


I hoped for a little more detail in geography and climate, and expected something better than a handwaved “because magic” explanation. Only a few regions are not under at least nominal human or humanoid control. I was highly impressed by Banestorm when I ran a campaign in it. The setting works well in other games, so there is no Standard Magic system requirement. To describe this casting as an banetorm failure is to be horrendously understating the event.

Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS - as well as many of our other game lines. This setting book is the latest presentation of Yrth, the oldest fantasy world originally designed for GURPSwhich was originally detailed in the first edition of GURPS Fantasy though technically it first appeared in Orcslayer as the setting for nine combat scenarios. Various sovereignties contend for power on a magical world populated by storms blowing across the dimensions. You could make an argument for the text superseding the map, but if that’s the case, then both the text and map are grossly missing detail - I get it, I’m nitpicking. GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. The basic concept is straightforward, and covered well in Chapter One, “History”. This setting book is the latest presentation of. That sales pitch very much sums up the setting of GURPS Banestorm, by Phil Masters and Jonathan Woodward.
