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Aigyptos A Gazetteer For 5th Edition
Aigyptos A Gazetteer For 5th Edition
Editor/Designer: Michael O. Varhola Artists: Amanda Kahl (pp. 14, 15, 19, 21, 22, 26,
27, 28, 29, 35, 36 [top]), Brendan Cass (pp. 8, 17,
23, 25, 39)
Portions of this book are published under Open Game stories, storylines, thematic elements, and concepts con-
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all rights reserved, are copyright 2017 by Skirmisher under international treaties and the copyright laws of the
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of Open Game License version 1.0a: Skirmisher Publish-
ing LLC and any and all associated logos and identifying Front Cover Image: Set design for Act 4, Scene 2 of
marks, including all Skirmisher Publishing LLC products Giuseppe Verdi’s Aida by Philippe Chaperone (1880)
and product line names; any and all artwork, designs,
depictions, illustrations, maps, likenesses, symbols, and Back Cover Image: On the Banks of the Nile, Upper
graphic designs presented in the context of this book; and Egypt, by John Frederick Lewis (1876)
any and all descriptive text, dialogue, incidents, plots,
2 Publishing Information
Contents
Aigyptos ............................................................................................................................ 7
Nubia ............................................................................................................................................. 8
Æthiopia ......................................................................................................................................... 8
Encounters .......................................................................................................................... 9
inspiration
it; 5th Edition game system material thatentire
to
and
fectively
in
intended
folklore
forbridge
the to
encounters,
world
can
be a and
serve
the gapwhole
as
between
its history,
comprehensive
rich
sort of person
plemental 5th Edition content, to include the Aigyptianevents in Ethiopia; and or creature that mightresearch
from firsthand exist within
by a land
background; and brief descriptions of the adjacent landsthe author during a recent two-week research tripbut rather
based on a fantasy version of ancient Egypt,
of Nubia and Æthiopia. those thatvisits
that included are most likely
to sites to be the
around randomly
country, encountered.
from
Certainly,
Aigyptos: A Gazetteer for 5th Edition can be usedthe ancient Giant
cities of AxumHippopotami
and Lalibela mightto be found in the
numerous
in a number of ways. One is to provide a backdrop formuseums sprawling deltaInstitute
and the that runsforforEthiopian
hundreds Studies
of miles at
along the
self-standing Egyptian-style adventures that do not al-Addis Mediterranean
Ababa University. coast, Dragons might dwell in isolated
ready have a setting associated with them. Another is Terrainranges oftypes
hills,that
andmight
Lichesbemight
foundoccupy
withintheanrichest
Ethi- and
opian campaign setting include desert, forest
oldest of tombs. Powerful monsters like these, however, (e.g.,
to provide a mini-setting sufficient to allow characters
acacia), hills, mountains, river, lake, jungle (in the
should be used deliberately and as part of structured ad-
to visit or travel through a land reminiscent of ancientsouth), plains, and coast along the shores of the Red
Egypt. Yet another is to introduce such a country with
4 Introduction
Sea in the north. While it can be cool in highland ar- throughout the existing campaign setting, and every-
eas itnot
ventures, does not snow
simply anywherealong
met wandering in thethecountry
backroadsexcept one will speak
of role-playing gameGe’ez,
rulesthe predominant
suitable language
for ancient, medi-of
the rugged Semien
frequented by adventurers. Mountains, located northeast of medieval Ethiopia.
eval, or fantasy venues. In rural or frontier areas, on the
the city of Gondar. other hand, many inhabitants might speak only their
Aigyptos: A Gazetteer for 5th Edition is also fully In the Swords of Kos Fantasy Campaign Setting,
Most people live in villages that are agricultural, local languages, with a handful of the most worldly
compatible
pastoral,with Skirmisher
or both; Publishing’s
nobles tend to live inbestselling
fortified pal- Aigyptos
in anyiscommunity
the predominant
speaking example of anone
Ge’ez and landspeaking
that
Swordsaceof Kos Fantasy
complexes Campaign
supported by Setting
peasantand can either of
communities naturally
Common.exhibits a high level of divine magic (just as
be used
the in conjunction withsorts;
afore-mentioned and as a supplement
priests, monks, andto it sup-
or our Mesopotamia is especially conducive to and satu-
completely on its own.
port personnel liveThis swords-and-sorcery
in religious settlementsmilieu
consist- rated with arcane magic). This is reflected in game terms
is seting
in of
a Dark Agesfrom
anything fantasy
oneversion of the Mediterra-
small church to numerous within this book in ways like having the Aigyptian back-
neanlarge
and the lands
ones; surrounding
and merchantsitanda century afterare
foreigners a Great
among ground grant its members the ability to cast a cantrip
Cataclysm destroyed
the residents of a the old of
number world,
walled plunged it into
cities. Ruined a limited number of times each day. Storytellers who
chaos,versions of all suchmagic
and reawakened placesandexist
alland tend
form of to be occu-
ancient do not wish to reflect this characteristic of an Egyptian-
pied by bandits or humanoids or haunted
races and monsters. Now, the agents of Gods and Titans by weirder style setting in their own games can adjust the content
and even more dangerous monsters.
struggle against each other on behalf of their masters, provided here accordingly.
Educated people and many of those living
nations strive to survive or dominate one another, and
in towns and cities, especially centers of trade,
But we very much hope that we can unlock some
adventurers
will speakdescend into the tongue
the Common ruins inthat
search of wealth
predominates magic in your game sessions with this book and that you
and lost technology. This setting has deliberately been will enjoy your adventures in Aigyptos!
designed to be system free and compatible with any set
Introduction 5
6 Aigyptos
Aigyptos
ígyptos is a hierarchical religious state ruled by the great cataracts to the south, and are lost in the bar-
Æthiopia
Anchored on the shores of the Red Sea in the north,
this sprawling nation comprises the area occupied
by the modern states of Eritrea and Ethiopia and is
the most powerful state in eastern Africa. It is ruled
from the fortress city of Axum, in the northern part
of the country, and is a maritime power that con-
ducts trade with all the lands of the sea upon which
it is located. Its influence in many coastal parts of
the Arabian peninsula is, in fact, more profound
than in the southern part of the country which, while
ostensibly governed by Axum, in reality has huge
sections of uncontrolled wilderness and areas con-
trolled by various semi-autonomous peoples. Æthi-
opia had strong cultural and mercantile ties with
Aígyptos and the lands of the Mediterranean and,
while these were shattered by the Great Cataclysm,
it has recently both sent emissaries to and received
them from a number of states. Æthiopia mints coins
in gold, silver, and bronze, most of which bear im-
ages of its kings and its national symbol, a disk with-
in an upturned crescent. Internal trade, however, is
conducted largely via barter and with salt and iron.
(See the Skirmisher Publishing sourcebook Men &
Monsters of Ethiopia for 5th Edition game content
associated with this diverse and fascinating region.)
Royalty: A group of 1d4 Aristocrats engaged in some Tomb Robbers: A band of 1d3+3 thieves specializing in
activity, such as traveling from one location to another, breaking into and looting tombs, going to, coming from,
hunting, or visiting a tomb under construction. Depend- or currently engaged in robbery. They may approach the
12 Encounters
party for purposes of enlisting their aid, fencing goods, eton for humanoid monsters of this sort and the official
attempting to rob them, or other reasons if these seem 5th Edition Statistics for Zombies. See the Skeleton (Ca-
applicable, or may flee if that seems expedient. They nine Animal) in the section below on New Monsters for
might also ambush characters that they encounter in or one sort of animal Skeleton that might be encountered.
around tombs that they are in the process of looting if
they think their score is being poached. Villagers: A group of 1d100 local common people, most
See the Tomb Robber in the section below on New likely farmers, who will be engaged some activity ap-
Monsters. propriate to the location and time of year (e.g., tending
a date orchard, reaping wheat, fishing, herding cattle).
Typhonic Beasts: A pack of 1d12 doglike beasts similar They may have oxen, cattle, dogs, or other animals with
in appearance and power to Hell Hounds, the primary them as appropriate.
differences being that they breathe gouts of searing sand See the Villager in the section below on New Mon-
mixed with fire and are resistant to attacks from stone sters.
and metal weapons.
See the Typhonic Beast in the section below on New Work Gang: A group of 10d10 conscripts or slaves in-
Monsters. volved with or en route to or from a public works proj-
ect (e.g., digging a canal, repairing a road, hauling stone
Undead, Major: A group of 2d2 Ghasts (60%) looking blocks). There will be one lightly-armed overseer and
for food or a Mummy (40%) that has wandered out of a one more heavily-armed and armored guard for every
nearby tomb. 10 workers.
Use the official 5th Edition statistics for the Ghast For conscripts use the Villager in the section below
and the Mummy. on New Monsters, and for slaves use the same entry but
remove the Aigyptian background and the Local Knowl-
Undead, Minor: 2d6 humanoid or animal Skeletons edge and Magic of the Land special traits. For over-
(40%) or 1d10 Zombies (40%) that have wandered out seers use the writeup for the Villager, with the addition
of a nearby tomb, or 1d8 Ghouls (20%) that are scav- of a whip if he is directing slaves, and for guards use the
enging or hunting for prey. official 5th Edition statistics for the Guard.
Use the official 5th Edition statistics for the Skel-
Encounters 13
14 New Monsters
New Monsters
reatures and people of many sorts are variously when such creatures are encountered in an Aigyptos set-
Actions
War Pick. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 9 (1d10+4) piercing damage.
Antaean Homesteader 15
Aristocrat (Background: Noble) Celestial Hawk
As members of the upper class, possessing wealth and This predatory bird from a celestial realm may guide or
connections that grant them power, Aristocrats wield otherwise aid characters engaged in some good cause
great authority and influence. They are often accompa- or harry and impede those engaged in evil.
nied by guards, servants who are generally Common-
ers or Villagers, and advisors who might be Acolytes or
Priests.
Aristocrat
Medium Humanoid (Human), any alignment
(usually lawful neutral)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 12 (+1) 2 (-4) 10 (+0) 3 (-4) 18 (+4) 16 (+3) 17 (+3) 2 (-4) 10 (+0) 3 (-4)
Cobras 17
Craftsman Craftsman
(Background: Guild Artisan) Medium Humanoid (Human), any alignment
Craftsmen are skilled workers who create the material (usually lawful neutral)
things use by the peoples of Aigyptos, including reli-
gious edifices like tombs, temples, and monuments; Armor Class: 10
Hit Points: 13 (3d8)
river vessels used for fishing and transporting materials Speed: 30 ft.
like stone building blocks; beer and the ceramic jars that
hold it; and ironwork like agricultural tools, horseshoes, STR DEX CON INT WIS CHA
and chariot hardware. 12 (+1) 11 (+0) 11 (+0) 13 (+1) 14 (+2) 11 (+0)
Craftsmen can generally be found in the villages or
Skills: Insight +4, Investigation +3, Persuasion +2,
temple compounds where they dwell, in workshops or
Religion +3
worksites of various sorts, or travelling to or from the Tool Proficiencies: One type of Artisan’s Tools
places where their skills are needed. A group of Crafts- (e.g., Boatwright’s, Brewer’s, Carpenter’s, Cartwright’s,
men might be of either gender or a mix of both. They Mason’s, Potter’s, Sculptor’s, Smith’s)
can be of any alignments but the majority in any particu- Senses: passive Perception 12
Languages: Aigyptian, Common (Greek)
lar community will be some variety of lawful.
Challenge: 1/2 (100 XP)
A Craftsman will generally have one or more ap-
propriate tools that can be used as weapons (e.g., a light Local Familiarity. A Craftsman has advantage on Insight,
hammer for a blacksmith, a handaxe for a carpenter), Perception, and Stealth skill checks made in or around the
and might also have a quarterstaff or walking stick/club immediate vicinity of its community, including any affiliated
workshops, quarries, or other areas where people might
if on the road. Such characters are not trained as com-
work on a daily basis.
batants, however, do not wear armor, and will avoid
conflict to the great extent possible. Actions
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4+1) bludgeoning damage.
18 Craftsman
Cynocephalian Tomb Warden
Cynocephalians are dog-headed people who, like Hu- easily move on all fours; and have nails that are longer
mans, vary greatly in height, build, coloration, and even and hornier than those of Humans.
the specific appearances of their most characteristic fea- Many Cynocephalians native to Aigyptos are dedi-
tures, which can be similar to those of wolves, jackals, cated to the jackal-headed god Anubis, guardian of the
or any other sort of canines. From the neck down they dead. Some of these take up arms and undertake train-
are humanoid in form but have coats of fur-like body ing as Rangers who hunt both tomb robbers and Undead
hair that can range from very light to bestially heavy; monsters that wander out of their burial places.
have limbs that can be articulated so as to allow them to
Actions
Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 9 (2d6+2) bludgeoning damage.
20 Dwarf Stoneworker
Elite Archer & Guardsman
(Background: Soldier)
Elite Archers and Guardsmen are experienced and highly-
trained soldiers who serve as troops for nobles, priests,
and other important people or places. If encountered on
the road they will usually be accompanying such people
on some official business and alert for danger to them.
Elite troops of this sort will generally wear the livery
of whatever temple, artistocrat, or other entity they serve,
and will typically be equipped with the heaviest armor
they can manage and that their employers can afford, scale
mail being the norm. They might be armed with any sort
of weapons, the classic Aigyptian khopesh sword or a
heavy warbow being typical, but might also carry other
appropriate arms (e.g., picks by those dedicated to service
of the earth deity Geb, as shown here).
While elite soldiers are not fanatics, they are almost
always very steady in their loyalty to those they serve
and are not easily swayed from it.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 15 (+2) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Saving Throws: Strength +3, Constitution +4 Saving Throws: Strength +4, Constitution +4
Skills: Athletics +3, Intimidation +2, Perception +2 Skills: Athletics +4, Intimidation +2, Perception +2
Tool Proficiencies: Land Vehicles Tool Proficiencies: Land Vehicles
Senses: passive Perception 12 Senses: passive Perception 12
Languages: Aigyptian Languages: Aigyptian
Challenge: 2 (450 XP) Challenge: 2 (450 XP)
Action Surge (Short or Long Rest). On its turn, an Elite Action Surge (Short or Long Rest). On its turn, an Elite
Archer can take an additional action on top of its regular Guardsman can take an additional action on top of its
action and a possible bonus action. regular action and a possible bonus action.
Archer. An Elite Archer gains a +2 bonus to attacks rolls Duelist. When an Elite Guardsman is wielding a melee
with ranged weapons. weapon in one hand and no other weapons, it gains a +2
bonus to damage rolls with that weapon.
Improved Critical. An Elite Archer scores a critical hit on
a roll of 19 or 20. Improved Critical. An Elite Guardsman scores a critical
hit on a roll of 19 or 20.
Second Wind (Short or Long Rest). On its turn, an
Elite Archer can use a bonus action to regain 1d10+3 hit Second Wind (Short or Long Rest). On its turn, an Elite
points. Guardsman can use a bonus action to regain 1d10+3 hit
points.
Actions
Longbow. Ranged Weapon Attack: +4 to hit, range Actions
150/600 ft., one creature. Hit: 6 (1d8+2) piercing dam- Khopesh (Longsword). Melee Weapon Attack: +4 to hit,
age. reach 5 ft., one creature. Hit: 6 (1d8+2) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2) reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2)
piercing damage. piercing damage.
Engineer-Architect
Medium Humanoid (Human), any alignment
(usually lawful neutral)
Armor Class: 11
Hit Points: 18 (4d8)
Speed: 30 ft.
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4+1)
piercing damage.
22 Engineer-Architect
Giant Dung Beetles
Vermin of this sort subsist on dung and roll it into
spherical balls that they push around, store in tunnels, or
simply dwell within. Giant Dung Beetles can fly, albeit
relatively slowly and clumsily, when they need to cross
obstacles or the like. Their blindsight is based on a keen
sense of smell that allows them to find the material that
is their namesake.
There is virtually no limit, given enough time and
dung, to the size such creatures can grow to, and a Large
Giant Dung Beetle is about 10 feet long. Giant Dung
Beetles often have large antlers that they can use in com-
bat, but not all such monsters are not so equipped and
those that are not simply ram threats to them instead.
The very largest Giant Dung Beetles can also trample
man-sized creatures that get in their way. As creatures
adapted to eating very soft food, however, dung beetles
do not have an effective bite attack.
Giant Dung Beetles have great significance in Aigy-
ptian religion and their activities are seen as representa-
tions of the sun’s daily passage around the world and are of such creatures exist, native to various heavenly and
widely are depicted throughout the country as scarabs, infernal realms, and might be found in or around the
which represent the ideas of transformation, renewal, temples dedicated to a number of Aigyptian deities, par-
and resurrection. Both celestial and fiendish versions ticularly Khepri, god of the rising sun.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+8) 10 (+0) 17 (+3) 2 (-4) 10 (+0) 7 (-2) 19 (+4) 12 (+1) 15 (+2) 2 (-4) 10 (+0) 7 (-2)
Trampling Charge. If a Giant Dung Beetle moves at Trampling Charge. If the Giant Dung Beetle moves at
least 20 feet straight toward a creature and then hits it least 20 feet straight toward a creature and then hits it
with a gore or ram attack on the same turn, that target with a gore or ram attack on the same turn, that target
must succeed on a DC 16 Strength saving throw or be must succeed on a DC 14 Strength saving throw or be
knocked prone. If the target is prone and smaller than knocked prone. If the target is prone and smaller than
itself, the Giant Dung Beetle can then make one stomp itself, the Giant Dung Beetle can make one stomp attack
attack against it as a bonus action. against it as a bonus action.
Actions Actions
Gore (Antlers). Melee Weapon Attack: +8 to hit, reach Gore (Antlers). Melee Weapon Attack: +6 to hit, reach 5
10 ft., one creature. Hit: 13 (2d6+6) piercing damage. ft., one creature. Hit: 9 (2d4+4) piercing damage.
Ram (No Antlers). Melee Weapon Attack: +8 to hit, Ram (No Antlers). Melee Weapon Attack: +6 to hit,
reach 5 ft., one creature. Hit: 11 (2d4+6) bludgeoning reach 5 ft., one creature. Hit: 7 (1d6+4) bludgeoning
damage. damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one
prone creature. Hit: 11 (2d4+6) bludgeoning damage. prone creature. Hit: 7 (1d6+4) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 2 (-4) 10 (+0) 7 (-2) 10 (+0) 14 (+2) 11 (+0) 2 (-4) 10 (+0) 7 (-2)
Actions Actions
Gore (Antlers). Melee Weapon Attack: Melee Weapon Gore (Antlers). Melee Weapon Attack: +4 to hit, reach
Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) 10 ft., one creature. Hit: 2 (1d4) piercing damage.
piercing damage.
Ram (No Antlers). Melee Weapon Attack: +4 to hit,
Ram (No Antlers). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d3) bludgeoning
reach 5 ft., one creature. Hit: 4 (1d4+2) bludgeoning damage.
damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 11 (+0) 1 (-5) 8 (-1) 2 (-4) 11 (+0) 12 (+1) 13 (+1) 1 (-5) 9 (-1) 3 (-4)
Senses: Blindsight 30 feet, passive Perception 9 Senses: Blindsight 50 feet, passive Perception 9
Languages: — Languages: —
Challenge: 1 (200 XP) Challenge: 2 (450 XP)
Actions Actions
Multiattack. A Small Monstrous Scorpion makes two at- Multiattack. A Medium Monstrous Scorpion makes three
tacks: one with its claws and one with its sting. attacks: two with its claws and one with its sting.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. , Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. ,
one target. Hit: 4 (1d6+1) bludgeoning damage, and the one target. Hit: 4 (1d6+1) bludgeoning damage, and the
target is grappled (escape DC 8). target is grappled (escape DC 10). The scorpion has two
claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4+1) piercing damage, and the target Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one
must make a DC 10 Constitution saving throw, taking 11 creature. Hit: 5 (1d8+1) piercing damage, and the target
(2d10) poison damage on a failed save, or half as much must make a DC 11 Constitution saving throw, taking 13
damage on a successful one. (3d8) poison damage on a failed save, or half as much
damage on a successful one.
Giant Scorpion 25
Hippopotamus weight and females around 2,900. Smaller pygmy vari-
eties and much larger giant types of such creatures exist.
Hippopotami can be found along the banks of the Nile,
A number of deities are associated with or repre-
as well as throughout the waterways of its sprawling
sented as Hippopotami in Aigyptos. Ominous Set, god
delta on the coast of the Mediterranean Sea. These mas-
of chaos and darkness, is sometimes depicted as a red
sive “water cows” are easily irritated and potentially
Hippopotamus, and his consort Tawaret, a goddess of
very dangerous as a result of their great size and tusk-
pregnancy, birth, and the protection of children, is also
like canine teeth. Such great beasts have the ability to
often shown as this sort of creature. Chimerical goddess
capsize watercraft up to the size of a keelboat, so people
Ammit the soul eater has the hindquarters of a Hippo-
travelling by water tend to keep an eye out for Hippo-
potamus (along with the forequarters of a Lion and the
potami and to give them a wide berth.
head of a Crocodile).
Male Hippopotami average around 3,300 pounds in
26 Hippopotamus
Gibetas 29
Lycanthrope: Werehyena humanoid body with a spotted furry hide and a
hyena head. Werehyenas are omnivorous and able
Werehyenas are tough Lycanthropes that are some-
to eat almost anything, including both carrion and
what scrappy in appearance and who tend to keep
things they have hunted and killed themselves.
to themselves, living either solitarily or in small,
Werehyenas generally despise Gnolls, resent
close-knit, often matriarchal communities away
being confused with them, and tend to either avoid
from other people. They can appear variously in
them if they must or exterminate them if they can.
humanoid, hyena, or hybrid form consisting of
Werehyena
Medium Humanoid (Human, Shapechanger), lawful
neutral
Actions
Multiattack (Hybrid Form Only). When in hybrid form
the werehyena can make two attacks, one with its bite
and one with a heavy cudgel that is the equivalent of a
mace.
28 Lycanthrope: Werehyena
Merchant and material gain. Such characters will generally be ac-
companied by guards, and they will also typically wear
(Background: Guild Merchant) armor and carry weapons while travelling, putting them
Merchants are characters who make a living buying and away when conducting business or in communities.
selling goods at a profit. Some of the most daring person- A great many Merchants encountered in Aigyptos
ally transport commodities from one isolated settlement are not actually native to the country and might instead
to another or across vast expanses of wilderness, gener- be from various Greek-speaking lands, the city state of
ally in small groups, and are willing to risk the hazards Tyre, or other places, and almost all will use the city of
of such a life in exchange for independence, excitement, Alexandria as their local base of operations.
Merchant DC
DC 10
Task Difficulty
Common (e.g., simple weapons, light armor,
Medium Humanoid (any race), any alignment
adventuring gear worth 100 gp or less)
(usually lawful)
DC 15 Uncommon (e.g., martial weapons, medium
armor, gear worth more than 100 gp)
Armor Class: 13 (studded leather)
DC 20 Rare (e.g., gems, common jewelry, heavy
Hit Points: 15 (3d8)
armor, simple mechanical devices, potions,
Speed: 30 ft.
scrolls)
DC 25 Very Rare (e.g., fine jewelry, complex
STR DEX CON INT WIS CHA
mechanical devices, permanent magic items)
10 (+0) 13 (+1) 12 (+1) 15 (+2) 10 (+0) 12 (+1)
DC 30 Unique (e.g., artifacts, relics, “priceless” items)
Saving Throws: Intelligence +4, Charisma +3
Failure means that the Merchant estimates the value of
Skills: Animal Handling +2, Appraise* +6, Insight +2,
an item at 50% to 200% of its actual value (3d6+2 times
Perception +2, Persuasion +3
10%) — or, at the storyteller’s option, simply has no idea
Tool Proficiencies: Land Vehicles
what it is worth. A magnifying glass provides a +2 bonus
Senses: passive Perception 13
on checks involving any item that is small or highly-de-
Languages: Aigyptian, Common (Greek)
tailed, such as a gem. A Merchant’s scale bestows a +2
Challenge: 1 (200 XP)
bonus on checks involving any items that are valued by
weight, including anything made of precious metals.
*Appraise. A Merchant has a good eye for value and can
add double his proficiency bonus to Intelligence checks
made to appraise the value of goods. He can attempt to
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
assess the value of items by making an Intelligence (Ap-
reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4+1)
praise) check, with a DC appropriate to their rareness:
piercing damage.
30 Merchant
Skeleton: Canine Animal
Medium undead, lawful evil
Armor Class: 12
Hit Points: 13 (2d8+4)
Speed: 40 ft.
Actions
Sphinx: Criosphinx
Large monstrosity, neutral
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) piercing damage. If the target is a
Armor Class: 15 (natural armor)
creature, it must succeed on a DC 11 Strength saving
Hit Points: 104 (11d10+44)
throw or be knocked prone.
Speed: 40 ft.; fly 60 ft.
Actions
Multiattack. A Criosphinx makes two attacks with its
claws or one with its claws and one with its horns.
32 Sphinx: Hieracosphinx)
Tomb Robber might prove very useful to a party without a Rogue who
wishes to explore or rob tombs). Such characters will
(Background: Aigyptian) often pose as miners, prospectors, or others who might
A Tomb Robber is an experienced thief who specializes have the same sorts of equipment and be operating in the
in breaking into and looting burial chambers of various same general areas.
sorts. A Tomb Robber who attacks with a light hammer
One or more Tomb Robbers might approach a party in one hand will also attack with a dagger in the other
for purposes of enlisting their aid, fencing goods, at- (but in that case does not add its ability modifier to the
tempting to rob them, or other appropriate reasons (and dagger’s damage).
Tomb Robber 33
Typhonic Beast nal. Typhonic Beasts are, in fact, native to the Egyptian
Hell and are sometimes found associated
Typhonic Beasts generally stand almost 5 feet high at the
with various ominous deities, notably
shoulder, weigh about 140 pounds, and have squared-
god of darkness and chaos Set, and
off ears, long, forked tails, and glowing red eyes. Their
can sometimes be found dwelling
hides are a mottled patchwork of red, black, and tan, the
near or serving as guardians
colors of the desert. They are generally doglike in ap-
of temples and other places
pearance and demeanor, but their heads are more similar
devoted to them. Set is,
in many ways to those of donkeys, aardvarks, or giraffes
in fact, often depicted
than they are to those of canines.
as having the head of
Such creatures cannot speak but understand Infer-
a Typhonic Beast.
34 Typhonic Beast
Villager Villagers are not likely to have much monetary trea-
sure and any present is at the discretion of the storyteller.
(Background: Aigyptian) Beyond this, however, a village will generally have, de-
Villagers are the inhabitants of the innumerable small pending on its relative prosperity, 100-1,000 gold pieces
agricultural communities that can be found throughout worth of bulky agricultural commodities that it keeps as
Aigyptos. They are generally encountered in or around a surplus or uses for trade. At the lower end this might
their villages, performing activities like working in ag-
ricultural fields, tending orchards, herding livestock, or
laboring on public works like roads or dams. A group
Villager
of them might be of either gender or a mix of both and Medium humanoid (human), any alignment
might have some children with them, all depending on (usually lawful neutral)
what sort of activities they are engaged in. They can
be of any alignments but the majority in any particular Armor Class 10
Hit Points 4 (1d8)
community will be some variety of lawful.
Speed 30 ft.
Villagers will have good knowledge of who or what
might be found in our right around their communities, STR DEX CON INT WIS CHA
will have some sense for any hazards or threats bordering 12 (+1) 10 (+0) 10 (+0) 10 (+1) 11 (+0) 10 (+0)
them, and will typically know little or nothing accurate
about the world beyond. Skills: Animal Handling +2, Perception +2, Religion +2,
Stealth +2
A Villager may have a weapon of some sort, espe- Senses: passive Perception 12
cially if it is something that can be used as a tool or for Languages: Aigyptian
fending off wild animals. Most will not be equipped with Challenge: 1/8 (25 XP)
any armor, however, will generally flee in the face of
threats unless they have good leadership and overwhelm- Local Familiarity. A Villager has advantage on Insight,
Perception, and Stealth skill checks made in or around
ing numerical superiority, and are not likely to lightly
the immediate vicinity of its village, including any affiliated
stand their ground against dangerous foes. fields, marshes, or other areas where people might work
on a regular basis.
Actions
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4+1) bludgeoning damage.
Villager 35
consist of fruits and vegetables, mid-range it might consist
of wheat or beer, and at the upper range it might include
things like dried dates or wine.
Any number of Villagers, from one to 100, might
be encountered while engaged in various pursuits in the
area around their village. A village itself will generally be
home to 100-1,000 adult villagers, about equally divided
between sexes, but hamlets and other vestigial commu-
nities may have a tenth as many inhabitants and market
centers might have twice as many (along with characters
like Merchants). A village will also have present 50% as
many children as there are adults.
For every 10 villagers there will be one who has all
the characteristics of a Guard and these will, in addition
to their normal labors, act as a defense force for their vil-
lage. For every 100 villagers there will also be a Veteran,
and one such person will serve as the headman of the
community.
Aigyptian villages will almost always have at least a
small religious complex and affiliated religious staff as-
sociated with it. For every 50 villagers there will be one
Acolyte at such a facility and in addition to these there
will be a Priest who serves as both its head and as a local
governmental official. This facility will be protected by
a dedicated guard force commensurate in size with its
importance that typically consists of 5d20 Elite Archers
and/or Elite Guards (q.v.).
See the official 5th Edition statistics for the Acolyte,
Cultist, Cult Fanatic, Guard, Priest, and Veteran.
36 Villager
Appendix A : Background — Aigyptian
ollowing is the background for the Aígyptian, Feature: Magic of the Land
d8 Personality Trait
1 I relish the ordered simplicity of my homeland
and never feel more at ease than when I am
engaged in the routines associated with it.
2 There is nothing I enjoy as much as the
festivals and seasonal pageants associated
with the gods, especially things like parades,
ceremonies, and the procession of idols from
one temple to another.
3 I have an abiding horror of the deep, empty,
d6 Bond
dead desert that lies just beyond the civilized
1 Aígyptos is my home and, even though I may
world and seems to stretch away eternally.
travel to other places, I will never live anywhere
4 I don’t mind work, but what I really appreciate
else and will ultimately return to be buried here.
are the fun things that follow it, ideally on a
2 I will have no gods other than those of my
daily basis, such as games, sports, musical
homeland and will always support the values
performances, and/or drinking.
and ideals they stand for.
5 I so want to see the great city of Alexandria and
3 I am committed to protecting Aígyptos from
all the wonders it contains — and perhaps even
anything that might threaten it, whether from
to go beyond it and into the wider world!
within or without.
6 I love both telling and hearing stories about the
4 The welfare of my own community in Aígyptos
gods and feel edified as a result of doing so.
is more important to me than anything else.
7 There are few things I like as much as working
5 I will always render aid to a fellow Aígyptian if
with my hands and enjoying the fruits of my
possible — and to kin and neighbors even if it
labors.
seems as if it might not be.
8 Simple as it might seem in communities like
6 Whatever I might move onto in my life, I will not
the one where I live, I know that my country
ever forget my roots as common person from a
hides many secrets, and feel that my life is a
simple community.
journey to discover what they are.
d6 Flaw
d6 Ideal
1 All those old tombs are supposed to be sacred,
1 Piety. The gods have given us everything that
but I did not know the people who are in them
we have and I am committed to revering them
and think all the good things buried there would
and upholding the traditions associated with
better serve living people (like me).
them. (Lawful)
2 Lions, crocodiles, jackals, and other animals
2 Balance. Everything happens for a reason,
need to eat, too, and I can’t get too upset about
even if we do not understand what it is, and
them periodically grabbing a person, even
good and evil alike must be accepted as part of
someone like a child.
the natural order. (Neutral)
3 If the serpent god Set is so bad then why do
3 Covetousness. It is just fine if other people
the priests tell us he is “ascendant” right now
want to live in poverty while priests and their ilk
and pay homage to him? There is, in fact, a lot
enjoy luxury, but I am going do whatever it takes
he represents that makes sense to me …
to also live comfortably. (Evil)
4 Gods of other lands are detestable to me and I
4 Justice. Everyone, even simple or common
will do what I can to foil their aims and those of
people, deserves the right to be treated well
their followers.
and cared for by the community if they do what
5 I love competition and sports so much that I will
is expected of them. (Good)
do just about anything to win at them.
5 Industriousness. There is nothing more key to
6 I get annoyed when I consider how much
success and happiness than hard work. (Any)
better would be the lives of common people if
6 Privacy. I so despise being watched and
so many resources, including their labor, did not
having people mind my business and comment
get devoted to building things like huge tombs.
on it. (Chaotic)
38 Appendix A: Backgrounds
Appendix B : Environmental Hazards
ny number of natural hazards might cause and, if successful, will take no damage (roll randomly to
The Swords of Kos Fantasy Campaign Setting is a universal swords-and-sorcery milieu which has
deliberately been designed to be system-free and to be compatible with any set of role-playing game
rules suitable for ancient, medieval, or fantasy venues. It has system-specific supplements for the 5th
Edition, BASH, and Cards & Quests role-playing game systems. There are also several universal and
system-specific sourcebooks by the same design team that can be considered as companion volumes to
the campaign setting. The Swords of Kos Fantasy Campaign Setting is also fully supported by the
d-Infinity multi-platform RPG supplement and the d-Infinity Online (d-infinity.net) webzine, which
contains free bonus content, crunch material for a number of game systems, fiction, and other
resources associated with it.