Chapter 1 - The History of Yrth
Every chapter begins with a nice short narrative, the part of a character's story in the world of Yrth. This first one focuses on a ship arriving in an Ytarrian port after emerging from the Banestorm, originally hailing from London. From the way both sides still speak English, I assume this is still relatively early in Yrth's post-Banestorm history. The most dramatic moment is when the crew of the sailing ship is shocked to discover the local priest is a Goblin, who tells them that they aren't on Earth anymore.
So, the history chapter takes 11 pages to cover the history of Yrth, from prehistory through the year 2005 A.D., which was present times when the book first came out. Again, it focuses on Ytarria, and all dates, including pre-Banestorm ones, use the modern calender, and for game purposes all G.M.s should assume Yrth dates work the same as ours.
Pre-Human Yrth was populated by elves, dwarves, orcs, and a few related races. And while dwarves and elves had sporadic conflicts, both sides were usually at war with the orcs for as far back as any historical record can tell. The dwarves settled in the mountain ranges of Ytarria, the elves spread across the forests of the continents, and the orcs roamed the surrounding lands, occasionally raiding elf villages and dwarf caverns.
Around 350 A.D., some orc tribes engaged in a campaign of extermination against a group of elves in a region that would eventually become the Great Desert, using weapons stolen from the dwarves. The survives resolved to eliminate the bandits... ...and decided to punish the dwarves as well, blaming them for the weapons the orcs used. This group, calling itself “Defenders of the Shaded Woodlands” eventually evolved into a cult that rejected the finer points of elven culture, to dedicate themselves on waging war against the orcs.
Then, around 400A.D, some Defenders persuaded other elven leaders to wage war against the dwarves of Zarak. This war, which remains the main reason dwarves still mistrust elves, ended after a Zarak peace delegation faced down the Defender's spokesmen at the elves' High Council, a humiliation that discredited the Defenders for many generations. They ended their conflict against the dwarves, but rededicated themselves towards fighting orcs, to the point of becoming firmly dedicated towards genocide. Which was complicated by the high birthrate of orcs, who could replenish their numbers within decades of being nearly wiped out by Defender attacks.
So around 1000 A.D., the Defenders decided they needed a solution. A Final Solution.
One thing I like about GURPS Books are the fun side-boxes that contain supplemental information, and we get our first one here, involving Yrth Astronomy and Geography. Here we confirm that Yrth is in a parallel universe with a solar system closely resembling our own, complete with the same stars, planets and sun, although it's moon shines more brightly and with a more silvery color, and a different pattern of craters on it. But Yrth has the same day, year and lunar cycles as Earth.
This is mostly common knowledge, although most Ytarrians don't think of such things. One major difference exists though, and that's the presence of numerous mana-rich* asteroids in eccentric orbits, which have routinely hit Yrth and its moon over the eons, and have altered the planet's geography and mana levels ** as a result. So it's entirely possible that Yrth IS just an alternate Earth that was radically altered by mana-rich asteroids over billions of years. This is actually a speculation of Ytarrian scholars, some of which even speculate about long-extinct intelligent races.
* and ** GURPS' standard magic system uses “mana” as its default term for the ambient energy that empowers magic, and uses mana levels to determine how strong said magical energies are, ranging from Very High Mana to No Mana. Anyone can cast spells in Very High Mana level areas, but any spell failures become critical failures (and critical failures turn into disasters), while no magic at all can function in a No Mana area. Yrth, as we'll see, has a default mana level of Normal (only wizards can use spells, which work normally), but also has regions of varied mana levels.
If the use of the term 'mana' bothers you, feel free to use alternate terms (Aether, Magicka, Essence) in your games. I will continue to use the term 'mana' for simplicity of reference.
So with the next Entry, we'll look at what the Defenders' “Final Solution” ended up being.