
wiping out Caithnesser colonists. In Caithness, orc buy the Baran River outright. Clan Tsushuo of Sahud
raiders capture Lady Bronwyn of Durham, but mer- reclaims its lands. Some millennial panic strikes
cenaries hired by her father, Lord Peredur, help her Christian nations.
escape. Clan Tsushuo of Sahud loses a low war with 2000: In Cardiel, Baron Howarth of Alimar dies and is
Clan Nyodo. succeeded by his son Saywell.
1987: A Megalan legion enters the mysterious 2001: In Caithness, the lording of Blythe falls to reptile
Blackwoods seeking news of the dark elves; few men.
emerge again. 2002: A large Megalan force invades the Blackwoods,
1988: Gold from the Baran River becomes toxic. emerging with evidence of Dark Elf activity. In
Violence and kidnappings mar a tourney in the Caithness, elves insinuate themselves into the gov-
Caithness lording of Harkwood. ernment of Harkwood. In Sahud, Shimota, head of
1989: Emperor Diophrates XII is attacked by a demon. Clan Yarohito, dies and is succeeded by his son
Lord Peredur of Durham dies and is succeeded by Najimatsu.
Lady Bronwyn. Caliph Ishaq of al-Wazif dies; his son 2004: Prince Micardene of Cardiel dies; the Council of
Hafsa at-Talib succeeds him. Emir Ayyub of al-Wazif Lords elects Crivelli of Hadaton as the new Prince.
captures Taveon of Dekamera during a slave raid by Dwarves abruptly stop mining the Baran River.
the latter. 2005: Present day. Caithness Civil War continues
1990: A revolt in Scariswic (part of Hidelban, in intermittently.
Megalos) results in the death of the local baron. The
low- to normal-mana border between Caithness and

HISTORY 15

Magic on Earth? CIVIL WAR
IN CAITHNESS
Most of the humans brought to Yrth by the Banestorm seem to have
come from our own Earth or one very like it, with no obvious magic, no King Conall VI of Caithness
interfering gods, and no monsters worse than men themselves. However, gained his crown at age 16, in 1985.
it’s quite possible that Yrthian humans hail from more than one Earth, Many local nobles took his youth as
especially since groups like the Northmen seem to have come from an an excuse to ignore him; even at 36,
earlier Europe than most Banestorm victims (see p. 168). Magic or other he has never solidly grasped his king-
supernatural oddities may well have been present on one or more paral- dom’s reins. Though an adept econo-
lel Earths. The assumption for a GURPS Banestorm campaign is that mist and able tactician, Conall’s
“our” Earth has little or no magic, but GMs are free to change this. political skills have never matched
those of his vassals who do not want
THE Bannock’s loss started the Frontier a strong king. In 1999, his enemies’
BLACKWOODS Wars, which lasted four years with manipulations led to outright civil
SPREAD two lulls. The Megalan counterattack war. The conflict continues to this
was poorly coordinated and half- day, despite occasional years of rela-
The Blackwoods (see p. 99) sit like hearted; few legions east of the tive peace. Conall must definitively
a sinister enigma north of Keyhole Blackwoods bothered to mobilize. The reunite his kingdom or watch it
Bay, their southern edge skirting one city remained in a state of siege while splinter as Caithness’ various
of Megalos’ major trade routes. To the Hospitallers pushed toward Qazr lordlings squabble over his seat and
make things worse, they began as-Sawh. They never managed to its trappings.
expanding at an unnatural rate some breach the Wazifi defenses there, but
years ago. It seemed as if reality was they blocked many later attempts to NOW
twisting, especially when some of the invade Megalan territory.
more credible forest natives insisted Megalos remains the most power-
the woods had always been their cur- By 1995, both sides had lost thou- ful country in the world, but it shows
rent size. sands of men with little to show for it; little appetite for further conquest.
apart from still-contested Bannock, The emperor seems more interested
By the 1980s, the Empire could no neither power had made more than in his own pleasure, and many pow-
longer ignore the potential crisis. token progress. The legion generals erful nobles are wondering if it isn’t
Theories abounded, but most people used an ambiguously phrased com- time to advance themselves with a
assumed dark elves were at work. mand from the emperor as an excuse coup, or at least an attack on a neigh-
Megalos sent scouts, mages, and sup- to sue for peace. The Wazifis accepted, bor. The Caithness civil war drags
port militia to investigate in 1987, but and the border was re-established at on, and the dwarf-led orcs are no
few returned, and none were sure the River Makarem, along Caithness’ doubt preparing to take advantage of
what they had fled from. A larger and Megalos’ southern edges. the disorder. In the south, Wazifi fac-
expedition in 2002 managed to return tions bicker, and some dream of
with evidence of dark-elven activity. It Since then, the Wazifis have invading the Empire again; al-Haz is
seems that the old menace is back, in refortified their border, including mired in its own internal troubles.
strength, and must be rooted out, but Bannock, but few of their leaders want On the coast, pirates menace
no one has yet risen to the demanding more fighting. On the north side of the Araterre, Cardiel, and the southern
task – which is only complicated by river, some nobles yearn for a chance Empire. To the north, the dwarves
what Megalos failed to learn. See p. 99 to regain their honor against the remain steadfast as ever, the
for the truth of the matter. Muslims, but others wonder if there Northmen watch Megalos for signs
aren’t easier targets within Megalos of weakness, and the Sahudese con-
itself. Tensions on the border are rela- tinue their own strange ways.
tively low – for the moment.
These are interesting times.

THE FRONTIER It’s quite possible that Yrthian humans hail from
WARS more than one Earth, especially since groups like
the Northmen seem to have come from an earlier
In 1991, Emir Harun abd-Ishaq of Europe than most Banestorm victims.
al-Wazif invented a pretext to attack
the Megalan city of Bannock. Having
correctly sensed the emperor was dis-
tracted, Harun determined it was a
perfect time to start a pre-emptive
war. He captured the city but suffered
heavy losses.

16 HISTORY

CHAPTER TWO

LIFE IN YTARRIA

Over the years, I have come to set member of the family in person once badly arranged wimple and the affec-
considerable store by the good sense of every ten years. “And you’re the only tionate tractability of a distemperate
my chamberlain, Blagonrathir. Despite family member we can do without just gryphon. “Hello, brave knight,” it said.
his lack of inches – the inevitable result now,” she said. “So keep quiet, eat what
of having gnomes for both parents, and they put in front of you, and get yourself It was Dame Vulnavia of Simonton,
in no wise his own fault – the fellow has home by harvest time if politely possi- the most impossible woman to whom I
a mind like an Aralaise dagger. Hence, I ble.” Well, I owe old Osric a favor or two have ever addressed a poem. Much less
should have paid more attention when from my days as a page at Redhall, and a sonnet written to order by a well-cho-
he advised against a visit to Zarak. no one can say I don’t know my duty. sen minstrel. Indeed, the errors of youth
Especially not when Aunt Giselle is had returned to haunt me.
“I thought that you found dwarves telling me what it is.
agreeable,” I said. There are some dangers a knight
At first, I thought Blagonrathir had should not have to confront at the best
“I find them an admirable people,” been unduly cautious. My comfort per- of times, let alone when he’s under a
he replied, “in their place. That place is, sisted when the dwarves invited me into mountain, two hundred miles from
of course, the Street of Smiths in their caves, which I’d always under- home, with his chamberlain unavail-
Redhall.” stood was something of a compliment. able to shield him, thanks to dwarven
Indeed, it lasted even when the outer protocols.
“And not their own country, then?” I doors slammed shut. It was only when
asked. I heard a familiar giggle behind me that This was going to be a difficult day.
a chill descended my spine like a small
“No, Sire. I believe that the Zarakun but malevolent specter. The people and politics of Ytarria
lack a crucial sense of proportion.” are as diverse as they are combative.
Turning, I saw exactly what the gig- This chapter covers both the original
But Aunt Giselle had expressed the gle promised. A vision in lilac, with a races of Yrth and those brought by the
crucial necessity of this journey with Banestorm.
her usual force. Uncle Osric’s trade
agreements had to be confirmed by a

LIFE IN YTARRIA 17

THE PEOPLE OF YRTH

Ytarria is home to at least a dozen keeping secrets and bearing grudges. too many interests such as wealth and
major fully sapient races. The number The Zarakun supply most of the territory to get along. And, of course,
of semi-intelligent races has never world’s metal and stone, making them dwarves have been fighting off orc
been settled, partly because the line a major economic force in Ytarria. raids for thousands of years.
between clever animal and dumb
humanoid is at best difficult to draw. Very few non-dwarven citizens Gnomes
The peoples discussed here are reside in the Kingdom of Zarak, which
ordered into five groups, based on has operated as the center of dwarven Gnomes are related to dwarves and
their worlds of origin: Yrth, Earth, politics for millennia. Prior to the are physically similar. However, they
Gabrook, Loren’dil, and Olokun. Banestorm, dwarves lived under every live above ground and tend to be farm-
mountain range in Ytarria, but as ers or herders. Indeed, many reside on
For GURPS templates and notes humans spread, the smaller dwarven the surface of Zarak or in the foothills
on playing members of each race, see communities were abandoned or driv- of its mountains, trading foodstuffs
pp. 188-202. en out; dwarves no longer inhabit the for dwarven ore. Most gnomes, how-
Fence of God (Kedherak in dwarfish) ever, live among humans, practice
THE ELDER FOLK and the mountains of Megalos. Some human religions, and follow human
dwarves live among humans, though laws. Their versatility allows them to
As far as most Yrthian folk know, they are often reluctant to discuss flourish in many trades. Their political
these races have always been native to their reasons for doing so. clout is limited; those who live near a
this world. Natural philosophers with dwarven clanhold accept the leader-
some understanding of paleontology Dwarves hold an ancient grudge ship of its lord, while others usually
know the Elder Folk have lived here against elves for both wronging them swear allegiance to whatever race
for thousands if not millions of years. in the pre-Banestorm wars and caus- dominates the area. They generally get
ing the Banestorm itself. That elves as along with dwarves as well as the
Dwarves a whole aren’t responsible for this other non-monster races.
calamity is usually ignored; dwarves
Short, stocky humanoids who hold that elves should have recognized Elves
predominantly live underground, the peril sooner. Zarakun also resent
dwarves are noted for their emphatic Megalan attempts to conquer dwarven Elves are slender, attractive, long-
personalities. They are skilled at territory. Dwarves and dragons share lived humanoids easily recognizable
by their pointed ears. Most live in
The Dark Elves loosely organized small tribes of 20 to
100, far from humans – usually in
The “dark elves” are a faction within elf culture, not a separate race. small villages deep in the woods, espe-
They call themselves the Defenders or the Purifiers, and tend to form cially in the Great Forest (p. 120).
their own communities, since the core of their philosophy is genocidal Indeed, as humans have colonized
xenophobia, first against orcs, and then against anyone not an elf. The new lands over the centuries, elves
core of this group lives in the Blackwoods, where it currently faces wars have typically retreated deeper into
on two fronts; see p. 99. the woods. However, elven settlements
are scattered across most of the conti-
The Defenders have sympathizers and apologists scattered through- nent, and some dwell in human cities;
out normal elf society, but no one ever forgets that it was the Defenders many seem to quite like humans, even
who triggered the Banestorm (see p. 7), doing more harm than an eter- marrying them and having children
nity of orc raids. together. They apparently built great
cities of their own thousands of years
The dark elves are considerably more united in organization and ago, but their way of life changed long
thinking than most elves; others find them frighteningly conformist. before the Banestorm. Most elves
Unlike mainstream elves, for instance, a dark elf community will use seem content with their current exis-
physical coercion on those who disagree with the Council’s decisions. tence and either don’t know about or
don’t care to discuss their distant past.
The dark elves defend their home woods fiercely and stealthily.
Against larger groups, they may use terror tactics so survivors will dis- Elves, who naturally think in the
courage further invasions. They often control forest animals and even long term, practice a very subtle kind
the trees themselves. Some dark-elven families actually consist of were- of “garden agriculture,” planting and
wolves who lead giant forest wolves into combat. tending trees and shrubs that keep
their forests hospitable – for the native
The struggles in the Blackwoods are stretching such tactics to the tribes if not for other folk. They culti-
limit. The Megalans now know what they are dealing with, and while vate many useful plants such as
dark elves make much better mages, they are still grossly outnumbered. fayflax, whose fibers can be woven
Some of the dark elf leaders are desperately searching for some magical into cloth and even paper; bread oak,
wonder-weapon; others are planning a great evacuation. which looks like Earth’s oak trees but

18 LIFE IN YTARRIA

for the plump, edible acorns; and sev- A Dying Race
eral excellent sources of dyes. Hence,
their defense of their forests has prac- The Banestorm killed many elves outright; as many or more died in
tical as well as aesthetic reasons. the chaotic aftermath. Despite the millennium since, elven numbers
have never recovered, and humans – who clear ever-increasing amounts
Since elves consider age to bestow of forest for their own towns and cities – have only exacerbated the prob-
wisdom, a tribe or community will lem. Elves seem to require their forests – perhaps magically, perhaps
refer serious issues to a council of eld- emotionally, if not both. It may simply be that a non-forest-based diet is
ers. The elders will meet, talk, listen to bad for their health in the long term. Though they don’t discuss it much
any other elf who wants to say some- with outsiders, the elven population is dwindling.
thing, and make a decision . . . which
the elves involved will almost always Some elves are predictably philosophical about this, but many, even
treat as a mandate, though the apart from the dark elves, wish things were otherwise. Some negotiate
community has no police to enforce with humans to preserve the forests; others write sad but memorable
council decisions. songs. A few wonder if a variant on the Banestorm might carry them to
another, pristine world.
Before the Banestorm, a High
Council, made up of 33 ancient and dislike; some have come to return it. except for dark elves, whom they
brilliant elves, led the race. If modern And even outside the ranks of the despise. Generally they feel ambiva-
elves retain a High Council, or even dark elves, few can tolerate orcs. lent about other surface races.
memories of its workings outside of
song and legend, they don’t discuss it Sea Elves Orcs
with others.
Sea elves breathe water rather than Orcs have lived on Yrth as long as
Elves have little apparent political air, but act very much like their land dwarves and elves and thus are tech-
clout in modern Ytarria, and don’t kin. Since the Banestorm, they have nically entitled to be called Elder Folk,
appear to seek it. But there is no doubt been few and scattered. Some live in though dwarves and elves resent being
that many elder elves are capable of established undersea villages, but compared with orcs in any way, much
playing political games with great most wander; the Banestorm devastat- less put in the same category.
skill, among other races as well as ed all their great cities, leaving them at
their own. A human ruler with elven a survival-oriented Tech Level 1. They Orcs are short, hairy humanoids
subjects will almost always have at get along well with others of their race with enlarged canines. Most other
least one old and valued elven adviser. Yrthian races consider them stupid,
dirty, and aggressive; unfortunately,
Most elves treat members of most they’re usually right. Humans are
other races as individuals and have
few prejudices. However, they are orcs’ greatest rivals, as only humans
dismayed by the dwarves’ persistent can match orcs for aggressiveness,
sheer stubbornness, and constant
breeding. The dwarves and elves
nurse ancient, bitter feuds with the
orcs. (Renegade dwarves, however,
sometimes become orc leaders; see
p. 166.)

Orcs are the most numerous
among those races generally con-
sidered “monsters.” The majority of
the tribes live in the Orclands on
Ytarria’s west coast, humans and
elves having driven them there over
the centuries. However, small raid-
ing bands lurk on the edges of all
civilized lands. Increasing numbers
of orcs have adapted to life in
human countries, especially when
they can fill roles as herders, ranch-
ers, woodsmen, and the like.
Understandably, others tend to dis-
trust civilized orcs until they prove
themselves. Nobody trusts barbar-
ian orcs – not even other orcs.

LIFE IN YTARRIA 19

Tribal orcs subsist primarily by Nonhuman Names
hunting. Though they burn forest
mostly for sport, doing so actually Many Yrthian races don’t consider names “male” or “female.” Elves
clears hunting ranges and encourages and dwarves sometimes do, but the rules are often unclear to anyone not
fresh growth, providing food for many familiar with the culture.
races and creatures. Orcs are not con-
scious of this; they set woodland fires Centaurs: Aessus, Chosharoh, Churrg, Muunaah, Shanool.
because it’s fun, demonstrates their Dragons: Those who live near or among humans tend to adopt names
strength, and annoys the elves. appropriate to the region; see Lands of Yrth for examples. Among them-
selves, dragon names are usually long and full of meaning; some are
Orc populations follow cycles of original, others hark back to history unknown to other races.
growth and collapse that fit their vio- Dwarves: Boyarron, Blagonrathir, Kasakonann, Miloavst, Tosoroyarl.
lent nature and ability to replace loss- Elves: Jaidiel, Maiel, Patral, Thidan, Unwaden.
es rapidly. A few decades after fighting Giants: Ahken Two-Heads, Dolk Drihg, Grag Thab, Rond Hurr, Uhb
a full-scale war with orcs, humans the Colorful. Giants are particularly fond of nicknames.
may consider them nearly mythical. Gnomes: As for local dwarves or humans.
Orcs thus don’t participate much in Goblins and Hobgoblins: Dakiiri, K’jaakis, Tuukopy, Yig’oor. Also see
Ytarrian politics much, except as gen- p. 88.
eral antagonists to all their neighbors. Halflings: Usually as for local humans.
That, of course, may change in years Kobolds: As for local humans or goblins, though usually short.
to come. Minotaurs, Orcs, and Ogres: Ahk, Har, Irg, Salig, Tarn.
Merfolk and Shark Men: Rarely pronounceable out of the water. Land
Ogres dwellers who deal with them often assign them nicknames.
Reptile Men: Drakatk, Kk’traa, Ssaallkoo, Thissikk, Xuusleeng.
Bigger and meaner cousins to orcs, Sea Elves: Not unlike the names of their landgoing cousins, but with
the massive ogres are questionably longer vowels and softer consonants. May also be difficult to pronounce
distinguished by being appallingly stu- when not underwater.
pid – worse than even the most primi-
tive orcs. Most live among orc tribes, Fortunately for the humanoid races, pulled through to Yrth from these or
serving as heavy laborers and shock dragons are also very scarce. Most other worlds or times; there are still
troops. Solitary ogres lurk in many dragons keep to themselves and pursue unexplored regions on Ytarria.
wilderness areas. The largest human goals which other sentient beings find
cities are home to a few, though these thoroughly mystifying. Still, some will- Humans
are usually carefully-watched servants ingly trade secrets with wizards or even
or slaves. On their own, ogres have deign to barter for treasure. A very few Humans dominate Ytarria by sheer
nothing resembling a culture. They dabble in mortal politics, often quite numbers; tens of millions of them
not only lack political power but have effectively (see Baron Adrien Dorilis, p. range across the entire continent and
no interest in acquiring any. 145). A dedicated consortium of drag- the nearby islands. Most are
ons could probably reshape the soci- Christians and Megalan citizens, but
Dragons eties of Ytarria beyond recognition; for- the other races agree that humanity’s
tunately, they don’t appear to have any most amazing feature is its diversity.
Yrthian dragons closely resemble interest in doing so. Dragons get along
the giant, mythical reptilian beings of poorly with most other species, largely Goblins
Earth. Almost all can fly and breathe because they’re huge and terrifying.
fire, and a typical wyrm possesses Rarely do they tolerate others of their Short, green, and humanoid, gob-
great intelligence and longevity. Most own race either, being highly territorial lins are one of the most common races
are accomplished mages. It’s possible creatures. on Yrth. They are the majority popu-
that they were created magically, but lation in much of southern Megalos.
either no one’s asked, or no one’s sur- For information on dragon charac- They adapted quickly after the
vived asking. While Yrth has had drag- ters, see p. 227. Banestorm; by 1200 they had estab-
ons since before the Banestorm, it’s lished the Goblin Kingdoms. However,
unclear whether they evolved here, THE NEWCOMERS the Empire soon absorbed their lands,
immigrated voluntarily, or have some and the goblins became relatively
stranger origin. The following races came to Yrth good Imperial Christians. Elsewhere,
from elsewhere . . . humans from goblins also practice Islamic and
Earth; goblins, kobolds, and reptile pagan religions; they tend to pattern
men from Gabrook; halflings, giants, their beliefs after those of the domi-
minotaurs, and centaurs from nant local human culture.
Loren’dil; and merfolk and shark men
from Olokun. It’s quite possible that Within the Empire, goblins have
other as yet unencountered races were significant political and economic
clout, being numerous, extroverted,
bright, and often magically talented.

20 LIFE IN YTARRIA

Kobolds

Interracial Relations The small, blue-skinned kobolds
are characterized by flightiness and

With few exceptions (see p. 200), races of Yrth cannot interbreed. lack of intelligence. While small
However, romantic love respects no barriers, and those swept up in it kobold clans exist in isolated areas,
usually adapt to allow for some sense of physical intimacy. A noble rep- often in complete squalor, most
tile man and a kind halfling must face obstacles both cultural and phys- kobolds take odd jobs and live hand-
ical; their relationship may well end tragically. But the heart does as it to-mouth in human or goblin cities.
wills. Though numerous, kobolds have no
impact on Ytarrian politics. Even the
Many Ytarrian human societies barely tolerate close relations smartest are none too bright, and they
between different races of humans, let alone between humans and non- receive little respect from other races.
humans. The Church finds human-elven couples only remotely accept-

able; everything else is strictly forbidden. Al-Haz promotes similar atti- Reptile Men
tudes, while Wazifis and Caithnessers subscribe to marginally more tol-
erant beliefs. In the latter two countries, authorities ignore anyone who A deep gulf of mistrust divides the
maintains the pretense of being uninvolved. In Cardiel, interracial cou- dinosaurian Reptile Men from non-
ples can appear in public and only occasionally suffer insults. In Sahud, reptilian races. It does not help that
it depends on how blithely everyone can pretend nothing unusual is wilder reptile men sometimes eat
going on. If an heir is needed, any deliberate social blindness ceases humans or goblins. Savage humans
immediately. Many interracial couples find it easiest to live in the wild, and orcs return the favor by hunting
far from nosy or judgmental neighbors. them for their brilliantly-scaled hides,
which make beautiful and sturdy
Notably, the infertility of most cross-race pairings benefits certain armor (treat as leather armor, three
bordellos in urban red-lantern districts. Granted, catering to this times as costly, and giving +2 to the
predilection is exactly as acceptable as prostitution: not very. The best wearer’s reactions from fellow savages
customers at such places are disguised nobles with exotic tastes. Even in . . . but any Reptile Man reacts at -6 to
such a mercantile environment, love does occasionally find its way. the wearer, and civilized people of any
race react at -4.).
Nonhuman attitudes toward these situations vary. Elves, land- or sea-
dwelling, believe spirit matters more than form and generally don’t mind Most reptile men belong to small,
as long as the non-elf is good-hearted. The dark-elven reaction is easily nomadic tribes on the plains of al-Haz
imagined. The conservative dwarves and gnomes rarely get involved with or in the Great Desert. The latter,
anyone outside their races; even dwarf-gnome relationships are unusual fierce raiders all, have recently devas-
in Zarak. Plucky halflings often flirt with short humans, but usually only tated one of the lordings of Caithness
for fun. Goblins find other races too brown or pink; they usually don’t (see p. 119). The reptile tribes of al-
form intimate attachments even with hobgoblins, let alone completely Haz coexist peacefully with humans
different species. Relations between orcs and other races are rarely and often follow the Koran, but they
pleasant in any sense. still avoid contact with other races,

which renders moot any political

power they might wield. Only dragons

They fit into human society well and truly get along with reptile men.

are naturally curious. While they don’t

care for the more violent, chaotic

races of Yrth, they don’t have any Gabrook: World of Sands
long-standing racial feuds and are
generally capable of taking other The world of Gabrook (pronounced GAH-BRUK) was once home to
beings as they find them. Goblins the goblins, as well as kobolds, hobgoblins, and reptile men. Goblins and
identify themselves with their locality kobolds are related, but only distantly. The first three races are basically
first and their race second, and expect mammalian, with bodies that work much like those of humans. The
others to do the same. Banestorm has swept people from Gabrook on at least three occasions:
twice in the 11th century and once in the 12th.
Hobgoblins
Goblins remember their homeworld as a predominantly arid, gener-

Hobgoblins are to goblins as ogres ally average-mana planet with numerous small regions of high mana.

are to orcs: larger, dumber cousins Most Gabrookians found Yrth’s forests mystifyingly alien. Snow was

often considered monsters. A few live completely new to them.

among goblins – typically as servants – On Gabrook, goblins flourished much as humans did on Earth. They

while most remain hunter-gatherers. commonly enslaved kobolds and fought defensive wars against reptile-

These dwell in small bands in forests men raiders. If any Gabrookian emigrants have been transported to Yrth

or wastelands, often flee from power- since 1200, they haven’t made much of a stir. Current events on Gabrook

ful foes, and survive by attacking are a mystery, though many of its previous residents assume – and hope

weaker races and animals. – their world still exists beyond the Banestorm’s veil.

LIFE IN YTARRIA 21

Centaurs

Centaurs are human from the Olokun: World of Water
waist up and equine below, with four

legs. Their human halves spring from This world is the original home of merfolk, shark men, and possibly
the point where a horse’s neck con- dolphins and octopus folk. Like Loren’dil, Olokun (ohh-lo-KUHN) saw
nects with its torso. Typically nomadic only one period of transfer for a few years just after A.D. 1050.
and pastoral, centaurs prize freedom.
They usually inhabit temperate plains Merfolk report that Olokun was predominantly water, dotted with a
or brushlands near forests; they get couple of small continents. However, its dramatic tides daily bared huge
along well with the elves within. areas of land and then flooded them again. Thus, many Olokuun species
Centaurs prefer to keep to themselves evolved to breathe air and survive briefly on land despite being aquatic.
but sometimes deal with other races Though Olokun appeared to be a no-mana world, merfolk and shark
for trade or mutual defense. Most are men speak of their old gods as regularly taking a hand in worldly affairs.

uncomplicated wanderers, but some

are brilliant sages, and a few have

advised dukes and kings. Centaurs are toward their neighbors tend toward have less clout than goblins but pos-
only rarely found on Yrth. Several the diffident or violent; almost none of sess significant voice within the craft-
substantial herds live in the northern Ytarria’s other humanoid races feel at ing guilds. The ultimate quiet neigh-
Orclands, where they maintain a loose ease with beings that large. bors, halflings get along well with
alliance with humans against orcs; a most races.
few groups have settled in al-Haz, al- Halflings
Wazif, and Cardiel. Folk who tend to Minotaurs
stay in one place mystify centaurs; Halflings rarely exceed three feet in
their relationship with such races is height but otherwise resemble The bull-headed minotaurs look
sometimes strained. humans, physically and culturally. like large humans from the neck
Most are domestic; no nomadic down. It’s no surprise most races

Giants halflings exist in Ytarria. Large popu- consider these solitary, aggressive,
lations of them can be found in most largely carnivorous creatures to be
Often topping nine feet, giants live human lands. dangerous monsters.
primarily in the Nomad Lands (p. 167)
and the northern Orclands (p. 163). Because of issues of scale, they Almost all minotaurs live in wild
Humans rarely see them; giants are tend to settle their own villages or forests and deserted plains, eating
few and far between on Yrth. Feelings build distinct communities within whatever they can catch, but a few
human cities. In the Empire, halflings civilized ones reside in human cities.

Some work as guards, mercenaries,

or gladiators; others become enter-

tainers, trading on their novelty

Loren’dil: value, and a few settle into occupa-
tions having nothing to do with their

The Green World unusual background.

Halflings, giants, minotaurs, and centaurs hail from this verdant orb. Merfolk
The Banestorm only plagued Loren’dil (LOH-RENN-deel) from A.D.
1050 to around 1075, so its current state is a mystery. Its people knew Merfolk populate small undersea
Loren’dil as an idyllic place with rolling plains interspersed with swathes villages in most of Ytarria’s coastal
of dense forest. Even giants from Loren’dil claim some of the trees were waters, particularly in the south and
as big around as hills and tall enough to disturb the clouds. east. They look approximately human
from the waist up and have fish-like
Before being brought to Yrth, halflings roosted in the roots and tails below; they can breathe in or out
branches of the trees and excelled at hiding from minotaurs and the of water. Being warm-blooded, mer-
more dangerous giants. Centaurs faced such threats head-on. Its former women bear live young and suckle
natives say Loren’dil was largely low-mana, but this condition may not them as other mammals do. A lack of
have been natural. Some centaur bards speak of a vast magical war that common interests typically leads to a
depleted Loren’dil’s mana and also granted some Loren’dilians – such as certain amount of merfolk indiffer-
minotaurs – the self-defensive capacity to resist magical effects. ence to land-dwellers and vice versa,
though occasional disputes arise over
Some folk from the green world admit that many races and species fishing rights. Regular trade with
they knew back home – like centaurs and pegasi – look like hybrids of coastal humans and goblins helps
animals brought to Ytarria from Earth. Loren’dilians find this very dis- limit such clashes for some tribes, but
concerting; the first centaurs on Yrth were shocked by horses (“Where they tangle with shark men on Yrth as
are his arms? Or his wings? Was he maimed?”), and minotaurs some- they did on Olokun. However, merfolk
times attack bulls on sight. consider sea elves good company on

occasion.

22 LIFE IN YTARRIA

Shark Men Other Races

Shark men are amphibious dark- Many other sapient species call Ytarria and its oceans home, includ-
scaled humanoids with shark-like ing ghouls, insect men, medusas, dolphins, and octopus folk. Rare,
heads. While they are most commonly secretive, and usually quite alien by the standards of mainstream
found among the shoals off Sahud, Ytarrian culture, very few have much impact on politics or world events.
shark men swim other waters as well. See Chapter 5 (p. 182) for further details.
Some live deep in the trenches along
Ytarria’s northern and western shores. them to peacefully coexist. This is trade with seaside villages, and on
particularly true of the Sahudese, truly rare occasions their mages
Since other races tend to find who call the shark men samebito. exchange spells with human wizards.
shark-man culture and philosophy These imposing creatures sometimes
almost impenetrable, members of
this race often are treated as mon-
sters. However, on occasion humans
find enough common ground with

MAGIC

Human immigrants to Yrth were possesses a much firmer magical base human Muslim, although their jargon
greatly shocked that magic existed in Ytarria, although its practice is far may differ.
here. Some learned this from a friend- from mature.
ly elven wizard, some from an angry, The talent for magic – called
startled one. Others met talented gob- Magic on Yrth works as described Magery (p. 183) – is usually hereditary,
lin mages, while others discovered in the GURPS Basic Set, Chapter 5, and magic-capable parents are more
crude spells by accident. Today, magic and in GURPS Magic. Oddly, howev- likely than non-mages to pass the abil-
is part of everyday life for millions of er, mystical abilities (p. 26) don’t seem ity on to their children. Further, no
people. to be constrained by mana levels. one born without some kind of poten-
tial can become a mage. However,
While spell-based magic is the SPELL-BASED practical experience can sharpen
most common type of supernatural MAGIC some would-be adepts’ thaumaturgy.
power on Yrth, it’s hardly the only one.
Mysticism, while generally considered Spell-based magic works roughly Powerful or dedicated mages natu-
less powerful than true sorcery, also the same way for most people regard- rally seek out opportunities to pursue
works here and can achieve remark- less of race, sex, or religion. An elven their interests or exploit their abilities
able results depending on the strength wizard can teach spells to a devout for profit or amusement – though they
of the wielder’s belief. Alchemy also may be required to serve their nation,
in court or battle, first. Many find
Magic Items homes in colleges, researching spells
and training students. Others become
Enchanting magic items requires both skill and time. Across Ytarria, well-paid servants to the nobility,
most full-time enchanters only find a sufficient market in cities. The enchanters creating magic items to
unusually talented exceptions draw customers from all over. Other order, or consulting wizards in
enchanters sidestep the issue by providing rich nobles the prestige of a wealthy towns. A few specialize as
resident wizard; some are simply so eccentric they refuse to confront the “magical engineers” or other technical
problem pragmatically. Regardless, urban enchanters usually work on callings. Many wizards deride such
commission, only opening their doors by appointment. Only the largest careers as dull and beneath their dig-
Ytarrian cities support actual magic-item shops. nity, but commercial spellcasters can
command high fees and live in safe,
Everyone knows the best magic weapons and armor come from the respected comfort.
dwarves. Their prices are outrageous, but the item will be delivered on
time, as specified, and will probably outlast a dozen owners. Elven magic Rarity of Mages
items can embody nearly any spell but are rarely available on the open
market. Goblins make dramatic items like fireball wands and experi- Less than 2% of humans have
mental “projects,” sometimes with good results. Humans enchant items Magery, usually at a minimal level
of all types, though they prefer practical objects. (Magery 0). Perhaps a tenth of these
manifest higher innate levels or can
Wizards find powerstones (see GURPS Magic, pp. 20, 69) so useful develop their ability further; few
that creating them is simply routine. Many wizards know the spell, and indeed possess the exceptional intelli-
some in large towns or cities occasionally enchant stones for others for gence and other attributes required to
supplemental income. become master wizards. Those who
attain Magery levels of 4 or higher are
vanishingly rare and potentially the
stuff of which legends are made.

LIFE IN YTARRIA 23

Hence, a hundred-household vil- Managing Mana Shifts
lage or a fief of several smaller villages
will produce at most one or two mages Fluctuating mana levels provide good scenario “hooks” as long as
per generation. However, one poten- GMs play fair. If the local mana level plummets every time the PC wiz-
tial spellcaster will likely move to a ard is about to do something interesting, there will be trouble at the
city, intending to work as battle wiz- table. To save the GM from accusations of megalomania, openly rolled
ard, court adviser, or teacher. This dice may be used to determine random mana shifts. Also, if logic dictates
leaves perhaps a single hedgewitch or that local NPCs would know about such environmental behavior, char-
wiseman to look after the community. acters asking sensible questions should be able to learn about it.
With their promise of novelty and
opportunity for training and advance- variant-mana areas dot the continent. these cycles; elsewhere, even the
ment, cities and towns boast greater The Nomad Lands and Ring Islands in natives are baffled. Sometimes mana-
proportions: even a small town may particular have wildly varying mana level changes follow a pattern and
have several mages, although many of levels, as well as aspected areas (see sometimes they don’t . . . at least not a
these will specialize only in low-level GURPS Fantasy, p. 43). pattern anyone can recognize.
healing or divining. A duchy of one or Changes in mana may lead to major
two million people might have 10 or Mana levels also fluctuate over political shifts; the largest and most
20 truly great wizards; they will all time in some spots – quickly or slowly, dramatic is the border between
know each other and are usually subtly or dramatically. In some places, Caithness and Megalos (see p. 113.)
famous – or infamous – among the local wizards can predict and exploit
commoners.
Magery in Nonhumans
Finding and
Training Mages Elves are one of Yrth’s most magical races, and almost all elves know
a few spells. They often act as though they were the appointed keepers
Wizards and witches keep an eye of magical wisdom. Dragons also typically mature into powerful wiz-
out for untrained magical talent; some ards. While they certainly know many magical secrets, their miserliness
regularly use Aura or Divination on makes them far less willing to share such knowledge.
people. Others conduct tests, usually
involving minor enchanted items Dwarves and gnomes develop Magery less commonly than humans
which someone with Magery can rec- but tend to compensate with greater skill and focus. A powerful dwarven
ognize. Some claim to be able to wizard might know one entire spell college (see GURPS Magic, p. 11),
“sense” fellow mages by their behavior but only enough to get by in other colleges. Dwarves and gnomes also
or “the look in their eyes.” make a point of learning each spell to mastery before beginning to study
the next, and will expect their students (of any race) to do the same.
A peasant youth identified with
Magery will usually train under the Being fascinated by magic, goblins produce a few more mages than
nearest trusted hedgewitch or wise- humans do. Their wizards are almost as obsessive as dwarves but less
man. No sensible lord objects to this, likely to focus on one area. Even non-mage goblins may learn a spell or
although he may seek to control a two, just in case they end up in a high-mana area.
serf-born mage’s career: a competent
spellcaster earns far more than just By contrast, most halflings regard magic as flashy and vulgar; while
another laborer. Mages from other halflings may have as much Magery in their blood as humans, fewer of
backgrounds may be sent for training them bother studying magic. Still, notable halfling healers exist, and
to all sorts of places and people, their great wizards are all the more famous for being rare. Similarly,
depending on luck and local custom. those centaurs with innate Magery may not choose to use it, if they’re
Established mages almost always even aware they possess it. The few centaur wizards, on the other hand,
zero in on youths with great potential may be very powerful indeed.
and adopt them as pupils.
Magery seems to be slightly more common among reptile men than
The nations of Ytarria all claim the humans, though most reptile mages learn only a few spells of obvious
right to supervise magic – mostly to utility. Their great wizards, however, are multifaceted and terrifying.
ensure their rulers can exploit it. Local Many tribes have a shaman of middling power who handles most of the
lords may be compensated for losing a group’s required spellcasting, particularly healing.
serf or villein but cannot deny the
state. Rather than illegally hoarding Orc mages are scarce, but those who exist ruthlessly exploit their
untrained mages for themselves, most advantage. Giant, hobgoblin, kobold, and ogre wizards are almost
lords hire trained wizards to advise unknown – which can give them the advantage of surprise. Minotaur
them and help defend their castles. mages are nonexistent, the race being magically resistant. Among other
races, shark men and medusas produce the greatest wizards.
Mana Levels

Ytarria has predominantly normal
mana, Caithness and the Great Desert
being two large exceptions. Smaller

24 LIFE IN YTARRIA

Banestorm Spells

The greatest magical phenomenon on Yrth is the Identify Newcomer
Banestorm; naturally, many wizards have tried to con-
trol it or harness its power, particularly those mages Information
working for dark elves or the Ministry of Serendipity.
They have, by and large, failed, but a few spells have This spell, when cast on a person or object, tells the
been created to divine information related to various caster whether a banestorm brought it to Yrth within
Banestorm effects. These spells all belong to the Gate the specified period. (Identifying immigrants who have
College (p. B247; GURPS Magic, p. 80). been on Yrth for decades requires substantial energy.)

Cost: See table below.

Detect Banestorm

Information

This spell confirms or denies any current Banestorm
activity within the specified range. On a normal failure,
the divination is uncertain. A critical failure provides the
wrong answer.

Cost: See table below.

Distance Cost

1 mile 2
3 miles 3
10 miles 4
30 miles 5
100 miles 6
300 miles 7
1,000 miles 8

Add another 2 to cost per additional factor of 10. Period Cost
Prerequisites: Magery 1.
1 day 3
Seek Banestorm 3 days 4
10 days 5
Information 30 days 6
100 days 7
This spell tells the caster the direction and approxi- 300 days 8
mate distance of the nearest banestorm. The caster is at 1,000 days 9
a penalty dependent on the actual distance; use the long-
distance modifiers on p. B241. Known Banestorm man- Add another 2 to cost per additional factor of 10.
ifestations cannot be excluded. Banestorms, as of 2005, Time to cast: 1 minute.
are rare; when there is no activity, this spell simply fails. Prerequisites: Seek Banestorm.

Cost: 4.
Time to cast: 10 seconds.
Prerequisites: Detect Banestorm.

What isn’t generally known is that but no one dreams they can be that Gate spells are rare and unreliable,
areas with higher mana than the sur- big! Thaumatologists mostly attribute and the Necromantic spells are out-
rounding territory are often centered the formations to volcanoes, God, or a lawed in most places. The latter ruling
on old meteorite impact sites. Every hypothetical tendency of high mana to is largely moot, since spells which
thaumatologist with a decent under- create large circular holes. Keyhole raise the dead are no more than leg-
standing of geography has noted that Bay seems an odd exception, having end to most people, even powerful
the Ring Islands and the three circular normal mana throughout. The islands wizards.
bays on the Sahudese coast all have near Min possess only normal mana,
high mana or better. However, almost but the circle they make has a high- Many of the most powerful and
no one has linked greater levels of mag- mana spot at its center. complicated spells from GURPS
ical power to rocks falling from the sky, Magic (particularly Mental/Very Hard
just because the craters are so huge; Available Spells spells) are only known to a few mages;
meteorites are a known phenomenon, several such incantations are as yet
All the Basic Set spells are widely undiscovered in Ytarria.
known, with two broad exceptions.

LIFE IN YTARRIA 25

Also, some spells don’t work as well Some Legendary Artifacts
as others. Thanks to the Banestorm,
Yrth is a “Sargasso” when it comes to The Bow of Kirtaiel belonged to an ancient elven hero and is said to
planar travel; getting here is much eas- grant the bearer access to centuries of elven wisdom. If it exists, it’s prob-
ier than leaving. The following Gate ably held in some shrine deep in the forests of Ytarria. Dark elves aggres-
College spells have a -25 penalty when sively pursue rumors about it.
cast on Yrth: Banish (when used on
travelers from normal alternate The Raft of Worlds looks like a rickety seagoing raft, but it can appar-
worlds, rather than, say, demons), ently both fly and teleport. Some wizards believe it allows planar travel
Create Gate (when used for anything away from Yrth and that it may have originated in another universe.
besides long-distance travel), Hide Accounts differ about where it was last seen – most mention either the
Object, Phase, Phase Other, Planar city of Megalos, Tredroy, or somewhere in Sahud – but several state it
Visit, Plane Shift, Plane Shift Other, was recently found, only to vanish again almost immediately.
Sanctuary, and Scry Gate (if the gate
leads to another time or plane). An The Sword of ‘Antar is a pitch-black, unnaturally sharp blade, proba-
attempt to use Planar Summons to bly made of meteoric iron, which some Muslims claim was forged on
bring something from Yrth fails out- Earth. A succession of noted warriors on both sides of the Mages’ War
right if the spell doesn’t specify an are reliably known to have carried it. However, legends suggest its great-
individual entity, and is at the stan- est power is to raise the mana level in its immediate vicinity.
dard -25 penalty even if it does. Unfortunately, the stories also imply it slowly poisons its bearers, the last
of whom is thought to have hidden it or broken its magic after conclud-
The following spells have the same ing it was evil.
penalty, and no one on Yrth has even
conceived of them: Accelerate Time, The Throne of Kiskovann is the subject of numerous dwarven ballads.
Rapid Journey (when used to travel Said to be the work of a dwarf king, it reportedly allowed users to per-
through time), Slow Time, Suspend ceive events across space and possibly even time. It was lost in the chaos
Time, Time Out, Timeport, Timeport of the Banestorm’s early days, but no self-respecting dwarf believes it
Other, Timeslip, and Timeslip Other. could have been destroyed.
There may be ways to reduce these
penalties, but what they are and who The Wand of Yeknayatt was made by a powerful goblin mage, proba-
knows them is up to the GM. bly as a prank. It can cast scores of spells but requires the user to
“remove” various of his body parts. These bits can supposedly be reat-
Yrth mages continue the “art” of tached later – somehow – but even so, the Wand’s user has to be either
maintaining their power base by sup- dedicated or slightly mad. (This whole legend may be a goblin joke, but
pressing technology (see p. 5). Seek extremely reliable records attest to the wand’s existence.)
Earth can sometimes locate sulfur or
saltpeter in gunpowder, but this legends speak of major plot catalysts beings. However, everything about an
requires some knowledge of its recipe and historically significant mementos artifact should be the subject of spec-
– the very secret so carefully sup- referred to as artifacts. Some stories ulation and legend, much of it incom-
pressed. The spell may also find inno- describe them as ancient creations, plete, confused, or just plain untrue.
cent quantities of these substances; as most likely spun into being by As plot hooks and campaign-climax
saltpeter forms under dunghills, these pre-Banestorm elven or dwarven generators, artifacts should be
mistakes can be very annoying. Some enchanters, perhaps during a vaguely approached crookedly, by rumor, with
mages have tried, with no luck, to remembered great age of magic. Other numerous red herrings, seemingly
develop a specific Seek Gunpowder or near-mythical items are tied to names insurmountable challenges, and
Seek Explosives spell. The Ministry of from more recent history. For exam- reversals of fortune.
Serendipity has created Seek Machine ple, virtually anything associated with
spells for TL3 to TL5 (virtually the Simon Menelaus (p. 10) is supposed to MYSTICISM
only Tech College spells known on embody great power.
Yrth), but few wizards know them. Some people of Yrth are born with
Also, since spell researchers can’t keep Some artifacts are “simply” power- minor, almost shamanic gifts, repre-
up with Earth’s technological ful magic items; they could be recre- sented in game terms by advantages
advances, these spells rarely locate ated by a sufficiently adept and like Channeling, Magic Resistance,
devices recently arrived via the knowledgeable wizard, given enough Medium, Oracle, or Spirit Empathy.
Banestorm. Other Tech spells might time. Others are as important for Such abilities are, broadly, akin to
work perfectly well on Yrth . . . but their historical associations as for Magery; they represent an exceptional
they are almost entirely unknown. their magical properties. Some, how- sensitivity (or an innate resistance) to
ever, were made using lost magical supernatural forces, and perhaps a lit-
Magical Artifacts methods or come from universes tle natural talent for manipulating
where magic functions differently. them. Mystic skills may prove useful
Generations of professional wiz- Others may be the work of godlike or disturbing. Others may regard the
ards have manufactured many minor
magical items by using well-under-
stood principles and spells. However,

26 LIFE IN YTARRIA

empowered individual as blessed by Christians of differing sects, Sunni wishes. Still, it is rarely wise to suggest
God or Allah – or uncanny and cursed. and Shi’ite Muslims, and others. If this within earshot of a true believer.
Compared to practiced wizards with mystical talent comes from God, He is
many familiar spells in their tomes, granting power to people with inher- In game terms, such power takes
people with unfocused and usually ently contradictory ideas about Him. form as the True Faith advantage. A
untrained mystical promise often As a result, theologians often cannot few characters with this may also have
barely register on Yrth’s radar. Still, help being suspicious of these abili- the Healing advantage with the Faith
some research-oriented mages like to ties. Some devout mystics say people Healing enhancement, occasionally
employ mystics as assistants. of other beliefs who seem to share modified by the Disease Only limita-
their powers are actually diabolically tion. Some possess Higher Purpose as
The Mystics inspired or deluded, and that Hell uses well. If other supernatural advantages
such trickery to confuse mortals. fit the GM’s general image of “saintly”
Religious faith or mystical disci- Others argue that God’s true purposes powers, he may permit characters
plines taught in religious context are ineffable and such questions are with True Faith to use these advan-
promise a more flexible array of non- pointless and even blasphemous. tages with the Pact limitation.
spell powers. Such abilities, however, Indeed, some mystics are more
are definitely not the only form of ecumenical than many mainstream True Faith is rare; while many peo-
supernatural might available to priests theologians. ple on Yrth are devout, even fanati-
or religious scholars; many study cal, absolute commitment is more
spell-based magic, and some of them Simple Faith than strong belief. Players may take
are extremely effective wizards. this advantage, but GMs should note
Indeed, religious leaders and teachers Straightforward faith, goal-direct- their characters will have to operate
often trust “priest-wizards” (p. 214) ed but not consciously manipulated, under strict behavior limits. Taking
more than they do mystics. Priest-wiz- can achieve remarkable effects. This is True Faith may well be prohibited if
ards are usually sensible individuals often attributed to direct divine aid. its presence is likely to disrupt the
who at least try to work within the Wielders of simple faith tend to be campaign.
rules of their religion. The often wild- humble, but the devout may celebrate
eyed mystics pursue dangerous ideas them as emissaries of Heaven – just as Incidentally, True Faith is not
of their own, giving their own mean- enemies of their faith will reject them incompatible with Magery, but the
ing to the term “eccentric.” On the as minions of Hell. Atheistic wizards combination is exceptionally rare. A
other hand, unlike spells, mystical explain such effects as being raw mage with all-powerful faith may
abilities often seem to emanate from magic, governed by faith rather than believe that spell use is lawful, but
beyond the wielder, perhaps demon- skill, taking whatever form the wielder many feel using secular magic
strating divine powers greater than shows lack of confidence in divine
secular magic. providence.

For their part, wizards are divided Disciplines
as to the nature of mystical powers.
Some accept that such talents origi- Devotees of different “mystical dis-
nate with the divine. Others believe ciplines” often insist they have noth-
they are a badly understood form of ing in common, but to a point, their
magic; even if they are associated with powers work the same. They all pur-
higher powers, they could be incorpo- sue direct communion with God, the
rated into existing magical theories. A universe, the Eternal – a higher princi-
few daring “atheistic” wizards even ple, in essence. They hone this rela-
mutter that mystics are nothing but tionship through mental or physical
“deformed” or “incomplete” mages, training, study of strange ideas or rid-
who, having avoided proper training, dles, meditation, and occasionally
find their power bursting through in a other consciousness-altering tech-
partial form. The main problem with niques. While this isn’t necessarily
this theory is that there seems to be no religious behavior in the conventional
connection at all between mystical sense, mystics tend to have strong
abilities and mana levels. Something convictions about how the universe
else appears to be driving them. What, works and believe their powers are
no one knows. God-given gifts.

The more immediate issue with In game terms, such characters
crediting such powers to God is the must have Disciplines of Faith and
question of which God. That this gain relevant special advantages with
question may not be relevant is a con- the Pact limitation. Such advantages
cept that greatly disturbs religious are usually but not necessarily of the
leaders of all creeds, when it occurs to supernatural variety. The powers
them. These abilities appear to be available are determined by the exact
granted to all sorts of people: disciplines the character pursues;
hence, each power is associated with
some mystical group or school.

LIFE IN YTARRIA 27

On the same basis, some people thinking, teaching that all magic is evil goodwill for one’s faith. For similar
believe such powers are attainable by and all mages are corrupt. However, reasons, church-taught wizards often
anyone with the dedication to pursue smaller groups propose the opposite know spells from the Food college
appropriate study and accept the asso- view: magic as a sacred gift. (see GURPS Magic). Those who
ciated privations. Most mystics say the preach or do missionary work use
source of their power can distinguish Some people possess the aptitude Sound spells to project their voices
sincerity from the cynical pursuit of and grace to utilize both traditional and translation spells to transcend
advantage. Still, some of them do spellcasting and god-given “mystical” language barriers. Many are adept at
behave in rather strange and not obvi- talents (see p. 27). Others bargain with Banish as well (the only
ously devout ways. It should be noted demons (p. 53) for power. Most wiz- Necromantic spell most religions
that mystics do not usually have ards, however, are simply using a tool allow).
Clerical Investment; they tend to be and practicing a trade, with no inher-
too unconventional and concerned ent religious significance.
with the pursuit of truth to function as
priests. Notable Yrthian mystical Magical Diseases
schools include the An’Fo’Tama
Buddhists (p. 80), the Christian On Yrth, magic allows diseases to do things they can’t on Earth. The
Friedrichites (p. 62), and the Sufi most infamous is vampirism (p. 201), which is certainly contagious and
order of Julnari dervishes (p. 67). probably viral. Bodily fluids such as blood, saliva, and semen transmit
For their character templates and the affliction. However, local mana levels may change the disease’s
available advantages, see Mystic behavior, and rumors occasionally circulate about people becoming
Lenses, p. 213. vampires through deliberate acts of self-damnation. Vampirism can
apparently infect any living intelligent being. The contagion completely
ALCHEMY transforms the victim’s metabolism, destroying many functions and
replacing them with magical effects. This technically kills the victim;
Yrthian alchemy represents chem- thus, vampires cannot survive long in areas without mana. Vampirism
istry’s magical aspect but is not a cannot be cured by any method known to conventional science or
mature “science” by any means. A few Ytarrian magic.
immigrant chemists from Earth have
tried their hands and found alchemy Lycanthropy, by contrast, is hereditary, and thus likely a genetic dis-
maddeningly bizarre. It doesn’t help order (see The Genetics of Magery, p. 29). This disease can be inflicted by
that Ytarrian natural philosophers a severe magical backfire or a powerful magical curse. In either case, vic-
tend to hoard their discoveries. tims will almost certainly pass it on to their children. Some families have
However, alchemy answers a few had werebeasts (p. 201) in their lineage for centuries.
needs that spell-based magic can’t (see
GURPS Magic), so there is always a It is unclear whether ghouls (p. 200) are simply another intelligent
market for it. Non-mages can also pur- race or are suffering from a magical disease or genetic disorder. If it’s a
sue this art. See p. 51 for information magical disease, it doesn’t prevent them from breeding, and is passed
on guilds governing alchemy, and p. from mother to child. If it’s a genetic disorder, it breeds true.
206 for details about skills typical
Yrthian alchemists possess. GMs may introduce other diseases with equally strange effects. For
example, a mildly contagious disease which causes growth, increased ST,
MAGIC AND and decreased IQ could be one explanation for the “cousins” of orcs and
RELIGION goblins called ogres and hobgoblins. If such a disease were to jump
species, it could produce monstrous elves or humans.
The largest conflicts in Ytarria
have usually been about faith or race, See Chapter 5 for vampiric and lycanthropic templates.
but the relationship between magic
and religion has seen its share of bat- Church-Taught Wizards MAGIC AND
tles. Among the three most popular SCIENCE
faiths, the Ytarrian Christian Church Several orders in the Ytarrian
and Sunni Islam hold that white Church not only condone magic but Science and technology work on
magic is permitted by God. This usu- expect clergymen who are also wiz- Yrth, but strange things can happen
ally amounts to wary acceptance of ards to study and teach it. In al- when magic comes into play. Some
most magery except necromancy and Wazif, learning magic is a more sec- magical effects behave like physical
certain related spells. Ytarrian Shi’ite ular pursuit, though some mullahs phenomena; for example, mana can
Islam, by contrast, states that magic are also spellcasters. In al-Haz, a be compared to energy. Others are
in the service of Islam may be forgiv- “holy wizard” is almost a contradic- erratic or defy conventional ideas of
able but in general is sinful. Scores of tion in terms. cause and effect. Magic appears to be
sects and cults reject such pragmatic able to access a “consciousness” in the
The first spells any clergy learn structure of things which science
almost invariably involve healing. would deny exists. For example,
Laying on hands to cure ills is a
remarkably effective way to generate

28 LIFE IN YTARRIA

The Genetics of Magery viruses. Occasionally, magical theory
evokes ideas about the universe which
Ytarrian philosophers lack any real conception of genetics. They rec- a 21st-century Earth scientist would
ognize that traits can be passed down, but their theories on why or how condemn as outdated or just plain
this happens are vague at best. A few have studied ideas obtained from wrong, such as the idea that four ele-
Banestorm victims, but these are generally garbled and difficult to ments – fire, water, earth, and air –
resolve with even the idea of magic. form the basis of the world. But such
visualizations can be seen as
Hence, patterns of inheritance among “magical” traits have never metaphors or systems of categoriza-
been systematically studied. Such effects are notoriously complex and tion, rather than direct contradictions
easily modified by obscure environmental influences. However, if a of science. Magic often seems to defy
broadminded team of TL8+ geneticists spent long enough on Yrth, using the law of conservation of energy, but
excellent instruments and keeping around a good set of bodyguards, they wizards are the first to acknowledge
might deduce a few precepts. that it accesses a form of ambient
energy which is no less real than fire
Magery, for instance, probably derives from one or more gene com- or electricity . . . just less evident.
plexes, many of them recessive. This trait is susceptible to training and
socialization, sometimes in unpredictable ways. Someone whose parents There is in fact a whole science of
and grandparents are all mages will probably be one as well, and usually magic: thaumatology. It’s not terribly
a powerful one. advanced on Yrth; the newcomers
haven’t had time to develop it proper-
Lycanthropy (see p. 200) apparently represents a deeply weird set of ly, and the native races either don’t
recessive genes, many of which a geneticist would label junk DNA – until have much interest or have no concept
they start expressing themselves in higher-mana areas. Stories suggest of what Earth calls the scientific
magical “curses” can impose lycanthropy on normal humans; other evi- method. If anyone else possesses such
dence indicates powerful magic can rewrite a being’s genome. The knowledge, they probably either don’t
expression of these genes can be suppressed rarely, though the “cure” is realize they have it, or don’t want to
usually magical itself and often not permanent. share it. However, human thaumatol-
ogy does produce useful results, and a
Then again, a scientist might eventually decide the whole thing is few researchers have created new
incomprehensible and dismiss all the above theories as desperate, point- spells and items unmatched by any
less rationalizations . . . elven wizard or dwarven craftsman.

invoking a spell does not seem to ends and magic begins until the end of It will probably be decades or even
require the caster to consciously time. Never mind where Magery real- centuries before thaumatologists suc-
inform the mana involved about any ly comes into the equation. ceed in integrating magic into a scien-
arbitrary conditions present. Nor does tific world-view. Such a goal is only
he need to somehow “explain” any In general, magic on Yrth expands complicated when Yrthian wizards
concepts to anyone or anything to get on science but does not replace it. Fire and churchmen remain hostile to even
what he wants from the spell. The spells seem to defy the laws of ther- the most abstract scientific ideas that
magical law of sympathy often modynamics, but the fires they start arrive from Earth. They suspect these
depends on symbolic relationships behave like any other fires, and can be could lead all too rapidly to the tech-
which only a conscious mind should extinguished in the same way. Magical nological revolution they fear. Hence,
be able to perceive. Still, those who healing is faster and more reliable while modes of thought on Yrth are
study the nature of wizardry will prob- than natural recovery but still seems more “rationalistic” than they were on
ably be arguing where the magician to use biological processes: cell-stitch- 12th-century Earth, there are few local
ing severed tissue and destroying philosophers who can be called scien-
tists in the modern sense.

LIFE IN YTARRIA 29

TECHNOLOGY

While much of Ytarria is still mired Note, though, that restrictions on “gonnes” would remove a major foun-
in a variety of scientific misconcep- science and technology, while broad dation stone from their power base,
tions, local research has made a num- and sometimes ruthlessly enforced, and leading nobles and churchmen
ber of strides beyond standard can’t be universal, even if the rulers have heard worrying reports of condi-
medieval thinking. Scholars accept and wizards want them that way. tions on Earth which seem to be the
that Yrth goes around its sun rather While gunpowder remains anathema fault of ready firearm availability. This
than vice versa, and Newtonian gravi- and the printing press is kept under policy of suppression originated in
ty is understood on an abstract level. tight rein (see below), many less Megalos but spread to Muslim lands
Some use magic to improve their dramatic inventions and devices when Earth reports seemed to link
observations and have a working have been permitted or ignored. See guns and superior technology with
grasp of the scientific method, com- p. 32. Muslim defeats. The rulers of Sahud
plete with repeatable experiments and may share this outlook, though it’s just
peer review. Still, barring a revolution in as likely they regard explosives as inel-
thought beyond the dreams of the egant, comparable to brash magic,
However, such ideas rarely spread underground engineers (p. 54), Yrth and hence impolite. Even some
beyond the universities. Aralaise sea- science, like local technology, is Banestorm victims support the ban
farers use astronomy for navigation, unlikely to advance much beyond out of dislike for firearms. Thus, all
and some practical medicine makes TL4. On the other hand, with continu- but the most liberal social leaders are
use of germ theory and even inocula- ing Banestorm incursions, almost vehemently opposed to the introduc-
tion concepts (see p. 32), but most anything may be possible. tion of gunpowder.
Ytarrian peasants and knights have
only hazy ideas about the shape of the The Suppression However, this policy is not (appar-
heavens or the function of their inter- of Gunpowder ently) the work of a monolithic, conti-
nal organs. The presence of magic also nent-wide conspiracy. Rather, it is the
often renders experiments less reli- People brought to Yrth by the result of an informal alliance between
able; observers can influence results Banestorm have introduced gunpow- wizard guilds, nobles, and church
without realizing what they’re doing. der several times, and natives have leaders. In Megalos, the Ministry of
invented it at least once. The knowl- Serendipity (see p. 88) maintains the
As of 2005, most of Ytarria is Tech edge was suppressed every time. ban with the support of various allies;
Level 3, comparable to medieval Currently, talented mages are the only elsewhere, no single body is in charge.
Europe. Some regions like the Nomad ones who know how one person can Several factions, including the
Lands are TL2 or lower, while others, do more than an arrow’s worth of Ministry, may know how to make
like Araterre, are early TL4 (without damage at range. Wizards fear gunpowder themselves; they may be
gunpowder). See the country descrip-
tions for the tech levels of each area of Underground Engineering
Ytarria. Knights in plate armor and
trained war-mages rule the battlefield. Small cells of “underground engineers” (p. 54) exist all across Ytarria.
The finest weapons are made of steel, Most of them seek to preserve knowledge and, ultimately, to convince the
and the best ranged weapons are world to adopt new technologies. A few prefer to hold their advantages
bows, crossbows, and lightning bolts. close for personal financial gain. Others with neither altruistic nor self-
ish motives just enjoy tinkering. What they all have in common is an
Most TL4 technologies in Ytarria intense desire not to be murdered or mind-wiped for their knowledge.
are small improvements on medieval
technologies. Improved windmills Some of these renegade technologists learn full TL4 skills. If they
often have belt drives. Some stage- have access to hidden workshops, they may carry TL4 equipment.
coaches have spring suspensions, and Hence, many have one level of High TL. Some may also have one level
ships use advanced rigging for better of the Gadgeteer advantage. See p. 215 for further template information.
tacking. However, a few specialties However, such advantages are not universal; some are simply skilled TL3
have made quantum leaps. Clockwork craftsmen with grand dreams. A few own firearms, but this is dangerous
devices, while not widely used, can be in more ways than one; most prefer to keep such weapons in secret
bought in many cities. Movable type is armories, against the day when they can be openly used.
known but closely regulated. The
wealthy have access to crude micro- A successful cell of engineers may be able to create simple TL5
scopes, telescopes, and, if needed, eye- devices such as steam engines and electrical generators. One or two
glasses. Still, powerful factions pro- groups have constructed hot-air balloons. Very few, however, have
tecting their own interests deliberately advanced much beyond that, though portable radios brought in by
slow the advance of science, and many Banestorm immigrants sometimes pick up faint signals . . .
Yrthians’ comfortable reliance on
magic only cements this state of
affairs.

30 LIFE IN YTARRIA

interested in preserving their monop- Realism, Plausibility,
oly, not in eliminating gunpowder out- and Coherence
right. It is not unknown for rival
groups of enforcers to come to blows. Yrth is not intended to be entirely realistic. Even apart from the exis-
tence of magic and planar travel, many minor physics violations are
To add to the confusion, in some embedded in the setting: the legs of large giants shouldn’t be able to sup-
human cities, interfering dragons port them. However, interaction with the world will largely reflect play-
encourage the ban. Very few men er expectations. Rocks fall, swords are deadly, and food is nutritious.
know this, and none know the drag- Well, it can be nutritious.
ons’ reasons. Perhaps they possess
prophetic powers or knowledge of Yrth is also not 100% plausible. Some spells would likely have a
other human-dominated universes; greater impact on society than is assumed here, and the nearly complete
this may lead them to realize how suppression of gunpowder would probably be impossible in the real
dangerous advanced weaponry could world. Making gunpowder is surprisingly easy; the basic process can be
be to them. Or perhaps those particu- taught in an hour. Most of these implausibilities exist to preserve Yrth as
lar dragons are just conservative a recognizable quasi-medieval fantasy setting. Too much magic or sci-
meddlers. ence, and the world changes into something radically different.

The average Ytarrian doesn’t even However, Yrth is intended to be coherent. Events on one end of the
know gunpowder exists. Slightly bet- continent relate to events on the other end. The past connects to the pres-
ter-informed folk have been taught ent day. Cause and effect apply. When traveling from place to place, char-
that it’s the Devil’s work and that they acters will encounter a wide variety of societies and peoples, but differ-
should inform a wizard or priest ence does not indicate randomness. All cultures of Yrth have some sense
immediately if they encounter it. Any of history; no matter how intelligent, they behave as they do today based
gunpowder use that isn’t utterly secret largely on beliefs set by experience.
will be reported to a wizard sooner or
later. The preferred and sanctioned travel 30 miles a day, allowing for rest, could cross an ocean. Three-masted
disposal method is a fireball. Those or 40 miles on good roads. ships range considerably in size, from
responsible are usually imprisoned. barely larger than sloops to the
and are lucky to be released with noth- Big riverboats, powered by sails, largest vessels afloat. They ferry
ing worse than holes in their memory. oars, or draught animals on the bank, cargo, carry passengers, and serve in
ply Yrth’s rivers. On the oceans, sailing naval battle. Merchant ships, being
In Caithness, although rulers and vessels rule. The function of a ship cargo-heavy, have the worst lines and
wizards inherited the basic Megalan determines its size, shape, and speed. speed. Warships have slightly better
prejudices, those in power have a hard A merchant may operate locally or lines but aren’t much faster due to
time suppressing gunpowder. Wizards over long distances; many work estab- heavy bracing (in case of ramming)
are scarcer, some priests suspect lished shore routes. A ship that only and their higher crenelated “castles”
change might not be a bad thing, and sails up and down the coastline is usu- fore and aft, where archers or mages
gunpowder works fine in a low-mana ally much smaller than one designed are stationed.
area. The current civil war makes to regularly cross open sea. Cargo
enforcement even more difficult. The ships sacrifice speed for carrying At the end of the 16th century, after
wizards’ greatest fear is that one side capacity, while pirates favor fast, the French immigrants of 1550 had
will decide cannons would give them maneuverable craft with smaller adapted to their new world, the
an unbeatable advantage – in which holds. With good weather, an average Aralaise were building ships compara-
case, they might feel obliged to join sailing vessel can manage 70 miles a ble to those of only a few decades ear-
the other, regardless how they feel day. lier on Earth; the most common vessel
about that side otherwise. in the rest of Ytarria was still the sin-
Ships are categorized by their gle-masted cog. The newcomers could
TRANSPORTATION number of masts. Sloops are small, literally sail circles around them. As of
with only one mast and a triangular 2005, the Aralaise have ships compa-
On land, almost everyone travels sail. They rarely venture more than rable to late 17th or early 18th-centu-
by foot, mount, or animal-drawn two weeks away from land. Pirates ry Earth vessels, albeit without gun-
stagecoach, wagon, or cart. In big prefer larger sloops, over 20 feet, ports. These designs benefit from
cities, humans also pull rickshaws. which are fast, maneuverable, and improvements over their predecessors
Yrthians predominantly ride horses can carry enough cutthroats to over- but still resemble them greatly. The
and camels, and gear includes the sad- whelm any likely prey. Most two- rest of the world remains at least a
dle and stirrup. A few urbanites have masted brigs are larger, broader, and century behind.
suggested animal-pulled trolleys on slower, but some possess speed that
rails, but traditionalists are resisting. belies their bulk, chasing pirates
In Megalos and other developed down. With enough provisions, a brig
regions, the best roads are dressed
stone, allowing for rapid travel.
Elsewhere they are still dirt, or, when
it rains, mud. A loaded wagon can

LIFE IN YTARRIA 31

MEDICINE have antibiotic properties, but the time of the Purification of the Isles,
principles involved are still obscure. several were engaged in their old busi-
Much healing on Yrth is accom- ness. The Megalans first saw movable-
plished with magic, which can cure While Ytarria overall is a lot health- type printing as relatively harmless.
most illnesses and almost all injuries. ier than medieval Europe, the average They were used to a world where
For those without access to sorcery, human lifespan is significantly shorter books were rare, commissioned and
the best solutions are herbal remedies, than in the First World nations of 21st- owned only by the powerful. Thus, the
amputation, and prayer. Non-magical century Earth, mostly due to infant technology had spread to the main-
anesthesia is erratic and primitive; mortality. A human who makes it out land before the Imperial authorities
doctors may employ opium or similar of childhood is quite likely to see 60, realized it could be used to print sub-
drugs. Amputees often sport metal but one who makes it to 80 has done versive literature cheaply and in bulk.
hooks and wooden legs. Some healers very well.
still believe in the four humors and For roughly 200 years the Empire
bleeding their patients, but those ideas PRINTING tried to control or suppress movable
are vanishing fast. type. To a greater or lesser extent,
Block printing, which involves other governments did likewise. All
One new idea, now widespread, is carving or casting one plate for each had limited success. By the late 18th
germ theory, though most people are page, is well known on Yrth. Since the century, the Empire settled for sup-
unclear about what germs are, believ- plates can’t be reused, the process is porting strong scriveners’ guilds,
ing them to be “demonets.” Still, many abominably slow and requires exact- which included scribes as well as
healers wash their hands in boiled ing attention. Still, block printers ply printers. The guilds still do not permit
water before treating their patients, their trade in all cities and most printing subversive texts, and they
saving thousands of lives. People also towns. make full use of Imperial support to
understand the role which animals discourage printers from operating
like rats play in the spread of some The theory of movable type was outside official purview. A strong tra-
diseases. first brought to Yrth in the 11th cen- ditional streak in most such guilds
tury by two Sahudese originally from also guarantees protection for those
Experimental doctors have even China. They had no opportunity to who create books by hand or using
attempted vaccination in areas threat- practice their skills, but they preserved block type. Thus, not every town that
ened by plague, with some minor suc- the idea and passed it on to their chil- could support a movable-type press
cess. This proves most useful when dren. Today movable-type printing is actually has one. However, at least one
dealing with those few diseases which common in Sahud; nearly every clan exists in every major city, usually
are magically resistant. Few treat- has its own press. However, it never along with one or two unlicensed
ments for them exist beyond bed rest spread to Megalos, partly because of presses that print heresy, treason, or
and good food. (The red twist, which Sahudese insularity, partly due to pornography (often all in one pam-
causes inflamed joints, is one such. Megalan assumptions of superiority. phlet; gossip about the sex lives of
Magical attempts to cure it are at -5 to powerful bishops sells very well).
-10, depending on the strain.) Blood Therefore, it wasn’t until the 16th
typing isn’t properly understood, so century that movable type came to the
transfusions are dangerous and at best Empire. Many Banestorm immigrants
experimental. Many folk remedies who arrived in Araterre knew of it,
and some were actual printers. By the

Banestormed Ideas

Despite the existence of powerful mind-altering mages dedicated to
the maintenance of the status quo, it’s virtually impossible to stop new
ideas from eventually percolating through to Yrth. In many cases, the
mages simply don’t know what to look for.

Ideas are most likely to make it to Yrth and spread if they are simple,
useful, known to lots of people on Earth, and don’t obviously pose a
threat to those in power. Some examples include basic sanitation, the
Heimlich maneuver, the fact that smoking is bad for you, a little atomic
theory, heliocentric astronomy with elliptical orbits, primitive finger-
printing, Renaissance theatrical drama, perspective in art, various styles
of music, and the modern novel. Fundamentally political ideas (democ-
racy, human rights, communism, socialism) usually meet with more
resistance from the powers that be, but people are still vigorously trying
to spread them. Anyone from a high-tech world with an understanding
of memetics would find this whole process intensely fascinating.

32 LIFE IN YTARRIA

MAJOR LANGUAGES

The Christian nations of Yrth A native, modern French speaker kobolds and orcs lack script, though
speak Anglish, a language evolved gets Old Aralaise at Broken level (writ- reptile men rarely write anything
from medieval English with heavy ten and spoken) for free. Anyone down. Few literate kobolds or orcs can
outside influences, mostly Norman- versed in writing Classical Arabic has be found, so if any of them have tried
French. Northern tribesmen speak a the same level of literacy in Ytarrian designing a written form of their
related tongue, Northland, with sub- Arabic; anyone with knowledge of spo- speech, no one knows about it.
stantial Germanic features. Most ken Earth Arabic (classical or modern) However, some human scholars have
inhabitants of Araterre speak Aralaise, can speak the Yrth version at one less studied these two races, usually tran-
a heavily accented form of Anglish, level of competence for free. scribing their tongues into Anglish or
but some remote villages use Old Arabic scripts; characters “literate” in
Aralaise, a distinct language resem- Also, native-level knowledge of those languages use one of those tran-
bling 16th-century French. Some out- Anglish or Aralaise indicates familiar- scriptions if they write at all.
lying island villages speak Asian lan- ity with the other language at accent-
guages such as Balinese. ed levels. Anglish or Northland at While there is only one written
native level translates to broken use of form of the elven language, there are
The Islamic nations have retained the other tongue. Characters with dozens of local spoken dialects; any-
a relatively pure classical Arabic, part- native-level Anglish or Yrth Arabic can one who speaks one of these can be
ly thanks to devout Koranic study learn Tredroy patois without a teacher treated as knowing any other at one
among the literate classes. The written as quickly as if they did have one; it’s level less. The language which
language is nearly identical to Earth meant to be easy. humans usually call “Elvish” is in fact
Arabic, though the spoken tongue has a formal trade/diplomatic form, which
drifted. NONHUMAN most elves themselves only speak at
SPEECH “accented” levels. If a human learns it
Latin – specifically, medieval to “native” level, elves will tend to be
church Latin – is spoken and written Most nonhumans speak their own both genuinely impressed and politely
by Christian scholars, clergymen, and languages, but those encountered in amused. Dwarves speak a single lan-
some Megalan nobles. Among them- human territory likely know the guage, seemingly preserving its con-
selves, Jews speak Ladino, a language appropriate human tongue. Only sistency by sheer stubbornness,
closely related to Spanish but written although there are regional accents.
in Hebrew characters, and use biblical
Hebrew as a liturgical tongue; they
have carefully preserved both in forms
brought through the Banestorm. The
Sahudese language has departed so
far from its multiple roots that it
would be completely incomprehensi-
ble to anyone from Earth.

Border regions often develop sim-
ple pidgins for convenience; the “pat-
ois” of Tredroy (a mix of Anglish,
Arabic, and various old Earth words)
is quite well-developed.

LANGUAGE
LESSONS

Most of Yrth’s living languages
have drifted significantly from their
origins; outside the Islamic lands, a
Banestorm victim from Earth will
not be able to get by immediately.
Anglish, Northland, and Aralaise are
too remote from either modern or
medieval Earth tongues for knowl-
edge of any such to help, although
anyone who knows any Western
European languages will recognize
some of the roots and structures.

LIFE IN YTARRIA 33

Sexual Morality

As in many human societies, people on Ytarria often harems, most women have rather more practical free-
combine strict theoretical ideas about sexual behavior dom than outsiders think, provided that they dress mod-
with practical flexibility. At best, they are pragmatic and estly, and there is a long and rich tradition of mostly
broadly tolerant of minor lapses; at worst, they are bla- chaste romantic love. The Sahudese combine a lot of
tant hypocrites. Some people suspect that many or most formal morality with their usual complicated rules and
peasant girls are pregnant when they get married, while primary concern with “face.” Northmen are less moral-
the aristocratic ideal of “courtly love” is notoriously used istic than their neighbors in some ways, but obsessed
as an excuse for flagrant misbehavior. Male homosexu- with personal and family honor; romances in the
ality is seen as a behavior, not a lifestyle, throughout Nomad Lands sometimes lead to multi-generation
Ytarria; theoretically a great sin and subject to severe blood feuds.
punishment, it’s actually ignored much of the time. It is
stigmatized if public, but quite easy to keep quiet. Magical or alchemical contraception and disease
Female homosexuality is even more invisible. However, control sometimes serve to moderate problems arising
in situations where the inheritance of property, let alone from all this, but there are too many fake “charms” on
titles or power, are at stake, any uncertainty about the the market, and real cures and preventives aren’t always
parentage of a child is seen as a threat to social order, available – partly because such things are often regard-
and so adultery may be punished severely (if erratically). ed as not only undignified but so immoral that wizards
accused of peddling them may be run out of town, or
Muslim societies are somewhat stricter; however, worse.
while the upper classes sometimes have enclosed

ARTS AND ENTERTAINMENT

The Banestorm deposited repre- However, Yrth’s acknowledged cap- Muslims lacked even that, as their fine
sentatives of dozens of human cul- ital of the performing arts is the city of tradition of storytelling filled much
tures on Ytarria, along with members Tredroy (p. 142), which supports a the same role. Some ideas about dra-
of several nonhuman races with cul- large, permanent theater, home to a matic performance arrived in Sahud
tures of their own. As usual, the devel- number of companies of entertainers from Asia, but much was lost in the
opment of civilization then involved – musicians, actors, and dancers. The chaos.
developments in the arts, which have arts are so much a part of Tredroyan
been further augmented by oddities life that senior churchmen act as However, once Yrth had substan-
and fragments arriving via resurgent patrons to performers, whereas in tial towns and cities, a theatrical tradi-
Banestorms over the years. Hence, many other places, entertainers are tion soon developed. Later arrivals
this world has a rich and varied cul- regarded as vagabonds and rogues. through the Banestorm helped consid-
tural stew. While human societies on erably; although few were actors or
Ytarria are more or less “medieval,” Meanwhile, Sahud, as ever, goes its writers, many of them could at least
local forms are more than mere imita- own way. Even if they know the lan- describe theatrical developments.
tions of archaic Earth art. guage, visitors find the local arts either Static theaters in large towns, touring
weirdly simplistic or incomprehensi- companies taking plays round smaller
Many of the arts received a boost bly abstract. This, of course, rein- communities, and private companies
when a flood of Banestorm victims forces Sahudese suspicions that all employed to provide amusement for
arrived in Araterre in the 16th century. foreigners are barbarians. great nobles, all evolved and still exist.
These included many people who had The theaters now have centuries of
seen sophisticated theatrical perform- Players interested in running char- tradition; when a company needs a
ances and Renaissance art, and heard acters who sing, dance, act or sculpt novelty to amuse an audience which
refined European polyphonic music, for their supper should look at the has seen everything in their repertoire,
and who indeed brought examples Entertainer template (p. 206). or a patron demands something on a
with them. To this day, Araterre pre- specific theme, they can raid whole
serves a name for cultural sophistica- THEATER libraries of half-forgotten works. This
tion at odds with its image as a brawl- reduces the need for new plays,
ing, swashbuckling region. Indeed, When the Banestorm first brought although good writers can usually find
Aralaise arts, especially literature and humans to Yrth, they had very little in employment, if only translating and
drama, are sometimes regarded by the way of theatre. Europeans had updating old material.
non-Aralaise audiences as too sophis- some copies of the works of the great
ticated and refined. ancient playwrights, and a limited tra- The typical Yrthian urban theater
dition of mostly religious folk-theater; is similar to a conventional modern

34 LIFE IN YTARRIA

type on Earth – a rectangular hall with instruments are usually relatively sim- have also arrived here in the heads of
a stage and proscenium arch at one ple, and the modern Earth piano has musically competent Banestorm vic-
end, and often a gallery at the other. never been recreated; keyboard play- tims, who sometimes make a good liv-
However, members of the touring ers have to make do with harpsichords ing by performing such novelties.
companies are well used to working and church organs. Some survive more or less intact – the
on village greens, in inn courtyards, name of Mozart is known to every
and in nobles’ dining-halls, and While there are a few orchestras, Cardien who considers himself cul-
Christian “mystery plays” continue to none of them can match an Earth tured – while others have been garbled
be performed by amateurs during symphony orchestra; they typically or adapted to local tastes and condi-
town festivals in similar ad hoc consist of 10-20 musicians at most. In tions. Songs may also survive the
spaces. Anyone considering playing a fact, most musical ensembles are fair- transfer, although incomprehensible
troupe actor, masquer, or other the- ly small; only the wealthiest patrons references in the words may lead to
atrical character should consider the can afford to sponsor and organize them being accidentally mangled or
associated Code of Honor (p. 186). anything larger, and hence, little deliberately changed as they spread.
music is written for such groups. The No one realizes that one of the most
Musical Theater most sophisticated pieces are typically popular Cardien ballads about the
played by a group of four to six musi- recent wars between al-Wazif and
The concept of opera either arrived cians employed by a noble household. Megalos uses the tune from the
through the Banestorm or evolved Beatles’ “Yesterday,” while only a few
independently on Yrth – quite possibly While Yrth has its own great com- professionals know that the weird and
both – but remains a minority taste, posers, countless melodies from Earth decadent songs recently so popular
because the facilities to stage such with the Megalan aristocracy are the
things are rarely available outside work of Cole Porter, freely translated
Tredroy and the city of Megalos. The into Anglish.
word is now used on Yrth to cover
everything from massive spectacles to Dance
light musical comedies; such “operas”
also incorporate spoken dialogue and In the absence of television and
dances. cinema, dancing is one of the most
popular forms of entertainment; every
MUSICAL ARTS peasant village has a green and a band
of amateur musicians who play there
Ytarrian music is enormously var- on holidays. Even in the Muslim
ied – from folk songs played by soli- lands, where close contact between
tary minstrels to moderately complex the sexes in public is seen as immoral,
ensemble pieces. Many types of both men and women dance in single-
instrument developed on Earth since sex groups in private. There are also
the Middle Ages have come through some female “harem dancers” trained
the Banestorm, and other variants to amuse men. Dancing even has a
have been invented locally, although place in religious ritual among some
the key systems on local woodwind Sufi groups (see p. 70), and in wilder
forms among pagan cults.
Elven Arts

The native races of Yrth (aside from the orcs) had their own artistic
traditions before the Banestorm, and these survived the coming of
humanity largely intact. To humans, the elves in particular seem to be a
race obsessed with aesthetics, with an artistic tradition so refined and
elegant that it defines everything they do.

Elven art is never hurried, and always subtle. It sometimes involves
magic, and indeed there are whole elven art forms built around illusion
and sound spells. The elven reverence for the natural world makes their
art seem cautious; furthermore, because elves are generally so creative
by nature, they see art as something to participate in, not merely to
admire – which, along with the anarchic nature of their society, means
that there are few elven patrons of the arts, and few great elven plays or
monumental sculptures designed to awe their audiences. The great elven
works are small by human standards; ballads, poems, participatory
dances, jewelry, and so on. Hence, humans usually find elven art curi-
ously low-key – until they notice its pervasiveness and perfection.

LIFE IN YTARRIA 35

However, stage dancing is generally his hall is complete without a poet or adventure, religious symbolism
much rarer. A kind of ballet, weirdly two telling stirring tales of old in (which may be either transcendent or
derived from Sufi Muslim forms, is rhymed couplets. In the Nomad heretical, depending who one asks),
known in Tredroy, and many “operas” Lands, where the culture preserves and a sense of yearning for lost
(see Musical Theater, p. 35) incorpo- strong Norse and Celtic influences, the Earth. It is officially banned in
rate some dance interludes, but dance epic is almost sacred. Megalos for unspecified reasons,
is primarily seen as a participatory probably because it is thought hostile
activity. No gentleman of Megalos, Several of the greatest epics record to Imperial policies.
Cardiel, or even Caithness, is respect- the first days of humanity on Yrth,
ed unless he knows the steps of the lat- especially heroic battles with mon- Muslim Poets and
est fashionable dance (although what sters or nonhumans, or the founda- Storytellers
that fashion may be varies from place tion of the human nations. The
to place – Caithnessers favor wild jigs Simoniad, commissioned by Simon The culture and traditions from
and reels, Megalans dance stately Menelaus himself, is the national which the Muslim lands of Yrth draw
pavanes and flamboyant but formal- myth of Megalos; naturally, it glorifies has a reverence for language that long
ized mazurkas), while every village the ruling family. The original seven predates Islam itself – indeed,
seems to have its own traditional folk books encompassed only the first Muslims point out the powerful
dance . . . often suspected by religious three generations of rulers, but syco- Classical Arabic in which the Koran is
puritans of involving some kind of phantic poets periodically offer con- composed as proof of its divine inspi-
immorality. tinuations to the imperial house, and ration. In fact, the Koran has come to
occasionally an emperor will stand as the epitome of good Arabic,
LITERATURE announce that one such offering has although writers must be careful not
been added to the canon, which now to seem to imitate it; that would be
Literature includes both written runs to 50-odd volumes and up to blasphemy.
and oral traditions. The literate class about the year 1850. The result is pre-
will often define themselves by their dictably a ponderous and uneven Islamic literature has split into
written artworks, while the illiterate mess (with some flashes of skill), two streams, one a “high culture” of
are entertained by memorable ballads much more respected than read. By elegant poetry which despises the
and epics and strolling players. contrast, there are four different other “low culture” of popular story-
“national epics” in Caithness, two of telling – although there are inevitably
The literate classes are large which – George of Oakwood’s Lay of areas of overlap. Poets are seen as
enough, and have been active for long Conall and Eoin the Boatman’s Nine intellectuals, and usually seek patron-
enough, to have built up a range of Knights of Redhall – are very fine age from courts and rulers . . .
complex traditions and substantial indeed. although some of the most respected
libraries of great works. There are
even full-scale novels in those Dwarven Arts
libraries, although that taste is mostly
limited to elements of the aristocracy. Those who know the dwarves know that they are just as obsessively
Certain secret government collections creative as the elves, and no less artistic for being more practical about
also hold fiction from Earth, tightly it. Dwarven society is built around craftsmanship, and competition to
controlled because it contains too create the finest work ensures that every serious implement that a dwarf
many references to high technology makes is also a work of art. It may have intricate decorations, although
and prohibited political ideas; most dwarves consider something perfectly fitted for its purpose to be
nonetheless, these books are secretly beautiful enough. However, dwarves can appreciate fine jewelry for its
popular with some of the nobles, wiz- own sake, although their styles tend to look ponderous to human eyes.
ards, and churchmen who are permit- Even dwarven literary culture is practical but well-crafted; dwarves com-
ted access. pose ballads and epic sagas which describe and explain their history and
social arrangements in clear, rigorous detail.
Epic Verse
Their cousins the gnomes, who have a more elf-like love of nature,
Epic verse is an ancient human tra- produce similar but subtler work, and quietly agree with humans that
dition, widespread in 11th and 12th- dwarven art can be rather boring.
century Europe. It is also popular, in
different forms, with both elves and The greatest Ytarrian epic, howev- are eccentric dervishes, who pursue
dwarves. It requires no particular er, is an oddity, created by Sister other sources of income altogether
technology – just poets with good Elena, a Cardien nun of the 18th cen- while incorporating subtle metaphys-
memories – and can incorporate reli- tury about whom little else is known. ical symbolism into their “amateur”
gious ideas, history, or flattery of a The Voyage of Jean and Catherine is an verses. Storytellers, on the other
patron’s deeds or family. Not surpris- intricate, elegiac tale of the founding hand, are popular entertainers, who
ingly, it soon developed as a dynamic of Araterre, incorporating romance, wander between urban coffeehouses
tradition on human-inhabited Yrth,
and remains widely popular today. No
self-respecting feudal lord feels that

36 LIFE IN YTARRIA

Goblin Arts By contrast, Megalan art is dull
and ponderous. The Megalan nobility
The arrivals from Gabrook either brought very little in the way of art, have some vague idea about Earth-
or found themselves culturally overwhelmed by humanity. The goblins are Classical forms and ideals but usually
certainly clever enough, but their love of innovation and novelty, and their reduce these to the universal drudge
willing integration into human culture, are such that most of their ancient that art should consist of impressive
works are long forgotten. A few curio-collectors have acquired faded images of heroes, with the patron’s
miniature paintings and battered sculptures which came from Gabrook; name clearly attached. They love
these are well executed, but humans find them strange and disturbing. sculpture, but most of their statues
Goblins like short, clever poems – sonnets, haikus, limericks, and a form look like dull-witted musclemen; there
of their own called the hraknoom, based on alliterative triplets – preferably is no sense of action. Most paintings
with a paradoxical or witty twist, and regard competitions of improvised are either lurid portraits with vague
versifying as high culture. battle scenes in the background, or
simple miniatures.

and travelers’ camps, recounting pop- freedom. Cardien lords compete to
ular stories in exchange for dona- display the most sophisticated tastes,
tions. They are often masters of and often keep artists in their house-
improvised adaptation and the well- holds; this competitive atmosphere
judged cliffhanger, refusing to finish leads to a fair amount of diversity and
a story until they’ve been paid experimentation. Typical themes for
enough; they may also interpolate the Cardien art are either religious –
odd verse of fairly competent poetry paintings of scenes from the Bible or
into their tales. the lives of the saints, and statues of
religious figures – or depictions of
There is also a minor but healthy members of patron families, possibly
tradition of prose essays and travel doing something heroic but mostly
writing, popular in the Muslim upper simply looking noble and impressive.
classes, usually produced by gentle- There is a continuing tension between
man amateurs seeking to demonstrate the last requirement and the artistic
their wit. Some of these works are ter- ideal of realism. A few great artists are
rible; others incorporate great wisdom remembered for their dangerous abil-
or practical knowledge. ity to paint seemingly flattering por-
traits which actually contain subtle
VISUAL ARTS comments on the subject’s true nature.

Painting and sculpture on Ytarria “Cultural Contamination”
mostly take the form of sophisticated
representational work – or elegant GMs seeking to describe artistic creations or performances on Yrth
abstract decoration in the Muslim should not be afraid to include references to material from Earth. A fair
lands. There is a minor tradition of amount slips through in the memories or pockets of Banestorm victims,
representational miniature painting in who sometimes find that it provides them with a source of income; Yrth
al-Haz, based on Persian styles from governments may control access to “alien” technology, but they have few
Earth, but this is regarded as morally worries about songs or stories, while audiences often find artistic novel-
dubious by influential mullahs. ty amusing.
Aesthetics basically focus on detailed
realism; impressionistic or non-deco- Among the works which have appeared on Yrth are translations of
rative abstract art has never developed. the plays of William Shakespeare, although these haven’t always been
Techniques and styles in the Christian popular. In fact, when they were rediscovered recently in Tredroy, their
lands somewhat resemble Italian origin became a matter of dispute; even those experts who believed that
Renaissance art on Earth – technically they came from Earth rather than being a local product disagreed wide-
highly accomplished and sophisticated ly about their date, and some people continue to insist that they are
– and artists are expected to serve merely two or three centuries old, and are derivative efforts using stock
lengthy apprenticeships and study a plots. However, they’re now quite popular, and most citizens of Tredroy
range of skills and theories. or Cardiel will recognize references or quotations.

The most sophisticated culture is
found in Cardiel and Tredroy; talented
journeyman artists from other lands
dream of traveling to the south to find
fame and, more importantly, artistic

LIFE IN YTARRIA 37

The nobility of Caithness are less ARCHITECTURE magic often leads to additional fea-
pretentious, but seem to take a per- tures such as extensive slate roofs to
verse pride in their lack of sophistica- Buildings on Yrth are immensely protect against flying foes and fire,
tion; they just want colorful murals varied. Many focus on form over func- and the incorporation of magical pro-
and tapestries for their castles. tion, but the greatest cities boast some tections into the structure.
Occasionally, one will import a dramatically decorative buildings.
Cardien artist, at great expense, to Great cathedrals and mosques are Probably the greatest building on
produce something “classier.” usually the most likely to be designed Yrth, in terms of quantity if not quali-
However, there is a minor Caithnesser as true works of art. The Christian ty, is the Imperial Palace of Megalos
tradition of subtle but very skillful church acquired the Gothic aesthetic (p. 92). In 1630, the emperor of the
“domestic” art (depicting interiors and through the Banestorm, and adopted time grew tired of living in a cold keep.
ordinary people), mostly found in it with enthusiasm; many Ytarrian The replacement he commissioned
Carrick; the artists involved struggle to cathedrals have towering spires, flying has grown over the centuries since, as
make a living from sales to the mer- buttresses, and lots of stained glass. successive emperors have added
chant class. wings, annexes, and outbuildings.
Conversely, because nobles still Today, it’s a veritable maze of shadowy
Painting and sculpture in the have to worry about the possibility of throne-rooms, marbled ballrooms,
Nomad Lands are almost entirely lim- warfare, or at least prefer to look like echoing galleries, looming towers –
ited to local religious themes, and are warriors, and because military tech- and, behind the scenes, a warren of
ignored by the rest of Yrth. Sahudese nology is still essentially TL3, the typi- servants’ quarters and passageways.
painting mostly seems to consist of cal great provincial household still The construction includes ridiculously
misty landscapes and stylized por- lives in a cold, drafty, crenelated castle massive blocks, feathery gothic
traits, executed in pen and ink; this is on the “high medieval” pattern, rather stonework, and some flimsy half-tim-
the one place where the idea that “less than in a mansion. After many cen- bered sections. It’s militarily indefensi-
is more” means anything to local turies of development, however, some ble, of course, but no one seriously
artists. of these castles are impressively big expects the capital of the Empire to
and cunningly designed. The threat of come under attack.

SOCIAL ARRANGEMENTS

Feudalism and Muslim social Villeins are peasants who are legal- villein can receive good pay, and
ideals provide most Ytarrian human ly free agents, albeit owing fealty to a dream of plunder or glory.
societies with their basic structure, lord. They pay rent on land with their
but do not dictate how life is lived. labor. The distinction may seem small, A few villeins, known as cottars,
Furthermore, local conditions some- as duties and oaths can prevent a actually own cottages and land (with-
times require small or large adjust- villein wandering off, and the villein’s in the limits of feudal law). They still
ments. freedom is often the freedom to serve owe allegiance to their lords, and
or starve, but freedom it nonetheless would find it hard to sell their proper-
THE PEASANTRY is. Ultimately, villeins can find ways to ty if they wanted to, but they
leave their land, and some do. Odd as inevitably take pride in their superior-
The lowest rank on the feudal hier- it seems, lords want to have both ity over their neighbors.
archy is occupied by the serf. This is villeins and serfs on their estates,
not just a peasant farmer; serfs are because villeins make better soldiers. About 35% of the peasants in
legally tied to the land. From birth, the Even contented serfs make unhappy mainland Megalos are villeins.
serf owes allegiance to his lord, must fighters, as they are risking their lives Arrogant Megalan lords might wish
work the land for a proportion of the with no prospect of improvement. A that the proportion was even lower,
time, must ask the lord’s permission but the class is important to the
(and perhaps pay a fee) before getting Empire. Ambitious sons of villeins
married or making almost any major
life change, and certainly cannot leave A serf is not a slave. The lord cannot buy or sell a
home without a good reason. serf, nor can he buy or sell the land the serf works
without permission from his own liege.
A serf is not a slave. The lord can-
not buy or sell a serf, nor can he buy
or sell the land the serf works without
permission from his own liege (usual-
ly the monarch). A serf has rights
under law, though he may have diffi-
culty claiming them. Feudal obliga-
tions are always mutual; a serf trades
service for protection.

38 LIFE IN YTARRIA

provide the best recruits to the slaves, and many oppressed peasants, soil, raise livestock, have children, and
legions, and hence are the backbone but the idea of a person being tied to a feed their families. Men work the
of the Megalan military. Further, piece of land is alien. Most Muslim fields, make their own tools, repair
ambitious villeins give the Empire peasants rent their land from a lord or their cottages, and labor for their lord.
much of its occasional dynamism. great estate; a few own property out- Women make clothes, tend children,
right. All, however, know that the milk cows, and cook meals. In plant-
By contrast, in Caithness and Caliph or Sultan is the supreme ing and harvest seasons, they may
Cardiel, at least 70 to 80% of peasants authority in their world. labor from dawn to dusk every day
are villeins. Cardiel was settled by save Sundays and religious feast days;
proud Muslims, and both were later PCs from a serf background will at quieter times, they have more scope
colonized by volunteers from need a good story to explain why they for relaxation. A poor serf’s cottage
Megalos. Their nobles have rarely aren’t still working the fields, and how has one room, containing a table, fire-
been able to enserf their tenants. The they picked up “adventuring” skills. place, and one bed which the entire
proportion of free peasants in Araterre They may have their former lord as an family shares; greater wealth is indi-
is even higher, thanks to the archipel- Enemy. Younger sons of the villein cated by anything from two beds up to
ago’s patchwork of small landholdings class, on the other hand, quite often go multiple rooms. In cold winters, live-
and isolated settlements (though there off on adventures. stock may be allowed inside, so that
are a few “plantation estates” with everyone can stay warm.
heavily oppressed serfs). Peasant Life
Some very mundane spells avail-
There are no serfs as such in the The life of rural peasants is hard, able to unremarkable hedge-magi-
Islamic lands. There are plenty of but not impossible. They live to till the cians can make peasant life much
more comfortable and secure than it
Nonhumans in was in the real Middle Ages, primarily
Human Society by improving crop yields, ensuring
clean water supplies, and helping to
Humanity has had centuries to become accustomed to the nonhu- put up stout stone buildings. Many
man races on Yrth, and most people are tolerant of such beings, or at Ytarrian farms produce substantial
least see no point in persecuting them. Many have come to like and food surpluses, allowing nearby cities
admire their nonhuman neighbors. However, attitudes vary considerably to grow rather larger than was normal
from place to place and individual to individual, and the nonhuman at TL3 on Earth. Low-mana
races have their own ideas about humanity and each other. Caithness, however, remains less
urbanized and slightly more “tradi-
Where nonhumans settle within human countries, they tend to form tional medieval.” For more on the
their own villages or clannish communities within cities. (Sometimes social consequences of widespread
this is for practical reasons – halflings need smaller buildings than magic, see GURPS Fantasy.
humans.) Nonhumans who live entirely among humans are usually seen
as oddities. After all, even without prejudice on either side, most nonhu- For recreation, peasants attend
mans can only have families with their own kind. Elves are a partial religious festivals, dances, and
exception to this, as they can form relationships with humans, and even wrestling matches on the village
produce children, but their long lives and differing viewpoints make for green. Weddings, births, and finishing
other problems. the planting or harvesting are all cause
for celebration, when peasants gather
Goblins and halflings are the races best established within human to drink, sing, and play games.
society. Halflings are usually villagers and villeins, owing feudal loyalty
to a local lord; they then mostly look after their own concerns. They give Peasants sometimes seem a bit
the impression of seeing fealty as a technicality, but wise lords know dim-witted, but they are usually just
that halflings are good farmers and trustworthy taxpayers, and often undereducated. They are just as smart
waive demands for military service in exchange for extra taxes. Goblins as the nobility, and many have great
form larger social units – there are goblin aristocrats and goblin cities, practical cunning. Among other
especially in Megalos – and are often members of the urban merchant things, they often have a keen aware-
class. They are even better taxpayers than halflings, because they like to ness of their legal rights, and are
get seriously rich . . . although they are also more inclined to duck their clever about claiming them. They may
obligations. vocally dismiss “book learning” as a
waste of time, but this is a pose; canny
Dwarves and gnomes don’t always trust humans, but when someone peasants know what books are for,
goes to the trouble of building a good relationship with them, they make and make sure they have a literate
excellent trading partners. Some small dwarf communities have estab- priest or wise man to consult when
lished feudal relationships with nearby humans; their leaders are happy necessary. Players considering peasant
enough to take the title of “knight,” although relationships within such characters may get some useful ideas
communities tend to be more equal than in a human knightly fief. from Adventurers from Other
Occupations (p. 206) and the Peasant
Hero template (p. 214).

LIFE IN YTARRIA 39

THE MERCHANT Muslim Social Positions
CLASS
In GURPS, titles in Ytarrian Muslim societies are mostly treated as
Christian feudal social theory Administrative or Military Ranks. However, they are linked to Status;
divides society into Those Who Labor high Rank grants free Status (see p. B29), and characters cannot have a
(peasants), Those Who Fight (knights Rank more than two levels higher than their total Status. Indeed, Rank
and nobles), and Those Who Pray more than one level above Status will mark the holder as an upstart.
(priests). It thus has a problem
with merchants, who don’t fit into A member of the Ghazi Orders (p. 70) has Status 2, but not usually
these categories; some churchmen Military Rank, as Ghazis are expected to fight together as equals, submit
denounce them as parasites and prof- to the lawful commands of civil and religious authorities (especially in
iteers. However, sensible people real- war), and follow their consciences when adventuring alone.
ize that trade is necessary (leading Comfortably-off merchants and lesser sheikhs are Status 1, the lowliest
some philosophers into tortuous peasants are Status -1, and slaves are Status -2. See the Status section in
attempts to define a “just price”). Chapter 5 for more information.
Muslims remember that the Prophet
was once a merchant, and have fewer adaptable. Hence, knights need either and body. In most lands, only lords
problems. land of their own or a wealthy patron, may actually make knights, though
to finance their expensive weapons, they can delegate the ceremonial role
To really stiff-necked nobles, mer- armor, warhorse, a squire or two, and to other knights; in Caithness, the
chants are just another sort of laborer, a few supporting troops. (In Araterre, rules are slightly more relaxed.
whose work involves carting things knights sometimes own a share in a
around rather than digging – jumped- combat-worthy ship instead of a Chivalry and Futuwwa
up peasants. The problem is that some horse.) The “poor knight,” with scraps
merchants are much richer than many of armor, inferior weapons, and a bro- Chivalry is the code of honor for
nobles. Further, over the centuries, ken-down mount, is a popular joke fig- Christian knights. More than simply
many merchants have found their way ure. A wandering knight may be rules of behavior, it defines the mys-
into positions of power, especially in between patrons, or some distance tique of knighthood. The word has the
Megalos, with its titles-by-purchase. from a tolerant patron, but this cannot same linguistic roots as “cavalry”; it is
Merchants’ children often buy good be maintained for long. the code of the horseman.
educations, enter the church, and
work their way up from there. Hence, This means that many landed The duties of good knights are to
in practice, only the most pompous of knights act as landowners first, and serve their lords; to defend the faith; to
aristocrats are openly disdainful of warriors occasionally. Some, with protect the poor and helpless; to keep
merchants, and some broad-minded poor estates, have trouble maintaining the peace and enforce their lords’
noble younger sons actually go into the accoutrements of knighthood, laws. They should be courtiers as well
trade. risking looking like mere peasants as warriors, skilled in gentle arts –
with pretensions. Landless knights dancing, reciting poetry, singing, play-
The “merchant class” is very broad, may be proud warriors, or they too ing music, and chess. (They need not
ranging from wandering peddlers to may slip, becoming mercenaries. necessarily be literate, and some
fabulously wealthy businessmen with Many “knights-errant” dream of war, aren’t.) They should treat other
fleets of ships and hundreds of when their services are needed and knights as brothers, regardless of
employees. All but the poorest are usu- they can win glory and plunder. country, extending courtesy even in
ally free citizens of a chartered town battle. If two knights fight and one
and members of a merchant guild (see Though a valiant warrior may be drops his sword, the other would
p. 50), and demand the respect due to knighted on the battlefield, most show great chivalry by returning it. (A
that position. knights are the product of arduous foot-soldier is unlikely to receive the
training. Children as young as seven same courtesy!) Knights should be
KNIGHTHOOD can become pages, servants to a lord hospitable to guests (even their sworn
or knight. At 14, they may be squired, enemies), and their word is inviolable.
Knights, and their Muslim coun- “apprenticed” to a knight. Generally,
terparts the ghazis and ‘amirs, are a only boys of high birth (Status 2+) are A knight is expected to be gentle to
warrior class. That is not to say that candidates; a few knights, however, all women. He may sing a lady’s prais-
every knight goes about in armor with will accept a likely young commoner, es and fight for her honor, and never
a lance; some are old, fat, cowardly, or and in Caithness girls are eligible. hope for more than a silken glove to
busy doing something else. However, Successful squires are eventually carry as a favor. Female knights are
knights who are not warriors have left knighted, in a ceremony reminding unknown except in Caithness, and
a gap in their lands’ armed forces, them of their duties. This may involve rare even there. (Caithness society is
which must be filled. fasting, bathing, long vigils before an divided on whether women knights
altar, and confession, to purify mind should be gentle to men, women,
Knights fight on horseback; fight- both, or neither.)
ing purely on foot is for peasants,
although a well-trained knight is

40 LIFE IN YTARRIA

Not every knight comes close to Arms and Devices
this ideal, which is represented by
Code of Honor (Chivalry) in GURPS In an illiterate society, pictures are important. A shoemaker’s shop is
terms. See Chapter 5 for more Code of indicated by a picture of a shoe; a wizard’s by a black cat or a crystal ball;
Honor types specific to Yrth. Many try, a pawnbroker’s by three gold globes.
but slip occasionally, or permit them-
selves some exceptions. More accept Likewise, individuals are represented by personal symbols. These are
the privileges of their rank without called arms if the bearer is noble, and are subject to the rules of heraldry,
worrying about its duties, or are which enable a full set of arms to say a lot about the bearer’s ancestry
chivalrous enough to their own class, and status. Heraldry skill enables characters to identify people they have
but treat foreigners and peasants with never met this way. A mistake can lead to confusion, and sometimes to
contempt. Some are thugs. Most are accusations of treachery in battle. Deliberately displaying false arms is
ordinary human beings with basic illegal, and usually a sign of sinister intentions.
ethics and ordinary flaws. A rough-
and-ready knight may have Code of The rules on Yrth are similar to our world’s, but with significant
Honor (Pirate’s), considering that to divergences. In brief, there are three metals (silver/white, gold/yellow,
be chivalry enough; some hardened and copper/orange) and five colors (red, blue, green, black, and violet);
warriors have Code of Honor designs must not place a metal next to a metal, or a color next to a color.
(Soldier’s), being honorable in battle Designs sometimes combine arms from the bearer’s ancestry in some
but ignoring civilian niceties; some way, and related nobles usually have similar arms.
have Vows to follow specific rules.
“Attempts to follow chivalrous rules” A coat of arms is actually a tabard, worn over armor and emblazoned
is a valid quirk. with a symbol. A knight usually has his arms painted on his shield. A
noblewoman may bear arms; if she is not a warrior herself, they will be
displayed on an oval shape. Men-at-arms wear their lord’s colors, or liv-
ery, and often paint his arms on their own shields. (“Livery and mainte-
nance” is the legal right to maintain a force who wears your livery – in
other words, the right to have a uniformed private army.) A blank-shield
soldier is a mercenary; knights seeking anonymity cover their shields,
perhaps exposing them at the last minute before a joust or battle, or
sometimes carry the arms of an obscure secondary holding rather than
their best-known symbol.

Commoners can’t bear arms, but anyone can adopt a personal sym-
bol. This should be simple to draw. For instance, Justina Wolfslayer, an
illiterate warrior, has an arrow symbol. She “signs” documents with it,
and marks her property similarly. She must be careful not to use it as a
coat of arms, though, or she’ll be in trouble with the law. Were she to be
ennobled, she would have the heralds design her arms incorporating an
arrow and, probably, a wolf.

Chivalry permits asking a ransom is a broader term, more like “manli-
for a captured enemy, who should be ness” or “honor” – sometimes simply
treated courteously while this is the macho “honor” of the street tough.
arranged. (Letting a prisoner go for a However, many ghazis are as idealistic
sworn promise of payment is chival- as any Christian knight, while the idea
rous to the point of stupidity.) A typi- that they have their own futuwwa can
cal ransom is half a year’s cost of living inspire common Muslim soldiers to
for the prisoner; greedy captors ask great deeds.
for more. Hence, mercy, at least to the
rich, makes economic sense. THE NOBILITY

The arms and armor of a defeated The elite of feudal society live in
knight belong to the victor in battle or fine manors, keeps, or castles.
a tournament; this is not a ransom, Servants wait upon them, trouba-
but “spoils of war.” (It is chivalrous for dours and jesters entertain them, and
experienced knights, having trounced they dress in fine silks and furs. When
young challengers, to return their they aren’t at court, visiting neighbor-
arms.) This makes tournament fight- ing nobles, or attending tourneys, they
ing a potentially profitable but risky entertain guests of their own, hunt, or
gamble. arrange spectacles.

The nearest Muslim term to
“chivalry” is “futuwwa,” although this

LIFE IN YTARRIA 41

However, nobles have their obliga- Orders of Knighthood
tions. First, they are responsible for
the defense of their land. Nobles live Most knights owe allegiance to a feudal lord, or sometimes directly to
on what their estates produce; even if a king, but there are exceptions. An “order of knighthood” gives alle-
they remain safe in their castles, they giance to some cause or ideal. Some are just ceremonial clubs, with a
will be reduced to poverty if their fief- king or prince as leader and patron; others are full-scale religious orders,
dom is harmed. Further, they may be with monk-like vows, taking up arms in God’s service.
called upon by their lord to fight and
provide troops at any time. Most Most orders have a distinct character, deriving from their ideals, tra-
young male nobles receive knightly ditions, or leadership. Members’ coats of arms are usually modified to
training (usually in a neighbor or ally’s indicate their association, and the knights are typically proud to identify
household), and many are very proud themselves as members of the order. A few orders are seen as subversive,
of their knighthoods. but most are serious in their allegiance to the system and their superiors.
Membership is generally for life; expulsion is a major mark of shame.
They must also manage their
estates. They hear requests and com- The significant religious orders in Ytarria are the Templars (p. 63)
plaints from the peasants, settle legal and the Hospitallers (p. 62). Both are tools of conquest for Megalos,
disputes, and supervise the operation although they have their own priorities, and have given many emperors
of mills, the training of men-at-arms, cause for concern. The greatest secular order is Caithness’ Knights of the
the collection of taxes and rents, and Stone (p. 115), who see themselves as romantic heroes. Caithness also
the working of the fields. Nobles has its own religious group, the Order of St. George of the Dragon (p.
have servants – bailiffs and 119), which does much good locally, while providing a home for devout
seneschals – to handle many of these Caithness knights who might otherwise be attracted by the Megalan reli-
duties, and their families often serve gious orders. There are no powerful orders in Cardiel, although there are
as deputies while they are absent, several small groups and chapter-houses. For the Muslim counterparts,
but responsibility ultimately rests see The Ghazi Orders (p. 70).
with the noble.

Slavery existed on the fringes of SLAVERY Caithness officially follows Megalan
medieval European society, and was law, although slaves are rare there;
an integral part of Islam at that time, Today, Megalos, al-Haz, and al- some prisoners and law-breakers
as well as being normal in many other Wazif permit slavery, as do many work for the King, while others are
human societies throughout history. tribes in the Nomad Lands and else- forced to settle in frontier regions as
Hence, it inevitably appeared on Yrth. where. (Other tribes call slave-owners serfs. Sahud doesn’t have slavery, for-
weaklings who can’t work for them- mally speaking, but some of its rigid
In some circumstances, it solves selves.) Megalos, modeled consciously social institutions come close. Cardiel
serious problems. First, wars produce on Imperial Rome, adopted it with a
a lot of prisoners, and medieval soci- lot of other Roman traditions.
eties lack the resources to imprison
such people for long periods.
Enslaving them may seem more
moral than simply massacring them!
In addition, many communities have a
pressing need for additional labor, and
it’s tempting to meet it by exploiting
neighbors who are seen as less than
human. After centuries of wars, the
countries of Ytarria have a tradition of
trading prisoners after each conflict,
but this doesn’t always happen (it
tends to cost both governments
money). There thus remains an incen-
tive to enslave prisoners. In all lands,
slavery is for life, though outside
Megalos slaves may be freed by their
owners, and Islam encourages this.

42 LIFE IN YTARRIA

technically abandoned slavery as part Types of Imperial Slaves
of a complicated set of social reforms,
mostly as a symbolic break with other Under Megalan law, there are four types of slaves, and the same cat-
societies, but it survives in out-of-the- egories can apply in other lands. In a typical slave-market, most are
way regions. Araterre never really slaves by capture or birth. Slaves by law are owned by the Crown and not
adopted the Megalan model, but non- usually sold.
humans and Bilit Islanders are used as
slaves on some estates. Slaves by Law

Among nonhumans, some clans of Lawbreakers convicted of murder, treason, or ruinous destruction of
dwarves use slavery as a convenience another’s property may become slaves of the Crown. Half their market
and a form of punishment, while oth- value is awarded to the injured party (or his family), and the slave is used
ers don’t keep slaves at all. Goblins fol- to build, clean, mine, and perform other onerous tasks away from polite
low local human customs, and elves society. The lifespan of such slaves is short; five years on average, 10 at
consider the whole idea of slavery to best. Therefore, reduce their loyalty modifier by 2 (or more) when rolling
be repulsive. Orcs and ogres, of reactions. Only rarely is a slave of the Crown freed, and never without
course, will exploit anyone weaker special cause.
than themselves. The other known
races show little interest in keeping Zarak has the same idea, mostly used as a way of dealing with non-
slaves, or don’t have enough of a social dwarf intruders. Islamic law rejects this concept; Muslims cannot be
organization for it to be an issue. enslaved, even if they are criminals.

Human slaveholders generally Slaves by Capture
consider nonhuman slaves to be dan-
gerous and unpredictable. Most (with These are mostly people taken in war (and not returned by treaty
the exception of an occasional halfling afterwards). They also include the victims of professional slave-raiders,
or goblin criminal) are slaves by cap- who attack remote communities in other lands – a risky but profitable
ture.”Savage races” such as orcs are trade. Both Christians and Muslims are prohibited from enslaving mem-
thought hard to control, while if mem- bers of their own religions, although vicious traders periodically ignore
bers of other races (especially elves) this. Coastal villages in al-Wazif, Cardiel, and Araterre all live in dread of
hear that one of their kind is enslaved, raids, as do those who dwell close to the borders. Conscientious local
they often free him and take violent rulers regard raids on their territory as personal insults, and hunt down
revenge for the indignity. the raiders with grim determination, while local peacetime treaties often
restrict the trade. Thus, slave-traders often have to go far afield, seeking
Slaves have no rights to property out “pagans” and “savages” in distant lands. This also produces a fair
or personal possessions, although number of nonhuman slaves.
most owners permit a slave a few per-
sonal items. Slaves in Megalos (and, Slaves by Choice
theoretically, Caithness) can be casu-
ally slain by their owners, for any or A Megalan who desperately needs money may sell himself into slav-
no reason. But while this is legal, it is ery. This could occur if a loved one commits a crime and is fined beyond
not considered right; the Knights of his ability to pay (which would lead to more serious punishments), or if
the Stone, in particular, have been a parent can no longer support all his children. Slaves-to-be receive their
known to aggressively chastise abu- net market worth (generally the amount they could earn in five years
sive slave-owners. Likewise, while using their best skills). Roll loyalty reaction checks for these people at +2.
Islamic law permits slaves to be
killed, anyone doing so is regarded Caithness recognizes this concept, but regards it with some distaste.
with disgust by most Muslims. It is unknown elsewhere.
Injuring someone else’s slave is a seri-
ous offense against property. Slaves by Birth

Marriage among Megalan slaves is The child of a female slave is the property of the slave’s owner, except
not recognized by law. In Muslim that, in Muslim lands, if the slave’s owner is the (acknowledged) father,
lands and Caithness, slaves may marry the child is free, and must be treated as an heir. A large number of slaves
with their owner’s permission, or at in Megalos, and many in Muslim lands, are slaves by birth. In larger
his command. An owner who marries Megalan cities, slave houses even breed slaves to specification; the most
his own female slave will usually free successful have operated for centuries.
her.
Hereditary slavery no longer exists in Caithness; the child of a slave
For general rules on such things, becomes the feudal liegeman of the owner, and usually settles in some
including costs, see p. B518. Prices of rural area in need of development. Dwarves and many tribal peoples
slaves vary substantially; those for allow slavery by birth, though they often have a custom of freeing slave-
unskilled slaves fall during and imme- children, or bringing them up as trusted members of the household.
diately after wars, when there are
plenty of prisoners.

LIFE IN YTARRIA 43

ECONOMICS

A feudal economy is not based on involves barter. Many merchants (p. no convenient waterways, there are
cash. A peasant can usually live off the 40) must be prepared to accept pay- roads and caravan tracks. Large loads
produce of his land, and a knight or ment in kind. In most places, travelers are almost always moved by water,
lord dines on tribute paid in kind by can easily trade labor for food (about which is faster and cheaper than out-
his tenants. However, people do some- four hours of manual labor per meal). fitting an overland caravan. The lure
times need coinage, and Ytarria has of profit can override other priorities
more of a cash economy than Trade Routes for many people; even arch-enemies
medieval Europe. do business when they’re not at war,
Trade is well-established around and the hardiest explorers are also
Most Ytarrian countries produce Ytarria. Waterways and seacoasts pro- merchants.
coins, stamped with intricate designs vide the best routes; where there are
to make forgery harder. There are
still fakes, despite the fact that gov- Coins of Ytarria
ernments punish the crime severely.
Every century or two, well-run coun- Megalos has the copper farthing ($1), the silver penny ($4), and the
tries recall and re-mint their coinage gold mark ($200). The Megalan pound ($1,000) is sometimes just an
to restore its credibility. Some rulers accounting term, sometimes an actual pound bar of silver. Araterre uses
debase (lower the quality of) their Megalan coins, and Caithness mints its own coins with the same names
own coins, and pocket the difference, and values.
but everyone knows that this leads to
trouble, and rich merchants and Al-Haz and al-Wazif have the copper halala ($1), the silver dirham
money-changers sometimes employ ($4), and the gold dinar ($100). A talent ($1,000) is, like the pound, an
wizards or alchemists to test coins accounting term, or (rarely) a thick gold coin. These coins are also very
for quality. In addition, coins in common in Cardiel. Cardien mints are decentralized, and its coins are
Muslim countries are usually more likely to be debased. Thus, Cardiens prefer foreign currency.
marked with Koranic quotations,
and anyone who debases them can Zarakun coins are very pure, reliable, and often physically large. They
be accused of sacrilege. include the small copper khenn ($1), the copper dann ($12), the silver ffo
($144), and the gold tohn ($5,184). However, dwarf coins are extremely
Use the costs for goods in the Basic rare outside Zarak; a dwarf who pays a non-dwarf in danns, let alone ffo,
Set, Chapter 8. A GURPS $ represents is showing great respect.
either a copper coin or a very small sil-
ver coin. The most common silver Sahud has a wide range of coins, with the most common being the
coins are worth $4. Gold coins are rare silver yen ($10). Sahudese aristocrats occasionally use privately-printed
(a peasant may never see one in his paper money; the rest of the world finds this bewildering.
life), and usually used only for large
exchanges and as a store of wealth, There are innumerable other coins in Ytarria, trustworthy and not,
but are occasionally spent by the flam- usually made as fractions or multiples of the ones listed above. GMs can
boyantly wealthy. consult a history text for inspiration, or simply invent their own.

Regardless, coins are rare; much
trade, even in moderately large towns,

CRIME AND PUNISHMENT

While legal and penal systems vary individuals worth a ransom, and polit- (minimum 0). In some areas, crimes
from place to place in Ytarria (see ical enemies who might yet be useful, receive greater or lesser sentences. Of
Chapter 3), they are always somewhat are all possibilities – as are prisoners course, flogging is designed to be
medieval. Imprisonment is a matter of awaiting a good torturer or mind- painful; prisoners might have to make
holding criminals before trial or pun- reader. Fright Checks if faced with severe
ishment; imprisoning them for longer punishments, and High or Low Pain
is feeding them at the state’s expense – Mostly, though, penalties tend to be Threshold should also modify their
and, in any case, most prisons are sor- on an “eye-for-an-eye” basis, and fines reactions to the experience.
did enough that it would amount to a are very common, especially as a way
death sentence often enough. to make restitution to the victim. Many crimes are punished by
However, some dungeons do hold Executions, maiming, and floggings branding on the face or hand, or
prisoners who have been there a usually take place in public. Flogging, minor mutilations. This is as much a
while, when a lord can neither kill that a popular penalty for minor crimes of way of marking a professional crimi-
person nor let them go yet; hostages, assault or theft, usually consists of a nal as a painful punishment. A thief
dozen lashes, doing 1d-3 total damage cannot move to another town and

44 LIFE IN YTARRIA

pretend to be respectable if he is liter- Feudal Law Enforcement
ally a marked man. This in turn leads
to courts issuing “certificates of hon- Landed knights and nobles (pp. 40, 41) are responsible for enforcing
esty” to people who have been the law on their own estates, subject to various local rules, special cases,
maimed in accidents (and hence to a and rights of appeal. While they are not full-time policemen, this does
black market in fake certificates). A give them certain legal rights. A Status 3+ landowner might often claim
PC with a physical disadvantage may (and, in game terms, have to pay the points for) 5-point Legal
also have an unearned negative Enforcement Powers; he can arrest people, levy fines for civil offenses,
Reputation as a possible criminal. etc.

However, law enforcement is more A feudal king, emperor, or Muslim ruler ultimately embodies the law
sophisticated than it might seem. A in his own land. While most do not dirty their hands with routine law
combination of scrupulous Michaelite enforcement most of the time, they are entitled to do so, have national
investigations (see p. 64), information jurisdiction, and can act as judge and jury as well as investigator even in
spells, and ideas about forensic tech- capital cases, giving them 15-point Legal Enforcement Powers.
niques and legal evidence brought
through the Banestorm, can make for almost always capital crimes. areas, where the local culture is basi-
surprisingly fair trials. A wizard’s evi- Treasonous nobles also suffer loss of cally sexist, crimes against women
dence about the results of a spell are their titles and estates, leaving their incur lower penalties; rape may even
usually accepted in court, provided families devastated. Slaying in a duel be seen as almost as much a crime
the wizard has a good reputation. It is is not usually murder, though local against property as an assault.
sometimes possible to suborn such rulers may prohibit duels (if only as a However, this is far less universal on
wizards, but many regard bribes as waste of good warriors), and any sort modern Yrth than in medieval times,
beneath their dignity, or simply value of cheating in a duel is treated as particularly in Caithness and Cardiel.
their commercial reputation too high- attempted murder. Other crimes For attitudes toward homosexuality,
ly. In major trials, several wizards may attract variable penalties. In many see Sexual Morality, p. 34.
be hired by different parties, to pro-
vide a consensus testimony.

Treason, and willful murder with
no mitigating circumstances, are

POLITICAL SYSTEMS

Government and administration but all are bound together by a web of nobles. With the grant of land comes
on Yrth might appear simplistic at mutual obligations and duties. control over those persons who live on
first glance to someone from Earth – Anyone of high status has certain it; nobles are rulers over their fief-
but a look below the surface shows duties to those below him as well as doms, subject only to the king’s right
something subtler. Although these sys- duties to those above – even serfs have to tax or call up troops. The kingdom
tems derive from medieval structures some rights. The social order is rein- itself is a fiefdom, held by divine right.
and are limited by factors like low- forced by religious belief; those at the All land belongs ultimately to God,
speed communications, many Yrth top of the ladder thank God for their and the monarch is His vassal.
governments are quite successful. power, while religious leaders advise
those on the bottom to be content Fealty, Homage and
FEUDALISM with their lot. Land Ownership

The first humans from Europe to In feudal society, all power – politi- In exchange for his fief, a noble
arrive on Yrth brought feudalism with cal, military and economic – is derived must swear fealty to the monarch, and
them. As they built a new society, from the control of land and the peo- a landed knight must swear fealty to a
organizing power relations this way ple who work it. Without land, a baron lord. The vassal or liege man swears to
proved quite serviceable, just as it had is no more than a bandit leader, his do the bidding of his lord and to sup-
during the chaos of the Dark Ages. armored knights mere thugs. port him militarily. In return, the lord
Furthermore, land without peasants grants the vassal land, a title, or both,
Since then, Ytarrian feudalism has to work on it is almost as bad as no and swears to protect him and main-
evolved. The description which fol- land at all. Rules and customs govern- tain him in his honors and station.
lows is largely theoretical. Still, ing the ownership and use of land are Fealty may be sworn to an office – that
Ytarrians understand this model, and the very heart of the system. is, to the Crown or the Church – or to
Caithness and Cardiel follow its gener- an individual. Powerful nobles in
al strictures. The Megalan Empire (p. Technically speaking, private own- Christian lands generally swear their
85) borrows from feudalism but is ership of land doesn’t exist. All land is fealty to the Crown; thus, if the king
essentially autocratic. held in fief, by grant from a higher dies, they are already in the service of
authority. High nobles hold land by his successor.
Feudalism is stratified. Everyone grant from the monarch, and may in
has a discrete place in the hierarchy, turn grant some portion of it to lesser

LIFE IN YTARRIA 45

A knight or lord may only consider they were. Sensible monarchs try to nobles and knights, is the polite term
himself released from his oath of feal- avoid creating too many dukedoms, for adventuring in pursuit of titles,
ty if the liege lord commits some seri- and let such titles lapse whenever pos- pay, tournament prizes, or romantic
ous wrong, such as treason or heresy. sible, even if the last holder behaved ideals (with some womanizing and
When a noble swears fealty, he is usu- himself. carousing along the way). “Knights-
ally given a token – often a glove or errant” range from pretentious ban-
gauntlet – to symbolize his pledge of Inheritance of Titles dits, through professional mercenar-
service. If he wishes to renounce his ies, to starry-eyed dreamers.
vow, he will throw the gauntlet at his Noble titles are hereditary; the old-
lord’s feet – hence the tradition of est son inherits the title and any fief- MEGALAN
throwing down one’s glove when chal- doms and obligations attached to it on AUTOCRACY
lenging another to a duel. his father’s death. This must theoreti-
cally be confirmed by the King, but Megalos pays lip service to the
Homage is like fealty, but it is more approval is almost always automatic – theory of feudalism, and uses many
serious and binding; it is a vow to fol- anything else makes the nobility very of its titles and structures, but this is
low a liege lord, regardless of circum- restive. In the event that a noble dies deceptive. Observers from Caithness
stances or wrongdoing! Thus, if a liege without any sons, his title and lands or backwoods Cardiel, accustomed
lord is disgraced, so are all those who revert to the monarch, who may then to genuine feudalism, often find
pay him homage, and if he goes to bat- grant them as he chooses. In most things in Megalos unfamiliar and
tle, they must go with him, even to cer- places, a daughter can’t inherit a title, subtly disturbing.
tain death. Unless they are forced to, but her husband is a likely candidate
nobles rarely swear homage – it is gen- to receive it from the king. Many pow- The reasons go back to Simon
erally reserved for personal guards. erful nobles got their start by hastily Menelaus (p. 10). He was not only a
marrying a recently widowed or charismatic leader and an expert wiz-
Titles and Fiefdoms orphaned noblewoman. ard – he had a broad education, and a
fine library of historical texts from
A noble title almost always has a In Caithness, a title doesn’t revert if Earth. He learned strategy and tactics
fiefdom attached to it. (See the cost- there is a daughter to inherit it. from these, but he was also interested
of-living table on p. 187 to see how sta- Furthermore, Caithness allows a in political history. He wanted to cre-
tus affects the amount of property one father to disinherit a son he considers ate an empire, with himself as its
controls.) Many fiefdoms, however, unworthy, in favor of a younger son or Caesar. He organized his new realm
are not accompanied by titles, being even a daughter. This has led to blood- accordingly, and left notes and guide-
held by untitled knights (and many shed and wars, but also to better lead- lines which are held in the palace
knights have no fiefdoms at all). The ers on average. library and studied by his heirs.
lowest-ranking title is Baron (Status
4), the holder of a single significant A younger son has a number of While he borrowed the forms of
fief. A Viscount ranks higher in prece- choices. He may become a priest, feudalism, Menelaus was not content
dence, and may hold a couple of fiefs, monk, or wizard. He may enter the to be a feudal king, first among equals.
but is considered to be on the same military as an officer in the king’s per- He made extremely sure that all of his
level (and hence is also Status 4). sonal guard or army. He might be nobles swore loyalty to the Crown and
granted a title – either a created one or no one else, and perhaps more impor-
An Earl or Count (Status 5 – the a newly-vacant position – one or two tant, he created a standing army,
title used depends on regional custom) ranks lower than his father’s, if that under direct royal authority, modeled
can hold multiple fiefs, almost always can be engineered (most noble houses on the Roman legions (but with battle
direct from the crown, and may have have a few spare minor titles, with no mages and more advanced weapons).
minor barons owing him fealty, but is associated land, for courtesy use). Or By his design, all power flows to the
restricted by law, or at least custom, he could get himself killed in political center. He also had a utilitarian view
from holding land outside of a single infighting. Once upon a time, pioneer- of religion; his instructions to his heirs
“county.” A Marquess has similar ing new lands was also an option, but make it clear that, in the partnership
rights, but the title is usually first now only Caithness has significant of church and state, the emperor is the
given to someone holding land in vul- amounts of wilderness frontier, and senior partner. He should work with
nerable border areas (known as the civil war there makes pursuing religious leaders, but not permit them
“marches”) or unstable regions. even those marginal territories hard. to claim superiority.
Hence, the limits on landholding area
are relaxed (Status 5, but with prece- Knighthood (p. 40) is not officially
dence over a count and often more hereditary, and neither are fiefdoms
power). Of course, many a marquess’ which lack accompanying titles.
territory has not been on any sort of However, the sons of a knight, if they
frontier for generations. are fit, will be fostered out as pages
and then as squires, and given every
Higher yet is Duke, which places chance to win their spurs. If a landed
the holder on a level with most princes knight has a capable son, his lord will
(Status 6); some dukes are practically likely permit the son to succeed to his
independent monarchs in their own father’s fiefdom. “Knight errantry”, as
territories, and many certainly act as if pursued by many younger sons of

46 LIFE IN YTARRIA

The “Rebel Lands” Also, Megalan military confidence
is brittle. The legions are formidable,
When Megalos conquered the lands that became Cardiel and but their training is based on cen-
Caithness, it imposed authentic feudalism at the local level, as the most turies-old doctrines, and they refuse to
efficient way to handle frontier provinces. When these lands later believe that they could be beaten by
declared independence, they retained the feudal titles, and indeed took bad luck or mere cleverness.
them more seriously. Caithness, which had been the creation of a strong Therefore, anyone who has beaten
leader, became a kingdom; in Cardiel, the rebellion was the work of an them in the past is secretly dreaded.
alliance of nobles, who declared one of their own their Prince, but avoid- They hold Northmen in contempt, but
ed giving themselves a king. Fealty is given rather more often to local fear that their lands are a cursed
nobles than to the Prince, and Cardiel remains only weakly unified. graveyard for civilized men; they
regard Caithness as civilized, but
Menelaus was broad-minded – he (inaccurately, but effectively) on secretly believe that its low mana lev-
happily accepted nonhuman subjects provincial lords failing to follow els make magic useless save for the
– but stern and pragmatic, reviving Imperial military traditions. The uncanny local wizards, and Caithness
Roman concepts such as arena com- legions grew stronger, and the power knights are surely all seven-foot-tall
bat. He set the tone for his realm, and of the nobles diminished. Many were supermen (rather than merely brave
the most successful emperors have fol- persuaded of the cultural superiority and moderately lucky).
lowed his lead. What he created is an of the Imperial court; their fondest
autocracy, where the governors of out- dream is now to become part of the Aralaise Bureaucracy
lying regions think of themselves as centralized system, not to overthrow
feudal nobles, but respect and fear the it. They not only send their children to As a province of the Empire,
greater power of the center. be educated in strategy, magic, and Araterre is nominally subject to the
statecraft at the palace, they travel same political system. The reality is
Furthermore, noble titles in there to attend great entertainments somewhat different.
Megalos can be bought, for sufficient- and petition for favors. The city of
ly large sums of money. Only a basic Megalos is the epicenter of fashion, The pseudo-feudalism which pro-
oath of loyalty to the throne is and a feudal noble who is only inter- vides most of the Empire with a
required, and no land is granted, but ested in his own fief is disdained as a framework never arose naturally here,
the social clout of these titles is quite bucolic oaf. but was imposed externally, and hence
real – in Megalos. Lords in other lands is weaker; in any case, a realm of
regard these men as impostors. For Of course, such a system has the islands and seaports has to be run a
that matter, “old nobility” in Megalos weaknesses of its strengths. The little differently. The Prince holds a
(some of whose titles are only a few Megalan military machine is powerful hereditary title (under the eye of
generations old) sometimes regard but cumbersome. Provincial nobles Megalan “advisors”), and claims alle-
“new lords” with disdain. This makes can hold the borders against raiders giance from a large class of local lords;
the new lords all the more anxious to and bandits, but they lack the military few of these hold titles above baron,
prove themselves, especially to the strength and initiative to deal with and many are simply knights. In any
emperor, who usually regards them greater threats. Emperors sometimes case, they lack wealth; the Princes
highly . . . as a source of wealth. The become as decadent as any Roman; have learned enough from Megalos to
pursuit of wealth and naked power is worse, they live in fear of their own keep the taxes flowing to the center.
a large part of Megalan society – exact- legionary commanders. Having stud- What the Princes cannot do is exert
ly as Menelaus intended. ied history, they know that a popular the same detailed control that
general would be well-placed to usurp Megalan governments manage on the
His scheme works better at some them – so they rarely permit any mainland.
times than others, depending how legionary commander to become too
well each emperor grasps the plan. strong. Such a general may be rotated The enfeebled lordlings thus gov-
For whole reigns, even centuries, the to a quiet province with weak forces, ern the small, scattered farming com-
nobility have taken their feudal titles recalled to the capital to be regaled munities of Araterre with a certain
seriously, treated the legions as simply with honors and kept by the emperor’s amount of impoverished independ-
a palace guard, made policy, and start- side as an “advisor,” or sometimes, if ence. Some are just moderately
ed wars on their own account. In the he shows signs of discontent and wealthy farmers, some are basically
18th century, the entire province of ambition, simply assassinated. This hereditary plantation managers, and
Cardiel broke away and declared inde- largely explains why Megalos has not some derive a little more wealth and
pendence, followed in the 19th by substantially expanded its borders power from control of small fleets.
Caithness. recently; no general could be permit- Their vessels function as warships
ted that much glory, and no emperor, when called for feudal service, and
In the 20th century, however, under however strategically skilled, can mostly as merchantmen during peace-
a series of competent emperors, the afford to spend long away from the time – but Aralaise lords are notori-
pendulum swung back. This was capital. ously quick to pursue “privateering”
helped by a series of minor defeats on ventures, and some are simply “pirate
the frontiers, which were blamed knights.” However, it is the Prince, the
merchants, and the church who com-
mand real power.

LIFE IN YTARRIA 47

While some younger sons of the dies, all allegiances are cancelled. away, saying that loyalty to the father
petty-noble class become mercenaries, While this usually just means that gov- does not imply loyalty to the brother.
seafaring adventurers, or priests, ernment officials promptly swear a This produces a class of wandering
some pursue opportunities at the routine oath of loyalty to the new sons of the gentry not unlike the
Prince’s court. As some sons of the ruler, some will take the opportunity knights-errant of Christian lands.
merchant class do the same, hoping to to retire or to negotiate for a new posi-
acquire stylish titles, the Prince has a tion . . . and sometimes, Muslim lands TRIBALISM
fair-sized pool of ambitious courtiers see bloody wars of succession.
to draw on, and the talented or lucky Some human-dominated areas of
can become crown servants or even The system in al-Wazif is slightly Yrth, especially the Nomad Lands,
town governors. Hence, Aralaise gov- more feudal. Many people’s primary have never developed social organiza-
ernment is essentially a weak bureau- loyalty is to a tribe or clan, which may tion above the local level. In such
cracy with several competing factions. be geographically scattered, rather areas, each community is led by a
than to a territorial holding, but there chief (known as a jarl, headman,
MUSLIM are also “landed ‘amirs” who resemble sheikh, or whatever) whose power
GOVERNMENT Christian knights with landholdings extends as far as he and his allies can
which finance their military duties. reach. This position may be heredi-
Whereas Europe developed feudal- However, a landed ‘amir’s holding is tary, assigned by tribal elders or reli-
ism in the chaos following the collapse unlikely to be inherited by his son; it gious leaders (possibly from a small
of Rome, Muslim society developed is a temporary government grant. In pool such as the most powerful fami-
when a culture of nomad tribes and al-Haz, loyalty is mostly given to cur- lies), or even elected (usually by a very
mercantile cities was united by a rea- rent office-holders, and the army is ad hoc democracy). Occasionally, it is
sonably egalitarian religion, and then supported entirely by taxes rather taken by force of arms, but that is
dominated by a series of powerful than by land; the place is more of a rarely stable – the chief is in too much
rulers. Hence, al-Haz and al-Wazif bureaucracy, though higher adminis- danger from the next social climber
have at best only weak concepts of trative positions have become more with a sword.
“nobility” or “aristocracy”; their rulers or less hereditary.
claim the status of “leaders of the
faithful,” working through appointed Nonhuman Government
governors, military officers, and a
bureaucracy. On the other hand, not Some Yrthian nonhumans have adopted human government sys-
only the throne, but many administra- tems, or at least borrowed titles and ideas to make dealings with humans
tive and military positions are effec- more convenient. However, most are still more comfortable with those
tively, if not officially, hereditary. systems that they used before the Banestorm.

Meanwhile, most of their subjects In truth, most races never had much more than a basic “tribal” sys-
retain some degree of tribal loyalty. tem, with small groups led by some hereditary chief, honored elder, or
The tribes are led by “sheikhs,” mighty warrior. The elves once lived under something more complex,
respected elders from powerful fami- with both royalty and a ruling council, but that ended long ago. The
lies, and many other social groups dwarves have what seems to be the most “monarchical” system, but
have borrowed the term; even the appearances often mislead; Zarak (pp. 157) is actually ruled by seven
thieves of the great cities have their “kings,” really more clan chiefs, and the “High King” is simply an elect-
“sheikhs,” although these are more ed first among equals.
like mob bosses. Finally, the mullahs
and other religious figures (see p. 67) Perhaps the most interesting system of leadership is found among the
have considerable influence. orcs, who will follow one of their number who demonstrates great
“honor” – defined largely in terms of destructive power. It isn’t sophisti-
The resulting system somewhat cated, and it certainly isn’t stable; it makes for a lot of variation in army
resembles feudalism, but works rather size from year to year – and sometimes from day to day.
differently. While there is a strong sys-
tem of largely inherited social status, In the Islamic countries, it is com- While tribal chiefs often command
titles in Muslim lands are held by mon for a landowner to bestow his considerable respect, they also face
appointment, not inherited. Even holdings on his sons before his death. considerable limitations. Some are
where a position has become heredi- When the father dies, the oldest son is held responsible for everything that
tary, the government must confirm the then usually in a strong position to happens to the tribe, up to and includ-
transfer from father to son. become the head of the family, ing the weather. They are usually
demanding loyalty from his siblings. expected to be very generous with
Furthermore, in al-Haz and al- This can lead to bitterness and rivalry, gifts, although in that case they also
Wazif, while title-holders swear oaths and sometimes even violence. receive a lot of gifts. This can leave
comparable to feudal oaths of fealty, Younger brothers may choose to walk them responsible for managing the
such oaths are always sworn to the
man who is currently sultan or caliph,
not to the Crown. When a monarch

48 LIFE IN YTARRIA


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