Create a world that could never be! GURPS Fantasy is the complete toolkit to let you build a campaign of heroic deeds and wondrous magic. It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.
GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.
Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books
An impressive and thought-provoking examination of the fantasy genre. Full of incredible ideas, from exposing the reader to a variety fantastical traditions, to a clear examination of fantastical governance, to the most cogent exploration of fantasy economics I've ever read (and, granted, the only one).
Also there are rules and stuff I guess, but they really take second seat.
I used to own this book many moons ago, but if I remember correctly, there was barely anything useful in this book. Better books for a GURPS fantasy campaign are Low Tech and Magic. Also, Banestorm, if a campaign world is needed.