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<blockquote data-quote="Tyler Do'Urden" data-source="post: 395556" data-attributes="member: 4601"><p>Well, I just downloaded and skimmed through the entire "I" series of modules (I1-5) for $25 off of svgames.com, and I think these look like they'll be a lot of fun. They'll take a lot of conversion work and some definite tweaking, but they gave me some more ideas:</p><p></p><p>I think I'll use the alligator-headed Lizard Folk idea.</p><p>Bugbears, with a different appearance and stone-age equipment, are now Gorillamen.</p><p>I'll probably replace the Mongrelmen in the modules with tribes of evil Jinn (Gnomes), or feral Halflings.</p><p></p><p>I've paired down the cultures to the following:</p><p></p><p>Impirians (Predominantly Human, with Aasimar among the ruling class): A powerful, expansionistic people just entering their prime and poised to conquer the world with their mighty legions. Their land is on the continent 400 miles to the Northwest of Khem.</p><p></p><p>Hellenes (Predominantly Human, with Aasimar found throughout society): A great culture famous the world over for it's art, philosophy, and mighty navy. They've now conquered and colonized the northern portion of Khem. Their land is an island chain 200 miles north of Khem</p><p></p><p>Hyksos (Predominantly Half-Orc, with Tieflings among the Ruling Classes): A once mighty nation of conquerers, now in danger of falling to superior tactics and weaponry, despite their great martial tradition. They are caught between the Perineans and the Imperians, both bent on conquest of their lands and control of the Hyksos ports. Their land is on the same continent as Khem, 500 miles to the north.</p><p></p><p>Elohim (Dwarven): An often opressed nation, the hardy Elohim are some of the best craftsmen and most learned sages in the world. Having been slaves to both the Khemites and the Perineans, the Elohim have fought for their freedom and are prepared to defend their homeland against any outside threats. They are the only thing standing between Khem and conquest by the Perineans.</p><p></p><p>Perineans (Elven and Half-Elven): The Pereneans are people of the deserts and the steppe, and a mighty and ancient empire built on trade and conquest now entering a renaissance. Having rebuilt the ranks of their cavalry since their defeat by the Hyksos/Elohim alliance (aside: Orcs and Dwarves fighting together instead of against each other... who would have thunk it?) a century ago, they are again preparing to sweep through the continent- that is, if the Impirians don't get there first.</p><p></p><p>Khemites (Human, with Half-Orcs, Half-Elves, Tieflings, and Aasimar found throughout society): Khemites are heirs to an ancient legacy of magical and millitary might and once boasted the largest empire in the world. Today, their land, although still heavily populated and culturally advanced, has fallen into a magical and political struggle of byzantine proportions, one with links and reprecussions felt as far off as the heavens and the hells. The Hellenes have conquered the "Lower Kingdom", the most populous area of Khem, and the Hellene conquerer has assumed the title of Pharoah after slaying the last Pharoah of the 39th Dynasty, Tuthmosis. The foreign Pharoah, who calls himself Apophis (referred to as Apophis the Great by loyalists, and Apophis the Destroyer by rebels), is an ardent devotee of the Khemite god Set, is steeped in the sorceries of both Khem and Hellene- and is quite possibly out of his mind. He has enslaved the lower classes of Khemite society, and relegated all of their other classes to second-class status. He has murdered entire priesthoods, expunged the record of the existence of many individuals, burned libraries and leveled monuments. His campaign of terror is destroying the lower kingdom, while the middle kingdom is under the control of the Priesthood of Anubis, who serve as Apophis' regents. The upper kingdom, the most remote and least populous region of Khem, has declared themselves in open revolution against the usurper Pharoah, while their leader, Osirian high priest Ankh-af Khonsu, searches for the missing son of Tuthmosis. All of Khem is poised in bitter struggle between numerous priesthoods, magical orders, bandit organizations, millitaries, merchants, and mystical brotherhoods, each of which are trying to carve out a niche for themselves- whether that may be to support Apophis, return the rightful ruler to the throne, open the country up to the Perineans or Impirians- or even take control of the country for another leader or organization.</p><p></p><p>Those are the major cultures, here are the minor ones:</p><p></p><p>Jinn (Gnomes): Jinn are the "commoner Genies" or spirits who dwell in the deep desert. Of varying alignments and persuasions, they are often feared with good reason- and, at other times, merely misunderstood for their mischevious natures. Masters of magic and of crafts, these Jinn taught the wizards and craftsmen of Perinea, Khem, and Elohen many of their skills. Some Jinn dwell in major cities, using their magics to blend in among the crowds, but most prefer to stay underground in remote desert citadels. The standard MM Genies are considered to be the members of their noble classes, and every Commoner Jinn belongs to an "elemental caste"- a group devoted to the magical mastery of one of the four elements.</p><p></p><p>Tribal Humans: There are wandering Bedouins throughout the deserts of Laivae to the southwest of Khem. In the jungles that line the southeastern edge of Khem dwell many minor and semi-civilized human tribes as well.</p><p></p><p>Tribal Races: Gorillamen, Lizard Folk, Yuan-Ti, Kobolds, Bullywugs, and Feral Halflings can all be found inhabiting remote oasises and settlements throughout the Aetabak Jungle.</p><p></p><p>Giants: Many primitive Giants and Ogres live on the isle of Cyclopos, ruled by a fallen Titan with a single eye named Polyphemus.</p><p></p><p></p><p>I've also made a list of appropriate "Ancestor Feats" (From Oriental Adventures) for the cultures in this new setting. Some of the names were changed, originals are in brackets:</p><p></p><p>Elohim: Great Crafter, Improved Aid, Magical Artisan, Soul of Sincerity, Strong Soul</p><p>Hellene: Art of Fascination, Artist, Keen Intellect, Luck of Heroes, Many Masks, Scholar of Nature, Sea Legs</p><p>Hyksos: Great Stamina, Typhon’s [Oni’s] Bane, Powerful Voice, Resist Poison, Strength of the Desert [Charger], Warrior Instinct</p><p>Impirian: Cool Head, Discipline, Great Teamwork, Impirian [Lion] Spy, Magistrate’s Mind, Silver Tongue, Soul of Loyalty, Strength of the Legion [Crab]</p><p>Khemite: Attention to Detail, Neter’s [Kami’s] Intuition, Union of Ma’at [Karmic Twin], Magic in the Blood, Spell Power, Spellcaster Support, Warrior Magus [Shugenja]</p><p>Perenean: Gifted General, Great Diplomat, Honest Merchant, Saddleback, Smooth Talk</p><p></p><p>None of the OA classes or prestige classes seemed appropriate. I looked through magic of Faerun- all the feats except for Spellfire Wielder are fine, and the following prestige classes I'm allowing: </p><p></p><p>Jinn [Gnome] Artificer (Jinn and Perinean Only)</p><p>Incantatrix (Impirian Only)</p><p>Mage-Killer (Impirian Only)</p><p>Master Alchemist </p><p>Mystic Wanderer</p><p>Spelldancer (Worshippers of Tyche or Bast only)</p><p></p><p>The Artificer seemed questionable at first, but then I recalled the clockwork mage from the old Sha'irs Handbook. It seemed like an appropriate class for Jinn and Perinean craftsmen. Incantatrixes and Mage-Killers are perfect for Impirians, who use a highly technical, precise style of magic and train special hunters to aid them in fighting Perinean and Khemite mages. Master Alchemists, Mystic Wanderers, and Spelldancers were all appropriate to the setting as well. All of the spells look fine too.</p><p></p><p>I've added all the prestige classes from the Psihandbook except for Slayer- since there aren't many mind flayers in this world (the possibility of their existence hasn't been ruled out), it's not a very necessary class.</p><p></p><p>More later- keep posting!</p></blockquote><p></p>
[QUOTE="Tyler Do'Urden, post: 395556, member: 4601"] Well, I just downloaded and skimmed through the entire "I" series of modules (I1-5) for $25 off of svgames.com, and I think these look like they'll be a lot of fun. They'll take a lot of conversion work and some definite tweaking, but they gave me some more ideas: I think I'll use the alligator-headed Lizard Folk idea. Bugbears, with a different appearance and stone-age equipment, are now Gorillamen. I'll probably replace the Mongrelmen in the modules with tribes of evil Jinn (Gnomes), or feral Halflings. I've paired down the cultures to the following: Impirians (Predominantly Human, with Aasimar among the ruling class): A powerful, expansionistic people just entering their prime and poised to conquer the world with their mighty legions. Their land is on the continent 400 miles to the Northwest of Khem. Hellenes (Predominantly Human, with Aasimar found throughout society): A great culture famous the world over for it's art, philosophy, and mighty navy. They've now conquered and colonized the northern portion of Khem. Their land is an island chain 200 miles north of Khem Hyksos (Predominantly Half-Orc, with Tieflings among the Ruling Classes): A once mighty nation of conquerers, now in danger of falling to superior tactics and weaponry, despite their great martial tradition. They are caught between the Perineans and the Imperians, both bent on conquest of their lands and control of the Hyksos ports. Their land is on the same continent as Khem, 500 miles to the north. Elohim (Dwarven): An often opressed nation, the hardy Elohim are some of the best craftsmen and most learned sages in the world. Having been slaves to both the Khemites and the Perineans, the Elohim have fought for their freedom and are prepared to defend their homeland against any outside threats. They are the only thing standing between Khem and conquest by the Perineans. Perineans (Elven and Half-Elven): The Pereneans are people of the deserts and the steppe, and a mighty and ancient empire built on trade and conquest now entering a renaissance. Having rebuilt the ranks of their cavalry since their defeat by the Hyksos/Elohim alliance (aside: Orcs and Dwarves fighting together instead of against each other... who would have thunk it?) a century ago, they are again preparing to sweep through the continent- that is, if the Impirians don't get there first. Khemites (Human, with Half-Orcs, Half-Elves, Tieflings, and Aasimar found throughout society): Khemites are heirs to an ancient legacy of magical and millitary might and once boasted the largest empire in the world. Today, their land, although still heavily populated and culturally advanced, has fallen into a magical and political struggle of byzantine proportions, one with links and reprecussions felt as far off as the heavens and the hells. The Hellenes have conquered the "Lower Kingdom", the most populous area of Khem, and the Hellene conquerer has assumed the title of Pharoah after slaying the last Pharoah of the 39th Dynasty, Tuthmosis. The foreign Pharoah, who calls himself Apophis (referred to as Apophis the Great by loyalists, and Apophis the Destroyer by rebels), is an ardent devotee of the Khemite god Set, is steeped in the sorceries of both Khem and Hellene- and is quite possibly out of his mind. He has enslaved the lower classes of Khemite society, and relegated all of their other classes to second-class status. He has murdered entire priesthoods, expunged the record of the existence of many individuals, burned libraries and leveled monuments. His campaign of terror is destroying the lower kingdom, while the middle kingdom is under the control of the Priesthood of Anubis, who serve as Apophis' regents. The upper kingdom, the most remote and least populous region of Khem, has declared themselves in open revolution against the usurper Pharoah, while their leader, Osirian high priest Ankh-af Khonsu, searches for the missing son of Tuthmosis. All of Khem is poised in bitter struggle between numerous priesthoods, magical orders, bandit organizations, millitaries, merchants, and mystical brotherhoods, each of which are trying to carve out a niche for themselves- whether that may be to support Apophis, return the rightful ruler to the throne, open the country up to the Perineans or Impirians- or even take control of the country for another leader or organization. Those are the major cultures, here are the minor ones: Jinn (Gnomes): Jinn are the "commoner Genies" or spirits who dwell in the deep desert. Of varying alignments and persuasions, they are often feared with good reason- and, at other times, merely misunderstood for their mischevious natures. Masters of magic and of crafts, these Jinn taught the wizards and craftsmen of Perinea, Khem, and Elohen many of their skills. Some Jinn dwell in major cities, using their magics to blend in among the crowds, but most prefer to stay underground in remote desert citadels. The standard MM Genies are considered to be the members of their noble classes, and every Commoner Jinn belongs to an "elemental caste"- a group devoted to the magical mastery of one of the four elements. Tribal Humans: There are wandering Bedouins throughout the deserts of Laivae to the southwest of Khem. In the jungles that line the southeastern edge of Khem dwell many minor and semi-civilized human tribes as well. Tribal Races: Gorillamen, Lizard Folk, Yuan-Ti, Kobolds, Bullywugs, and Feral Halflings can all be found inhabiting remote oasises and settlements throughout the Aetabak Jungle. Giants: Many primitive Giants and Ogres live on the isle of Cyclopos, ruled by a fallen Titan with a single eye named Polyphemus. I've also made a list of appropriate "Ancestor Feats" (From Oriental Adventures) for the cultures in this new setting. Some of the names were changed, originals are in brackets: Elohim: Great Crafter, Improved Aid, Magical Artisan, Soul of Sincerity, Strong Soul Hellene: Art of Fascination, Artist, Keen Intellect, Luck of Heroes, Many Masks, Scholar of Nature, Sea Legs Hyksos: Great Stamina, Typhon’s [Oni’s] Bane, Powerful Voice, Resist Poison, Strength of the Desert [Charger], Warrior Instinct Impirian: Cool Head, Discipline, Great Teamwork, Impirian [Lion] Spy, Magistrate’s Mind, Silver Tongue, Soul of Loyalty, Strength of the Legion [Crab] Khemite: Attention to Detail, Neter’s [Kami’s] Intuition, Union of Ma’at [Karmic Twin], Magic in the Blood, Spell Power, Spellcaster Support, Warrior Magus [Shugenja] Perenean: Gifted General, Great Diplomat, Honest Merchant, Saddleback, Smooth Talk None of the OA classes or prestige classes seemed appropriate. I looked through magic of Faerun- all the feats except for Spellfire Wielder are fine, and the following prestige classes I'm allowing: Jinn [Gnome] Artificer (Jinn and Perinean Only) Incantatrix (Impirian Only) Mage-Killer (Impirian Only) Master Alchemist Mystic Wanderer Spelldancer (Worshippers of Tyche or Bast only) The Artificer seemed questionable at first, but then I recalled the clockwork mage from the old Sha'irs Handbook. It seemed like an appropriate class for Jinn and Perinean craftsmen. Incantatrixes and Mage-Killers are perfect for Impirians, who use a highly technical, precise style of magic and train special hunters to aid them in fighting Perinean and Khemite mages. Master Alchemists, Mystic Wanderers, and Spelldancers were all appropriate to the setting as well. All of the spells look fine too. I've added all the prestige classes from the Psihandbook except for Slayer- since there aren't many mind flayers in this world (the possibility of their existence hasn't been ruled out), it's not a very necessary class. More later- keep posting! [/QUOTE]
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