Egyptian Mythology

No other pantheon in Legends & Lore inspires as much awe and wonder as that of the ancient Egyptians. As the masters of a nation that stood for some three thousand years, from the Thinite period in 3200 BC to the Ptolemaic period in 30 BC, the gods of this ancient realm have had a major influence in the development of the western world.

The History of Egypt

Although it is difficult to pinpoint the dawn of Egyptian culture, modern archeological evidence suggests that the first known inhabitants of the Nile Valley are believed to have a culture based largely on that of Mesopotamia (or, more specifically, Sumer).

Although acquiring information about the history of a people whose roots run so deep is difficult, modern archaeologists have been aided in their studies of ancient Egypt by a number of things. Much of what is known about later developments in the region draws upon the Aegyptiaca of Manetho (a priest who lived in the 3rd century BC and set the dynastic categories that are still used as the foundation all Egyptian studies). In addition to the works of Manetho, the most important source of information on this culture comes in the form of the buildings and structures, such as the Great Pyramid at Giza and the Sphinx, that have stood up to the ravages of time and now pay mute testimony to the wonders of this ancient culture. Study of such places has allowed scientists to classify the history of ancient Egypt into three categories: the Old, Middle, and New Kingdoms. In addition these three major groupings, some scholars include an Early Dynastic period (that predates the Old Kingdom) and several Intermediate Periods (that fill gaps between the three major periods). For ease of reference, Legends & Lore deals with the three main ages.

The Old Kingdom

This first period of Egyptian society began some 4,000 years ago. It held power for roughly five centuries (c. 2755 to 5 BC) and had its capital in Memphis. Those who ruled Old Kingdom had a strong and unified government, with firm support from the religious sector. In fact, it wasn’t long before this monarchy evolved into a theocracy, with the kings (pharaohs) being recognized as gods on earth. The Old Kingdom began with the founding of the third dynasty (the first of the Memphite houses) and was something a golden age. The second pharaoh, Zoser (or Djoser), worked hard for the principles of national unity. As a symbol of this, he employed elements of architecture from all portions of Egypt in the construction of his mortuary buildings Saqqara. It was during this phase of history that Imhotep (Zoser’s architect) demonstrated the skills that would soon make him a legend in ancient Egypt by overseeing the construction of the famous Step Pyramid that was to be Zoser’s tomb. Although this structure was quickly overshadowed by later constructions of the period (like the Great Pyramid itself) it was the foundation on which all later Egyptian architecture would be based.

Later rulers of The Old Kingdom expanded upon the grandeur that Zoser had spawned. Snefru, who was the first of Egypt’s warrior kings, oversaw campaigns in Nubia, Libya, and the Sinai. His active pursuit of commerce and mining brought great prosperity to the thriving society on the Nile.

Snefru’s son, Khufu (or Cheops), succeeded him and oversaw the building of the Great Pyramid at Giza. Although little is known of his reign, it seems clear that only a government that was firmly in place, very efficient, and utterly loyal could have managed the construction of such a structure in that time.

Two of Khufu’s sons came to sit upon the throne of Egypt. The eldest, Redjedef, introduced the concept of Ra, a solar element, into the religion and the pharaoh’s titulary. His younger son, Khafre (or Chephren), built the mortuary complex at Giza and also oversaw the construction of the mighty Sphinx.

Later rulers of this period maintained the high level of cultural and scientific advancement established by Imhotep. The ancient Egyptians carried their love of greatness into every field of study and culture. For example, Memphite astronomers designed the first solar calendar based on a year of 365 days. Their knowledge of medicine was equally impressive, including a highly developed understanding of the circulatory system and the use of antiseptics.

The Old Kingdom gradually fell apart, however, as the power of its central government was bled off and the various nomes (districts) began to challenge the authority of the pharaohs. By the time of the seventh dynasty, circa 2255, the throne at Memphis had lost almost all of its power over the people of Egypt. Many modern scholars classify the period of time between 2255 BC and the rule of Mentuhotep II in 2061 BC as the First Intermediate Period.

The Middle Kingdom

Following the virtual collapse of the bureaucracy of the Old Kingdom, the once unified society of Egypt was shattered. This is perhaps best reflected in the artwork of the period, which became more provincial and varied throughout Egypt. In addition, the lower classes began to claim some rights that had previously been reserved only for the ruling elite. For example, the wards and spells formerly woven only around the tombs of kings now began to appear on the coffins of the common folk.

While the rulers who preceded Mentuhotep in the Middle Kingdom attempted to reunite the sands of Egypt from their power base in Thebes, it was not until his reign that the empire was truly reforged.

Still, however, Mentuhotep drew heavily upon his regional heritage and the culture of Thebes. It was not until Amenemhet replaced him on the throne that the capital returned to Memphis. Under the hand of this peaceful pharaoh, national unity was stressed and the fabric of society was restored. Amenemhet demanded loyalty from the nobility and Egypt’s scattered provinces and used a series of propaganda campaigns to put across the image of the pharaoh as a “good shepherd” who would watch over the people of Egypt and guide them into an era of peace and prosperity. Evidence acquired from a study of The Story of Sinhu indicates that Mentuhotep was assassinated.

Mentuhotep’s sons and grandsons picked up the programs and policies established by him and used them to rule over Egypt until the close of this period in 1668 BC. During this time, they built fortresses throughout Nubia, ruled Palestine and Syria, and fought a series of brutal campaigns against the Libyans to the west.

Sesostris III, who ruled from 1878 to 1843 BC, oversaw the building of a great canal at the first cataract (south of Syene) and divided the kingdom into three geographic regions. Each of these regions was ruled by a powerful leader loyal to the pharaoh. Once this structure was in place, the power of the lesser nobles (which had brought down the Old Kingdom) was broken. The rulers of the Middle Kingdom saw to it that this period was a golden age for Egyptian art and literature.

The rulers of the 13th dynasty, although they managed to maintain control over Egypt’s Nubian conquests and the central government, were weaker than their predecessors. This, coupled with the fact that they came and went with great rapidity (there were roughly 60 of them between 1784 and 1668 BC) meant that they never had a chance to solidify their individual power bases. When they were confronted with internal pressure (from the soon to be recognized 14th dynasty) and external attack (from the Palestinian Hyksos), their rule was broken and the Middle Kingdom came to an end.

The period between 1720 and 1570 BC is generally recognized by scholars as the Second Intermediate Period. During this time, four dynasties (two of which were Hyksos) held power in Egypt.

The New Kingdom

The time between the fall of the Middle Kingdom and the rise of the New Kingdom was a turbulent one. As many as three dynasties claimed to rule during the interim, and only the Thebian ruler Kamose (who ruled from about 1576 to 1570 BC) was able to fend off the Hyksos invaders. When his brother, Ahmose I, took the reins of power in hand, he was able to defeat the Palestinians and restore unity to Egypt. Under his guidance, the New Kingdom was born.

Ahmose restored the balance of power between the pharaoh and his regional governors and restored the bureaucracy which had existed in the Middle Kingdom. He was supported in his efforts by most of the Egyptian military, which earned them many rewards when his power was at its peak and insured that none could challenge his rule.

When Amenhotep I came to power, he began to strengthen Egypt’s borders in Palestine and Nubia. Evidence of his authority can be found in the al-Karnak region, where Amonhotep I built many monuments. Unlike his predecessors, he separated his well-hidden tomb from his mortuary complex, a custom that was adopted by those who followed him. Later kings, starting with Thutmose I, began building their temples and tombs in the Valley of the Kings.

When Amonhotep IV came to power, he fought to reform the religion of Egypt and confronted the powerful priests of his time. He relocated the seat of government to Akhetaton and tried to create a quasi-monotheistic belief system based on the god Aton. His attempts failed, however, and his son Tutankhamen returned the throne to Thebes. It is interesting to note that, although he is perhaps the best known of the Egyptian pharaohs, Tutankhamen is only remembered because his tomb was discovered (largely intact) in 1922, not because of any great contributions he made to Egyptian culture.

The 19th Dynasty was founded by Ramses I in 1293 BC. He was formerly the commander of the military and ruled for only two years before he was succeeded by his son, Seti I. Seti (and later his son, Ramses II) was responsible for many successful military campaigns and for much construction at Abu Simbel, Luxor, al-Karnak, Abydos, and Memphis. Ramses II was also responsible for the defeat and subjugation of the Hittites (which he secured by taking a Hittite princess as his wife). His own son, Merneptah, defeated the Sea Peoples (a race of invaders from the Aegean) in the 13th century BC and went on to defeat Israel. Later rulers found it almost impossible to rule over the many races conquered by members of the 19th dynasty and uprisings were a constant threat. The 20th dynasty saw the close of the New Kingdom. lowing the rule of Ramses III, who was a brilliant military strategist, the throne became weak. Unable to contend with the rising power of the priesthood and the army, Egypt fell into a period of decline (the Third Intermediate Period) which was, by all reasonable standards, the end of the Egyptian state as a self-ruled power.

The Egyptian Creation Myth

In the dawn of time, according to the priests of an Egypt, there was only the ocean (known as Nun). One day, an egg (or flower in some versions) floated to the surface the sea. It opened and Ra, the father of the Egyptian gods, stepped forth. Ra beget two children, Shu and Tefnut. These two newborn gods were lifted up to become the atmosphere and clouds. Like Ra, they quickly brought forth two of their own children — Geb, who formed the solid earth, and Nut, who became the stars and the night sky. Ra was pleased with his work, and was master of them all.

Geb and Nut later had children of their own. They had three sons (Set, Osiris, and Horus) and two daughters (Isis and Nephythys). In an effort to stop them from producing many children without his permission, Ra ordered Shu to move between Geb and his sister, breaking their embrace and preventing the creation of any additional gods. Although there were later to be numerous other gods created, none of them could claim Geb and Nut as their parents.

It is important to note that the creation of the world and the birth of the gods of the Great Ennead was different in every telling. Egypt was a land in which every small town had a patron deity of its own and, as one might expect, the benefactor of each village played an important role in the history of the universe. As might also be expected, such gods were seldom acknowledged as important outside of their own regions.

The Great Ennead

Egypt was a land of many gods, for every animal and place seemed to have its own power and, thus, its own god. In addition, many of these gods had several different forms. For example, the sun god Ra was known by different names at dawn, dusk, and noon. The Great Ennead, however, were the nine most powerful gods in Egyptian Mythology. They were the close family of Ra, and formed a sort of dynasty about him.

The members of the Great Ennead were Ra, Geb, Nut, Shu, Tefnut, Osiris, Isis, Set, and Nephythys.

The Concept of Maat

Maat

is a word that does not translate well into modern English. It combines features that we might describe as honor, truth, duty, and integrity, but is much more than a standard of behavior like the codes of chivalry or bushido found elsewhere in history. Maat was the natural state of the universe and all things were expected to conform to it. Only by so doing, in fact, could they be at peace with the gods and live a happy life.

In game terms, player characters can treat maat as a natural desire on the part of all persons to lead what might be described as a lawful good life. Rulers are expected to be fair in their administration of laws while the common folk are expected to give their employers an honest day’s work for their wages. Those who do not fulfill their obligations can expect only turmoil and misery.

Death and the Dead

Ancient Egypt was a society that many might say was obsessed with death. The concept of an afterlife, although not one of eternal bliss or torment, was a part of everyday life. It was impossible to separate the concepts of daily life, maat, and death.

Every Egyptian was expected to spend his life making preparations for his death. For the nobility, the rich and powerful rulers of Egypt, this meant the construction of great tombs (like the pyramids). For those not so well off, it meant fashioning some sort of burial chamber or private grave, and for the poor it meant doing what could be done (which was usually not much).

Death was seen as a time of transition by the Egyptians. When the pharaoh ruled on earth, he was serving Ra. When he died, he traveled to the underworld to become one with Osiris and rule over the lands of the dead. Because the concept of maat required that the universe always be in a constant state, the afterlife was believed to be not unlike life on earth. Kings would rule in the afterlife, laborers would work on, and scribes would continue to compose their works.

Respect for the dead was a primary part of maat and the life of an Egyptian. To undertake any action which might be seen as disrespectful to the dead was to risk the anger of the gods. In game terms, this means that any action of this type — from breaking into a sacred tomb to removing a copper coin from the body of a fallen warrior — incurs a 5% chance that the avatar of Osiris will be dispatched to deal with the offenders. If this does not take place, there is a 25% chance that the violators will be affected by the curse of Osiris. Such a curse causes the victims to suffer a -5 penalty on all attack rolls, saving throws, damage rolls, morale checks, attribute checks, and proficiency checks. The only way to remove such a curse is with a wish spell.

The Great Pyramid

1. Mastabas

The pyramid is surrounded by a large number of low, flat buildings known as mastabas. These secondary tombs serve as the final resting places for the workers (usually slaves or prisoners of war) who built the pyramid.

2. Lesser Pyramids

In addition to the mastabas, the sands around the great pyramid also play host to a number of smaller pyramids. These structures act as tombs for the officials and engineers who oversaw the slaves in their work.

3. Funeral Temple

This chamber was dedicated to the gods of Egypt. Here, the final rites were performed and the body of the pharaoh made ready for his voyage to the afterlife. The only entrance to the pyramid is located in this room.

4. Narrow Corridor

All of the corridors inside the pyramid are very narrow and confining. As a rule, they stand no taller than four feet and are about a yard wide.

5. First Burial Chamber

In the event that the king should die before any of the other burial chambers were completed, he would be laid to rest here.

6. Second Burial Chamber

If the pharaoh were to die before construction of the pyramid were finished, his body would be placed in this here.

7. Crypts

Once the funeral rites had been completed and the pharaoh placed in the hands of the gods, the priests who saw his burial would take their own lives. Their bodies would remain here while their spirits traveled with pharaoh to his new kingdom.

8. Funeral Barge

In order for the pharaoh’s spirit to make the journey to the afterlife, it was believed that he needed a craft to travel in. Thus, this chamber was built around the hull of an ornate funeral barge.

9. Grand Hallway

Unlike the other halls in the pyramid, this is a high affair. It’s walls are covered with ornate carvings depicting the life of the pharaoh.

10. Main Burial Chamber

This lavishly decorated chamber was the heart of the pyramid. Here, in an ornate sarcophagus, the body of the pharaoh rests for all time.

Magical Items

Ankh of Power

Each of the gods of the Great Ennead has the power to create an ankh of power at will. In practice, however, they are rarely manufactured. It is believed that fewer than a dozen of these priceless objects exist.

In the hands of a priest who worships a member of Great Ennead, the ankh of power glows as if under the influence of a continual light spell. This light is pure and having the power to drive away any undead creature it shines upon. Any attempt to conceal or darken this light is an affront to the gods and will result in the instant destruction the ankh.

Any healing spell cast by the priest while he holds the ankh in his hand will be at double effectiveness. Further, as long as the object is in his possession, the priest is immune to all forms of poison and disease, including such unusual afflictions as mummy rot and lycanthropy.

Lastly, an ankh of power can cast a sunray spell three times per day if the priest speaks a command word unique to the individual ankh.

Ra (greater god)

Ra is the father of the Egyptian pantheon. He gave birth to Shu, who became the air, and Tefnut, who became moisture. He is the grandfather of Geb (the earth) and Nut (the sky), and the great-grandfather of Osiris, Isis, Set, and Nephythys. Together, these gods form the Great Ennead of Heliopolis, the city of the sun. He is said to have created mortal man from his tears.

Every day, Ra rises above Manu (the hill of sunrises) aboard his great boat Manlet and looks down upon the world with his blazing eye (the sun). Manlet is a large war galley that was constructed from solar flames and is sheathed in an aura of fire that will inflict 40 points of damage each round (no saving throw) to any being that touches the craft without Ra’s permission. At night, Manjet transforms itself into Mesektet, a funeral barge, and Ra guides it back across the waters of the underworld, so that he may once again cross the sky in the morning. In both forms, the craft radiates an antimagic shell that prevents anyone but Ra from employing spells. In addition to its obvious ability to fly, the craft can become invisible, assume a wraithform, or plane shift when commanded to do so by Ra. Thrice per day Ra can command Manlet (but not Mesektet) to deliver a bolt of solar fire at any target in his sight. This bolt always hits and inflicts 100 points of damage (no saving throw and no defense).

There is a great bond between Ra and the pharaohs of Egypt. Without his divine grace, they cannot rule. Anyone who claims the throne of Egypt without approval from the sun god will be instantly consumed by fire. There is no warning, no chance of survival, and no hope of resurrection.

Ra is the patron of many things, but is most commonly associated with the sun and kings. He is noted for his diplomatic skill and his general dislike for the humans he created from his tears.

Role-playing Notes

: Ra maintains a low profile. He has little interest in the affairs of men, for he finds them bothersome and petty. His stature as King of the Gods and as the God of Kings, however, makes him an important figure in daily life. Thus, he does his best to be a responsible deity and watches over his followers on Earth. Omens from Ra often take the form of strange behavior on the part of the sun.

Statistics:

AL ln; WAL any lawful; AoC the sun, kings; SY ankh on a solar disc.

Duties of the Priesthood

Priests of Ra are often the advisors to kings, if not kings themselves. Priests of Ra must greet him each morning as he guides Manlet into the sky and bid him farewell at dusk when he leaves the sky. Failure to meet these obligations is certain to result in the loss of spells until the oversight is corrected.

Requirements:

AB standard; AL lawful good; WP any; AR a; SP all, astral, charm, creation, elemental, sun, weather; PW 1) light; 5) continual light; 10) shape change (into a hawk); 15) sunray; TU turn.

Ra’s Avatar

(priest 20, wizard 19, warrior 15)

Ra’s avatar takes the form of a large and powerful warrior with a hawk’s head. His left eye glows brightly, for it is a piece of the sun. Ra’s avatar often carries a glowing ankh as a symbol of his great power and is often found riding Manjet or Mesektet. Although the avatar will fight if pressed, he prefers to negotiate solutions to problems. He has access to any sphere or school of magic for his spells, but favors those spells that employ fire, heat, or bright light.

Str 20 Dex 20 Con 25

Int 25 Wis 25 Cha 25

MV 24 f SZ 7’ MR 80%

AC -3 HD 20 HP 300

#AT 2 THAC0 3 Dmg 1d10 (fist) +8

Special Att/Def:

Ra’s avatar does not normally employ weapons in combat, for his powerful blows can inflict damage. The avatar himself can be hit only by spells or magical weapons with at least a +3 enchantment. Each round, may unleash from his eye a stream of solar flame that has a range of 400 feet and inflicts 4d20 points of damage to anyone it touches. Victims are entitled to a saving throw versus breath weapons, with success indicating that they take half damage. In addition, he can use his ankh to instantly destroy any form of undead creature or any being that is not on its home plane.

Geb (intermediate god)

Following their creation by Ra, Shu and Tefnut produced numerous offspring. The first of these was Geb, who became the earth. Geb was so enraptured with his sister, Nut (the sky), that they instantly embraced. After they had produced four children of their own (Isis, Set, Osiris, and Nephythys), Ra instructed Shu to break up the embrace.

Geb is able to exert absolute control over any creature from the Elemental Plane of earth and can summon 2-12 earth elementals to fight for him at any time. He can instantly negate any spell involving earth, rock, mud, or the like and cannot be harmed when he stands on solid ground.

Role-playing Notes:

Geb was once a curious and quick tempered god, but he has mellowed since his birth and now takes a more even-tempered (and safe) approach to life. Geb’s true form is that of a huge man with dark brown skin and burning eyes. He always wears a golden crown as a symbol of his divine power.

Statistics:

AL ng; WAL any; AoC the earth; SY mountain.

Geb’s Avatar

(warrior 17, wizard 15)

Geb’s avatar, like the god himself, appears as a hulking man with dark brown skin and smoldering eyes. He traditionally carries a quarterstaff +3 in combat that can duplicate the function of any magical item or magic spell relating to the earth. For example, he can command it to function as a spade of colossal excavation or to cast a transmute rock to mud spell. He can draw upon any school of magic for his spell abilities.

Str 25 Dex 23 Con 25

Int 22 Wis 20 Cha 22

MV 12 SZ 10’ MR 30%

AC -3 HD 18 HP 270

#AT 2 THAC0 1 Dmg 1d6 + 3 (staff) +14

Special Att/Def:

In addition to his quarterstaff, Geb’s avatar can regenerate 25 hit points per turn when he is in contact with the earth. Once per day, he can summon 2-8 earth elementals to fight for him. He can employ an imprisonment spell once per round, no matter what other action he is attempting. Only +3 or better magical weapons can harm the avatar of Geb.

Duties of the Priesthood

Priests of Geb are friends of the earth. They have much in common with dwarves in that they love deep caverns and the splendors of mighty mountain ranges.

Requirements:

AB standard; AL n; WP a; AR a; SP all, astral, combat, creation, elemental, guardian, protection, summoning; PW 1) infravision (60 feet); 2) detect grades and slopes (as dwarf); 3) detect stonework traps, pits, and deadfalls (as dwarf); 10) summon earth elemental; 15) imprisonment; TU nil.

Nut (intermediate god)

Nut is both wife and sister to Geb, the earth god. The two are deeply in love and will never act in a manner that is harmful to the other. Because Ra had forbidden Nut and Geb to have children, she was forced to resort to trickery to bear her five young. Since Ra had decreed that Nut could not give birth on any day of any month of any year, she went to Thoth for help. Thoth managed to capture some of the moon’s light and used it to create five new days (outside of Ra’s domain). On each of these days, Nut gave birth to a new god.

In her true form, Nut appears as a tall, slender woman whose body is the black of the night sky. She sparkles with starlight and is enchanting to behold. Omens from Nut always take the form of patterns in the stars.

Role-playing Notes:

Nut is as devoted to her husband Geb as he is to her. They are kept apart by Shu and the order of Ra that forbids them from having any more children. Nut is very sensitive to the concerns of those who are forbidden to marry the one they love and will often send her avatar to help out such couples.

Statistics:

AL ng; WAL any; AoC the sky, couples forbidden to marry; SY stars against the night sky.

Nut’s Avatar

(wizard 20, priest 20)

When Nut’s avatar is sent to the Prime Material Plane, she always takes the form of a slender, ebon skinned woman of outstanding beauty. She has access to any sphere or school of magic for her spells.

Str 20 Dex 25 Con 22

Int 25 Wis 25 Cha 25

MV 12, 24f SZ 7’ MR 30%

AC -3 HD 15 HP 150

#AT 1 THAC0 5 Dmg 1d4 + 3 (dagger) +8

Special Att/Def:

Nut’s avatar wields a black bladed dagger +3 in combat. Anyone struck by it must save versus spells or lose 2 levels instantly, just as if they had been struck by a vampire. Nut’s avatar is immune to all spells that involve air and, because of Geb’s watchful eye, those that involve earth as well.

Duties of the Priesthood

Priests of Nut are always female. Although they are permitted to love and expected to be true to their mates, they are forbidden to marry. Marriage services presided over by priests of Nut are considered a sure sign of conjugal bliss.

Requirements:

AB standard (plus minimum charisma of 16); AL ng or cg; WP as wizards; AR a; SP all, astral, charm, divination, guardian, healing, protection, weather; PW 1) darkness (the reverse of light); 5) darkness, 15’ radius; TU turn.

Shu (intermediate god)

Shu, also known as “the upholder", is the god of the atmosphere. He is charged with holding up the sky and, thus, keeping Nut and Geb separated. Shu (and his wife Tefnut) were Ra’s first children and he has great affection for them both.

As one might expect, Shu has complete control over the air and all things associated with it. Shu can control any creature from the Elemental Plane of Air and can summon 4-24 air elementals to serve him at any time. Shu can also negate any spell that deals with air or the atmosphere at will. In his true form, Shu looks like a normal, if divinely handsome, man who is constantly surrounded by a swirl of wind. He can control the velocity of these winds, which may range from gentle breezes to tornado force cyclones. Omens from Shu come in the form of strong winds and atmospheric phenomena.

Role-playing Notes:

Shu is a heroic and noble god who serves as king of Heliopolis when Ra is absent or unavailable. He is fair and impartial, but less of a politician than Ra.

Statistics:

AL lg; WAL any good; AoC winds, the atmosphere; SY ostrich feather.

Shu’s Avatar

(warrior 20, priest 20)

Shu’s avatar looks much like the god himself. He appears as a powerful and handsome man with a light blue tint to his skin. He eyes carry the gleam of summer lightning in them and his smile the warmth of a spring sunset. He can call upon any sphere for his spells, but prefers those that deal with the atmosphere or winds.

Str 24 Dex 23 Con 25

Int 23 Wis 23 Cha 20

MV 12, 24f SZ 7’ MR 35%

AC -3 HD 15 HP 180

#AT 2 THAC0 1 Dmg 1d6 + 5 (sword) +12

Special Att/Def:

In combat, Shu’s avatar employs a gleaming short sword +5. Anyone struck by this weapon must save versus breath weapon or be caught up in a great wind and carried away from the battle. Such persons will suffer 3d20 points of damage and be moved one mile away for each point inflicted. Shu is affected only by +3 or better magical weapons.

Duties of the Priesthood

Priests of Shu perform their services in large, open areas which are often full of wind gusts and drafts. They are required to pray and meditate during wind storms.

Requirements:

AB standard; AL any non-evil; WP short sword; AR a; SP all, astral, elemental, guardian, protection, sun, weather; PW 5) create an area of calm (no winds) level x 5’ in diameter; 10) control winds; TU nil.

Tefnut (intermediate god)

The wife and sister of Shu, Tefnut embodies the moisture of the atmosphere. Her power is seen in the wrath of a storm or in the gentle dew found on plants at sunrise. As one might guess, she is sometimes fierce and angry and other times loving and gentle.

Villages in need of rain often call upon Tefnut to send her life-giving gift while those in the grip of a great storm plead with her to spare them and turn her attention elsewhere.

Tefnut’s true form is that of a slender, attractive woman with the head of a sleek lion. The air around her smells of rain and lightning and her voice is the deep rumble of distant thunder. Omens from Tefnut always come in the form of storms or rain.

Statistics:

AL ng; WAL any; AoC storms, rain, and running water; SY pyramid and sun.

Tefnut’s Avatar

(wizard 20, priest 15)

Tefnut’s avatar comes only in the form a slender woman with the head of a lioness. She is often accompanied by 1d6 lionesses who obey her every spoken word her without pause. She has access to any school of magic or to the all, animal, astral, elemental, weather spheres for her spells.

Str 19 Dex 23 Con 19

Int 23 Wis 23 Cha 24

MV 12, 24f SZ 7’ MR 30%

AC -3 HD 15 HP 150

#AT 1 THAC0 9 Dmg 1d6 + 3 (sword) +7

Special Att/Def:

In combat, Tefnut’s avatar can command her sword to transform itself into a stroke of lightning. Anyone hit by this weapon suffers normal damage and they must save versus spells or take an additional 5d20 points electrical damage. In addition, she can unleash a lightning bolt (as per the spell) from her eyes in combat and is unaffected by any weapon of less than +3 enchantment.

Duties of the Priesthood

Tefnut expects her priests to cherish the storms that she sends to earth. As such, they are often found standing outside during fierce downpours that have caused everyone to scurry for shelter.

Requirements:

AB standard; AL any non-evil; WP short sword; AR a; SP all, astral, charm, creation, divination, elemental, protection, sun, weather; PW 1) predict weather (100% accuracy, 1 day ahead per level); 5) call lightning; weather summoning; 15) control weather; TU nil.

Osiris (intermediate god)

The husband of Isis and son of Geb and Nut, Osiris has a dual nature. While he is often worshipped as a god of nature and plant life, he is also the protector of the dead. Osiris is the god who taught the Egyptians the arts of civilization and is very fond of his people. If any community that maintains a temple to Osiris is attacked, there is a 25% chance that Osiris will send his avatar to lead the battle against the invaders.

Osiris and Set are bitter enemies, for the latter once tricked him into lying down in a magic coffin. Once inside, Osiris was unable to escape and soon died. His wife Isis, mummified his body. In so doing she gave him eternal life and made him a god of the dead.

In his true form, Osiris is a tall, muscular man with a greenish tint to his skin. He can command or destroy any undead creature at will.

Role-playing Notes:

Osiris is a wise god who rules Heliopolis in Ra’s absence. He is very alert to the needs and desires of his followers and always has their best interests at heart.

Statistics:

AL lg; WAL any good; AoC vegetation, the dead; SY flail.

Osiris’ Avatar

(warrior 20, priest 18)

When Osiris sends his avatar into the world of men, it takes either the form of a great warrior with greenish skin or a mummy. He can call upon any sphere and can cast spells from the school of necromancy as if they were priest spells.

Str 24 Dex 19 Con 25

Int 25 Wis 25 Cha 24

MV 15 SZ 7’ MR 40%

AC -3 HD 15 HP 220

#AT 1 THAC0 1 Dmg 1d6 + 4 (fail) +12

Special Att/Def:

Osiris’ avatar wields his royal flail in combat. This flail +3 has the same powers as a mace of disruption. He can be hit only by +3 or better magical weapons and is immune to all forms of necromantic or death magic. He can command or destroy any undead creature he encounters at will.

Duties of the Priesthood

Priests of Osiris must honor the dead and the places in which they rest. No priest of Osiris can ever take part in or condone the looting or violation of a grave, the removal of treasure from a fallen body (either friend or foe), or any similar action. Sacrilege of this type results in an instant loss of all powers and abilities. Priests who die while in such disgrace will become mummies (or some other form of undead, at the DM’s discretion).

Requirements:

AB standard; AL any non-evil; WP flail; AR a; SP all, astral, charm, combat, guardian, healing, necromantic, protection; PW 1) employ spells from the school of necromancy; 10) any animate dead spell has double effectiveness; TU turn (as if 2 levels higher).

Isis (intermediate god)

One of the most prominent members of the Great Ennead, Isis is the goddess of motherhood and the ideal for all Egyptian women. She is daughter of Geb and Nut, the wife of Osiris, and the mother of Horus .

Isis introduced the custom of marriage to the Egyptian people and has served as the ruler of Heliopolis in the past. She was responsible for the transformation of her husband into a god of the dead.

Isis’ true form is that of a tall and beautiful woman of classical nature. She has green eyes that dance with mystical highlights, and a soothing voice.

Role-playing Notes:

Isis is a regal and noble deity who is eager to share the knowledge of the gods with humanity and often goes to great lengths to introduce her worshippers to new concepts and ideas. In many cases, these new ideas take the form of magic spells and enchantments.

Statistics:

AL lg; WAL any good; AoC marriage, magic, and motherhood, ; SY eye and teardrop.

Isis’ Avatar

(wizard 20, priest 20)

Like the goddess herself, the avatar of Isis appears as a lovely woman with a dark complexion, dark hair, and sparkling green eyes. Her voice is gentle and her words can charm any creature (no saving throw). She can call upon any school of magic or sphere for her spells.

Str 15 Dex 25 Con 15

Int 25 Wis 25 Cha 25

MV 15 SZ 7’ MR 100%

AC -3 HD 15 HP 170

#AT 1 THAC0 8 Dmg 1d10 (touch)

Special Att/Def:

In combat, Isis’ avatar seldom uses her ability to charm others. Rather, she employs her magical touch to inflict 1d10 points of damage. Any magical item or weapon used against her is instantly stripped of its power and destroyed — artifacts are entitled to a saving throw versus disintegration to avoid this effect. No spells will work on the avatar unless she wishes them to, and those casting spells at her are instantly stripped of their magical powers for 1d20 days unless they make a successful saving throw versus spells.

Duties of the Priesthood

Priests of Isis are, in actuality, multi-class wizard/priest characters. In the case of human worshipers, the normal prohibition against multi-class characters is waived.

Requirements:

AB standard, plus must meet requirements for wizards; AL any non-evil; WP any; AR a; SP all, astral, charm, combat, creation, divination, elemental, guardian, healing, necromantic, protection, sun; PW 1) magic resistance of 5% per level; 10) never fails saving throws caused by magical attacks; TU nil.

Set (intermediate god)

A cold and calculating god, Set is the jealous personification of evil. He always acts against the interests of mankind and the gods of Egypt. His followers are a dark and scorned lot who work under of darkness and keep themselves cloaked in treachery and deceit.

Set was the son of Geb and Nut. His birth was horrific by any measure, for he tore himself free from his mother’s womb sprang upon the world as a foul and hideous thing. Although he has the body of a human male, his head is that of a jackal. Set’s supreme act of evil was murdering the god Osiris.

Role-playing Notes:

Set guards his power and his secrets carefully. He is always looking for ways to recruit new followers and disrupt the churches of the other Egyptian gods. Despite his loathsome nature, Set takes good care of his followers and will not willingly betray or abandon his people.

Statistics:

AL le; WAL any evil; AoC evil, desert storms, ought, and chaos; SY coiled cobra.

Set’s Avatar

(rogue 20, necromancer 20)

Set’s avatar generally assumes the form of the god himself, man with a jackal’s head. He can call upon any school for his spells save those normally forbidden to necromancers (illusion & enchantment/charm).

Str 20 Dex 25 Con 20

Int 23 Wis 23 Cha 23

MV 15 SZ 7’ MR 50%

AC -4 HD 20 HP 160

#AT 1 THAC0 11 Dmg 2d20 (bite) +8

Special Att/Def:

When Set’s avatar attacks, he does so with his spells and his powerful bite. Anyone bitten by him must save versus poison or be instantly slain. In addition, the avatar’s skin is coated in poison so that those who touch him are subject to the same effects. At will, Set’s avatar can cause one who meets his gaze (save versus spells to avoid) to instantly turn lawful evil. When this happens, they are also charmed by the avatar. Set’s avatar can only be hit by +3 or better magical weapons.

Duties of the Priesthood

Priests of Set often oversee the activities of thieves, assassins, and other evil beings. It is not uncommon for an order of assassins to be headed by such an individual. They are not permitted to betray members of their order and must always work to promote “the brotherhood of evil.”

Requirements:

AB standard; AL any evil; WP any; AR SP all, astral, combat, guardian, healing, necromantic, protection, summoning; PW 1) backstab (as thief of equal level); 5) immune to all poisons; 10) attract 2d10 faithful followers of evil alignment; TU command.

Nephythys (intermediate god)

Daughter of Geb and Nut and twin sister of Isis, Nephythys was once married to Set. She left him in horror over the murder of Osiris and helped Isis (Osiris’ wife) to revive her husband. Because of this, she often acts as a guardian of the dead. Nephythys despises her former husband and will do everything in her power to thwart his plans for evil.

In addition to her duties as keeper of the dead, Nephythys is also the guardian of wealth. As such, her power is often invoked to defend tombs that have been filled with treasures. Anyone violating such a burial chamber is risking the wrath of this god.

Role-playing Notes:

Nephythys is a somewhat greedy god who takes an interest in the accumulation of wealth by her followers. As such, she tends to favor those of her followers who are well off. She often rewards persons who are of help to her or her church by leading them to important treasures.

Statistics:

AL cg; WAL any; AoC the dead and wealth; SY moon and ankh.

Nephythys’ Avatar

(wizard 18)

Like the goddess herself, Nephythys’ avatar appears as a tall and beautiful woman of grace and dignity. Her eyes sparkle with the gleam of gold. Her touch can bestow great wealth upon any individual by raising the value of any object they hold to 100 times its original cost. Thus, if she touches a sword that cost 15 gold pieces to buy, it is transformed into a fine weapon worth 1,500 gold pieces. She can call upon any school of magic for her spells.

Str 15 Dex 25 Con 15

Int 25 Wis 25 Cha 25

MV 15 SZ 7’ MR 100%

AC -3 HD 15 HP 170

#AT 1 THAC0 8 Dmg 1d10 (touch)

Special Att/Def:

Nephythys’ avatar can only be harmed by magical spells or weapons of +3 or better. In combat, she is able to instantly slay any enemy with her gaze (save versus spells at -6 to avoid).

Duties of the Priesthood

Those who worship Nephythys are expected to accumulate great volumes of treasure. Once each year, they sacrifice 90% of their wealth to their god and begin again.

Requirements:

AB standard; AL any non-evil; WP any; AR a; SP all, charm, combat, guardian, healing, protection, sun, weather; PW 1) double normal starting gold; 5) know the true value of any item on sight; 10) never lose at a gambling game; TU nil.

Thoth (lesser god)

As the god of science, knowledge, and medicine, Thoth is an important figure in the Egyptian pantheon. Thoth is not related to any of the other gods in the Egyptian pantheon, a fact that makes him something of an outcast. On the other hand, there are those who believe that it was he, not Ra, who was the source of all creation. Thoth is very close to Isis, Osiris, and Horus.

It is said that Thoth maintains a set of three great books in which all knowledge is recorded. These books are locked away at the heart of a great crypt.

Role-playing Notes:

Thoth is not generous with his knowledge, but neither is he covetous of it. For those who work long and hard at research and science, he is a faithful source of information. Thoth is truly omniscient.

Statistics:

AL n; WAL any; AoC knowledge; SY ibis.

Thoth’s Avatar

(wizard 20)

Thoth sends his avatar into the world to help those who are seeking to unravel the mysteries of the cosmos. Anyone who is conducting scientific or magical research has a 1% chance per month of being visited by the avatar. If this occurs, the avatar will provide the researcher with answers to his questions far in excess of those he might have obtained without divine guidance. Thoth’s avatar can call upon any school of magic for his spells and his magic always has maximum effects (maximum damage, duration, range, and so on).

Str 15 Dex 15 Con 15

Int 25 Wis 25 Cha 18

MV 15 SZ 7’ MR 100%

AC -3 HD 15 HP 150

#AT 1 THAC0 14 Dmg 1d6 +6 (staff)

Special Att/Def:

Thoth’s avatar wields a magical staff that acts as a combined staff of command, staff of curing, staff of the magi, staff of striking, and staff of power with united charges. No other being can handle this weapon without being instantly affected as if hit by a feeblemind. There is saving throw and even non-magic using characters can be affected by this curse. Thoth’s avatar can only be hit by +2 better magical weapons.

Duties of the Priesthood

Priests of Thoth are expected to learn all that they can and help to spread wisdom throughout the world.

Requirements:

AB standard plus Int of 16; AL any; WP y; AR a; SP all, astral, charm, divination, guardian, healing, protection, sun, weather; PW 1) detect lie (always active, no saves apply); 5) Intelligence and Wisdom increased by 1 point each; 10) commune with Thoth once per week; 15) Intelligence and Wisdom increased by 1 point each; TU nil.

Ptah (lesser god)

Where Thoth is the god of knowledge and science, Ptah is often viewed as the god of artists and designers. While the two gods have much in common (neither of them is related to any of the other gods, for instance), there are important differences. An architect planning a pyramid depends on Thoth for the mathematics to build it and calls upon Ptah for the inspiration that will make it a work of art.

In his true form, Ptah appears as a shaven-headed man with jet black skin. In his eyes is the fire of creativity that is the inspiration of all artists. Just as Thoth’s priests claim that he created the universe, so, too, do Ptah’s priests exert their claim to the founding waters.

Role-playing Notes:

Ptah is a clever and dynamic god with a great love of art and beauty. He smiles upon craftsmen who produce works of great quality and will sometimes (5%) send his avatar to assure that such persons receive the recognition they deserve.

Statistics:

AL ln; WAL any; AoC artists, artisans, craftsmen, and travelers; SY mummified hand.

Ptah’s Avatar

(priest 20)

When Ptah sends his avatar into the world, it normally takes the shape of a powerfully built man with jet black skin and fire burning in his eyes. He can call upon any sphere for his spells.

Str 15 Dex 20 Con 15

Int 25 Wis 25 Cha 18

MV 15 SZ 7’ MR 25%

AC -3 HD 15 HP 175

#AT 1 THAC0 8 Dmg nil (see below)

Special Att/Def:

Ptah’s avatar can plane shift any individual to any other plane of existence with but a touch of his hand. While he must make an attack roll to strike his target, the victim is not entitled to a saving throw. Ptah’s avatar is immune to all damage not caused by spells or magical weapons of +2 or better.

Duties of the Priesthood

Priests of Ptah are expected to be artists and scholars. As such, they must always take the artistic ability non-weapon proficiency. Individual Dungeon Masters may allow players to substitute skills like dancing or pottery for this slot if the character is clearly an artist and not just “another potter”. In the eyes of many of his faithful, Ptah is considered to be the creator of the universe.

Requirements:

AB standard plus Int of 16; AL any; WP any; AR a; SP all, astral, charm, creation, divination, elemental, summoning, sun; PW 1) 5% magic resistance per level; 5) teleport; 10) teleport without error; 15) plane shift; TU nil.

Horus (lesser god)

The son of Isis and Osiris, Horus was conceived following his father’s death at the hand of Set. Afraid that he would also be slain by Set, Isis saw to it that her son was raised in secrecy by a family in the swamps of the Nile Delta.

Horus took his place among the gods when he reached adulthood and challenged Set. Horus brought all his might to bear and battled his uncle to a standstill. In the end, the goddess Neith was called upon to settle their dispute. After consideration, she ruled in Horus’ favor (although Set was compensated to an extent).

In his true form, Horus appears as a hawk headed warrior of great physical power.

Role-playing Notes:

Horus is a fierce and proud god. He is called upon by those who seek to avenge great wrongs or uphold the honor of their families. If any of his followers begins a quest to avenge the death of a family member, there is a 5% chance that he will send his avatar to aid them.

Statistics:

AL cg; WAL any good; AoC the sun, revenge, war, and the sky; SY hawk’s head.

Horus’ Avatar

(paladin 20)

The avatar of Horus is a dedicated foe of evil. He is merciless and relentless in his war against the forces of Set. He abhors all forms of deceit and treachery, and nothing will stand in his way when he is attempting to right a wrong or slay a traitor.

Str 25 Dex 25 Con 25

Int 20 Wis 20 Cha 18

MV 15 SZ 7’ MR 25%

AC -3 HD 15 HP 430

#AT 2 THAC0 1 Dmg 2d10 +5 (sword) +14

Special Att/Def:

Horus’ avatar wields a sword of Horus in combat. This magical weapon acts as a sword +5, holy avenger, but also has the special abilities of a luck blade, defender and vorpal sword. In addition, Horus can employ a sunray or firestorm spell at will (once per round) and can only be hit by +3 or better magical weapons.

Duties of the Priesthood

Priests of Horus are, like the god’s avatar himself, paladins. Unlike the traditional characters of this class as described in the Player’s Handbook, they are only of chaotic good alignment. Thus, they are not bound by the normal restriction against chaotic behavior by paladins. Further, they cast spells as priests (not as paladins), but only gain the ability to turn undead upon reaching fifth level.

Requirements:

AB as paladin; AL cg; WP any; AR a; SP all, combat, guardian, healing’, necromantic, protection, sun; PW see above; TU special.

Anhur (lesser god)

Few gods can match the fury of Anhur. However, unlike many war gods, he is a force for good. Like Horus, he fights on against the forces of evil and seldom, ever, loses. The wrath of Anhur is slow coming, for his wisdom is as legendary his ability to make war, but it is inescapable once earned.

In his true form, Anhur is a mighty figure with four arms. He is often seen with a powerful lance that requires both his right arms to wield and which is tipped with a fragment the sun. When he sends his avatars into the world of men, they carry this weapon with them.

Role-playing Notes:

As has been noted, Anhur is a god, but one who is not quick to pass judgment on others. He expects his followers, especially his priests, to engage forces of evil wherever they find them. There is no excuse for failure.

Statistics:

AL cg; WAL any good; AoC war; SY bird prey.

Anhur’s Avatar

(warrior 20)

Anhur’s avatar always appears as a four-armed wan with a mighty lance held in his right arms. He will initiate combat only against those of evil alignment, but will answer any attack upon himself or his followers with great rage.

Str 25 Dex 25 Con 25

Int 15 Wis 20 Cha 15

MV 15 SZ 7’ MR 25%

AC -3 HD 15 HP 430

#AT 2 THAC0 1 Dmg 2d10 +5 (lance) +14

Special Att/Def:

The lance that Anhur’s avatar employs in combat is a powerful weapon. In addition to being +5, it has the abilities of a ring of fire resistance, ring of protection, amulet of the planes, and a talisman of pure good. Anhur’s avatar can be hit only by + 3 or better magical weapons and regenerates 10 hits per round.

Duties of the Priesthood

Like the worshipers of Horus, priests of Anhur are primarily warriors. They are often found advising generals or leading armies themselves.

Requirements:

AB standard plus Str of 15; AL any g; lance; AR a; SP all, combat, guardian, healing, necromantic, protection, sun; PW 1) +2/level to hit points; 6)2 attacks every 3 rounds; 13) 2 attacks per round; TU nil.

Bast (lesser god)

One of the most popular gods of the Egyptian pantheon, Bast (or Bastet) is the patron of pleasure and cats. While the Egyptians had gods who represented all forms of animal life, none was more important to them than the cat.

In her true form, Bast is a lovely woman with the head of a sleek feline. She is always found in the company of a great many cats of numerous varieties and no such animal will ever act against her interests.

Role-playing Notes:

Bast is a goddess who delights in physical pleasures and yet maintains the quiet elegance of a feline. She is soft spoken and patient, but always a cunning dangerous opponent. Her worshipers are the sworn enemies of Set and his minions, and will attack them on sight.

Statistics:

AL cg; WAL any chaotic; AoC cats, pleasure seekers; SY cat.

Bast’s Avatar

(rogue 20)

Bast’s avatar takes the form of a stunningly beautiful woman with the head of a cat. She can, at will, shape change into any form of feline and can always command felines to do her bidding. No form of cat will every attack her act against her. Bast’s avatar is able to employ all of the traditional thief’s skills (such as hiding in shadows) at 95% effectiveness.

Str 20 Dex 25 Con 23

Int 20 Wis 20 Cha 25

MV 21 SZ 7’ MR 25%

AC -3 HD 15 HP 150

#AT 1 THAC0 11 Dmg 2d10 (claws) +8

Special Att/Def:

Bast’s avatar attacks with her deadly claws. These deadly weapons can hit creatures only affected by magical weapons and inflict double damage against those of evil alignment. Any being struck by these claws must save versus poison at -4 or be polymorphed into a great cat and forced to obey the avatar’s commands.

Duties of the Priesthood

Priests of Bast are required to keep cats as pets and to sample the physical pleasures of the world whenever they can. As one might imagine, this makes the worship of Bast a popular profession.

Requirements:

AB as per rogue plus Wis of 12; AL any non-evil; WP as rogue; AR as rogue; SP all, animal, charm, combat, healing, protection, summoning; PW 1) hide in shadows and move silently as ranger of equal level; 5) charm mammal (affects felines only, no save is allowed, and the power is always in operation); 10) shape change (into any 1 form of feline); TU nil.