The Nile
The Nile is the lifeblood of Egypt, both in the physical world
and the Umbra. In the Umbra its banks are filled with life, and the
water shimmers with Quintessence (although it is much weaker today
than it once was, due to the Assuan Dam). The floods still occur in
the Umbra, despite that the Dam has prevented them in the physical
world. Beneath the surface crocodile and fish spirits swim, and
sometimes the surface briefly manifests the faces of the forgotten
river divinities. Its water is life-giving in the Umbra, and by
creating channels and irrigation various spirits create their own
tiny realms around it.
Travel along the Nile is much faster in the Umbra than in the
real world.
The Pyramids
In the Umbra, the pyramids are immense, much larger and better
preserved than in the physical world and literally shining with
power. Their smooth sides are covered with the hieroglyphs of the
Book of the Dead or magickal incantations, and their apexes are
golden. Around them stands temple complexes and causeways flanked
by obelisks shimmering with Quintessence. Protective spirits guard
them in the Umbra and sing the praises of the dead. Still, time has
gnawed even here - many of the temples are decayed, and some of the
buildings stand empty and silent. The pyramids still hold strong,
but around them the desert is spreading.
The pyramids are artificial nodes, and use part of their
quintessence to uphold the realms of the dead. The pyramids
contained hidden chambers where the dead kings and servants could
reside in splendour, and where the true occult secrets were hidden.
Unfortunately these have partially decayed after the defeat of the
Egyptian Land of the Dead by the hands of the Iron Kingdom; the
Osirians choose to withdraw to their own realms, moving the
chambers from the Umbra and physical world to the Shadowlands.
Still, some secret passages remain interconnecting the Umbra,
physical world and Shadowlands (see below).
Entering the Pyramids in the Umbra is not simple, since they are
all guarded. Most of the lesser pyramids have been robbed even of
their spiritual power so that the guards are weakened, but the
great pyramids are still strong enough to pose a formidable defence
against curious mages and spirits. They are true fortresses,
intended to withstand the attacks of time. On the other hand, by
now many of their secrets have been found out, and intrepid mages
can use them for their own purposes - to a small extent.
Magickally the pyramids are very powerful. Magick performed at
the apex or in the central chamber is supported by abundant
quintessence and occult resonances with the entire pyramid (if the
mage attunes the magick in the right way; a discordant act of
magick is damped by the thick stones). But it should be noted that
everything that is said and done in the pyramids will be noted by
someone or something. Especially the Technocracy has taken great
pains to monitor their activity - there is a whole amalgam at the
Helwan construct that keeps an eye on quintessence levels and
activities around the pyramids.
Entering the Underworld
The guardians at the entrance are the first test. The best way
to pass into the pyramid from the Umbra is to follow the Book of
the Dead, which contains the secret passphrases and signs that must
be given. Without it the journeying soul will most certainly get
lost or be destroyed by malign forces. The entrances to the
pyramids are blocked by rectangular doors of gold with inlaid lapis
lazuli and a golden disc, guarded by two lions. The right is named
Sef (yesterday), the left Tau (tomorrow). To gain entrance the
visitor has to respectfully answer the question "Who is this?" from
the lions. The answer is to recite from the 17th chapter of the
Book of the Dead: "It is Tem, the dweller in the his disc, of (as
others say) it is Ra, in his rising, in the Eastern Horizon of
heaven. He saith, "I am yesterday, I know tomorrow." Yesterday is
Osiris, and tomorrow is Ra on the day when he shall destroy the
enemies of Neb-er-tcher, and when he shall establish as Prince and
Ruler his son Horus."
Inside the halls pyramid the visitor has to find the secret
passages into the Underworld. They are not easy to find, but there
are some hints in the Book of the Dead if one knows where to look
(Intelligence + Occult against 8). It is also possible to summon
Anubis, the guide of the dead. This being is honour-bound to guide
the summoner to the Underworld safely, although it will not help
him pass the required challenges, just watch impassively.
There are two ways to the other worlds from the interior of the
pyramids. The North way, the Way of Immortality leads through the
lands of the gods to the Heavenly Nile where the Bark of the Sun
floats (this corresponds to a path into the High Umbral realm of
the Egyptian Court). The South way, the Way of Tuat leads through
the spiritual wastelands in the Shadowlands to the Hall of Two
Truths, where the soul of the visitor is judged before entrance to
the Underworld (the Egyptian Far Shores) is given after hard tests.
Unfortunately this is the only way Anubis will show.
Beyond the Horizon
The Way of Immortality starts when the traveller emerges from
the northern gate of the pyramid into the world beyond. After a
long journey straight to the north across the barren landscape the
traveller will come upon two rectangular lakes filled with green
water. These are the pools of the two Truths, whose water give
immortality to those blessed by the gods. The right pool contains
natron, and the left nitre. In the water the god Uacherura, the
Great Green Water, resides. The traveller has to give the correct
supplications before passing between the pools to the Amenti, Gate
of North.
This great gate is placed where heaven curves down to meets the
earth, and leads to the lands beyond heaven. After passing through
Amenti, the traveller will stand before the gate of Taser, which is
guarded by two guardians who will not open it unless the traveller
says: "Give me your strength, for I am made even as ye". Then they
will open it, and the traveller will enter the lands beyond heaven.
Before taking more than three steps in these lands he must
pronounce the correct adorations of the Lords of the Truth beyond
the North Heaven, or disaster will occur.
After a while the traveller will find a pool beneath Acacia
trees, where the god Horus manifested as a cat kills a snake, the
manifestation of Apopis. If the traveller behaves properly, he is
then showed the way to the heavenly Nile where the Bark of the Sun
moves with the Egyptian Court of gods and spirits. Throughout the
journey, the visitor has to recite the proper prayers and
invocations of the gods, or they will turn away and the visitor
will be plunged into confusion or the Abyss.
The Tuat
This is the dead land
This is cactus land
Here the stone images
are raised, here they receive
the supplication of a dead mans hand
under the twinkle of a fading star.
T.S. Elliot, The Hollow Man
The Southern Way is harder, but the only way to reach the
Underworld where the dead reside. The gate on the southern side of
the pyramid will open into An-rut-f, the Place Where Nothing Grows,
a huge desert the exact opposite of the lush gardens of the divine
realms. The journey across An-rut-f is painful and dangerous, and
without the guidance of Anubis there is a good chance that the
spirit-jackals will devour the traveller or that a sandstorm will
prove fatal.
Most of the desert is just a stony desert or badlands with no
water and a thin, tiring air. Here and there there are rains of
fire or stinging insects, walls of thorny bushes with bitter
leaves, and fearsome monsters hiding in wait for unwary travellers.
Another danger is the Lost, humans and spirits who have been lost
in the underworld too long and have become feral creatures
desperate after any form of salvation (see below).
Eventually the tired traveller will reach the gate of Tchesert,
the Gate of the Pillars of Shu (a great black pillar to the left
and a great white pillar to the right), where the southern sky
meets the ground. It is the northern gate of the Tuat, the entrance
into the Hall of two Truths. To enter the Hall, the traveller has
to recite a long litany from the 17th chapter of the Book of the
Dead, where he claims his right to enter the Hall, affirms his will
to seek the light and renounces all his crimes. If the litany is
recited properly, Anubis will lead the traveller into the Hall.
In the Hall, the 42 Judges of the Dead are seated in a long row.
The traveller has to name each in turn, and deny the sin of which
the judge presides over (the "negative confession" described in
Book of the Dead). If the traveller passes this test, Anubis leads
the traveller into the antechamber of the Temple where he is
reclothed and anointed. He then has to give the passwords to
Anubis, and demand to be brought into the Hall of Truth to have his
heart weighed. The dread Guardian of the Gateway will stop him
unless he says "Because I am silent, because I am pure".
Eventually the traveller will enter the Hall of Truth, to have
his heart weighed against the Feather of Maat. If the heart is too
impure, the feather will move down and the traveller will be fed to
the Devourer Ammut. Otherwise Thoth will inscribe the name of the
traveller in his papyrus, and proclaim the traveller an The
Nile
The Nile is the lifeblood of Egypt, both in the physical world
and the Umbra. In the Umbra its banks are filled with life, and the
water shimmers with Quintessence (although it is much weaker today
than it once was, due to the Assuan Dam). The floods still occur in
the Umbra, despite that the Dam has prevented them in the physical
world. Beneath the surface crocodile and fish spirits swim, and
sometimes the surface briefly manifests the faces of the forgotten
river divinities. Its water is life-giving in the Umbra, and by
creating channels and irrigation various spirits create their own
tiny realms around it.
Travel along the Nile is much faster in the Umbra than in the
real world.
The Pyramids
In the Umbra, the pyramids are immense, much larger and better
preserved than in the physical world and literally shining with
power. Their smooth sides are covered with the hieroglyphs of the
Book of the Dead or magickal incantations, and their apexes are
golden. Around them stands temple complexes and causeways flanked
by obelisks shimmering with Quintessence. Protective spirits guard
them in the Umbra and sing the praises of the dead. Still, time has
gnawed even here - many of the temples are decayed, and some of the
buildings stand empty and silent. The pyramids still hold strong,
but around them the desert is spreading.
The pyramids are artificial nodes, and use part of their
quintessence to uphold the realms of the dead. The pyramids
contained hidden chambers where the dead kings and servants could
reside in splendour, and where the true occult secrets were hidden.
Unfortunately these have partially decayed after the defeat of the
Egyptian Land of the Dead by the hands of the Iron Kingdom; the
Osirians choose to withdraw to their own realms, moving the
chambers from the Umbra and physical world to the Shadowlands.
Still, some secret passages remain interconnecting the Umbra,
physical world and Shadowlands (see below).
Entering the Pyramids in the Umbra is not simple, since they are
all guarded. Most of the lesser pyramids have been robbed even of
their spiritual power so that the guards are weakened, but the
great pyramids are still strong enough to pose a formidable defence
against curious mages and spirits. They are true fortresses,
intended to withstand the attacks of time. On the other hand, by
now many of their secrets have been found out, and intrepid mages
can use them for their own purposes - to a small extent.
Magickally the pyramids are very powerful. Magick performed at
the apex or in the central chamber is supported by abundant
quintessence and occult resonances with the entire pyramid (if the
mage attunes the magick in the right way; a discordant act of
magick is damped by the thick stones). But it should be noted that
everything that is said and done in the pyramids will be noted by
someone or something. Especially the Technocracy has taken great
pains to monitor their activity - there is a whole amalgam at the
Helwan construct that keeps an eye on quintessence levels and
activities around the pyramids.
Entering the Underworld
The guardians at the entrance are the first test. The best way
to pass into the pyramid from the Umbra is to follow the Book of
the Dead, which contains the secret passphrases and signs that must
be given. Without it the journeying soul will most certainly get
lost or be destroyed by malign forces. The entrances to the
pyramids are blocked by rectangular doors of gold with inlaid lapis
lazuli and a golden disc, guarded by two lions. The right is named
Sef (yesterday), the left Tau (tomorrow). To gain entrance the
visitor has to respectfully answer the question "Who is this?" from
the lions. The answer is to recite from the 17th chapter of the
Book of the Dead: "It is Tem, the dweller in the his disc, of (as
others say) it is Ra, in his rising, in the Eastern Horizon of
heaven. He saith, "I am yesterday, I know tomorrow." Yesterday is
Osiris, and tomorrow is Ra on the day when he shall destroy the
enemies of Neb-er-tcher, and when he shall establish as Prince and
Ruler his son Horus."
Inside the halls pyramid the visitor has to find the secret
passages into the Underworld. They are not easy to find, but there
are some hints in the Book of the Dead if one knows where to look
(Intelligence + Occult against 8). It is also possible to summon
Anubis, the guide of the dead. This being is honour-bound to guide
the summoner to the Underworld safely, although it will not help
him pass the required challenges, just watch impassively.
There are two ways to the other worlds from the interior of the
pyramids. The North way, the Way of Immortality leads through the
lands of the gods to the Heavenly Nile where the Bark of the Sun
floats (this corresponds to a path into the High Umbral realm of
the Egyptian Court). The South way, the Way of Tuat leads through
the spiritual wastelands in the Shadowlands to the Hall of Two
Truths, where the soul of the visitor is judged before entrance to
the Underworld (the Egyptian Far Shores) is given after hard tests.
Unfortunately this is the only way Anubis will show.
Beyond the Horizon
The Way of Immortality starts when the traveller emerges from
the northern gate of the pyramid into the world beyond. After a
long journey straight to the north across the barren landscape the
traveller will come upon two rectangular lakes filled with green
water. These are the pools of the two Truths, whose water give
immortality to those blessed by the gods. The right pool contains
natron, and the left nitre. In the water the god Uacherura, the
Great Green Water, resides. The traveller has to give the correct
supplications before passing between the pools to the Amenti, Gate
of North.
This great gate is placed where heaven curves down to meets the
earth, and leads to the lands beyond heaven. After passing through
Amenti, the traveller will stand before the gate of Taser, which is
guarded by two guardians who will not open it unless the traveller
says: "Give me your strength, for I am made even as ye". Then they
will open it, and the traveller will enter the lands beyond heaven.
Before taking more than three steps in these lands he must
pronounce the correct adorations of the Lords of the Truth beyond
the North Heaven, or disaster will occur.
After a while the traveller will find a pool beneath Acacia
trees, where the god Horus manifested as a cat kills a snake, the
manifestation of Apopis. If the traveller behaves properly, he is
then showed the way to the heavenly Nile where the Bark of the Sun
moves with the Egyptian Court of gods and spirits. Throughout the
journey, the visitor has to recite the proper prayers and
invocations of the gods, or they will turn away and the visitor
will be plunged into confusion or the Abyss.
The Tuat
This is the dead land
This is cactus land
Here the stone images
are raised, here they receive
the supplication of a dead mans hand
under the twinkle of a fading star.
T.S. Elliot, The Hollow Man
The Southern Way is harder, but the only way to reach the
Underworld where the dead reside. The gate on the southern side of
the pyramid will open into An-rut-f, the Place Where Nothing Grows,
a huge desert the exact opposite of the lush gardens of the divine
realms. The journey across An-rut-f is painful and dangerous, and
without the guidance of Anubis there is a good chance that the
spirit-jackals will devour the traveller or that a sandstorm will
prove fatal.
Most of the desert is just a stony desert or badlands with no
water and a thin, tiring air. Here and there there are rains of
fire or stinging insects, walls of thorny bushes with bitter
leaves, and fearsome monsters hiding in wait for unwary travellers.
Another danger is the Lost, humans and spirits who have been lost
in the underworld too long and have become feral creatures
desperate after any form of salvation (see below).
Eventually the tired traveller will reach the gate of Tchesert,
the Gate of the Pillars of Shu (a great black pillar to the left
and a great white pillar to the right), where the southern sky
meets the ground. It is the northern gate of the Tuat, the entrance
into the Hall of two Truths. To enter the Hall, the traveller has
to recite a long litany from the 17th chapter of the Book of the
Dead, where he claims his right to enter the Hall, affirms his will
to seek the light and renounces all his crimes. If the litany is
recited properly, Anubis will lead the traveller into the Hall.
In the Hall, the 42 Judges of the Dead are seated in a long row.
The traveller has to name each in turn, and deny the sin of which
the judge presides over (the "negative confession" described in
Book of the Dead). If the traveller passes this test, Anubis leads
the traveller into the antechamber of the Temple where he is
reclothed and anointed. He then has to give the passwords to
Anubis, and demand to be brought into the Hall of Truth to have his
heart weighed. The dread Guardian of the Gateway will stop him
unless he says "Because I am silent, because I am pure".
Eventually the traveller will enter the Hall of Truth, to have
his heart weighed against the Feather of Maat. If the heart is too
impure, the feather will move down and the traveller will be fed to
the Devourer Ammut. Otherwise Thoth will inscribe the name of the
traveller in his papyrus, and proclaim the traveller an Osirian,
worthy to live in the Afterlife.
Many of the dead did not succeed at all the tests, forgot the
passwords or didn't even have a copy of the Book of the Dead with
them in the afterlife. They wander the great wasteland, desperately
seeking a way to enter the Afterlife. A merciful traveller may help
them pass the tests, but many have fallen prey to dark forces, and
quite a few have become insane spectres over the centuries they
have been denied entrance. Some are willing to do anything to learn
the required litanies, including killing travellers and stealing
their copies of the Book., worthy to live in the Afterlife.
Many of the dead did not succeed at all the tests, forgot the
passwords or didn't even have a copy of the Book of the Dead with
them in the afterlife. They wander the great wasteland, desperately
seeking a way to enter the Afterlife. A merciful traveller may help
them pass the tests, but many have fallen prey to dark forces, and
quite a few have become insane spectres over the centuries they
have been denied entrance. Some are willing to do anything to learn
the required litanies, including killing travellers and stealing
their copies of the Book.
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