Nilespace
Priests

Aker, Anhur, Anubis, Aten, Bast, Bes, Geb, Hathor, Heka, Horus, Imhotep, Isis, Kanoegoer, Khnum, Khons, Maat, Neith, Nephythys, Nut, Osiris, Ptah, Ra, Sebek, Seth, Shu, Tefnut, Thot, Uadj-Ur

AKER

Earthgod, pictured as a piece of land with two human heads. Appears also as a sphinx with two heads. (Spelljammer: God of planetary (earth) bodies)

Symbol: piece of land with two human heads

Alignment: Neutral good

Priests' Alignment: Any

Min ability scores: strength 12

Races allowed: Any, but most are Sphinx

Weapons Allowed: Any with stone heads

Armour: Studded leather only

Hit dice: d8

Powers: 1) Identification of stones including gems.

2) +2 on saving throw versus all spells concerning earth and stone

3) Walk on loose sand as if solid ground

4) May feed upon stones, can drink sand.

6) walk on magma and quicksand as if on solid ground

8) +4 on all spells including stone

10) Doesn't need breathing when in contact with solid ground

12) Can be in elemental plane of Earth as if native.

14) Skin of stone: permanent AC4

16) Can be in Paraelemental planes of magma and ooze as if native

18) Can be in Quasielemental planes of Dust and Crystal as if native

Turn: no

Spheres of influence: Major: All, Astral, Combat, elemental Earth

Minor: Time, Wards

Non weapon Prof: Bonus: Spelunking

Required: Two of the following: Gem Cutting, Mining, Stonemasonry, Survival (desert, mountains, underground)

Other restrictions: Must be vegetarian, must kiss any new earth planetary body they reach

Priesthood Duties:Worshipping Aker. They 'know' that as nobody worship Aker anymore all earth planetary bodies fall apart, so they save all earth bodies by worshipping Aker.

Aker is of origin a sphinx tribal god, sphinxes still make up most of the priesthood.

ANHUR (ONOURIS)

A god of war, he carries a lance and wears a headdress with four plumes. But unlike most war gods he is a force of good.

Symbol: Bird of prey

Alignment: Chaotic good

Priests' Alignment: Any Good

Min ability scores: strenght 15

Races allowed: Human, Dwarf, Halfling, Sphinx

Weapons Required: Lance

Alllowed: Any

Armour allowed: Any

Hit dice: d8 +2

Powers: 6) 3 attacks per 2 rounds

13) 2 attacks per round

Turn: nil

Spheres of influence: Major: All, Combat, Sun, (War)

Minor: Guardian, Healing, Necromancy

Priesthood duties: Priests of Anhur are primarely warriors. The priests want to and are required to accompany armies on the march of war against evil, often advising generals or leading the armies themselves. They must keep their eyes open against the rise of evil.

ANUBIS

The guard and guide of the dead. Anubis is the right hand of Osiris, he guides the dead to Tuat and protects them along the way. In Osiris' court of judgement he watches the scales that weight the hearts of the dead and reports the findings to Thot. Anubis is also the god of embalming. He appears as a black-skinned man, a black jackal, or a jackal-headed man.

Alignment: Lawful good

Min ability scores: Wisdom 13

Races allowed: Human, Halfling, Dwarf, Sphinx

Weapons: Blunt

Armour restrictions: Max chain mail, no shield

Hit dice: d8

Powers: 1) Detect Life

5) Speak with dead

Turn: as cleric

Spheres of influence: Major: All, Astral, Divination, Guardan, Protection

Minor: Combat, Time, Travellers, Wards

NWP Bonus: Mummification, Burial Lore

Priesthood Duties: Mummification and burial rites.

Restrictions: Never steal from any grave

ATEN (ATON)

Once the god of the solar disk but by some pharaos seen as the only god and the worship of Aten became the only religion for a short time. Since the old religion with all the other gods is reintroduced worshipping Aten is illegal. The remaining worshippers of Aten went into hiding and ever then trying to win their position back. Worship of Aten is seen as a different religion by all other gods and seen as more evil as Seth.

Symbol: Solar disk

Alignment: Lawful Neutral

Area of Concern: Everything

Priests' Alignment: All Lawful

Minimum ability scores: Wisdom 10

Races allowed:All

Weapons Required: None

Allowed: Blunt weapons and bows

Armour: All metal Armor, no shields

Hit dice: d8

Powers: 1) soothing Word

Turn: as cleric

Spheres of influence: Major: All, Creation, Healing, Sun

Minor: Charm, Divination, Protection, Elemental Fire

Non weapon Prof: Required: Religion, Camouflage

Other restrictions: Are not allowed to eat pork

Priesthood Duties: Convert people to Aten and fight to let Aten return to its rightful place.

BAST (UBASTET)

One of the most popular gods of the Egyptian pantheon, the patron of pleasure and cats. Her true form is a beauiful woman with the head of a feline, always in the company of a great number of cats in all varieties. Cats will never act against her interest.

Alignment: Any Good

Minimum ability scores: Dexterity 9; Wisdom 12

Races allowed: Human, Dwarf, Halfling, Sphinx, Werecat

Weapon restrictions: as Rogue

Armour restrictions: as Rogue

Hit dice: d8

Powers: 1) Hide in shaows as ranger

3) Charm Mammal

10) Chape Change into any form of feline.

Turn: as cleric

Spheres of influence: Major: All, Animal, Charm, Summoning

Minor: Chaos, Combat, Healing, Protection

NWP Required Animal lore

Requirements Keep cats as pets. Sample the physical pleasures of the world whenever possible.

BES

God of dwarves, marriage, woman and children. He appeares as a bearded dwarf with an ostrich-feather head-dress and a leopard skin.

Alignment Neutral Good

Priests' Alignment Any good

Alignment of the flock: Any neutral or good

Symbol bearded dwarf

Minimum ability scores: Constitution 13, Wisdom 12

Races allowed: Dwarf

Weapons Required: dwarven War Club

Allowed: All

Armour All

Hit dice: d8

Powers: 1) soothing word

5) Incite berserker rage

Turn: turn as cleric

Spheres of influence: Major: All, Elemental Earth, Healing, Protection

Minor: Animal, Necromancy

NWP Required Ancient History.

Duties Guidance, Marriage, Vigilance against enemies of the race.

Other requirements Always wears the holy symbol visible

GEB

First son of Shu and Tefnut. God of the Earth (father Earth) and the third divine pharao. He usually appears as a green man with plants sprouting out of his skin. He often wears a goose as a head-dress. Sometimes he appears in the form of a gander.

Alignment Neutral Good

Priests' Alignment Any Neutral

Worshippers's Alignment Any

Symbol A Mountain

Minimum ability scores: Constitution 13

Races allowed: Human, Dwarf

Weapons Allowed: Bludgeoning, metal or stone only

Armour Any metal

Hit dice: d8

Powers: 1) Infravision (60ft)

1) heat vs armour 1 less/2 levels

2) detect grades/slopes

3) detect traps involving stonework

10) summon earth elemental

15) imprisonment

Turn: no

Spheres of influence: Major: All, Astral, Elemental earth Plant, Protection, Summoning

Minor: Combat, Creation, Divination

NWP Required One of the following: Agriculture, Mining, Stonemasonry

Priests of Geb are friends of the Earth. They love deep caverns and the splendor of mighty mountain ranges.

HATHOR ('the golden']

Hathor is a goddess of love, beauty and pleasure. She appears as a white cow with the sun-disk between her horns or a beautiful young woman with cow's horns wearing translucent glittering gowns and glittering jewels. In Memphis also goddess of trees.

Symbol: a sistrum

Alignment: Chaotic good

Priests' Alignment: Any Good

Minimum ability scores: Charisma 16 Races allowed:Human, Sphinx Weapons Allowed: All bludgeoning Armour: Partial only, no shield Hit dice: d8 Powers: 1) Predict the fate of a child at its birth 5) Charm/Fascination cannot be used in combat. As wizard spell suggestion HD affected 2 times level of priest. 10) Charisma becomes 18 Turn: as cleric Spheres of influence:Major: All, Astral, Charm, Plant, Sun Minor: Animal, Healing, Travelers Non weapon Prof:Bonus: Dancing, Musical instrument (sistrum) Other restrictions:The priest must always be kind and generous. Priesthood Duties:Guidance, marriage, Omen-reading

HEKA

Heka is a god of magic (heka means magic) whereas Isis is more the god of magicians. He is also the spelljammer mage of the manjet and in this respect the patron god of spelljamming. Priests of Heka are rare and most of all very strange guys.

Symbol: His name in Hieroglyphs

Alignment: True Neutral

To become a priest of Heka one has to be a Wizard of at least 5th level or a priest of another god and interested in the foundation of magic and magical research. Four years of research must be done together with a priest of Heka before one can become a priest of Heka.

Priests' Alignment: Any kind of neutral

Minimum ability scores: -

Races allowed: Any that can use magic

Weapons The priest can use the weapons of his former class with the Thac0 of his last level in that class or the wizards Thac0 (which is more). He cannot learn the use of new weapons.

Armour: None, No Shield

Hit dice: 2 hp/level after becoming heka priest

Powers: 5) Wizards/Priests can use spells as their former class. Moreover they can pray/memorize all other spells but the number is per week and not per day. Example: A 5th level Illusionist becomes a Heka-priest. At 5th level he can use 5 1st 3 2nd and 2 3rd level spells per day in all but the necr. Inv/Ev and Abj. schools. Above it he can pray for all Priest spells and the remaining wizard schools as a first level priests per week (1 1th per week)

5) can use all magic items.

5) Magic resistance 5% per level over 5th

7) +10% on magic spell research

10) Specialists can use spells of the opposite schools normally and lose the penalties against those schools.

10) Priests can pray for spells of minor spheres as if they are major spheres. If he could use less than 12 spheres, he may chose others utill he has 12 spheres.

10) Wild mages may use chaos shield 3/times per day.

15) Can travel planes at will

Turn: no

Spheres of influence: Special

Non weapon Prof: Required: Spellcraft, reading/writing

Other restrictions: 5) Taboo (as Wu Jen kit) at 5th and every 3 levels thereafter.

5) Must research spell or item every level. Spell must be shared with priesthood.

5) Can only use NWP of the wizard group.

10) Cannot use weapons anymore except as spellcomponent.

Priesthood Duties: Understand magic as good as possible.

HORUS

God of war and revenge. Son of Isis and Osiris. Well known of avenging the murder of his father Osiris by his oncle Seth. The farao of the Gods, appearing as a Man with a hawk's head. He is the most eligible bachelor of the pantheon.

Alignment: Chaotic Good

Symbol: Hawk's head

Head-dress The double crown

Priests's of Horus are Paladins of chaotic good alignment

Priests' Alignment Chaotic Good

Minimum ability scores: as paladin

Races allowed: Human, Dwarf

Weapons any

Armour allowed any

Hit dice: d10

Powers: as paladin

Turn: upon reaching 5th level

Spheres of influence: Major: All, Combat, Sun, (War)

Minor: Healing, Protection

Duties Missions to avenge great injustice, Guidance, Vigilance: the priests must keep their ears open and keep track ot those who try to avoid the consequences of their actions.

IMHOTEP

Divine architect and advisor. He is seen as the son of Ptah. Some say that Imhotep was human a long time ago.

Symbol: a pair of compasses

Alignment: lawful neutral

Priests' Alignment: Any

Minimum ability scores: wisdom 15

Races allowed: human, dwarf, halfling

Weapons Allowed: as thief

Armour: any

Hit dice: d8

Powers: 1) Inspire labourer: can get 5% per level more work done

5) detect secret doors (as elf)

10) detect traps

Turn: no

Spheres of influence Major: All, Creation, Elemental Earth

Minor: Charm, Divination, Guardian, Law, Sun, Weather

NWP Bonus: Engeneering, Mining, Reading/Writing, Stonemasonry, Sculpture

Duties Advisor of leaders, building, teaching, re-discover lost techniques, encourage competitive thinking between craftsman of different cities.

ISIS

The goddess of motherhood and the ideal for all Egyptian woman. She is the daughter of Geb and Nut, the wife of Osiris, and the mother of Horus. Isis' true form is that of a tall and beautiful woman. She has green eyes that dance with mystical highlights, and a soothing voice. She often wears the throne of Egypt. She also is the goddess of new concept and ideas that take the form of magic spells and enchatments.

Alignment Lawful Good

Symbol Eye and teardrop

Priests of Isis are actually multi-class wizard/priest

Priests' Alignment Any Good

Worshippers Alignment Any Good

Min ability scores: Intelligence 14; Wisdom 14

Races allowed: Human

Weapons allowed as wizard, lasso or net

Armour allowed none

Hit dice: both d4

Powers: 1) Magic resistanc 5% per level

10) never fails saving throw caused by magical attack

Turn: no

Spheres of influence: Major: All, Animal, Astral, Charm, Divination, Healing, Numbers, Time

Minor: Creation, Elemental, Guardian, Necromancy, Thought

Duties Educate the ways of magic, Marriage, Guidance

NWP Required Spellcraft, Religion

ISIS

A second order of Isis exists, worshipping mainly Isis as a female, wife and mother. They are still less numerous than the main Isis order but their popularity is growing fast. The population worship Isis mainly as a mother goddess.

Priests' Alignment: Any non-Evil

Minimum ability scores: Wisdom 10, Charisma 13

Races allowed: Human, Halfling, Dwarf, Werecat, Sphinx, Orc

Other: Males my become priests of Isis but cannot rise above 4th level.

Weapons Required: None

Permitted: Lasso, Net

Armour: Permitted: None, No shield

Hit dice: d8

Powers: 1) +2 on saving throws vs charm spells

4) May Charm as 1th level wizard spell, opposite sex only.

8) May predict the future of any individual with 5% per level accuracy.

Turn: as cleric

Spheres of influence: Major: All, Animal, Astral, Charm, Healing, Protection, Wards

Minor: Divination, Necromantic, Thought

Other restrictions: Priests of Isis must be married at 4th level

Priesthood Duties: Guidance, Marriage, serve as midwife. Priests of this order of Isis are most of all found in small communities where they are the only priest.

KANOEGOER

God of the free men: adventurers, travellers and wanderers. He is pictured as a man with the head of a kangaroo. Kanoegoer can be demanding for them who call themselves adventurers he often give them adventures against their will. If they succeed Kanoegoer is known to give rich awards but if they fail...

Symbol knapsack

Alignment: Chaotic (Good)

Priests' Alignment: Chaotic Good

Minimum ability scores: constitution 11, Dexterity 11, Intelligence 11, Wisdom 11

Races allowed: Human, Dwarf

Weapon restrictions: Bludgeoning

Armour restrictions: Any AC 7 or worse

Hit dice: d8

Powers: 1) Find traps 1/day

5) Detect secret doors (as elf)

10) create food and water

Turn: as cleric of two levels less

Spheres of influence: Major: All, Combat, Divination, Healing, Travellers

Minor: Chaos, Charm, Necromancy, Protection

Priesthood duties Priests of Kanoegoer must help the travellers. They are often found running halting-places, adventurers stores or guiding people. Temples of Kanoegoer are the best places to look for maps or possible adventures. A priest must at least one time per year travel to a place he has never been before.

KHNUM

He is a god who creates life. He shapes people and their Ka on his pottery wheel, (shapes children in the womb) in some places it is believed he also created the Earth. He protects springs. Khnum appears as with the head of a ram.

Symbol: Head of a ram

Alignment: lawful good

Priests alignment: any non-evil Minimum ability scores: Wisdom 12 Races allowed: Human, Halfling, Dwarf Weapons Allowed: blunt Armour: leather Hit dice: d8 Powers: 5) animate objects (stone and clay objects only) 10) Regeneration 1 time/weak) Turn: as cleric Special: can turn stony monsters as undead of same level. (stone golem, gargoyle...) Spheres of influence: Major: All, Astral, Animal, Creation, Elemental (Earth Water), Necromancy, Wards Minor: Guardian, Healing, Plant, Protection

Non weapon Prof: Bonus: Pottery

Required: Artistic ability

Other restrictions:It is not allowed to remain unmarried after 5th level.

KHONS (Chonsu)

God of the moons. He wears the moons on his head. Is famous of losing five days' worth of time to Thot in gambling. His main temple is in Karnak (Thebes).

Symbol: crescent moon

Alignment: Neutral

Area of concern: Moons, Time

Priests' Alignment: Neutral good or true neutral

A sect of neutral evil priests exists, they are not tolerated by the rest of the priesthood

Minimum ability scores: Wisdom 12

Races allowed: Human, Dwarf, Halfling, orc, werecat

Weapons Allowed: Bows, dagger/dirk, dart, javelin, knife, sling, spear

Armour: All non-metal, round or crescent shields only.

Hit dice: d8

Powers: 1) Identification of the current day and time. See in moonlight as in normal day light.

3) Moonbeam 1 time per day

6) Immume to lycantropy

Turn: as cleric

Spheres of influence:Major: All, Astral, Charm, Summoning, Sun, Time

Minor: Divination, Elemental,

Non weapon Prof: Required: navigation

Other restrictions: Not allowed to gamble.

Priesthood Duties: Guidance, Marriage, Contribute to the celebration of the full moon.

MAÄT

She is the cosmic balance and cohesion that keeps the world going. She is the goddess of wisdom, truth and harmony. She appears as a beautiful goddess clad in white linen, wearing a single white feather in a headband. She is the daughter of Ra and helps Osiris judging souls.

Symbol White feather

Alignment: True neutral

Priests' alignment: True Neutral

Minimum ability scores: Wisdom 16

Races allowed: Human, sphinx

Weapons Allowed: club, sickle, dart spear, dagger, sling and staff.

Armour: any non-metal

Hit dice: d8

Powers: 1) analyze balance

5) detect truth

Turn: as cleric

Spheres of influence: Major: All, Astral, Divination Numbers, Sun, Time

Minor: Chaos, Elemental (all), law, Sun

Non weapon Prof: Bonus: Religion

Duties: Guidance of people, Vigilant against powers that threaten the cosmic order.

Other restrictions: priests always have to wear a white feather (visible)

NEITH

A goddess of wisdom, logical reasoning, hunting and warfare. She is a brilliant tactician and strategist. Neith's most famous deed was during the trial of Horus and Set. At one point, the gods turned the dicision over to het and she immediately judgd in favor of Horus. Ra and Set objected.

Neith appearsas a young woman wearing a head-dress shaped like a cat, or like a shield with crossed spears. Sometimes she take the form of a cat or a spear.

Alignment Neutral Good

Symbol A shield with two crossed arrows, bows or spears

Priests' Alignment: Any non-evil

Worsippers alignment Any

Minimum ability scores: Wisdom 12; intelligence 12

Races allowed: Human, Halfling, sphinx, dwarf, were-cat

Weapons required: bow & arrow, spear

Permitted: dagger/dirk, knife, picks, quarterstaff, sword/all, hunting weapons

Armour all, shield required

Hit dice: d8

Powers: 1) Immume to confusion or feeblemind spells

8) Prophesy

Turn: as cleric

Spheres of influence: Major: All, Astral, Charm, Combat, Divination, (War)

Minor: Healing, Protection

NWP Required Religion, Reading/Writing, Hunting

Duties of the priesthood Guidance, Judgement, Warfare

Other Limitations Only woman may be priests of Neith and they have to remain a virgin.

NEPHYTHYS

The twin sister of Isis, was once married to Seth, She left him in the horror over the murder of Osiris and helped Isis to revive her husband. She often acts as the keeper of the dead and guardian of wealth. She appears as a tall regular woman, het head-dress is a golden plaque bearing her hieoglyph. There are rumours that she is the mother of Anubis (with Osiris the father) but all parties deny.

Alignment Chaotic Good

Symbol Moon and Ankh

Priests' Alignment: Any non-evil

Worsippers alignment Any

Minimum ability scores: Strenght 9; intelligence 11

Races allowed: Human, Halfling, Dwarf

Weapons allowed any

Armour any ( heat penalty three less)

Hit dice: d8

Powers: 1) double starting gold

5) know value of every item in sight

10) never lose any gambling game

Turn: nil

Spheres of influence: Major: All, guardian, wards

Minor: Chaos, Charm, Combat, Healing Protection

Duties Accumulate great volumes of treasure. Once each year they sacrifice 90% to the god and begin again.

Other Limitations Not allowed to steal, must hate Seth.

NUT

She is both wife (against the will of Ra) and twin sister to Geb, Ra forbade her to give birth on any day of the year. However, Thot created five new days from time he won by gambling with Khons, so she was able to give birth to five children. She is goddes of the sky (or the crystal sphere). She appears as a woman in regular robes, with a shy expression and a head-dress shaped like a jar. Sometimes she appears naked, het body spangled wit stars, she may also appear as a star-spangled cow.

Alignment Neutral Good

Symbol Stars against the night sky

Priests' Alignment Neutral Good or Chaotic Good

Worshippers alignment Any

Minimum ability scores: charisma 16

Races allowed: Human, Halfling

Weapon allowed as wizard

Armour allowed none

NWP required: Navigation (normal or celestial)

bonus: Astrology and astronomy

Hit dice: d6

Powers:

1) darkness

4) darkness 15' rad

6) prophesy

Turn: as cleric

Spheres of influence: Major: All, Astral, Charm, Divination, Guardian, Protection, wards

Minor: Animal, Creation, healing, Time, Weather

Duties Marriage, Guidance, help couples forbidden to marry.

Other limitations Priests of Nut must be female. Although they are permitted to love and expected to be true to their mates, they are forbidden to marry.

OSIRIS

The god of nature and plant life but also the protector of the dead. Osisris taught the egyptians the arts of civilization and is very fond of his people. Osiris is a tall muscular man with a green hide. He wears a pharaonic crown and a braided beard, and dresse in mummy wrappings.

Alignment Lawful Good

Symbol A flail

Priests' Alignment Any Non-evil

Worshippers alignment Any Good

Minimum ability scores: Wisdom 16, Charisma 12

Races allowed: Human

Weapons Required: flail

Allowed: small piercing or slashing and scythe

Armour restrictions: No armor allowed

Hit dice: d6

Powers: 1) employ spells of the school of necromancy

10) any animate dead spell has double effectiveness

Turn: as if two levels higher

Spheres of influence: Major: All, Astral, Guardian, Healing, Necromancy, Plant, Protection, Wards

Minor: Charm

NWP Required Religion, Herbalism

Duties Honor the dead and the places in which they rest, Guidance of people who are dying.

Other Limitations Never can take part in looting or violation of a grave or the removal of treasure of a fallen body (friend or foe) Must remain celebrate (not chaste)

PTAH

The god of artists, designers, inventors and travellers. He appears as a shaven-headed man with a jet black skin. In his eyes is the creativity that is the inspiration of all artists. His priests claims he created the Univers, complete with the founding waters. In influential circles he is the most important god. He is also worshipped in most parts of space.

Alignment Lawful Neutral

Symbol mummified hand

Priests' Alignment: Any

Minimum ability scores: Wisdom 12, Intelligence 16, Charisma 16

Races allowed: Human, Dwarf, Halfling

Weapons allowed: as gladiator (see fighter guide)

Armour restrictions: as gladiator

Hit dice: d8

Powers: 5% magic resistance per level

5) teleport

10) teleport wh error

15) plane shift

Turn: nil

Spheres of influence:Major: All, Astral, Creation, Divination, Numbers, Thought, Time, Travellers

Non weapon proficiencies Required: Artistic ability

Every NWP taken by a priest of Ptah related to arts or design is worth two NWP's in that field. Example: one artistic ability NWP gives this NWP in two art forms.

PTAH AND THE WAY

A space religion. A form of the path and the way, a celestial bureaucracy, an Oriental vision to the gods. In Ptah and the way Ptah is depicted as the supreme ruler of the bureaucracy

RA (AMON-RA)

The father of the pantheon (sometimes) and the first divine pharao. He is the sun god and brings the suns through the sky in his ship, the manjet. He appeares as an animated golden statue, possible with a head shaped like a scarab. Or wearing a scarab as head-dress

Alignment Lawful neutral

Symbol Ankh on a solar disk

Priests' Alignment Lawful good

Worshippers alignment any Lawful

Minimum ability scores: wisdom 10; charisma 11

Races allowed: Human, halfling, Dwarf, Sphinx

Weapons Required: One bow (No crossbow)

Allowed: Lance and bludgeoning

Armour All

Hit dice: d8

Powers: 1) light

5) continual light

10) Chapechange Hawk

Turn: turn as cleric

Spheres of influence: Major: All, Astral, Charm, Elemental Fire, Law, Sun

Minor: Creation, Weather

NWP required Etiquette

Duties Advice rulers, Missions: Eliminate problems that endanger the throne. Vigilance: stay alert against forces which threaten the throne, including corrupt rulers.

Other limitations Always pray at sunrise.

SEBEK (SOBEK)

A water-god (especially of the dangers of the rivers), he appears as a crocodile or with the head of one. People offer to him in his temple to avoid the perils of travelling over water. Mayor temples at the Fayum and Kom Ombo.

Symbol: Crocodile

Alignment: Neutral Evil

priests' Alignment: Any non-good

Minimum ability scores: standard

Races allowed: Human

Weapons Required: Morning star

Permitted: Spear, javelin, club, knife, lasso, net, blowgun

Weapons made of crocodile bones or teeth are treated as their metal counterparts.

Armour restrictions: Crocodile Hide

Hit dice: d8

Powers: 1) Speak with water creatures

5) water breathing

7) fight under water as with free action

10) shapechange into crocodile

Turn: command

Spheres of influence: Major: All, Animal (water creatures only) Combat, Elemental Water, Summoning, Wards

Minor: Chaos, Healing, Necromancy, Travellers

NWP required Swimming

SETH

God of evil, murderers, chaos, desert storms, darkness, destruction, drought and war. Brother and murderer of Osiris. He is brutal, sly and vicious, with a taste for the unnatural. He is greedy for power. He glories in warfare and disaster. his only virtue is his bravery. Seth looks like a tall powerful man with square features and, dark red hair. His animal form is the creature named 'the Seth beast'. He often appears with the head of that beast.

Alignment Lawful evil

Symbol coiled cobra

Priests' Alignment: Any Evil

Minimum ability scores: standard

Races allowed: Human, Dwarf, Halfling, Drow

Weapons required: Whip

allowed: any non-bludgeoning

Armour allowed: all

Hit dice: d8

Powers: 1) backstab (as thief)

1) create desertstorm

5) immume to poison

10) attract 2d10 faithful rogue followers of evil alignment.

Turn: command

Spheres of influence: Major: All, Astral, Chaos, Combat, Necromancy, Summoning, (War)

Minor: Guardian, Healing, Protection

NWP group crossovers Rogue

NWP Bonus: Desert survival

Required: Religion, Disguise

Duties Spreading evil and misery across the world, missions against happiness, goodness, contentment and beauty.

SHU (The upholder)

Shu is the god of the atmosfere, winds and light. He is charged with upholding the sky and thus keeping Nut and Geb separated. He was the second divine pharao and had to fight a disastrous war against Apep and its hordes. Later he had to fight with his son Geb over the succession of the throne. Shu's human form is a strong and handsome warrior with a light blue tint to his skin with a solar head-dress. He also appears as a lion or with a lion's head.

Alignment Lawful good

Symbol Ostrich feather

Priests Alignment Any non-evil

Minimum ability scores: constitution 13

Races allowed: Human, Sphinx

Weapon restrictions: throwing weapons or bludgeoning

Armour allowed all, no shield (but cannot cast wind spells when wearing armour)

Hit dice: d6

Powers: 1) create air

3) cast wind spells. Must memorize and find the spells as wizard but use priest slots

5) create becalmed area

10) control winds

Turn: no

Spheres of influence: Major: All, Astral, Divination, Elemental Air, Summoning, Weather

Minor: Guardian, Healing, Protection

NWP Required Weather sense

Duties Guidance, Marriage

TEFNUT

The wife and sister of Shu (the first divine queen), she embodies the moisture of the atmosfere. Therefore she is the goddess of clouds, storms, rains, mist and running water. Tefnut appears as a slender with the head of a lioness, wearing a crown in the form of a golden cobra.

Alignment Neutral Good

Symbol Pyramid and sun

Priests Alignment Any

Minimum ability scores: Dexterity 12

Races allowed: Human, Halfling, Sphinx

Weapons allowed All weapons with speed factor 4 or less

Armour restrictions: leather

Hit dice: d8

Powers: 1) predict weather 5) call lightning

10) weather summoning 15) control winds

Turn: no

Spheres of influence: Major: All, Astral, Elemental Air, Water, Protection, Sun, Weather

Minor: Creation, Divination, Guardian

Duties Guidance, Marriage

THOT

God of knowledge, science, medicine, law and the patron god of scribes. He is not related to any other god in the Egyptian pantheon (altough some claim him the son of Ra) and some believe it was he who was the source of creation. It is said that Thot maintains three great books in which all knowldege is recorded. Thot appears as a handsome young man, wearing a broad silver necklace and a linen kilt and carrying a silver pencase at his belt. He often appears as an ibis or baboon or with the head of an ibis or baboon.

Alignment Neutral

Symbol Ibis or baboon

Priests Alignment Any

Minimum ability scores: wisdom 13, intelligence 16

Races allowed: Human, Halfling, Dwarf, Sphinx

Weapon Allowed: Bow, dagger, knife, quarterstaff, spear, javelin, short sword

Armour All

Hit dice: d8

Powers: 1) detect lie 5) Intelligence and wisdom +1

10) Commune with Thot

15) Intelligenc and Wisdom +1

Turn: no

Spheres of influence: Major: All, Astral, Charm, Guardian, Healing, Thought

Minor: Divination, Sun

NWP group crossover Wizard

NWP required Religion, Reading/Writing

Duties Guidance, Education, Research

UADJ-UR

A god of the sea, his name means "Great Green", and he appears as a fat green man.

Symbol: Turtle

Alignment: Neutral evil

Priests' Alignment: Any

Worshippers' Alignment: Any

Minimum ability scores: standard

Races allowed: Human, Halfling

Weapons Required: cutlass sword

Permitted: Belaying pin, Harpoon, Javelin, Net, Spear, Trident

Armour restrictions: max studded leather, no shield

Hit dice: d8

Powers: 1) Fighting with two weapons without penalty

Turn: nil

Spheres of influence: Major: All, Animal (sea creatures only), Elemental (air and water), Weather

Minor: Creation, Divination

Non weapon Prof: Required: seamanship, fishing

Duties: Asking Uadj-ur of save passage

other restrictions: All their clothes must be green. Back to Nilespace