Egyptian Genre Gaming and RPGs--A Resource
Wargame and Roleplaying Miscellany. Wargods, Hamunaptra, Mythic Egypt, The Whovian Osirians and much more...
A large relief shows the Egyptian navy fighting the
Sea Peoples during the reign of Ramesses II.
Although boats are a common factor of everyday Egyptian life,
sailing the open sea is another matter, but for the adventurous
young man a career in the navy might be appealing. Egypt keeps
several squadrons of speedy ships to patrol the eastern
Mediterranean. The sailors, however, rarely do any fighting, which
is done by land troops carried onboard—sometimes as many as 250
men.
The ships can be sailed and rowed, which gives them an advantage
over most enemies, who only sail, and powerful archery wins many
battles without the need for hand-to-hand combat. In most cases,
however, the navy is used to transport troops to where they are
needed—on the coast of Canaan or upriver to Nubia, when the boats
need to be dismantled and carried up the cataracts.
The expedition to Punt
Queen
Hatshepsut commissioned a trading venture to the distant,
legendary Land of Punt, probably situated on the coast of Somalia,
East Africa. The fleet sailed from Thebes, down the Nile almost as
far as modern Suez, crossed over by canal into the Red Sea, and
then undertook the long voyage southward.
The expedition’s progress was recorded in detail by scribes in a
series of painted reliefs, including the tall, thin chief of Punt,
Perehu, and his deformed wife Ety. These are preserved in the
queen’s great funerary monument at Deir el-Bahari in Western
Thebes.The expedition returned safely with its rich cargoes of
ebony, ivory, gold, electrum, aromatic woods for perfume-making,
cosmetics, and panther skins, not to mention apes, dogs, and
natives of Punt.
Reconstruction of the workers’ walled town of Deir
el-Medina. Tombs of the wealthier artisans can be seen rising up
the hillside on the right, many of them topped by small pyramids.
Artifacts buried with the workers and the many wall paintings are
the best source of knowledge about the lives of ordinary Egyptians
who worked on the royal tombs in the Valley of the Kings.
For several hundred years the kings of Thebes have built their
tombs by cutting them deep into the cliff faces of the valleys high
above the mortuary town of West Thebes. A permanent settlement has
grown up there to house the craftsmen.
The tombs in the Valleys of the Kings, Queens, and Nobles are a
massive undertaking. Just below the entrances to the royal valleys,
a community of craftsmen has grown up. The men and their families
live in the town of Deir el- Medina, which was built specially to
house the tomb-builders. The workers call the place Pa-demi, which
simply means “the town.”
A place of comfort
Deir el-Medina is unique in as much as its foundations and many
of its walls are built of stone and not mud bricks. Where it is
situated—far from the river—stone is plentiful and river mud is
not. However, bricks brought up to the slope are used internally,
for steps, raised beds, and temporary structures.
The town has its own temple and priests, vizier’s court, doctor,
scorpion charmer, and a wall around it to keep out desert raiders.
There are some 70 homes inside the wall and another 40 to 50
outside. A main street runs from north to south through the middle,
with a few side alleys leading off it. The community well—filled by
watercarriers from the nearest canal off the Nile, about half a
mile away—is situated outside the only gate, at the town’s north
end.
The houses are lined up along either side of the main street,
and each opens directly on to it. The average house has four rooms,
although some have as many as seven.
The workers
The workmen are divided into two iswt, or gangs, known as the
Left and Right side gangs, a reference to a boat’s crew and
reflecting on which side of a tomb they work. An iswt is a
military-style unit working under a foreman who oversees the
workmen’s activities. Each gang consists of stonemasons,
carpenters, sculptors, and draftsmen/painters.
The Egyptian week is ten days long— eight days of work and two
rest days. On working days, the men of Deir el-Medina live in a
camp closer to their work up in the royal valleys. Scribes are in
attendance to log the workmen’s tools in and out from a central
store, and record the work done, workers’ absences, payments, and
supplies. They also write letters for the townspeople and send
reports on progress to the vizier.
One of history’s first doctors, Hesire, was the “Chief of
Tooth-Doctors and Doctors” at the court of the Old Kingdom pharaoh
Djoser. Hesire examined a boy who suffered from what sounds like
diabetes. Hesire prescribed a special diet of fruits, grains, and
honey. Although the diet helped his young patient, it could not
cure his problem.
Egyptian doctors are highly regarded throughout the Middle East
for their skill and knowledge. The best even travel abroad, with
the pharaoh’s permission, to treat foreign rulers at their
request.
A student doctor commonly learns his profession from other
physicians in the family, probably his father, but he might also be
sent to one of the few medical schools attached to the great
temples. Most doctors work as general practitioners within their
community, but some specialize in one part of the body. Others work
in temples, or as army surgeons.
Compiling medical knowledge
Over the centuries, the medical profession has accumulated many
texts of instruction. There are books about every part of the body,
books for surgeons, dentists, and veterinarians, as well as
descriptions of various common diseases and books of recipes for
medicines.
Egyptian doctors understand a lot about how the human body
works, of the nervous system and the effects of injury to the
spine. Much knowledge about the body and its organs comes through
mummifying the dead, which has made it clear that the heart is the
most important organ because it pumps blood around the body. So
doctors know that a patient’s pulse “speaks the messages of the
heart.”
Medicines
Remedies for ailments fall into three broad categories:
treatment with medicines, surgery, and “incubation” (see
below).There are medicines to be taken by mouth, some to be applied
to the skin, and others to be inhaled.
Regularly used herbs include opium, myrrh, frankincense, fennel,
cassia, thyme, henna, juniper, aloe, linseed and castor oil. Garlic
and onions are regularly eaten to give strength, and raw garlic is
given to asthmatics. Fresh, mashed garlic, mixed with water and
vinegar, makes a healthy mouthwash and relieves sore throats and
toothache, though it does smell strongly!
Leaves from many plants such as willow, sycamore, acacia, and
mint are used in poultices for binding wounds.Tannic acid derived
from acacia nuts is applied to burns, and castor oil, combined with
figs and dates, is used as a laxative.
Surgery
Doctors sometimes use surgery to treat patients, and open skulls
to relieve pressure on the brain. Before operating, the patient is
given an alcoholic drink to deaden any pain. Since Egyptians attach
great importance to ritual cleanliness, the surgeon and his
assistants wash themselves thoroughly and purify their instruments
in fire before the operation.
Magic, prayers, and dreams
Physical medicines such as herbs and surgery are mostly expected
to help with the pain, while magic is believed to cure the patient.
Some herbal remedies have ingredients such as mice and beetles,
which drive out the demons causing the illness. Prayers are a vital
part of any treatment, aided by the wearing of charms and amulets
to ward off evil.
In serious cases, the doctor will advise a visit to a temple
associated with one of the gods of healing—Thoth, Sekhmet, Isis, or
Imhotep—where priests are trained as doctors. Here, the patient
spends the night close to the god’s inner sanctuary. Such a stay is
called “incubation,” during which the patient might be healed by
the god, or dream of the god and receive instructions for
treatment.
The positioning of the three Pyramids of Giza are exactly
aligned with the position of the three stars in the belt of Orion,
both in position and in size. While it is possible, it would create
many difficulties for the Egyptians in terms of measuring huge
distances. Not only this, but in fact, at the time that the
pyramids were supposedly built (about 3000 BC), the stars that make
up the Belt of Orion were not exactly at the correct angle to match
up with the pyramids. If the location of the stars is traced back
over thousands of years, the time at which the belt is exactly
aligned with the pyramids is in fact 10,500 BC. A time when there
were supposedly no civilized humans living on the earth.
Another fact to support this is, if you consider the Sphinx, a
lion with a human head and then look at the size of the body, you
can see that the body is perfectly proportioned for the head of a
lion, not the human head. This human head looks tiny and silly
sitting on top of the body. This is because the Sphinx was actually
built in 10,500 BC, around the same time as the pyramids, with a
real head of a lion. Evidence to support this is that there are
signs of water erosion all over the Sphinx. The last time that
there was any water nearby, aside from the Nile is around 10,000
BC.
Also, the constellation of Leo the Lion (thus closely related
to the Sphinx), was in fact rising directly behind the sun in
10,500 BC. Why is it that the great Pyramids of Giza, built in
3,000, are perfect, and still standing as tall as the day they were
built? (Aside from the capstone and the polished stones, which were
stripped by humans in the building of Cairo) The other Pyramids,
which were supposedly built about 500 years later, all have shoddy
masonry, and are crumbling down. An example of this is the famous
'bent' pyramid, which started out with the sides being built at one
angle, then suddenly shifts in the middle to a shallower angle.
This is because the angle at which it was started was much too
steep for it to stand when finished. It is because the Egyptian
pharaohs saw the great pyramids standing on their land and decided
that they wanted pyramids of their own. But they found that it was
much harder to do than was expected and ended up building silly
looking structures that don't even come close to comparing with the
magnitude of elegance emanating from the great pyramids.
If you take the perimeter of the pyramid and divide it by two
times the height, you get a number that is exactly equivalent to
the number pi (3.14159...) up to the fifteenth digit. The chances
of this phenomenon happening by sheer chance is remarkably small.
Did the ancient Egyptians know what the number pi was? Not likely,
seeing as it was a number not calculated accurately to the fourth
digit until the 6th century, and the pyramids calculate it to the
fifteenth.
What about the fact that even though the sides of the base of
the pyramid are some 757 feet long, it still forms an almost
perfect square? Every angle in the base is exactly 90 degrees. In
fact, the sides have a difference in length of something like two
centimeters, which is an incredibly small amount.
What about the fact that although the Egyptians kept very
careful records about everything they ever did; every king they
had, every war they fought, and every structure they built, there
were no records of them ever having built the pyramids?
What about the fact that the Egyptians had not even invented
the wheel yet, but the blocks that they had to carry to build the
pyramids weighed about 2 tons each? 4,000 lbs.? What did they do...
use cement? In fact, they used so much stone, that if you took all
of the stone they used and cut it into 1 foot square blocks, it
would extend 2/3 of the way around the earth!!!
If you take the line of longitude that the pyramid lies on and
the latitude that the pyramid lies on, 31 degrees north by 31
degrees west (the fact that they are the same number is a
coincidence???) they are the two lines that cover the most combined
land area in the world. In essence, the pyramid is the center of
all of the land mass of the whole earth!!!!
How about the fact that a group of modern scientists attempted
to build a pyramid out next to the real one using modern
technologies, and after something like 100 days, succeeded in
building one about 1/40 of the size of the real one????
Did you know that the height of the pyramid (481 feet) is
almost exactly 1/1,000,000,000 of the distance from the earth to
the sun (480.6 billion feet)?
What about all of that fungi that was found in King Tutu's
chamber? Fungi which has never before been seen on earth? What
about the Pharaoh's curse????? You decide, who built the
Pyramids?????
Part 2
The scientists working on the recovered Alternate-Puddle Jumper
cannot make it work because they don't have the ATA gene.
Alternate-O'Neill is called in to operate the Jumper and lead the
team through the Stargate to find Alternate-Teal'c, and agrees that
Alternate-Daniel and Alternate-Carter are to join the team through
the Stargate.
On Chulak, SG-1 are caught by Jaffa loyal to Apophis and
imprisoned. Alternate-Teal'c defects to their cause and helps them
escape but Alternate-Daniel is infected by a Goa'uld and killed by
Teal'c. They escape in the Puddle Jumper, but are chased and
damaged by Death Gliders. Unaware of the jumper's cloaking
capacity, they believe that only way they can survive is to
time-travel. They travel back to 3000 B.C. and use the Stargate to
pass from Chulak to Ancient Egypt where the original versions of
SG-1 were stranded and where Ra is still alive and ruling.
The original SG-1 attempted the rebellion because O'Neill and
Teal'c didn't want to stay and O'Neill, Carter and Teal'c were
killed when it failed. Daniel, the only survivor, meets with
Alternate-Carter, Alternate-O'Neill and Alternate-Teal'c. He has
not yet made the tablet detailing the second successful rebellion
attempt because it hasn't happened yet. This means that his current
plans with the underground of the local populace are destined to
succeed, however they lead to the Stargate being removed from Earth
by Ra. The plan is to instigate the rebellion, thus diverting Ra's
attention, and secure the Stargate to where it was originally
buried, allowing the original timeline to evolve as it did.
The rebellion ultimately succeeds, but not before
Alternate-Carter and Alternate-O'Neill consummate their feelings
for each other while under fire, uncertain if they will survive.
Ra's Jaffa surrender, outnumbered by the staff- and zat-armed
Egyptians. The alternate SG-1 bury the videotape, along with the
ZPM, for the SG-1 of the future to find. The Alternate-SG-1 and
Daniel from the original SG-1 (of 3000 BC) live out the rest of
their lives in Ancient Egypt.
The original SG-1 of the present day receive the videotape and
the ZPM left for them a few weeks before they were to go back in
time. As the timeline has been restored, they have no reason to go
back in time, and they've gained a ZPM free of charge. The episode
ends with SG-1 at O'Neill's cabin, fishing, in a scene identical to
the end of "Threads", except there are now fish in Jack's pond.
"Moebius" is the season finale for season eight of the
Canadian-American military science fiction television series
Stargate SG-1. The episodes were written by Joseph Mallozzi, Paul
Mullie, Executive producers Brad Wright and Robert C. Cooper, the
episodes were directed by Peter DeLuise. The episodes were the
strongest episodes in the eighth season on the Nielsen household
ratings with fellow Stargate SG-1 episode "New Order". The episode
got strong reviews from major media publishers worldwide.
"Moebius" is about the discovery of a Zero Point Module (ZPM) by
SG-1, the only problem is that it was taken by Ra after the Earth
revolt more than five thousand years ago. The team decides to
travel back in time to get the ZPM and leave without changing
history (based on the fact that Ra and company were most likely
unaware of the ZPM's purpose), but they are unable to travel back
to present time so they record a video for the United States
government to find. In the alternate timeline, the government find
the tape and subsequently the Stargate in Antarctica and decide to
establish the Stargate Program but not to restore the original
timeline.
Part 1
Samantha "Sam" Carter reveals the existence of the Daedalus: a
new Earth-built battlecruiser which is capable of reaching the
Pegasus Galaxy and is larger and more advanced than the Prometheus.
Daniel Jackson learns of Catherine Langford's death and, after her
funeral, receives Catherine's collection of documents and artifacts
relating to the Stargate program. From one book in the collection,
Daniel learns of the former location of a Zero Point Module (ZPM)
in Ancient Egypt. Daniel and Carter persuade Jack O'Neill to use
the time travel capabilities of the Puddle Jumper they found to
travel back and take the ZPM, assuming that Ra never knew of its
purpose.
Once they arrive in 3000 B.C., they join in an offering to Ra
and witness his cold-blooded murder of an Egyptian making the
offering. Teal'c disguises himself as a Horus Jaffa and retrieves
the ZPM from Ra's treasury. However, Ra's Jaffa discover the
cloaked Jumper after a sandstorm covers it in sand. Unwilling to
upset the future by fighting the Jaffa to get the Jumper back, SG-1
decides to live out the rest of their lives in the past, knowing
that the rebellion that overthrew Ra will eventually happen.
However, an alternate timeline is created in which the Stargate was
never discovered and everything SG-1 have done for the last eight
years never happened.
In this timeline, alternate Daniel is teaching English as a
second language, alternate Carter spends her time double-checking
other scientists' work, Alternate-O'Neill is retired from the
military and Alternate-Teal'c is still the First Prime of Apophis.
Alternate-Daniel and Alternate-Carter are contacted by the Air
Force and brought to Cheyenne Mountain.
At Cheyenne Mountain, George Hammond informs alternate Carter
and alternate Daniel that archaeologists found a video camera in a
vacuum-sealed canopic jar at a dig in Giza. The video contains a
recording of the original SG-1, explaining who they are and what
they were doing, as well as a number of things that are true in
their timeline, such as recent political events, Presidents and
personal details. Their plan is that if things have changed in the
future, then SG-1's alternative selves will travel back in time and
fix the past.
An expedition team is sent to find the Giza Stargate, but find
nothing. Instead, they discover that the original Daniel left a
tablet where the gate should have been, inscribed with an obscure
dialect of Egyptian that only alternate Daniel can read. It reveals
that the original SG-1 instigated a successful rebellion against
the Ra of 3000 BC. However, this caused him to leave Earth with the
Stargate. However, they do find the Puddle Jumper, and alternate
Daniel and alternate Carter figure out how to find the Antarctic
Stargate. A team is assembled to go through the Stargate to recruit
alternate Teal'c under the instruction of the Daniel and Carter on
the tape. Alternate Daniel and alternate Carter are not going to be
on this team.
Ra is the villain in the original Stargate movie, and is
established in the television show Stargate SG-1 as a Goa'uld. The
character is based on the Ra of Egyptian mythology. He is played by
Jaye Davidson in the film and Jay Williams in the series. In some
scenes of the movie, the outline of Ra's original humanoid form can
be seen. Stargate SG-1 contradicts this, retconning Ra as a
canonical Goa'uld.
According to Stargate mythology, 10,000 years ago Ra voyaged
across the galaxy searching for a new host that could sustain his
dying form. He discovered Earth and found the native humans easy to
repair using his advanced technology. He possessed the body of a
young boy, and ruled over the planet as a god. During his reign, he
seeded humans throughout the galaxy using the Stargate. Ra was the
most powerful and cunning of the Goa'uld, holding the title of
Supreme System Lord. His Queen was Hathor, his son was Heru-ur, and
his brother (and enemy) was Apophis. Ra also defeated the Tok'ra
Queen Egeria, and battled the Goa'uld Shaq'ran.
Five thousand years ago, the people of Earth rebelled against Ra
and buried the planet's Stargate in Egypt. In order to avert
another such uprising, Ra outlaws reading and writing on his other
planets, including Abydos. In the Stargate film, an Earth team led
by Colonel Jack O'Neil (his name was spelled O'Neil in the film and
changed to O'Neill in the series) travels to Abydos after the
Stargate is activated, to reconnoiter the area and if necessary
close the way to Earth with a nuclear bomb. They are captured by
Ra's forces upon his return to the planet. Ra plans to send the
bomb back to Earth along with a quantity of naqahdah, which will
amplify the explosion. O'Neil and his team escape and eventually
incite a successful rebellion amongst the Abydonians. As Ra
abandons the planet, O'Neil and Jackson teleport the active bomb to
his ship by way of a ring transporter, destroying it and him. Ra's
death draws the attention of the other Goa'uld to Earth, and
creates a power vacuum amongst the System Lords that allows Apophis
to become more powerful.
Ra has only appeared once on Stargate SG-1, in masked form, in
the season 8 episode "Moebius". In that episode, SG-1 travels back
in time to steal a ZPM from Ra, and inadvertently changes history
into one where Ra took the Stargate with him after the rebellion on
Earth. The original timeline is restored after a second version of
SG-1 travels back and ensures that the Stargate is left behind. An
unmasked Ra appears briefly in the alternate timeline of Stargate:
Continuum as one of Ba'al's lieutenants.
A young family is invited to visit the newly opened museum in
Egypt while touring the museum they discover the long forgotten
tomb of a cursed Pharaoh named Raned. After being separated you now
have to play as each character. Help the family reunite, escape
this long-lost Egyptian kingdom and discover the story behind the
fascinating tomb and treasures that are buried within. Features:
3D game mode and actual glasses sent to you
An alternate ending for Collector’s Edition only
Over 80 additional items to find in the CE version
Chris Howard (Author), Matthew McFarland (Author), Ron
Spencer (Illustrator)
Perhaps one of the most interesting setting books for Werewolf:
the Apocalypse, this book ventures into Egypt, the ancient homeland
of the Silent Striders. After a wonderful piece of fiction telling
the tale of Nepthys, kin to the Silent Striders who fell into
vampirism and the punishment she recieved, this book starts out
with a nice introduction to the themes and mood of the setting,
complete with a lexicon of Garou specific words for Egypt, the
Middle East and Africa. The next chapter covers the history of
Egypt from the Garou's point of view (with input on the Mokole and
Bastet), starting from Set and Osiris' war in ancient Egypt to the
coming of Islam to the British, French and Turksih occupations to
the modern era. Theres even a nice little timeline of Egypt's
history with dates, and a chronology of rulers (the various
Egyptian Dynasties, the Roman and Byzantine Empires, Arab
Caliphates, etc).
In the subsequent chapter we get a look at major elements in
Egypt's culture, politics, geography and environment including a
look at Islam, political parties, indigenous wildlife, minorities
like the Copts, ancient ruins, cities like Cairo and Alexandria and
places such as Lake Nasser or the Sinai. More importantly, there is
an examination of the supernatural side of Egypt, including a look
at the Tuat, Egypt's unique cultural spin on the Umbra, which
includes four Umbral Towers (one for each element and direction,
spiritually marking the boundaries of Egypt's borders) and the
Twelve Hours of the Night (twelve Umbral Domains from Egypt's
mythology). There is also a look at major Garou and Wyrm Caerns in
Egypt. The next chaper goes onto to cover major NPCs for each
Tribe, including Cairene Glass Walkers and Bone Gnawers, the Silver
Fangs of House Wise Heart, Bedouin Uktena, Red Talons in the
Western Desert, Sufic Stargazers, British Fianna and, of course,
the Silent Striders.
The fourth chapter looks at major storyteller devices in Egypt,
such as Jackal Fever, the Eaters of the Dead, the Egyptian Umbra,
Sutekh's Curse and a secret Rite developed by the Children of Gaia
that allows the Silent Striders to briefly return to Egypt. Theres
also an examination of the Ahadi, an alliance of African Fera which
includes Egypt in it's territory, and a look at the native Shifters
of Egypt (Mokole, Bastet, etc), as well as some information for
games set in ancient Egypt. Following this is a chapter on various
antagonists in Egypt, such as the vampiric Followers of Set, Endron
Oil (a subsidiary of Pentex), the Black Spiral Dancers, the Ratkin
of Suez and even a few horrors unique to Egypt. This book does a
wonderful job covering Egypt (and the Middle East in general),
especially with the metaplot of the Striders trying to retake their
homeland from the Leeches. Not only that, but your players can get
in on everything from Jackal Fever and the fall of House Wise Heart
to the sealing of the Ahadi. A great resource, and it fits in well
with other Mummy and "Year of the Scarab" products in representing
Egypt and the Middle East.
The position of guard was fundamentally a male occupation.
However, very rare instances of female guards are known. For
example, Raramu at Giza, who held the relatively modest title of
under-supervisor of the palace guards, had one son and one
daughter, who were at the most basic level of their father’s
profession, ‘guard’ and ‘(female) guard’ respectively, the latter
bearing the name Tjez-Tjazet. Iupu, mother of the palace
guard Khufuankh of Giza, was also a guard, and another woman with
the name Merynebty , who is buried in the Teti cemetery at Saqqara,
also held the simple title of ‘(female) guard’. We are uncertain
about the responsibilities of female guards, but they may have been
appointed to perform a special task, perhaps in the most intimate
parts of the royal harem. No female guard with supervisory rank is
known to me and the rarity of female guards, since the position
existed, in comparison with the huge number of their male
counterparts, is surprising. It is true that the simple ‘guards’
did not usually possess independent tombs, but it remains
astonishing that simple female guards do not appear more often in
the tombs of the higher-ranking officials as wives, daughters or
retainers.
The name and figure of Mereri have been carefully erased on both
entrance architrave and false door, and it was with difficulty that
we were able to detect parts of the name. The erased parts on the
false door have been smoothed in order to receive the inscriptions
of a new owner, a woman called Merynebty who only held the titles
guard and acquaintance of the king. However, not only were her
inscriptions rendered in black paint, as against relief, but they
were never inscribed on the left jambs of the false door. The
burial chamber was found disturbed, broken into from both its
entrance and from the south-east corner of the chamber itself
through a tunnel made from a nearby tomb by tomb robbers. The lid
still covered the burial pit, but was broken at the corner. The
human remains found in the pit are predominantly those of an
elderly woman, with a very few male bones, which perhaps found
their way there when the tomb robbers dug the tunnel between this
burial chamber and that of a neighbouring tomb.
This unique and climatic terrain may be used in Warhammer Tomb Kings and other games with
similar scale of miniatures. To building this rich of attractive
parts terrain was used materials as follow: Basis construction:
4MM PCV plate
5MM styrofoam
Temple:
main wall, 3 lateral walls , tomb, 4 big columns on bases, gate,
2 mummies – all elements from resin, Grendel productions;
4 guards statues , 2 vases from resin, our
production;
Casket of Souls from Games Workshop;
throne with mummy, 2 urns from Reaper Miniatures;
4 bushes and creepers from Games Workshop;
grass from MiniNatur;
Whole became painted with acrylic paints : Army Painter, P3,
Vallejo and protect with mat varnish.
Dimensions:
inches : 12,8 x 24 x 9,2 (width x length x high)
centimeters : 32 x 60 x 23 (width x length x high)
Movable elements:
Top ritual terrace with 4 guards statues you can handle as
separate terrain. Besides Casket of Souls, throne with mummy and
tomb are movable elements too.
Children of the Nile: Alexandria is an addition to the base
Children of the Nile game, adding a new mini-campaign focused on
the rise of the city of Alexandria.
Using the unique city-building dynamics of Children of the Nile,
you will carve out a new dynasty to rule all of Egypt, and build
the greatest city of the ancient world! Each person in your city is
a fully developed person, with wants and needs. Tend to their needs
and they will work for you so that you can create a powerful empire
and a lasting legacy.
In Alexandria, you assume the role of the new Pharaohs of Egypt, in
a three-scenario mini-campaign set during and after the final
stages of Alexander the Great's career. Consolidate your power as
Alexander's former lieutenants vie for control of his empire, all
while growing a massive new Egyptian capital and constructing new
massive monuments: the Great Lighthouse and Great Library of
Alexandria!
Create an empire by providing for
your people, and make your mark on history.
From hunter-gatherers to immortal
civilization. Watch your people go about their daily lives;
make the right decisions and help them, and society, move
forward.
Lead your people. Immortal Cities:
Children of the Nile is the first and only strategy game where
citizens, who behave like living, independent beings, are your
primary resource. Power and prestige cannot be purchased, they must
be earned.
Build your dynasty over 2,000 years.
The fate of civilization is in your hands - you must balance your
own ambition with your people's needs. The monuments you ask them
to build are a testament to the prestige you have among your
people.
Please take a look around this site to learn more! And if you'd
like to see exactly what the game looks like, we have an extensive
screenshotssection, and in-gamemovies are available for download. Should you have any
questions or just want to discuss the game, be sure to check out
the forums!
Features
First historic city building game featuring an immersive 3D
graphics engine
In-game AI, based on human nature, creating a real
connection to life-like people
Erect breathtaking monuments to commemorate your
achievements and adorn your city
Explore and combat neighboring provinces or expand through
diplomacy and trade
Expansive, customizable choice of Campaigns and Map
Editor
System Requirements
Minimum:
Pentium® III or Athlon® 800 MHz processor or higher
Windows® 98/2000/ME/XP operating system
128 MB of RAM (256 MB required for Windows® XP)
1.1 GB uncompressed free hard drive space
A 100% Windows® 98/2000/ME/XP-compatible computer system
including:
DirectX® 9.0b
100% DirectX® 9-compliant true 16 bit sound card and
drivers
100% DirectX® 9-compliant 32 MB video card and drivers
100% Windows® 98/2000/ME/XP -compatible mouse and drivers
100% Windows® 98/2000/ME/XP -compatible keyboard
100% Windows® 98/2000/ME/XP -compatible quad speed (600 K/sec
sustained transfer rate) CD-ROM drive and drivers
Reinhard Sabel's
NEW KINGDOM EGYPTIANS
BBDBA DBA I/22
NEW KINGDOM EGYPT (Big Battle DBA - Kadesh)
This is my first Big Battle DBA Army. It's a pure 36 element
I-22(a) New
Kingdom Egypt Army - no allies. All elements are named and arranged
for a Battle of Kadesh Scenario. All figures are 1/72
Plastics. Most are by Caesar (Taiwan) with a few exceptions. As the
Army 22(a) has no options (except 3/4Bd), this triple Army list is
as follows: 12x LCh, 12x4Bw, 9x4Bd, 3x2Ps - and 2x CF.
PHARAOH RAMESES II (1x LCh)
Ramses II himself, with his Driver ("Mennas") and his Horse
Team
("Victory in Thebes" and "Mut is contended").
PHARAOH'S SQUADRON - 1xLCh(CiC),1x4Bd, 1x2Ps
Pharaoh Ramses II (GEN) himself, with blue War Crown and Body
Guard:
Shardana mercenaries and Libu (Libyan) Scouts.
MEDJAY -2x4Bw
The Medjay, loyal mercenaries from Nubia, skillful scouts
and a kind of MP for the army.
DIVISION AMUN - 2xLCh, 2x4Bw, 2x4Bd
The first Division of the Army. Chariots, some Elite
Infantry including more Shardana mercenaries and (skin head) archer
priests.
DIVISION RA - 2xLCh, 2x4Bw, 2x4Bd
The second Division of the Army. Hapless at Kadesh, they
probably were no less professional than the other divisions.
Chariots, heavy Egyptian infantry, Egyptian & Nubian
archers.
DIVISION PTAH - 2xLCh, 2x4Bw, 2x4Bd
The third Division of the Army. Hurried by the Vizier (GEN)it
reached the battle field in time to drive the Hittites back.
Chariots, heavy Egyptian infantry, Egyptian & Canaanite
archers.
DIVISION SETH - 2xLCh, 2x4Bw, 2x4Bd
The fourth Division of the Army. Coming late to the battle, but
nevertheless a valuable reinforcement for a shaken army. Chariots,
heavy Egyptian infantry, Egyptian & Nubian archers.
NA'ARIN - 2xLCh, 1x4Bw, 1x2Ps
The timely arrival of the Na'arin & Amurru task force saved
the Day for the Pharaoh at a very critical moment. A light
and fast task force - Elite Light Chariots, Archers &
Scouts.
AMURRU - 1xLCh, 1x4Bw, 1x2Ps
Important regional ally, accompanying the Na'Arin.
Maryannu Light Chariot, archers and scouts.
CAMP FOLLOWERS 2x CF
Left: Music and Standard Combo. Right: Royal Chroniclers, making
sure, this Draw Battle counts as a "Glorious Victory" (Ramses II
claimed to have won a great victory at Kadesh, but it seems by
personal courage and the timely arrival of reinforcements he
escaped defeat and turned the battle into a draw)