Places of Mystery
GURPS Places of Mystery is designed for use with a very wide range of games. This is a book of places and locations¸ chosen because they all have at least a hint of the unusual about them. The sites chosen for this book are nearly all buildings¸ cities¸ or other human constructions. We"ve slipped in a few natural places of mystery¸ such as Ayer"s Rock and Loch Ness¸ but they are exceptions to prove our rule. The rule was instituted mostly because of the space we had available¸ and the need for a consistent "style". This supplement is about the creations of humanity - in humanity"s slightly stranger moments. Incidentally¸ some of the buildings mentioned in this book are intact today¸ but time¸ nature¸ and the human tendency to fight wars being what they are¸ many are in ruins¸ or actually lost. (One or two probably never existed in the first place.) Still¸ ruins have lots of atmosphere; remember the conclusion of Shelley"s poem. So let"s go places.
Lost Worlds. Hidden Cities. Holy Ground.
Have you ever wanted to visit Stonehenge? With GURPS Places of Mystery¸ you can. Or uncover the mystery of the lost city of Atlantis. Travel back in time to ancient Babylon. Journey to Shangri-la and explore the Dreamtime beneath Ayers Rock. Endless adventure awaits within these pages:
- Complete chapters on Atlantis¸ the Stone Circles of Europe¸ the Pyramids¸ and Desert Cities.
- Dozens of shorter descriptions. Chapters cover Asia and the Middle East (including the Forbidden City¸ the Taj Mahal¸ and Babylon); Africa and Europe (with the Zimbabwe ruins¸ Istanbul¸ and Camelot); and Australasia¸ Oceania¸ and the Americas (with Easter Island¸ the Plains of Nazca¸ and the Anasazi enigma).
- An outline for the "Secret History" campaign¸ allowing PCs to wield subtle magic or lost technology in the real world¸ past or present.
- Rules for "Places of Power" - letting you create wizards who are deadly on their home grounds¸ or mystic sites that give incredible power to all magicians.
Plus: ley lines¸ the Loch Ness monster¸ cities underground and beneath the sea¸ King Solomon's Mines¸ ghosts and haunted places¸ geomancy¸ space gods¸ ancient navigators¸ and the Seven Wonders of the World.
The world is stranger than you think.
It's time to go see the sights.
(This is a digital reprint of a GURPS Third Edition product.)