Psion
Adventurer
Egyptian Adventures: Hamunaptra details an Egyptian-themed fantasy campaign setting. The setting comes as a boxed set. The contents are written by C.A. Suleiman, Steve Kenson, and Ari Marmell. The setting is published by Green Ronin as part of their Mythic Vistas and Freeport lines.
A First Look[imager]http://www.greenronin.com/images/product/grr1407_200.jpg[/imager]
Egyptian Adventures: Hamunaptra is distributed as a boxed set of thTree perfect-bound softcover books (one 96 page, one 64 page, one 56 page) plus a small fold-up color map. The set is priced at $39.95.
The cover of the box is illustrated by James Ryman, and depicts 5 adventurers types (one with a canine head) in Egyptian garb surrounded by a swarm of scorpions in front of a number of pyramids.
Each of the individual books have black-and-white interiors, and monochrome covers using aqua, brown, and steel-grey tones respectively. Artists for the booklets include Beth Trott, Toren “MacBin” Atkinson, Mike Vilardi, Jennifer Meyer, Ben Ribseck, and Kent Burles. As always, Burles and Meyer are two of my favorites. Atkinson is not one of my traditional favorites, but feel his art works particularly well with the theme of the books. Overall, all of the artists turn out some appealing pieces that support the book well.
In prior gaming books on the topic of ancient Egyptian figures, the art has been rather free with bare breasts. Egyptian Adventures: Hamunaptra is rather conservative by way of comparison, probably in deference to changes in the D20 System Trademark License conditions.
The cartography (including the poster map) is by Ed Bourelle, who has become one of the best known cartographers in the d20 industry. He continues his fine work here.
The thing that probably stands out the most about this product is that it is a boxed set, something almost unheard of in RPGs for a decade. At the time they started to disappear, TSR and other companies professed that the assembly cost was making them unprofitable. With prices of RPG books on the rise, perhaps it has been less difficult to work that cost in. But whether it heralds the return of the boxed set (or whether gamers are mature enough now that the boxes don’t get crushed on the gaming room floor) remains to be seen.
A Deeper Look
The three books included in the set are entitled The Book of Days, The Book of Gates and The Book of Law. The Book of Days is primarily information pertinent to making basic characters, including race and class rules and magic rules, but also including history of the setting. The Book of Gates is something of a setting gazetteer, describing nations, people, and topography, as well as cosmology and religion. The third book, The Book of Days, provides more GM-pertinent information, such as advice on adventures, new creatures, prestige classes, secret societies, and magic items.
The land of Egyptian Adventures: Hamunaptra is named Khemti and is considered part of the Freeport world (much like Naranjan of the Mindshadows setting.) The first chapter is a history of the setting, both regarding the mythic history of the gods, and the mortal dynasties that followed once Ra decreed that the gods would no longer govern mortals. Events in these histories obviously draw upon authentic Egyptian myths and history, but play up several aspects to make it fit the more familiar aspects of d20 style fantasy settings.
The races presented herein parallel the traditional d20 fantasy races with a few additions and tweaks. All the races are given new names, as well as a new spin on their background. In general, the thinking seems to have been to postulate how the existing fantasy races could be explained in the context of Egyptian mythical figures, but then to include some possible consequences of that model. For example, esetiri, the Hamunaptra take on elves, are the favored creations of Isis, the goddess of fertility. As a representation of this province, female esetiri can breed with any of the divine races, which explains half elves (or pehesset). But since half-elves not necessarily need be half human in the setting, there are half-elf variants that are cross-breeds with the other core races, with difference ability modifiers.
There is no half-orc in the setting. However, there is another race in its stead. If you saw Anubis warriors in the beginning of the film The Mummy Returns and thought "gnolls!", you weren’t alone. Anpur are the Hamunaptra spin on gnolls, but are jackal-headed instead of hyena-headed, and are blessed creations of Anubis. They take a place amongst the spectrum of races similar to half-orcs, but actually enjoy a wisdom bonus instead of a penalty. Those who think that the half-orc got the shaft should appreciate the slightly more robust anpur.
Just as the traditional core races are mostly present in a slightly recast form, so it is with the core classes. Each of the traditional 11 core classes make an appearance here in a slightly tweaked form. They are all given new names, and listed alphabetically by their alternate name, so I hope you catch on quick to the new names.
The one that might most immediately seem out of place is the bahati, or monk. I am not familiar with any such figure from authentic ancient Egyptian history, beyond the reference to spiritual beliefs that did not directly follow deities (which did exist in Egypt historically). I know of no monk-like ancient Egyptian figure, and the bahati is essentially unchanged beyond a few renamed abilities.
Many of the classes like the bequenu (fighter) are very similar to their core equivalents, though some deviate more than others:
-Ghaffir: (paladin) is tweaked to fit any lawful alignment.
-Hekai: (sorcerer) has a few more abilities than the core sorcerer with free eschew materials feat at first level and the ability to better use metamagic and innate spells at higher levels. This up-powering may put off those who take the core rules as being the correct power level by default, but should appeal to those who feel like the sorcerer got the short end of the stick (myself included.)
-Shenu: (bard) is a version of the bard that assume oratory as the default performance type with slightly tweaked performance abilities.
-Wildwalker: (ranger) is a non spellcasting desert version of the ranger, which receives a choice from a selection of talents instead of the spellcasting. Like the sorcerer, this should appeal to a subset of the d20 audience that does not like the ranger as-is.
A number of new feats are introduced, many of them divine heritage feats. These feats are only allowed to the divine races (the PC races of the setting), and signify a mark of the character’s divine heritage; some of these feats are specific to specific divine races. Other feats address specific aspects of the setting, such as chariot driving, or help compensate for the lack of armor in the setting.
Not a lot of space is spent detailing alternate economies or equipment lists, but an alternative lists of bronze age weapons and armor is provided. As a general rule, Hamunaptara characters have diminished options for AC improvement.
The magic system mostly follows the conventions set forth in the core rules, thought there is a bit deeper explanation of how magic works in the cosmology and how it is regarded in society. Arcane casters that prepare spells are considered religious figures, but innate casters are regarded with some suspicion.
There are a few variations in the rules that help ground magic in a more Egyptian feel. Rites bear some resemblance to the old Relics & Rituals rituals, in that they allow a character to spend extra time to defray the spell level cost of using metamagic. Cooperative magic further extends this ability, and allows the casters to split the XP cost of any XP-cost spell.
Another variation is the use of material components. There are specific focuses depending on magic school that Khemtan casters must use, which for cheap components, replace the components, and that must be used in addition to expensive components. The focus for abjuration and divination spells are true names, and an extended section provides some possible benefits if the caster can find specific true names rather than general concept true names.
The magic chapter introduces a number of new domains (of assistance in describing the many deities of the setting) and new spells. The spells are largely geared towards a desert environment, or other images that are a major part of the Egyptian feel (such as summoning mystical barges and chariots, or sphinxes.)
The second book, The Book of Gates, describes the nations, people, and religion of the setting. The land of Khemti is currently split into three kingdoms derived from a once great empire: Shematu (Upper Khemti), Djeby (Middle Khemti), and Ta-Mehtu (lower Khemti). The chapter on the peoples describe the views of social status, station in life, economics, the disposition of slaves, roles of scholars, bureaucrats, priesthood, nobility, and royalty. A convenient glossary helps the players and GM keep track of potentially confusing terms, which the book makes frequent use of.
A major portion of the cosmology section is devoted to describing the various deities of the Khemtian pantheon. The figures of the Khemtian pantheon resemble the Egyptian pantheon much as it was depicted in the AD&D 1st edition Deities & Demigods book: Ra is still head of the pantheon, Set is depicted as a largely malign deity, and Osiris is only recently restored to life.
Those familiar with some Egyptian history and mythology may note the evolution of "combination" deities. A sidebar nicely works this concept into the game. Though the spellcasting ability is limited (which may not be a serious liability since the priest can multiclass when they hit the brick wall), they can choose any domains of the combination deity.
The city-states chapter describes a number of cities comprising the three kingdoms, complete with d20 system statistics and major details, though only Hamunaptra itself has a city map. A final topography chapter describes other geographical features such as the great river Yor, and mysterious sites such as the Great Pyramid and the magic oases known as "The Six".
The third and final book, The Book of Law, starts with GM advice for running a game, including a number of models for adventuring activities. More specific examples come in the form of a 100 adventure ideas table similar to the one presented in the DMG. A small rules related section covers desert survival and charioteering.
The chapter Secrets and Societies presents a number of secret societies for use in the game. Some are clearly meant to be used as villain types, such as The Compact of Dust (which believes that the land must be brought to dust before it can be renewed) and the Unbroken Chain (a slaver ring). Others are less clear, and might be used as villains or heroes, or play other roles. Some are just heretical.
The prestige class chapter discusses existing prestige classes and present 9 new ones, all 10 level classes:
-Deathblade: Holy warriors specialized in laying the undead to rest again, but who can also call on their service.
-Desert Scorpions: Stealthy killer of the tribes of the red lands. Essentially an assassin with more wilderness skills but no spellcasting.
-Dream Shapers: Visionaries who draw omens and other magic abilities from dreams. The class has its own spell list and advancement.
-Dunewalker: A kama’at (druid) better adapted to desert life.
-Lector Priests: These are priests with divine heritage that occupy a special place outside the normal hierarchy, with a responsibility to read from sacred texts. They lack many of the normal abilities of priests, but gain more domains.
-Master Charioteer: Self explanatory.
-Priest of Ma’at: Contrary to the name, the Priest of Ma’at is something of a functionary and court advisor.
-Serpent Dancer: These are practitioners of a snake-like fighting style, and also have a certain sway with snakes.
-Spell eater: This class is a spellcaster with improved ability to combat the magic of others as well as stealing the spells of other casters.
The creatures section defines existing creatures appropriate for the setting, and a number of new ones with the feel of the setting. This includes the like of animal headed giants, and undead creatures that form bodies out of sand (again, it seems interesting that you can make creatures from The Mummy Returns with this book.)
Sphinx is presented as a creature type here. They are powerful divine creatures in the setting, very much like dragons in standard fantasy campaigns.
Conclusions
Egyptian Adventures: Hamunaptra approaches the idea of an Egyptian setting with an eye towards more the fantastic aspects than the historical, but it does a good job of playing the mythical and historical aspects off of the fantasy. Still, purists may not appreciate the fantasy derived elements; if that describes you, you’d best steer clear (or check out Green Ronin’s Testament).
I like the way that mythical elements are extrapolated to produce elements fantasy players can get a handle on. Some are still a questionable fit (like the monk), but for the most part, it works fairly well.
The format is something of a shock. You do pay about $5 more than a recent d20 hardbound of the same page count, but some may appreciate the ability for the players to refer to the character book while the GM has access to the other books.
Overall Grade: A-
-Alan D. Kohler
A First Look[imager]http://www.greenronin.com/images/product/grr1407_200.jpg[/imager]
Egyptian Adventures: Hamunaptra is distributed as a boxed set of thTree perfect-bound softcover books (one 96 page, one 64 page, one 56 page) plus a small fold-up color map. The set is priced at $39.95.
The cover of the box is illustrated by James Ryman, and depicts 5 adventurers types (one with a canine head) in Egyptian garb surrounded by a swarm of scorpions in front of a number of pyramids.
Each of the individual books have black-and-white interiors, and monochrome covers using aqua, brown, and steel-grey tones respectively. Artists for the booklets include Beth Trott, Toren “MacBin” Atkinson, Mike Vilardi, Jennifer Meyer, Ben Ribseck, and Kent Burles. As always, Burles and Meyer are two of my favorites. Atkinson is not one of my traditional favorites, but feel his art works particularly well with the theme of the books. Overall, all of the artists turn out some appealing pieces that support the book well.
In prior gaming books on the topic of ancient Egyptian figures, the art has been rather free with bare breasts. Egyptian Adventures: Hamunaptra is rather conservative by way of comparison, probably in deference to changes in the D20 System Trademark License conditions.
The cartography (including the poster map) is by Ed Bourelle, who has become one of the best known cartographers in the d20 industry. He continues his fine work here.
The thing that probably stands out the most about this product is that it is a boxed set, something almost unheard of in RPGs for a decade. At the time they started to disappear, TSR and other companies professed that the assembly cost was making them unprofitable. With prices of RPG books on the rise, perhaps it has been less difficult to work that cost in. But whether it heralds the return of the boxed set (or whether gamers are mature enough now that the boxes don’t get crushed on the gaming room floor) remains to be seen.
A Deeper Look
The three books included in the set are entitled The Book of Days, The Book of Gates and The Book of Law. The Book of Days is primarily information pertinent to making basic characters, including race and class rules and magic rules, but also including history of the setting. The Book of Gates is something of a setting gazetteer, describing nations, people, and topography, as well as cosmology and religion. The third book, The Book of Days, provides more GM-pertinent information, such as advice on adventures, new creatures, prestige classes, secret societies, and magic items.
The land of Egyptian Adventures: Hamunaptra is named Khemti and is considered part of the Freeport world (much like Naranjan of the Mindshadows setting.) The first chapter is a history of the setting, both regarding the mythic history of the gods, and the mortal dynasties that followed once Ra decreed that the gods would no longer govern mortals. Events in these histories obviously draw upon authentic Egyptian myths and history, but play up several aspects to make it fit the more familiar aspects of d20 style fantasy settings.
The races presented herein parallel the traditional d20 fantasy races with a few additions and tweaks. All the races are given new names, as well as a new spin on their background. In general, the thinking seems to have been to postulate how the existing fantasy races could be explained in the context of Egyptian mythical figures, but then to include some possible consequences of that model. For example, esetiri, the Hamunaptra take on elves, are the favored creations of Isis, the goddess of fertility. As a representation of this province, female esetiri can breed with any of the divine races, which explains half elves (or pehesset). But since half-elves not necessarily need be half human in the setting, there are half-elf variants that are cross-breeds with the other core races, with difference ability modifiers.
There is no half-orc in the setting. However, there is another race in its stead. If you saw Anubis warriors in the beginning of the film The Mummy Returns and thought "gnolls!", you weren’t alone. Anpur are the Hamunaptra spin on gnolls, but are jackal-headed instead of hyena-headed, and are blessed creations of Anubis. They take a place amongst the spectrum of races similar to half-orcs, but actually enjoy a wisdom bonus instead of a penalty. Those who think that the half-orc got the shaft should appreciate the slightly more robust anpur.
Just as the traditional core races are mostly present in a slightly recast form, so it is with the core classes. Each of the traditional 11 core classes make an appearance here in a slightly tweaked form. They are all given new names, and listed alphabetically by their alternate name, so I hope you catch on quick to the new names.
The one that might most immediately seem out of place is the bahati, or monk. I am not familiar with any such figure from authentic ancient Egyptian history, beyond the reference to spiritual beliefs that did not directly follow deities (which did exist in Egypt historically). I know of no monk-like ancient Egyptian figure, and the bahati is essentially unchanged beyond a few renamed abilities.
Many of the classes like the bequenu (fighter) are very similar to their core equivalents, though some deviate more than others:
-Ghaffir: (paladin) is tweaked to fit any lawful alignment.
-Hekai: (sorcerer) has a few more abilities than the core sorcerer with free eschew materials feat at first level and the ability to better use metamagic and innate spells at higher levels. This up-powering may put off those who take the core rules as being the correct power level by default, but should appeal to those who feel like the sorcerer got the short end of the stick (myself included.)
-Shenu: (bard) is a version of the bard that assume oratory as the default performance type with slightly tweaked performance abilities.
-Wildwalker: (ranger) is a non spellcasting desert version of the ranger, which receives a choice from a selection of talents instead of the spellcasting. Like the sorcerer, this should appeal to a subset of the d20 audience that does not like the ranger as-is.
A number of new feats are introduced, many of them divine heritage feats. These feats are only allowed to the divine races (the PC races of the setting), and signify a mark of the character’s divine heritage; some of these feats are specific to specific divine races. Other feats address specific aspects of the setting, such as chariot driving, or help compensate for the lack of armor in the setting.
Not a lot of space is spent detailing alternate economies or equipment lists, but an alternative lists of bronze age weapons and armor is provided. As a general rule, Hamunaptara characters have diminished options for AC improvement.
The magic system mostly follows the conventions set forth in the core rules, thought there is a bit deeper explanation of how magic works in the cosmology and how it is regarded in society. Arcane casters that prepare spells are considered religious figures, but innate casters are regarded with some suspicion.
There are a few variations in the rules that help ground magic in a more Egyptian feel. Rites bear some resemblance to the old Relics & Rituals rituals, in that they allow a character to spend extra time to defray the spell level cost of using metamagic. Cooperative magic further extends this ability, and allows the casters to split the XP cost of any XP-cost spell.
Another variation is the use of material components. There are specific focuses depending on magic school that Khemtan casters must use, which for cheap components, replace the components, and that must be used in addition to expensive components. The focus for abjuration and divination spells are true names, and an extended section provides some possible benefits if the caster can find specific true names rather than general concept true names.
The magic chapter introduces a number of new domains (of assistance in describing the many deities of the setting) and new spells. The spells are largely geared towards a desert environment, or other images that are a major part of the Egyptian feel (such as summoning mystical barges and chariots, or sphinxes.)
The second book, The Book of Gates, describes the nations, people, and religion of the setting. The land of Khemti is currently split into three kingdoms derived from a once great empire: Shematu (Upper Khemti), Djeby (Middle Khemti), and Ta-Mehtu (lower Khemti). The chapter on the peoples describe the views of social status, station in life, economics, the disposition of slaves, roles of scholars, bureaucrats, priesthood, nobility, and royalty. A convenient glossary helps the players and GM keep track of potentially confusing terms, which the book makes frequent use of.
A major portion of the cosmology section is devoted to describing the various deities of the Khemtian pantheon. The figures of the Khemtian pantheon resemble the Egyptian pantheon much as it was depicted in the AD&D 1st edition Deities & Demigods book: Ra is still head of the pantheon, Set is depicted as a largely malign deity, and Osiris is only recently restored to life.
Those familiar with some Egyptian history and mythology may note the evolution of "combination" deities. A sidebar nicely works this concept into the game. Though the spellcasting ability is limited (which may not be a serious liability since the priest can multiclass when they hit the brick wall), they can choose any domains of the combination deity.
The city-states chapter describes a number of cities comprising the three kingdoms, complete with d20 system statistics and major details, though only Hamunaptra itself has a city map. A final topography chapter describes other geographical features such as the great river Yor, and mysterious sites such as the Great Pyramid and the magic oases known as "The Six".
The third and final book, The Book of Law, starts with GM advice for running a game, including a number of models for adventuring activities. More specific examples come in the form of a 100 adventure ideas table similar to the one presented in the DMG. A small rules related section covers desert survival and charioteering.
The chapter Secrets and Societies presents a number of secret societies for use in the game. Some are clearly meant to be used as villain types, such as The Compact of Dust (which believes that the land must be brought to dust before it can be renewed) and the Unbroken Chain (a slaver ring). Others are less clear, and might be used as villains or heroes, or play other roles. Some are just heretical.
The prestige class chapter discusses existing prestige classes and present 9 new ones, all 10 level classes:
-Deathblade: Holy warriors specialized in laying the undead to rest again, but who can also call on their service.
-Desert Scorpions: Stealthy killer of the tribes of the red lands. Essentially an assassin with more wilderness skills but no spellcasting.
-Dream Shapers: Visionaries who draw omens and other magic abilities from dreams. The class has its own spell list and advancement.
-Dunewalker: A kama’at (druid) better adapted to desert life.
-Lector Priests: These are priests with divine heritage that occupy a special place outside the normal hierarchy, with a responsibility to read from sacred texts. They lack many of the normal abilities of priests, but gain more domains.
-Master Charioteer: Self explanatory.
-Priest of Ma’at: Contrary to the name, the Priest of Ma’at is something of a functionary and court advisor.
-Serpent Dancer: These are practitioners of a snake-like fighting style, and also have a certain sway with snakes.
-Spell eater: This class is a spellcaster with improved ability to combat the magic of others as well as stealing the spells of other casters.
The creatures section defines existing creatures appropriate for the setting, and a number of new ones with the feel of the setting. This includes the like of animal headed giants, and undead creatures that form bodies out of sand (again, it seems interesting that you can make creatures from The Mummy Returns with this book.)
Sphinx is presented as a creature type here. They are powerful divine creatures in the setting, very much like dragons in standard fantasy campaigns.
Conclusions
Egyptian Adventures: Hamunaptra approaches the idea of an Egyptian setting with an eye towards more the fantastic aspects than the historical, but it does a good job of playing the mythical and historical aspects off of the fantasy. Still, purists may not appreciate the fantasy derived elements; if that describes you, you’d best steer clear (or check out Green Ronin’s Testament).
I like the way that mythical elements are extrapolated to produce elements fantasy players can get a handle on. Some are still a questionable fit (like the monk), but for the most part, it works fairly well.
The format is something of a shock. You do pay about $5 more than a recent d20 hardbound of the same page count, but some may appreciate the ability for the players to refer to the character book while the GM has access to the other books.
Overall Grade: A-
-Alan D. Kohler
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