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Volume I, Issue I - Summer 2006

Thoughts From The Publisher

Hello, and welcome to the first issue of Targum Magazine, the magazine in support of
Publisher: Testament and all Ancient World campaign settings.
Highmoon Media Productions
www.highmoonmedia.com In its most basic definition, targum is name given to the Aramaic translations of the Torah
(the Jewish scriptures). In a time when most people did not speak Hebrew, the targums did
much more than simply translate, however; translators would also use the opportunity to insert
Editors: explanations and additional material drawn from the oral tradition, thus enhancing the experi-
Spike Y Jones ence of learning Torah.
Daniel M. Perez
Likewise, this magazine takes the content found in Testament, and expands and enhances it,
Developer: bringing you new material of use in your games. From articles explaining new ways to look at
gaming in the Biblical era, ideas and hooks drawn from history and myth, crunchy new mechan-
Daniel M. Perez ics like feats and creatures, to short adventures and NPCs, these are the things you will find in
the pages of Targum Magazine.
Contributing Writers:
Scott Bennie, Christopher Heard, For me, Targum Magazine is a labor of love that, though it has taken a while to get the
first issue completed and published, I cannot help but feel proud and excited. Back when Green
Spike Y Jones, Daniel M. Perez
Ronin announced they would grant licensing rights to support their Mythic Vistas line, I was
ecstatic. Testament: Roleplaying in the Biblical Era was, and remains, one of my favorite RPG books
Art Direction & Layout: of all time, and the opportunity to help support it with new material was too good to pass up.
Daniel M. Perez Our first product supportin Testament was the adventure No Other Gods, which has been very
well received, but I wanted to do more. I pitched the idea for a magazine to the folks at Green
Mythic Vistas Line Manager: Ronin, and to my surprise, they liked it. This is the result, one that I hope will continue to
draw attention to this fantastic and unique setting.
Robert J. Schwalb
Many people have contributed to make this project a reality and I'd like to take a moment
Green Ronin Staff: to express my gratitude. First and foremost, thanks to Green Ronin for allowing us to revist
Nicole Lindroos, Hal Mangold, the lands of Testament and support a setting we all love, and thanks to Robert Schwalb in par-
ticular for encouraging the project from the start and putting up with all my emails. Thanks
Chris Pramas, Steve Kenson, Marc
to Spike Y Jones for being an amazing editor, and for pestering me at all the right times when
Schmalz, Robert J. Schwalb, and things were slowing down; if there is one person without whom I could not have done this mag-
Evan Sass azine, it's him. Thanks to Christopher Heard, whose academic knowledge of the period is a
priceless resource only matched by his devotion to the setting; to Scott Carter for spearheading
Produced under license from our Testament support with his adventure, and for the material to appear in future issues; and
to Scott Bennie, lead writer for Testament, who in this issue returns to the lands of the ancient
Green Ronin Publishing, LLC
Levant.
www.greenronin.com
Testament: Roleplaying in the Biblical Era is © 2003 Green Now, go grab your sword and remember there's no smiting like Biblical smiting. Enjoy the
Ronin Publishing. Targum Magazine is © 2006 issue!
Highmoon Media Productions. Reference to other
copyrighted material in no way constitutes a challenge
Sincerely,
to the respective copyright holders of that material.
Terra Mythica, Highmoon Media Productions, and the
Highmoon Media Productions logo are trademarks of
Daniel M. Perez d/b/a Highmoon Media Productions.
Mythic Vistas, Green Ronin, and the Green Ronin
logo are trademarks of Green Ronin Publishing, LLC.

1
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System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on origi-
nal material by Dave Arneson and E. Gary Gygax.
The Village of Briarton Copyright 2003 by Gold Rush Games; Authors Patrick Sweeney, Christina Stiles; Editing & Additional Material by
Spike Y Jones.
Uncommon Character Copyright 2003, Trident Inc., d/b/a Atlas Games.
Waysides: Book of Taverns Copyright 2006, Eden Studios, Inc.
Testament: Roleplaying in the Biblical Era, Copyright 2003, Green Ronin Publishing; Author Scott Bennie.
Targum Magazine, Issue 1 Copyright 2006, Daniel M. Perez d/b/a Highmoon Media Productions, www.highmoonmedia.com; Authors Scott
Bennie, Christopher Heard, Spike Y Jones, Daniel M. Perez.

2

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By Spike Y Jones

Welcome to Ostraca, a regular column here in Targum by the editor The Bible as we have it today went through multiple stages of writ-
and developer of the award-winningi Testament: Roleplaying in the ing and editing, and many of the current books included material
Biblical Era. In each issue of this magazine, I intend to be here chat- taken from older (and not lost) sources, such as the Song of
ting about something Testament-related. The articles may be long or Deborah (Judges 5:2-31) and the Song of the Sea (Exodus 15:1-19). In
short, theoretical or practical, scholarly or full of d20 System other places, the Biblical author explicitly states that he referred to
crunch, but hopefully they’ll all be of use to Testament GMs and previously written sources, either to prove the accuracy of a state-
players. ment or to tell a reader where to look for more information on a
subject (for example, the reference in 2 Chronicles 32:32: "Now, the
If you have any comments or questions about anything you read in rest of the acts of Hezekiah, and his goodness, behold, they are written in the
Ostraca, feel free to write me at spikeyj@crosslink.net. And to vision of Isaiah the prophet, the son of Amoz, and in the book of the kings
answer in advance one question that might come up: What does of Judah and Israel.").
"Ostraca" mean? Technically, it's a piece of a broken pot – but as for
why that’s significant for a Testament campaign, and why it makes But sometimes the source a Biblical author refers back to no longer
such a good title for this column, that’ll have to wait until next exists; we know it once was both real and comparatively well-known
issue. (because it would make no sense to try to prove the veracity of your
statement by reference to someone so obscure that no-one could
As for this issue's column, let's talk about some things that techni- find it, or something that never existed in the first place), but aside
cally don't exist... from the cross-reference in the existing Bible, there's no trace of the
book itself.

Lost Books And that's where the GM can seize an opportunity: If a book can't
be found, he can concoct one.
"The sun stood still, and the moon stayed, until the people
For example, take the Book of Jasher,iii mentioned two times in the
had avenged themselves upon their enemies. Is not this written in Bible. The first (Joshua 10:13) is the reference to the Sun and Moon
the Book of Jasher? So the sun stood still in the midst of heaven, staying in their courses so that Joshua and his army would have time
and hasted not to go down about a whole day." and light to finish their slaughter of the Amorites, quoted at the
-Joshua 10:13 beginning of this article.iv

The Jewish Bible, or Tanakh, consists of 24 booksii, from the familiar The second reference (2 Samuel 1:18) is less familiar (although the
Genesis and Daniel to the obscure Joel and Habakkuk, covering line immediately following it is quite famous). At the start of his
almost 4,000 years of sacred history. That's a lot of information for
a Testament GM to internalize, trying to incorporate all of that data
into a campaign without once contradicting an established histori-
cal fact or religious law or precept. And because the Bible is such an
intensely-studied book, there's a good chance a player will know
some important point of it better than the GM, which can lead to
endless trouble.

But there are a handful of Biblical books that the players can't
know more about than the GM, books that haven't been studied to
death and that won't contradict the details of the GM's campaign:
the Lost Books of the Bible.

3
lamentation on hearing of the death of King Saul and Saul's son, book of the Bibleviii; he can either write up a few relevant verses to
Jonathan, King David interrupts his lament to make a parenthetical give to the players as the result of a successful Gather Information
statement that seems out of place in the account: "And David check, have a handy NPC prophet, priest, or judge quote the verses
lamented with this lamentation over Saul and over Jonathan his son: (Also he for the benefit of the heroes, or even write up a short poem that he
bade them teach the children of Judah the use of the bow: behold, it is written can "remind" a PC psalmist of at a relevant point in the adventure.
in the book of Jasher.) The beauty of Israel is slain upon thy high places:
how are the mighty fallen!"v Players may ask for more verses of the book in order to provide con-
And that's it; those two references are all that remains of the Book text or additional clues, so the GM may want to create multiple
of Jasher. And from these two items we can determine only one def- verses to be doled out a bit at a time as appropriate. Or he can give
inite thing: that the book was written before the books of Joshua all the relevant verses at once, telling the players that the verses
and Samuel took their final form, but after the events described in immediately before and after the quoted section were on different
those two books took place. Using the chronology in Testament, that topics; "The Book of Jasher doesn't have the most coherent of story-
would place the composition of the Book of Jasher after 1005 BCEvi, lines." If the campaign takes place during the Exile or in post-Exile
the year of Saul and Jonathan’s death (the Joshua incident hap- Judea, it makes even more sense for the snippets of wisdom from
pened around 225 years earlier), but before Joshua was edited into Jasher to be fragmentary, since that may have been all that existed
shape in the 8th and 7th centuries BCE.vii of the book at that point in time.

There are two directions a GM can go to make use of a missing The GM can also take existing Bible verses and modify them to tell
book like the Book of Jasher: forward or backward. a different story (being careful to ensure that he doesn't end up
changing the verses to the point that they no longer conform to the
Looking Forward rest of the Bible). Extra-Biblical sources, such as the Dead Sea
scrolls, can also be useful in this regard.
In a Testament campaign set in an era before the texts of the books
of Samuel, Joshua, and Jasher were firmly set, the GM can use
Here are some examples:
glimpses of the future text of the Bible as a sort of record of the
Š "And the treasure of the Philistines was taken from Ashdod unto
events of the campaign. For example, at the beginning of the adven-
Shiloh. But bandits set upon the bearers in the valley of Gibeon, and that
ture No Other Gods from Highmoon Media Productions, there is a
which was taken from the Philistines was lost to the men of Ephraim." (An
made-up quote from the Book of Jasher:
adventure hook to send treasure hunters to Gibeon.)
"In the days when Israel had no king, a band of the sons of Simeon did
go down toward Egypt and raided there, making themselves wealthy on the Š "And the demon spoke, saying 'You cannot banish me but by that
fat of the travelers coming to and from Egypt. And it came about that as which you most cherish.'" (A clue that could point in many directions.)
they returned to Israel they brought with them an idol of the Egyptians: the Š "Do not wash the outside of a cup if the dregs are still on the inside."
image of a toad. The men settled then in Bethbeer, which is in the south of (A bit of advice loosely adapted from the Gospel of Thomas.)
Simeon along the road to Sheba, and set up the idol they had and compelled Š "No man shall sell clean beasts or birds to the foreigner, lest he offer
the people of that place to worship it. them in sacrifice." (A commandment found in one of the Dead Sea
This they did for three years, and the Lord was not pleased." scrolls, the Damascus Rule.)
Š "And he carried before him a shield on which was written his name,
And the adventure ends with a bookend quote: together with the names of Israel, Levi, and Aaron, and the names of the
"And thus did the band of the faithful drive the abomination from the twelve tribes of Israel according to the order of their precedence, with the
land, bringing the people of Bethbeer back into the sight of the Lord. And so names of their twelve chiefs." (Taken from the Dead Sea scroll called
the song was sung by the daughters of Israel..." the War Rule, but changed from a description of how a future mes-
sianic leader will gird himself for the battle to cleanse Judea of the
Presumably, the players will find it at least a little bit satisfying to Romans to a past-tense description of what could be a powerful
know that their exploits will be recorded in at least one little book magic item to search for.)
of the Bible, even if it is a book that's destined to eventually be lost
to the vagaries of the historical record and their bit of the story More Lost Books
won't be one of the parts that survives. At least their stories will The Book of Jasher is probably the most familiar of the lost books
have half a millennium of fame before the Book of Jasher is lost of the Bible (because of its incidental uses), but there are many
(with so many others) in the Babylonian Exile of 586 BCE. more. The exact number isn't easy to state, both because of the
obvious reason (they're lost, after all) but because some verses in the
Looking Backward Bible can seem to refer to missing books in one translation, but the
The other possibility is to give the heroes access to selected por- citation can have a different meaning in a different translation.
tions of the Book of Jasher after it s been written, to be used as
adventure hooks, clues within adventures, as warnings, or as lessons Some of the lost books most likely to have actually existed in one
from the past. The GM doesn't have to write up a complete new form or another in the past include:

4
Š The Book of the Wars of the Lord (mentioned in Numbers Critics, as well as being nominated for Origins, Inquest, and ENnie
21:14), apparently describing the conquest of Canaan. Awards.
Š The Account of the Chronicles of King David (1 Chronicles ii These same writings are counted as 39 books in the Christian
27:24), apparently David s administrative records. Old Testament, because Christians traditionally subdivide some long
Š The Book of Nathan the Prophet and the Book of Gad the books into smaller chunks (e.g., the Jewish Samuel and Kings are
Seer (1 Chronicles 29:29). Nathan was a gadfly to King David, and divided into I and II Samuel and I and II Kings in Protestant Bibles
parts of these missing books could have been incorporated in 2 and into I, II, III, and IV Kings in some Catholic Bibles), and the
Samuel and 1 Kings. books of Hosea, Joel, Amos, Obadiah, Jonah, Micah, Nahum,
Š The Prophecy of Ahijah the Shibonite (2 Chronicles 9:29), Habakkuk, Zephaniah, Haggai, Zechariah, and Malachi are short
who prophesied concerning Jeroboam, king of the breakaway north- enough that they are all written by Jews onto a single scroll with
ern kingdom of Israel following Solomon's death. the combined title 12 Minor Prophets.
Š The Visions of Iddo the Seer (2 Chronicles 9:20 and 12:15) iii Also sometimes translated as the "Book of the Just," the "Book
and the Book of Shemaiah the Prophet (2 Chronicles 12:15), both
of the Upright," or "The Upright or Correct Record."
concerning the southern kingdom of Judah under King Rehoboam
iv Familiar as a "proof" that the Sun circles the Earth and not
and its wars with Jeroboam's Israel.
Š The book of Jehu the son of Hanani (2 Chronicles 20:34), vice-versa, and famously explained by Immanuel Velikovsky as a
concerning King Jehoshaphat of Judah.ix rogue moon of Mars making a comet-like close approach past the
Earth (causing the Earth to stop rotating, but just for a day)
In addition, there are a number of references to possible lost books before calming down into orbit as the planet Venus.
of the Bible, which could also turn out to be references to existing v This is a difficult passage, and translations other than the pop-
books of the Bible under slightly different names. These includes ular (but sometimes less than accurate) King James Version quoted
references to the Book of the Kings of Israel and Judah, the Book of above can take very different approaches to the text in order to
the Kings of Judah and Israel, and the Book of the Kings of Israel make sense of it.
(mentioned at various places in Chronicles, all of which could be For instance, the New World Translation offers this alternative:
references to Samuel and Kings), the Decree of David, King of "And David proceeded to chant this dirge over Saul and Jonathan his son
Israel, and the Decree of Solomon His Son (which could just be and to say that the sons of Judah should be taught 'The Bow.' Look! It is
generic references to the various writings of David and Solomon), written in the Book of Jashar: ‘The beauty, Oh Israel, is slain upon your
and the Chronicles of Hozai (which could be a generic reference to high places. How have the mighty men fallen!" and the lament, apparent-
"the sayings of the seers").x ly entitled 'The Bow' because Jonathan once used one, continues.
The translation makes as much sense as the King James.
And, of course, there are innumerable sources used by the Biblical One translation includes a footnote saying that the Book of
scribes, chroniclers, editors, and redactors that we don't know about. Jasher is "presumably a book of war songs," based on the fact that
We can surmise that the writer of Samuel and Kings had access to the two references to Jasher involve wars (although that s a pretty
some court history that recorded important details about the reigns common theme throughout the Bible) and one of them (but not the
of the kings of Israel and Judah, and that the Chronicler had access other) is connected to a song.
to a different set of records about the same period, but it could vi Before Common Era; the chronological equivalent of the
just be that the Chronicler made up some elements of his version of
Christian B.C, Before Christ.
the same events as are told in Kings. And it's widely accepted that
vii In David's Secret Demons, Baruch Halpern dates (not without
if Moses didn't write the five books traditionally attributed to him,
then they were likely written and/or collated by at least five differ- controversy) the majority of Samuel's composition to the reign of
ent hands, and some of those may have included a good deal of King Solomon, so before 924 BCE using Testament's timeline, but the
amalgamation of existing source materials. If a GM wants to make awkward Jasher insert in 2 Samuel may have been written as much as
up a new, unsuspected Lost Book of the Bible, there's plenty of jus- 200 years later.
tification for it, especially in the context of a simple roleplaying viii Searching the Web, you can find what some people claim are
game. recently discovered copies of the Book of Jasher, but those are
recent forgeries. If you'd like, you can read through those, and if
you find them interesting, you can download them as a ready-made
source of pseudo-Biblical hokum to use in your campaign.

Notes
ix It shouldn't come as a surprise how many references to sources
(lost or not) there are in Chronicles, as it (and the Books of Ezra
and Nehemiah, by the same author) was written to recap the histo-
i Testament was declared the Best D&D Licensure Game or Setting
ry of Israel, Judah, and the Israelite people from Creation to the
of 2003 in Ross Winn’s "Close to the Edit" column at RPG.net, construction of the Second Temple following the Babylonian Exile,
made Ogrecave.com’s Top 10 d20 Product Christmas shopping list, retelling familiar stories with a slightly different twist in order to
and earned Green Ronin an award from the Academy of Game

5
make the stories more relevant to a post-Exile audience. It should found was the Book of Deuteronomy, which had been written maybe
also not be a surprise how many of the books the Chronicler refers 30 years before, during the reign of Manasseh, but some hold that it
to are now lost. The Jews had just come back from a decades-long was actually a scroll containing all five of the books of Moses.
exile in a foreign land, where a lot of work was done to preserve (including Deuteronomy, which therefore would've had to have been
what holy writings could be saved, but where some things just written before Moses' death in 1234 BCE). And if a GM wanted to
couldn't be saved because of the circumstances of the forced depor- say that it was actually a heretofore unknown "Book of the Law,"
tation from Judah. The Chronicler may have been working with instead of "the book of the law," who could gainsay him?
fragments of centuries-old scrolls, the memories of priests and
scribes, and a collection of oral traditions that had to be worked
into a coherent story.
x There can also be similar disagreement about unquestionably
existing books of the Bible. For example, in 2 Kings 22:8-11, around
620 BCE, during the reign of King Josiah of Judah, "Hilkiah the high
priest said unto Shaphan the scribe, 'I have found the book of the law in the
house of the Lord...' And Shaphan the scribe shewed the king, saying 'Hilkiah
the priest hath delivered me a book.' And Shaphan read it before the king. And
it came to pass, when the king had heard the words of the book of the law,
that he rent his clothes." Most scholars agree that the book that was
The Caravanserai
at KuntilleT‘Ajrud
By Christopher Heard
Travelers in the ancient Near East normally relied on the hospitali-
ty of others for overnight accommodations, but sometimes a day's Ground Level
journey (25–35 km) would end in the middle of nowhere. Although The ground level plan shown here closely resembles the actual
not necessarily common, caravanserais, or waystations for travelers, building remaining at Kuntillet'Ajrud. The descriptions of the
are attested both textually and archaeologically. Genesis 42:27 and rooms and their contents/functions are partially based on the
43:21 narrate events set at just such a lodging place, when Joseph's Kuntillet'Ajrud excavations and partially on my own imagination.
brothers stop on their way to Canaan from Egypt. Exodus 4:24 The squares are 5'x 5'. The Kuntillet'Ajrud installation opened
describes a mysterious encounter between God and Moses at this toward the east, thus these maps would have north at the top, but
sort of caravanserai, and in Jeremiah 9:2, the speaker wishes for a the orientation of other caravanserais may have differed.
lodging place in the desert so he could get away from treacherous 1. Entrance court. Entry to the building is gained through this
Judeans. entrance.
2. Entry hall. This sharp turn serves primarily as a "baffle" to
The remains of what appears to have been one such caravanserai slow entrance to the building, whether by raiders or dust storms.
have been excavated at a site now called Kuntillet'Ajrud in Arabic, or Guards could, perhaps, be posted here if desired.
Chorvat Teman in Hebrew (see the Trade Routes map for its loca- 3 and 6. Depositories or shrines. In the actual building at
tion). This was surely not a unique installation, as travelers would Kuntillet'Ajrud, these small rooms had no means of access except
often have need of lodging far from major settlements. The follow- small holes in the walls above the benches in rooms 4 and 5. In a
ing layout and description of a biblical-era caravanserai is based Testament game, these rooms might be used as shrines where travelers
(sometimes quite loosely) on the finds at Kuntillet'Ajrud. might worship, or they could serve as depositories where travelers
might leave offerings (in the form of votive statues, that is, fig-
urines dedicated to the gods they depicted) to thank their gods for
Major Trade Routes in safe travels. Note that the shrines could be generic, featuring a
Egypt and Syria-Palestine small raised platform where travelers could place their own teraphs
for ritual use, or they could feature permanently installed idols.
The two shrines would not necessarily have to be dedicated to the
same deity in a place like this. The short flights of stairs indicate
that rooms 3 and 6, if used for religious purposes, might sit at a
slightly higher level than the rest of the ground floor.
4 and 5. The bench room. At Kuntillet'Ajrud, this long room
was lined on both sides with benches. The exact purposes of these
benches is unknown. They might have been used as seats for travel-
ers conducting business at the caravanserai, or for its guards (if
any). Similar benches in religious contexts were used as locations to
deposit votive figurines. At Kuntillet'Ajrud, pieces of storage jars
and inscribed wall fragments were discovered in the bench room.
These inscribed fragments included brief prayers, blessings, and/or
dedications to or in the name of several deities, including Yahweh,
Baal, and Asherah. One inscription even mentioned "Yahweh of
Samaria and his Asherah," implying that the author of this inscrip-
tion thought of Asherah as Yahweh s consort. A drawing of a
sacred tree flanked by ibexes and a lion seems to point to Asherah,
and drawings of a bull-headed god have been interpreted as images
8
Upper Floor
In the ruins at Kuntillet'Ajrud, a pair of staircases testifies to
the existence of an upper floor. Nothing of that floor has sur-
vived the passage of time, however, so the map and description
given here of the upper floor and roof are purely imaginary.
16 and 17. Stairs up to roof.
18 and 19. Stairs down to ground level.
20. Corridor and "observation deck." This large area simply
links the rooms on the second floor and allows for occupants to
look down on the court below.
21. Open-aair area. The gray space represents an area open to the
level below. The small gray squares represent windows through
Ground Level which individuals on the upper floor could look down and
observe the goings-on in the inner courtyard of the first floor.
of the Egyptian god Bes. Clearly, the clientele of Kuntillet'Ajrud
22 through 25. Sleeping rooms. In standard Iron Age houses,
was religiously eclectic.
animals were kept on the first floor and the family slept on the
7 and 9. Small rooms. The function of these rooms at Kuntillet
upper floor. Caravanserais could perhaps be modeled after large
'Ajrud is uncertain. They may have served merely as storage rooms.
houses, with sleeping quarters on the second floor. The walls pro-
In a Testament game, they might be given a more interesting func-
vide some degree of privacy and security.
tion. One might be a bathing chamber, for example.
8 and 12. Stairs to the second floor. The upper floor, or roof,
was not preserved at Kuntillet'Ajrud. The stairs, however, survived,
indicating the presence of the upper floor or roof.
10 and 14. Southern and western storerooms. These storerooms
would house large earthenware jars containing various foodstuffs
and other needs for travelers. The jars might hold water, wine, oil,
flax, or various sorts of grain.
11. Inner courtyard. Travelers would lodge their animals here
for the night. A busy caravanserai might perhaps feature wooden
stalls or posts for securing the animals and keeping them separate
from those of other travelers. At Kuntillet'Ajrud, one or more ovens
was located in the southwestern corner of the courtyard. The brown
circles represent wooden posts helping to support the second floor.
13 and 15. Corner storerooms. These rooms appear to have been
used for storage of pottery and stone. Since the oven was apparently
located in the southwestern corner of the inner courtyard (room 11), Roof
room 15 might serve as a storage place for cooking vessels and
utensils. Room 13 might be a kind of workshop and storage space for
maintaining and repairing the building. Roof
As with the second floor, this roof layout is purely imaginary,
except insofar as it conforms to the outer dimensions of the ruins at
Kuntillet'Ajrud. Note that the "walls" on this level would be low
walls, perhaps waist high at most.
26–27. Stairs down to second floor.
28. Open area. The gray area represents space open to the inner
courtyard on the first level.
29–31. "Guard towers." There is no evidence for this at
Kuntillet'Ajrud, but since the layout resembles that of a rectangular
fortress, perhaps the caravanserai's roof might feature slightly raised
platforms in each corner. These raised platforms could potentially
be used as lookout towers or positions from which to defend the
waystation using arrows and stones (whether thrown or slung).
Upper Level 33. Empty space. Or, perhaps, this area might be used for some

9
sort of storage. If the corner areas are interpreted as potential a reconnaissance into the bordering kingdom... or they could be citi-
guard emplacements, then some sort of weapons storage (e.g., for zens of the bordering kingdom, conducting reconnaissance on the
slingstones) might appear somewhere in this area. PC's home turf.
Š Other travelers. Naturally, the PCs are not the only ones
traveling the broad spaces of the ancient Near East. The cara-
Additional Buildings vanserai provides a convenient place for PCs to encounter travelers,
A second building was unearthed at Kuntillet'Ajrud, but it was so perhaps from remote parts of the ancient world, who can provide
eroded that almost no details of its layout could be reconstructed. conflict, information, needed goods and services, or plot hooks—
Other buildings such as storage silos or permanent housing for either intentionally, or as a result of the PCs' eavesdropping. The
NPCs localized at the caravanserai could stand near the caravanserai possibilities are vast.
building itself. Š Raiders. A group of marauding bandits might choose to
attack the caravanserai while the PCs are in residence. Such raids
might be aimed at gleaning new provisions for the raiders, or the

NPC Encounters raiders might be slavers intent on securing new "merchandise."


Š Refugee. This NPC has come to the wilderness fleeing some-
Š Hosteler. An installation such as this one would probably one or some circumstance. (See Jeremiah 9:2, for example.) If the
need a resident overseer to keep supplies stocked for the travelers. NPC can enlist the PCs in his or her cause, a mission to thwart the
The hosteler would probably live in his own house very near the refugee's oppressors. On the other hand, if the PCs don't seem too
caravanserai. If statistics are needed for the hosteler, he interested in helping the refugee, the pursuers might
should probably be a Commoner with several ranks in show up at the caravanserai themselves. Then again,
Profession (Inkeeper). there is always the possibility that the refugee
Š Guards. Depending on the level of would misrepresent his or her own plight,
state centralization and organization in the and the PCs might be drawn in on the
area where the caravanserai lies, the sta- wrong side of the conflict.
tion might be guarded by soldiers
assigned by the king, or by mercenaries
hired by the hosteler. Of course, the
caravanserai might not be guarded at all.
Plot Hooks
The character levels of these Warriors Š Rest and recuperation. From time to
should be determined by the GM based time, PCs need a "safe" place to rest,
on the character of the caravanserai and heal, prepare items, use Craft skills, and
the requirements of the scenario. They so on. The caravanserai could provide such
might be eager young recruits who pulled the a place. The "down time" spent at a cara-
least desirable assignment, grizzled old world- vanserai could also provide a context for role-
weary veterans put out to pasture, down-on-their-luck playing the relationships between the PCs.
mercenaries happy for the room and board, or soldiers in Š Chance meeting. Although it a hackneyed
their prime serving as lookouts and first-line defense against poten- device, the caravanserai ("inn") could be used as a place where the
tial raids. PCs first meet one another.
Š Religious functionaries. Since such caravanserais tended to be Š Chance discovery. Clay plots and plaster fragments at
religiously eclectic, the PCs might encounter one or more NPCs who Kuntillet'Ajrud contained brief texts, mostly blessings or thanksgiv-
serve a rival god. A Qedeshah might try to entice PCs into partici- ings devoted to various gods. PCs visiting a caravanserai might hap-
pation in a fertility ritual, or she might simply try to supplement pen across some votive text, graffito, or papyrus roll that leads them
her income by posing as a common prostitute. A Cleric or Levite off on a new adventure trajectory or plants a seed of conflict or
Priest—whether living nearby or passing through alone or with information that will blossom later on in the campaign.
another group of travelers—might challenge the PCs' religious com- Š Mystery. A caravanserai might be the perfect setting for
mitments. some sort of mysterious circumstance. Perhaps the PCs find the car-
Š Mysterious figures. A Desert Hermit encountered at such a avanserai deserted. Perhaps evidence of murder or theft (see Genesis
caravanserai could perhaps serve as a source of useful information 42:26–28) has been planted on one of the PCs. Perhaps the cara-
for the PCs about the local region or other NPCs encountered. A vanserai comes under attack by some supernatural force during the
Prophet's oracle might provide the characters with impetus for a PCs' overnight stay (see Exodus 4:24–26). These and other plot
new adventure trajectory. devices could make the caravanserai the geographical focus of an
Š Spies. If the caravanserai is near a national border, spies from entire session or more of gaming, if the GM can creatively contrive
either side of the border might stop over at the caravanserai either a reason for the PCs to stay at the caravanserai more than one
for simple lodging or to gather information. The spies could be night.
friendly to the PCs, citizens of the same kingdom, about to launch

10
By Scott Bennie

"This chapter shall be recited over a boat four cubits in smooth play demands a certain amount of abstraction, so rather than
length, and made of green porcelain on which have been painted developing complex rules to simulate Egyptian sorcery, simple rules to
give it a ritualistic feel should suffice. The Hekau-Adept and the
the divine sovereign chiefs of the cities; and a figure of heaven
skill-based sorcery system that's a feature of this class, is an attempt
with its stars shall be made also, and this thou shalt have made to come up with a balanced magic-using class that emphasizes a ritu-
ceremonially pure by means of natron and incense. And behold, alistic feel. They may make good PC sorcerers for Egypt based games,
thou shalt make an image of Ra in yellow colour upon a new or NPC sorcerer villains for Israel-based games.
plaque and set it at the bows of the boat. And behold, thou shalt
make an image of the spirit which thou dost wish to make per- The Hekau-A
Adept
fect and place it in this boat, and thou shalt make it to travel The Egyptian sorcerer, or Hekau-Adept, is the most accomplished
about in the boat which shall be made in the form of the boat of magician in Egypt. His knowledge of ritualistic magic is unequaled in
Ra; and he shall see the form of the god Ra himself therein." the kingdom, and indeed among the inhabitants of the whole Fertile
Crescent. Hekau-adepts serve Pharaoh as advisors, diviners and magi-
-Instructions on conducting a ritual to secure one's place in the
cians, as well as occupying an important place in the temple life of
boat of Ra in the afterlife, from the Egyptian Book of the Dead
Egypt.
D20 magic, which has its genesis in the fiction of Jack Vance, does an
adequate job of integrating the importance of magical writing in its Game Rule Information
spellcasting system; however, it doesn't do a particularly good job of Abilities: Intelligence is the most important ability for hekau-
feeling ritualistic, nor do game mechanics particularly lend them- adepts, as it gives him more skill points to spend on skills and
selves to this feel. Magic in ancient Egypt was partially the recitation spells, while a good Charisma helps the hekau-adept navigate the
of sacred words, partially the enactment of ritual, and partially the diplomatic perils of court and temple life.
invocation of one (or more) of Egypt's numerous gods. Games aren't
perfect simulations, however (nor should they be), and the need for

12
Table 1: The Hekau-A
Adept
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +0 +0 +0 +2 Incantation
2 +1 +0 +0 +3 Craft mekhtet
3 +1 +1 +1 +3 Incantation
4 +2 +1 +1 +4 Skill Bonus
5 +2 +1 +1 +4 Craft minor shabti, Incantation
6 +3 +2 +2 +5 Synergy (+1 spellcaster)
7 +3 +2 +2 +5 Incantation
8 +4 +2 +2 +6 Skill Bonus
9 +4 +3 +3 +6 Enhance mekhtet, Incantation
10 +5 +3 +3 +7 Expert Summoning
11 +5 +3 +3 +7 Incantation
12 +6/+1 +4 +4 +8 Skill Bonus, Synergy (+2 spellcaster)
13 +6/+1 +4 +4 +8 Craft major shabti, Incantation
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Incantation, Skill Bonus
16 +8/+3 +5 +5 +10 Greater isefet
17 +8/+3 +5 +5 +10 Incantation
18 +9/+4 +6 +6 +11 Skill Bonus, Synergy (+3 spellcaster)
19 +9/+4 +6 +6 +11 Incantation
20 +10/+5 +6 +6 +12 Skill Bonus

Abbreviation: Hka the hekau-adept's deity's clerical Domains. Hekau-adepts gains


Hit Die: d6 spells as skills, with each spell chosen being a skill for the hekau-
Alignment: Any adept, and once chosen, that spell may be cast at any time. Spells
Starting Funds: 40 x 1d6 gold pieces (or equivalent in goods, increase in ranks just as skills do, and skill points are used to
depending on time period) improve both regular skills and spells. A hekau-adept can choose
any spell at any time, regardless of spell level. Cantrips are chosen
Class Skills as a category that includes all 0-level spells.
Skills Points at 1st Level: (6 + Int modifier) x4 To cast a spell, a hekau-adept makes a Sorcery skill check for
Skill Points at Each Level: (6 + Int modifier) the appropriate spell to be cast. See Sorcery Skill below for more
Class Skills: The hekau-adept's class skills (and the key ability for information.
each skill) are Concentration (Con), Decipher Script (Int), Incantations (Ex): A hekau-adept can use incantations to affect
Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (astrology) the spells he cast. He gains the Repeated Incantation at 1st level,
(Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge and an extra incantation of his choice every other level thereafter
(religion) (Int), Perform (Cha), Profession (Wis), Scry (Int), Speak (3rd, 5th, 7th, etc.). See Incantations for more information.
Language, and Spellcraft (Int). In addition, the hekau-adept chooses Craft Mekhtet (Ex): At 2nd level, a hekau-adept gains this
his spells as individual skills (except for 0-level spells, chosen as a feat as a bonus feat. (Testament, pg. 41 and 100)
Cantrip category). All spells are considered class skills and, much Skill Bonus (Ex): At 4th level, the hekau-adept designates one
like Speak Language, they are not tied to a specific key ability. spell to receive a +3 competence bonus to its Sorcery skill check. He
may designate a new spell at levels 8th, 12th, 15th, 18th, and 20th,
Class Features and no spell may be designated twice.
Craft Minor Shabti (Ex): A 5th-level hekau-adept gains the
All the following are features of the hekau-adept class.
ability to craft a minor shabti. This is identical to the khery-heb
Weapon & Armor Proficiency: Hekau-adepts are proficient
ability of the same name. (Testament, pg. 24)
with the club, dagger and quarterstaff. They are not proficient with
Synergy (Ex): Starting at 6th level, two hekau-adepts may com-
any armor or shields.
bine to work spells with a reduced casting time. One hekau-adept
Spells: The hekau-adept casts arcane spells spontaneously as
directs the main spell makes the Sorcery skill check (with a -2
sorcerers do, and chooses his spells from the wizard spell list in the
penalty for each additional spellcaster in the synergy), while the
PHB (plus the new spells introduced in Testament) or from one of

14
other hekau-adept may either: add a known incantation to the spell, There are several methods that a Hekau-Adapt can use to improve
burn an isefet, perform a sacrifice, or make a Perform (gestures) his spell's Sorcery check.
check. Any of these actions reduces the extra time penalty of the Š All Hekau-Adept automatically know the Repeating
spell being cast by one round. If the spell fails, both casters suffer Incantation (see below), which provides a bonus to the Sorcery roll
the fatigue penalty. Anyone struck while performing a synergy by increasing the casting time: Egyptian magic often employed repe-
action must make a successful Concentration check (DC 10 + dam- tition; a spell that's repeated for emphasis is more likely to succeed
age sustained + spell level) or the spell becomes ruined. than one that's recited only once.
At 12th level, a hekau-adept can work a synergy with two other Š If a spell has spell components, the caster may spend an
spellcasters, while at 18th level, a hekau-adept can work a synergy additional +150 gp to get Masterwork components. These high
with three other spellcasters. quality ingredients add a +3 bonus to the spell's Sorcery check.
Enhance Mekhtet (Ex): A 9th-level hekau-adept gains the abil- Š A Hekau-Adept can craft a mekhtet (see Testament, pg. 110, and
ity to enhance a mekhtet. This is identical to the khery-heb ability Hekau-Adept magic items, below) to improve a spell's Sorcery check.
of the same name. (Testament, pg. 24) Each mekhtet must be crafted with a particular spell in mind (a
Craft Major Shabti: A 13th-level hekau-adept gains the ability mekhtet that improves sleep will not improve charm person).
to craft a major shabti. This is identical to the khery-heb ability of Š A Hekau-Adept can burn an isefet (see Testament, pg. 54) or
the same name. (Testament, pg. 25) break a plate inscribed with the person's name as part of an incan-
Greater Isefet: A 16th-level hekau-adept gains the greater isefet tation. This adds an additional full round to the spell, but increas-
ability. This is identical to the khery-heb ability of the same name. es the Sorcery skill roll by +5, provided that the individual depicted
(Testament, pg. 26). by the isefet is also the recipient of the spell.
Š A Hekau-Adept can recite a spell with verbal components
from a Book of Power. This book has an improved version of the
Sorcery Skill spell that adds +3 to all Sorcery skill checks (see Hekau-Adept
All spells require a Sorcery skill check to be cast. To do this, you magic items, below).
choose which spell you wish to cast and make a Sorcery skill check, Š A Hekau-Adept may spend an extra round to augment a spell
adding the spell's skill modifier to the roll, plus any other modi- with a somatic component with a Perform (gestures) skill check.
fiers you may have. The base DC for this skill check is 12 + (Spell The DC for this skill check is identical to the spell's Sorcery check.
Level x3), and this can be modified by additional factors. Success gives a +4 bonus to the roll; failure does not incur fatigue.
Š A Hekau-Adept who sacrifices goods to a teraphim of the god
If the roll succeeds, the spell is successfully cast. If this roll fails, as part of the spell receives a bonus to a single spellcasting Skill
the spell fails to be cast, and the hekau-adept becomes debilitated, Check. If sacrificing while attempting to perform one of that
as follows: if he had suffered no ill effects before, he becomes deity's Domain spells, the total bonus increased by +3. (Humans are
fatigued; if the character was already fatigued, he becomes exhausted, generally not considered suitable sacrifices, though a few religions
and if the character was already exhausted, he is knocked unconscious favored them in some periods). Sacrificing adds an extra round to
for 1d4 minutes before waking (in an exhausted state). No one may the spell. The bonus is determined as follows:
"take 10" or "take 20" on a Sorcery skill check.
Table 3: Sacrifices
Table 2: The Sorcery Skill Goods Sacrificed Bonus
Spell Level Base DC
Less than 1 gp +1
Cantrip 9 1-10 gp +2
1st 12 11-100 gp +3
2nd 14 101-1000 gp +4
3rd 16 1001+ gp +5
4th 18
5th 20 Acquiring New Spells
6th 22 After the campaign begins, the Hekau-Adapt must be exposed to a
7th 24 spell to be able to learn it as a skill. Characters may reserve skill
8th 26 slots for spells they pick up during the course of play. They may
9th 28 learn a spell in the following ways:
Š Spend time learning it from a master. This requires one week
of intense training and a Spellcraft skill check with a DC 8 + (Spell
Level x 2). The player may add +2 to the roll for each additional
week that the character chooses to spend learning the spell.

14
Š Spend time studying from a book or scroll. This requires only Pulp Hekau-A
Adepts and the Sorcery Skill
one day, and a DC 13 + (Spell Level x 3) Spellcraft check. Spellbooks
Although it has no basis in actual Egyptian historical magic, pulp
and scrolls inscribed by a Khery-Heb provide a +1 bonus to this roll
or cinematic magic that's associated with Egypt frequently uses
per 4 Khery-Heb levels. If the DM is using the feat-oriented Khery-
concepts that can be integrated into the class to increase its pulp
Heb option provided later in this article, instead grant a +4 bonus
flavor. This is particularly appropriate if using the Hekau-Adept
to this roll.
in a cinema-inspired Egypt game in settings like Green Ronin's
Š Observe a spell in action. This requires a full round action,
Hamunaptra, among others.
during which the character must take no other action, and clearly
Š Side Effects. The Hekau-Adept can choose to endure a
be able to identify all elements of the spell (words spoken, gestures
Weakening effect, taking a temporary loss in ability scores, in
made, materials expended). The DC of the Spellcraft check is 18 +
exchange for a bonus to a Sorcery skill check. By accepting the loss
(Spell Level x4)
of 1 point in Strength and Constitution for one minute, the caster
can add +1 to any spell's Sorcery check. A caster may gain up to a
Incantations +5 bonus to his skill check (losing -5 STR and -5 CON in the
Incantations are a variation on metamagic feats added to spells to process).
increase their effect. Unlike metamagic feats, though, incantations Š Places of Power. In pulp stories, sometimes sorcerers use mag-
don’t increase a spell's level, instead increasing the casting time and ical strongpoints as strongholds or sanctums. If a Hekau-Adept
adjusting the difficulty factor of a spell. finds a place of power, all spells cast inside that place receive a +3
bonus to a spell's Sorcery check. A successful Knowledge (local)
A hekau-adept gains the Repeated Incantation at 1st level. He may (DC 20) and Knowledge (arcana) (DC 25) skill check is required to
learn one additional incantation every other level (3rd, 5th, 7th, know the location of a place of power (though the sorcerer might
etc.). stumble onto one during an adventure).
Š Human Sacrifice. The practice of human sacrifice is not gen-
Incantations increase the casting time of a spell. The default cast- erally associated with the ancient Egyptian culture. The pulps,
ing time for an incantation is called a unit, which varies according however, are full of sacrificial altars and evil curved knifes. Evil
to the casting time of the basic spell. See Table 4: Modified pulp villains may attain up to a +5 bonus to a skill check for a cer-
Casting Times to see how a spell's casting time is affected by the emonial sacrifice, with an additional +5 if the sacrifice is a female
addition of Incantations. virgin, and an additional +10 if she has royal blood.

Example: A sorcerer adds 2 incantations to a missile magic spell. The magic


missile spell normally takes one action. Checking on the entry for adding 2
incantations shows that the spell’s casting time has been increased its casting The Incantations that a hekau-adept may learn include:
time to 2 full rounds; so at the end of the 2nd round, the spell goes off.
ARMY
Being struck while casting an incantation requires a Concentration Casting Time: +2 units
check, unless the hekau-adept has cast the Inexorable incantation. Adjustment to the Sorcery Skill Check DC: +12
Incantations replace metamagic feats; except for Heighten Spell, and Effects: This incantation is usable on spells with a range of touch
any other specific to the hekau-adept, all metamagic feats are
that affects a single creature. Instead of affecting one creature, the
unavailable to the hekau-adept.
spell targets an entire battlefield unit. The caster must touch a
member of the actual unit; the person touched makes any saves (if
Because a battlefield round is much longer than a standard round,
any).
any combination of incantations that can fit into twenty minutes
can be cast on the battlefield in a single battlefield round.

Table 4: Modified Casting Times


Modified Casting Time
Spell’s Casting Time +1 unit +2 unit +1 additional unit
Instantaneous 1 partial action 1 full round +1 full round
One action 1 full round 2 full rounds +1 full round
One round 2 full rounds 3 full rounds +1 full round
One turn 2 turns 3 turns +1 turn
One minute 2 minutes 3 minutes +1 minute
One hour 2 hours 3 hours +1 hour
One day 2 days 3 days +1 day

15
COMMUNITY DUSK
Casting Time: +4 units Casting Time: +1 unit
Adjustment to the Sorcery Skill Check DC: +18 Adjustment to the Sorcery Skill Check DC: -6
Effects: This incantation is usable on spells with a range of touch Effects: If a spell is cast within a half-hour before and after dusk,
that affects a single creature. Instead of affecting one creature, the and the caster takes extra time to evoke the power of the setting
spell targets an entire community. The caster must be in the actual sun, the spell becomes easier to cast. The targets of such spells suf-
community and must touch a prominent member of the community fer a -2 penalty to saving throws.
(religious, business, or political leader), who then makes the saving
throw for every member of that community (if any). The caster may ENLARGEMENT
effect a community equal in size to 1000 people x his caster level (a Casting Time: +1 unit
Widen incantation may double this number). If the community is Adjustment to the Sorcery Skill Check DC: +6
larger than the maximum number of people the caster can affect, Effects: By adding an incantation, a spell with a range of close,
the spell has no effect. medium, or long has its range increased. An enlarged spell with a
This incantation can only be cast under portentous circum- range of close now has a range of 50 ft. + 5 ft./level, while medium-
stances: an astronomical conjunction, an eclipse, the holiest day of range spells have a range of 200 ft. + 20 ft./level and long-range
the year, on the day of the birth of a member of a royal family, etc. spells have a range of 800 ft. + 80 ft./level.
The portentous circumstances must be defined when the incanta- This incantation cannot be used on spells whose ranges are not
tion is chosen. defined by distance, or on spells whose ranges are not close, medium,
or long. This incantation may only be applied once to a spell.
DAWN
Casting Time: +1 unit ENDURING
Adjustment to the Sorcery Skill Check DC: -6 Casting Time: +1 unit
Effects: If a spell is cast within a half-hour before and after dawn, Adjustment to the Sorcery Skill Check DC: +3
and the caster takes extra time to evoke the power of the rising sun, Effects: An enduring spell lasts twice as long as normal. A spell
the spell becomes easier to cast. The targets of such spells suffer a with a duration of concentration, instantaneous, or permanent is not
-2 penalty to saving throws. affected by this feat. This incantation may be cast multiple times: a
second incantation triples the spell's duration, a third incantation
quadruples it, and so forth.

EXACTED
Casting Time: +1 unit
Adjustment to the Sorcery Skill Check DC: +3
Effects: This incantation may only be applied to spells that target
a single individual. In addition to the normal damage of the spell,
the target of the spell suffers a -2 penalty to the saving throw
against that spell.

EXEMPLARY
Casting Time: +2 units
Adjustment to the Sorcery Skill Check DC: +24
Effects: All variable, numeric effects of an intensified spell are
maximized, then doubled. An exemplary spell deals twice maximum
damage, cures twice the maximum number of hit points, affects
twice the maximum number of targets, and so forth, as appropriate.
Saving throws and opposed rolls are not affected. You can't combine
the effects of this incantantion with any other incantantion or feat
that affects the variable, numeric effects of a spell.

GREATER AUGMENTATION
Casting Time: +1 unit
Adjustment to the Sorcery Skill Check DC: +3
Effects: The spell improves the augmentations received by the tar-
get of a bless or other spell that improves Attack Bonuses, Saving

16
Throws, or character scores. Numerical blessings are improved by +1, MOON SPELL
while die roll augmentations are improved by one class of die (d2 to Casting Time; +1 unit
d3; d3 to d4; d4 to d6; d6 to d8; d8 to d10; d10 to d12; d12 to d20; Adjustment to the Sorcery Skill Check DC: -3
d20 to 2d20, etc). Effects: If a spell is cast in direct moonlight, the spell is easier to
cast and the target of such spell suffers a -1 penalty to any saving
GREATER MASS throws against the spell.
Casting Time: +1 unit
Adjustment to the Sorcery Skill Check DC: +6 NOON SPELL
Effects: The hekau-adept may increase the radius of any spell with Casting Time; +1 unit
the designation "Mass" (i.e. Mass Charm, Mass Wounds, etc.) by x2, Adjustment to the Sorcery Skill Check DC: -6
and the number of targets affected by x1.5. If the Mass spell is used Effects: If a spell is cast within a half-hour before or after noon,
as a battlefield spell against a Side, their saving throw suffers an and the caster takes extra time to evoke the power of the noonsun,
additional -2 penalty. the spell becomes easier to cast. The targets of such spells suffer a
-2 penalty to saving throws.
IMPLORING
Casting Time: +1 units POTENT SUMMONING SPELL
Adjustment to the Sorcery Skill Check DC: +0 Casting Time: +1 unit
Effects: When this incantation is employed, any bonuses from Adjustment to the Sorcery Skill Check DC: +6
Sacrifices used on that spell s Sorcery skill check are improved by Effects: Any summon monster spell cast by the hekau-adept summons
+3. a creature with maximum hit points.

INEXORABLE PROTECTED SPELL


Casting Time: +1 units Casting Time: +1 unit
Adjustment to the Sorcery Skill Check DC: +0 Adjustment to the Sorcery Skill Check DC: +6
Effects: When this incantation is used, spells cease to require a Effects: This incantation protects the caster in a sanctuary for as
Concentration check if they're disrupted. This incantation must be long as he's casting the spell. This takes place on the first round
recited before the remainder of the spell is cast; the spell can be the spell is being cast, unless the Inexorable incantation is being
disrupted during the first round, however, the caster gets a +4 used.
bonus to his Concentration check.
REPEATED INCANTATION
KINGDOM Casting Time: +1 unit
Casting Time: +10 units Adjustment to the Sorcery Skill Check DC: -3
Adjustment to the Sorcery Skill Check DC: +30 Effects: This incantation repeats the words of a spell for effect
Effects: This incantation is usable on spells with a range of touch (and emphasis), making a spell's Sorcery check easier to accomplish.
that affects a single creature. Instead of affecting one creature, the Each time this incantation is added to a spell, it adds a +3 bonus to
spell targets an entire kingdom. The caster must be in the actual the Sorcery skill check. This incantation may be cast multiple times,
community and must touch the most prominent member of the and penalty reductions are cumulative, but all skill checks will still
kingdom (typically their religious or political leader), who will make fail on a roll of a 1.
the saving throw (if any) for every member of that kingdom.
This incantation can only be cast under portentous circum- WIDEN SPELL
stances: an astronomical conjunction, an eclipse, the holiest day of
Casting Time: +1 unit
the year, on the day of the birth of a member of a royal family, etc.
Adjustment to the Sorcery Skill Check DC: +9
The portentous circumstances must be defined when the incanta-
Effects: You can alter a burst, emanation, line, or spread shaped
tion is chosen.
spell to increase its area. Any numeric measurements of the spell's
area increase by 100%. Spells that do not have an area of one of
MAXIMIZING these four sorts are not affected by this incantation.
Casting Time: +1 units
Adjustment to the Sorcery Skill Check DC: +9 WORDED SPELL
Effects: All variable, numeric effects of a spell modified by this
Casting Time: Special
feat are maximized. Saving throws and opposed rolls are not affect-
Adjustment to the Sorcery Skill Check DC: +6
ed, nor are spells without random variables.
Effects: This incantation causes the caster to store the entire spell
An empowered, maximized spell gains the separate benefits of
(including all incantations) so its effects are delayed until the caster
each incantation: the maximum result plus one-half the normally
says a word of power (which may be done as a free action). A word-
rolled result.

17
ed spell may be recalled for 1 day per caster level, after which it is
forgotten. Only one spell may be successfully Worded at a time.
New Magic Items
Book of Power
This special magical book is produced by the scribes of the temple
New Feats of Djehuti/Thoth and is most precious, for the god's versions of the
spells are contained within. Reading a spell out of this book adds
Flood Spell [Metamagic] a +3 bonus to Sorcery skill checks for all spells of a particular spell
Nation: Egypt level, and also adds +1 to the spell's DC for the purposes of saving
Prerequisites: Hekau-adept. throws.
Benefit: If you cast a spell during the season of the Akhet (the Caster Level: 10th; Prerequisites: Scribe Scroll, Scribe; Market
flooding of the Nile, see Testament, pg. 205-207) and you are within Price: 1st-level spells: 4300 gp; 2nd-level spells: 4600 gp; 3rd-level
sight of its waters, you receive a +3 bonus to all Sorcery spell skill spells: 4900 gp; 4th level spells: 5200 gp; 5th level spells: 5,500 gp;
rolls. You also gain a +1 circumstance bonus to all Swim and Drive 6th level spells: 5,800 gp; 7th-level spells: 6,100 gp; 8th-level: 6,400
(boat) checks. gp; 9th level: 6,700 gp.

Improved Repetition [Metamagic] Ritual Mekthet


Nation: Egypt This charm adds +2 to the Sorcery skill check for a single spell.
Prerequisites: Hekau-adept. When the mekthet is used, the charm is destroyed.
Benefit: If you use the Repeated Incantation on any spell, the bonus Caster Level: 1st; Prerequisites: Craft Mekhtet, guidance; Market
increases from to +5. Furthermore, you automatically gain a +6 cir- Price: 25 gp; Weight: Negligible.
cumstance bonus on all Concentration checks after you have cast the
Repeated Incantation, until the spell is completed.
Normal: The bonus granted by the Repeated Incantation is +3.
Alternatives to the Khery-H
Heb Class
Improved Synergy [Metamagic] Since the hekau-adept effectively fills the role of arcane Egyptian
spellcaster, there's no need for a khery-heb ("reader of the scroll")
Nation: Egypt
class. However, because that role was part of temple life in Egypt,
Prerequisites: Hekau-adept.
giving special abilities to those who fill this religious roll is appro-
Benefit: If you are using synergy to combine the spell with other
priate. This is handled with the following feat.
casters, you receive no penalties to the roll.
Normal: When using synergy, you suffer a -2 penalty to your
Sorcery skill check for every extra caster in the synergy. Khery-H
Heb [Special]
Nation: Egypt
Prerequisites: 3rd-level spellcaster, Scribe, Knowledge (religion) 8
Mixed Success [Metamagic] ranks, favor of a local temple.
Nation: Egypt Benefit: The Khery-heb ("reader of the scrolls") is one of the most
Prerequisites: Hekau-adept. honored priests at an Egyptian temple. They are known magicians,
Benefit: If you fail a Sorcery skill check by -2 or less, the spell is and most keenly attuned to magic when it is read from a magical
still cast successfully, though you still endure a dehabilitating scroll or a Book of Power.
effect. Spells which they read aloud from a scroll or book have a +1
DC bonus against enemy saving throws (which stacks with the bonus
Sorcerous Endurance [Metamagic] from a Book of Power), and a +3 Sorcery check bonus (which also
Nation: Egypt stacks with the bonus from a Book of Power).
Prerequisites: Hekau-adept.
Benefit: If you fail a Sorcery check, you can elect to take hit point
damage instead. The damage you take is 1d6 for every 2 spell levels,
rounding up. For example, if you fail the check to cast a 5th-level
spell, you can elect to take 3d6 points of damage(5 ÷ 2 = 2.5, round-
ed up to 3).
Normal: When you fail a Sorcery skill check, you suffer debilitating
fatigue effects.

18
Hekau-A
Adept NPC
Khaemwaset
The son of Ramesses III, Khaemwaset is renowned as one of the
greatest sorcerers that Egypt ever produced. Touted as the Pharaoh's
successor early in his reign, he died prior to Ramesses' own mysteri-
ous death. Nevertheless, he was a faithful worshipper of Amun.
Scenarios that involve the coming of the Sea Peoples might use
Khaemwaset as a leader of Egypt's sorcerers.

Khaemwaset, male human hka12: CR 12; Medium Human; HD


12d6+12; hp 56; Init +1; Spd: 30 ft.; AC 20, touch 11, flat-footed 19;
Base Atk: +9; Grp +8; Atk +9/+4 melee (1d8+3/bronze longsword);
+7/+2 ranged (1d6 bow);
AL LN; SV Fort +5, Ref +5, Will +10;

Str 15, Dex 12, Con 15, Int 18, Wis 14, Cha 13.

Languages Spoken: Egyptian, Nubian, Amorite.

Skills: Concentration +14, Decipher Script +8, Diplomacy +6,


Knowledge (arcana) +10, Knowledge (astrology) +10, Knowledge
(local) +6, Spellcraft +12.

Feats: Improved Repetition, Improved Synergy, Mixed Success,


Sorcerous Endurance.

Possessions: Bracers of Armor +6, teraphim (of Ra), iron helm +2,
bronze +1 longsword, ritual mekthet x6 (Deep Slumber, Dispel Magic,
Fly, Gentle Repose x2, Mage Armor).

Spells: 0-lvl (DC 9): Cantrips +8; 1st-level (DC 12): Animate Rope +5,
Feather Fall +8, Floating Disk +5, Identify +8, Jump +7, Mage Armor
+7, Magic Missile +8, Unseen Servant +5; 2nd-level (DC 14): Arcane
Lock +10, Deep Slumber +7, Rope Trick +9, Spider Climb +9,
Whispering Wind +9; 3rd-level (DC 16) Deep Slumber +7, Dispel Magic
+12, Fly +10, Gentle Repose +8, Hold Person +10, Lightning Bolt +12,
Phantom Steed +11; 4th-level (DC 18): Bestow Curse +14, Wall of Fire
+14; 5th-level (DC 20): Break Enchantment +12, Summon Monster V
+17; 6th-level (DC 22): Mislead +17.

Incantations: Army, Exacted, Noon, Repeated, Sun, Widen.

19
The Twelve
Tribes of Israel
Part 1 of 2
By Daniel M. Perez
With the conquest of the land, each tribe settled in a region of
History Israel as determined by Joshua, based on the particular needs of
The Patriarch Jacob was blessed with 12 sons from his four wives: each tribe and the wisdom imparted to him by his teacher, Moses,
Asher, Benjamin, Dan, Gad, Issachar, Joseph, Judah, Levi, Naphtali, with the members of the tribe of Levi spread throughout the land.
Reuben, Simeon, and Zebulun. Aside from being righteous men in As time went on, the tribes flourished, becoming powerful political
their own right, it was through them that the Lord fulfilled his entities in their own right. Tenuously united as one kingdom first
promise to Abraham, Isaac, and Jacob to make of them a mighty under Saul, then fully and more famously under David and
nation. Each of the sons of Jacob became the progenitor of one of Solomon, the tribes experienced an unprecedented era of prosperity
the tribes of Israel, the 12 extended families to which all
Israelites belonged.

By the time of Jacob's descent into Egypt to escape the


famine overtaking the whole Middle East (detailed in
Genesis 42:1--50:26), the tribes were beginning to be estab-
lished, as each son brought his wife and children along,
although it would be during the roughly 200 years of the
Egyptian enslavement that the entity of the tribe, as it
would continue to be understood, formed, with each tribe
being composed by the blood descendants of the founding
father plus their households (converts to the people of
Israel and their children remained tribeless until they
married into one of the tribes). When Moses arrived to
redeem the Israelites from their slavery, the 12 tribes were
fully established groups, with distinct identities and traits
acquired from the talents and blessings unique to each
tribal forefather.

Although each tribe had a unique blessing, within each


tribe one would find members engaged in all sorts of
occupations, be these related to the tribal talent or not;
after all, just because the Gadites were blessed with
supreme martial prowess did not mean they boasted no
merchants, farmers, or Torah teachers, even though the
tribes of Zebulun, Asher, and Issachar excelled at these
trades respectively. Interaction between the tribes was
essential for the benefit of Israel as a whole, as they all
complemented one another, demonstrating the harmonious
interaction first displayed by the 12 brothers themselves.i

The Twelve Tribes of Israel and Their Territories


21
and unity, an era that quickly came to an end with the death of character who is a convert to the people of Israel may not take any
King Solomon and the division of the kingdom into two, the south- tribal background feat, although he may declare his affiliation with
ern kingdom of Judah, composed of the tribes of Judah and a tribe by virtue of marriage.
Benjamin (and what remained of the faded tribe of Simeon), and
the northern kingdom of Israel, composed of the remaining eight If using the tribal background option, the Levite priest class
tribes (plus whatever remnant there was of faded Reuben) - becomes closed to all except characters with both the Tribe of Levi
although it's traditional to refer to these as "the 10 tribes of the feat and the Kohen feat; those who claim ancestry from Levi become
north." regular Levites, although not part of one of the priestly families.

Two hundred years after the split, Assyria invaded the northern
kingdom, scattering the inhabitants of that land, and bringing The Twelve Tribes
about the loss of the 10 tribes. Although a little over a century Each of the sons of Jacob went on to become the founding father of
later the southern kingdom would also fall (this one to the might a tribe of Israel with one exception, Joseph, whose tribe was actually
of Nebuchadnezzar and the Babylonian empire) and have its inhabi- divided into two halves, one for each of his sons, Ephraim and
tants carried off to Babylon and scattered across its territories, the Manasseh, following Jacob's blessing before his death. This would
tribal identities of Judah, Benjamin, and Levi would remain much have raised the number of tribes to 13, except that, although they
more intact than that of their northern cousins. Judahites and are a fully-established tribe, the tribe of Levi holds a separate place
Benjamites continued to trace their tribal lineages, although by this from that of his brethren in that it does not have a portion of the
time it was merely as a matter of pride, as the tribes intermixed land and is subject to a different set of rules.
with one another and with other followers of the Lord, including
descendants of the lost tribes with little or no knowledge of their Below is information about six of the tribes-Benjamin, Dan,
ancestry. The time of the tribes had come to an end along with the Ephraim, Manasseh, Judah, and Levi-including a brief summary of
destruction of the Temple, and from that time onwards all Israelites the characteristics and blessings of each tribe, a description of the
were to be called Jews, after the mighty tribe of Judah, thus fulfill- tribal standard, and the tribal background feat.
ing Jacob's deathbed prophecy to his son.ii
The tribal standards were carried when Israelite hosts assembled
and into battle in order to help organize the moving groups of peo-
In Your Testament ple. They didn't have religious significance, and don't provide a

Game bonus as Battlefield Icons (Testament, page 57), but they could serve
as rallying points for characters using the Rally or Improved Rally
Claiming the tribal heritage of a character is done via tribal back- (pages 44-45) feats.
ground feats, each granting the character a series of additional ben-
efits (e.g., class skills, bonus feats, bonuses to specific skills, and The remaining seven tribes will be covered in part two of this arti-
access to specific classes or feats). If this option is used, it is recom- cle.
mended it be implemented for all Israelite characters, although
there is little problem with mixing characters using the tribal back- Each background feat includes some or all of the following infor-
ground feats along with others who are not. If for some reason a mation:
player doesn't want his Israelite PC to have a tribal background
NAME [TYPE]
feat, he still must pick a tribe for his character - he just receives no
Nation: All tribal background feats have Israel as prerequisite
benefits from the choice.
nation.
Era: All tribal background feats are available to characters born
All Israelite characters playing in eras from The Exodus through
from The Exodus through The Exile (1274 - 539 BCE) - a character
the end of The Exile (see Testament, page 8) may define their tribe
playing in the era of The Return can only have a tribal background
of origin by taking one of the following tribal background feats.
feat if he was born during The Exile.
These feats may only be taken at character creation, a character
Benefit:
may only have one tribal background feat, and no player may change
Š Skills: You gain the two listed skills as permanent class skills,
his choice once made and play has begun; although people did
and receive a +1 competence bonus on checks using those skills. If
marry into different tribes, their tribe of origin remained the same
more than two skills are listed, you choose two to become class skills
and continued to provide its blessings. Tribal affiliation is patrilin-
and receive the bonus.
eal; a woman who marries a man from a different tribe becomes part
Š Feats: You may choose to take the listed feats whenever you
of that tribe, and children inherit the tribe of the father. In gener-
are able to take a feat. In most cases you must still meet the prereq-
al, members from all tribes are allowed to intermarry, the exception
uisites in order to take the feat, although there are some exceptions
being tribes with specific restrictions, such as the Levites, or times
where membership in the tribe overrides any other prerequisite the
during which a tribe has been declared pariahs, as was the case of
feat may have had. An asterisk (*) indicates a new feat described
the Benjamites during the time of the Judges (Judges 19:1--21:25). A
later in this article.

22
Š Classes: You gain access to the listed classes. These classes are The judge Ehud, King Saul, and both Mordecai and Esther all came
otherwise closed to all characters. from the tribe of Benjamin.
Š Equipment: You start with the listed bonus equipment in
addition to any you may have already purchased. Standard: The standard of the tribe of Benjamin featured an
Š Bonus Increase: You gain the specified increase to the listed embroidered wolf upon a multicolored field, incorporating the col-
score. Unless otherwise noted, this is a one-time bonus. ors of the standards of the other tribes, symbolizing that although
Š Special: Any special benefit gained by the tribe. the Temple was in Benjamin's portion, the blessings brought
Š Preferred Classes: These are the classes most associated with through it were for the whole people.
each tribe and are given for reference only. You are free to take any
class for which you qualify. TRIBE OF BENJAMIN [SPECIAL]
Special: All tribal background feats may only be taken at character Nation: Israel.
creation. Era: The Exodus through The Exile (1274 - 539 BCE).
Benefit: As a member of the tribe of Benjamin, you gain the fol-
BENJAMIN lowing benefits:
Š Skills: You gain the two following skills as permanent class
"Benjamin shall raven as a wolf: in the morning he shall devour
skills, and receive a +1 competence bonus on checks using these
the prey, and at night he shall divide the spoil" skills.
- Genesis 49:27 Knowledge (religion), Ride.
Š Feats: You may choose to take the following feats (you must
Benjamin was the last son born to Jacob, and the last one born to still meet the prerequisites): Divine Armor (new prerequisite (super-
his favored wife, Rachel, who died during childbirth. Benjamin was sedes standard prerequisite): Tribe of Benjamin), Righteous Will*.
also called "beloved of the Lord," and the midrash states that he Š Will Save Bonus: +1.
only died because of the edict of death passed over humanity at the Š Preferred Class:es Fighter, Paladin.
Garden of Edeniii, not because of any sins of his own. This special Special: This feat may only be taken at character creation.
pedigree and these unique traits combine to give the tribe of
Benjamin an aura of righteousness and a most special power to resist
the dark forces of the world. Benjamin's portion of the land, a nar-
DAN
row strip running from the middle of the western portion to the "Dan shall judge his people, as one of the tribes of Israel. Dan
north edge of the Dead Sea, contained the holy city of Jerusalem shall be a serpent by the way, an adder in the path, that biteth the
and both Temples, a blessing Benjamin earned by not having partici- horse heels, so that his rider shall fall backward."
pated in the sale of Joseph and for his zealous devotion to the Lord. - Genesis 49:16-17

Benjamin was compared to a wolf by both Jacob and Moses; The tribe of Dan settled in the middle of the western portion of
although prophetically it was a reference to how the heavenly fire the land of Israel, just next to Benjamin, a location that would put
would consume the sacrifices in the Temple the way that a wolf them into constant contact and conflict with a people destined to
snatches its prey, the traits of ferocity and loyalty exemplified by become a thorn in Israel's side, the Philistines. Once the Philistines
the wolf were also alluded to. appeared, they became mortal enemies to the tribe of Dan, dictat-
ing the fortunes of this tribe from then on. Eventually, Dan was

Tribe of Benjamin Tribe of Dan Tribe of Ephraim


23
forced to migrate north to more hospitable land between the areas my progenitors unto the utmost bound of the everlasting hills:
of Naphtali and the northern territory of Manasseh. they shall be on the head of Joseph, and on the crown of the head
of him that was separate from his brethren."
The tribe of Dan was abundant in people, all energetic and astute,
- Genesis 49:22-26
well-versed in matters of law.

Firstborn of Rachel, Joseph was arguably Jacob's favored son, a situ-


Dan was compared to a snake that lies on the way, ready to strike,
ation that eventually put him in a precarious position with his
an allusion to one of the greatest judges of Israel, Samson, who
brothers. Joseph was sold as a slave to a group of Ishmaelites in the
would be the bane of the Philistines in fulfillment of Jacob's
desert and eventually made his way down to Egypt, where he was
prophesy to his son. Members of the tribe of Dan were especially
first a slave in the house of Potiphar, a high-ranking servant of
good in single champion combat, just as snakes attack individually
Pharaoh, then a prisoner after being falsely accused of trying to
and rarely in swarms.
seduce Potiphar's wife, and eventually viceroy of Egypt, after inter-
preting Pharaoh's dreams and saving Egypt from a horrible famine.
Standard: The standard of the tribe of Dan was sapphire colored,
Joseph was an outstanding man who maintained his identity, cus-
with an embroidered snake depicted on it, recalling the symbol
toms, and religion while living in a foreign land, and was a bastion
placed on them by the Patriarch Jacob, and representing the eventu-
of good moral character -- a trait he begat to his children, Ephraim
al judge that would emerge from them, Samson. Some rabbinical
and Manasseh. Jacob blessed Joseph's sons and made them equal in
commentators have said that the snake on Dan's standard was
status with the other tribes, effectively changing the tribe of Joseph
winged, leading later medieval rabbis to harmonize the two views
into two "half-tribes."
saying that it could have been a kind of stylized dragon.

The Danite standard also depicted the Hebrew letters Mem (m), EPHRAIM
Joseph's younger son, Ephraim, was blessed by Jacob with the right
Kuf (q), Bet (b), the last letter of the names of the patriarchs
of the firstborn. He was a deeply humble man who liked to be away
Abraham, Isaac, and Jacobiv. These letters also spell the word makav from the spotlight, preferring to spend time studying with his
(bqm), hammer, a reminder that the Israelites were commanded to grandfather Jacob than helping out with his father's political
destroy all idols. affairs. Nevertheless, Ephraim, and his tribe after him, inherited
Joseph's nobility and strong morality, becoming stalwart defenders
TRIBE OF DAN [SPECIAL] of the Lord. The Ephraimites settled in the central portion of
Nation: Israel. Israel, on the western side of the Jordan, surrounded by Manasseh
Era: The Exodus through The Exile (1274 - 539 BCE). to the north, and Dan and Benjamin to the west and south.
Benefit: As a member of the tribe of Dan, you gain the following
benefits: Standard: The standard of the tribe of Ephraim was black and had
Š Skills: You gain the two following skills as permanent class a bullock embroidered upon it. The black color alluded to the
skills, and receive a +1 competence bonus on checks using these knowledge of the Law possessed by the sons of Joseph, and the bul-
skills. lock was both a symbol of the tribe's strength in the members' con-
Intimidate, Knowledge (history). viction to serving the Lord, and an allusion to Joshua, apprentice
Š Feats: You may choose to take the following feats (you must and inheritor of Moses, whose strength was likened to a bullock's
still meet the prerequisites): Bastion of Law*, Champion of the and who would lead the Israelites in the conquest of the Promised
Lord*. Land.
Š Reflex Save Bonus: +1.
Š Preferred Classes: Champion of Israel, Judge. The Ephraimite standard also depicted the Hebrew letters Resh (r),
Special: This feat may only be taken at character creation. Chet (x), Kuf (q), the third letter of each Patriarch's name, which
also alluded to the phrase in Hebrew to distance oneself, hinting that
JOSEPH the Israelites had to be distanced from idolatry. The warning was
"Joseph is a fruitful bough, even a fruitful bough by a well; posted on Ephraim's standard because King Jeroboam, an
whose branches run over the wall: [...]and the arms of his hands Ephraimite, introduced idolatrous images into the kingdom (1 King
12:28).
were made strong by the hands of the mighty God of Jacob;
(from thence is the shepherd, the stone of Israel;) even by the TRIBE OF EPHRAIM [SPECIAL]
God of thy father, who shall help thee; and by the Almighty, who Nation: Israel.
shall bless thee with blessings of heaven above, blessings of the Era: The Exodus through The Exile (1274 - 539 BCE).
deep that lieth under, blessings of the breasts, and of the womb: Benefit: As a member of the tribe of Ephraim, you gain the follow-
the blessings of thy father have prevailed above the blessings of ing benefits:

24
Š Skills: You gain the two following skills as permanent class TRIBE OF MANASSEH [SPECIAL]
skills, and receive a +1 competence bonus on checks using these Nation: Israel.
skills. Era: The Exodus through The Exile (1274 - 539 BCE).
Knowledge (military tactics), Knowledge (religion). Benefit: As a member of the tribe of Manasseh, you gain the fol-
Š Feats: You may choose to take the following feats (you must lowing benefits:
still meet the prerequisites): Seed of Joseph*, Studious Soldier*. Š Skills: You gain the two following skills as permanent class
Š Piety Score Increase: +1. skills, and receive a +1 competence bonus on checks using these
Š Special: Women from the tribe of Ephraim do not miscarry. skills.
Any spell or effect short of a divine mandate that would cause an Diplomacy, Knowledge (religion).
Ephraimite woman to miscarry does not have any effect. Š Feats: You may choose to take the following feats (you must
Š Preferred Classes: Fighter, Paladin. still meet the prerequisites): Feat of Might*, Seed of Joseph*.
Special: This feat may only be taken at character creation. Š Piety Score Increase: +1.
Š Special: Women from the tribe of Manasseh do not miscarry.
MANASSEH Any spell or effect short of a divine mandate that would cause a
Unlike his brother Ephraim, Manasseh was an outgoing man who Manassite woman to miscarry does not have any effect.
was very much involved in the affairs of the world, serving as a Š Preferred Classes: Aristocrat, Expert (diplomat), Fighter.
right hand to his father Joseph while the latter was viceroy of Special: This feat may only be taken at character creation.
Egypt. Manasseh mastered the diplomatic arts and gained a great
amount of knowledge about politics, although he never forsook his JUDAH
religious studies, and was as knowledgeable in the Law as he was in "Judah, thou art he whom thy brethren shall praise: thy hand
matters of the world. Manasseh inherited the strength of the house
shall be in the neck of thine enemies; thy father's children shall
of Jacob, which allowed him to display great feats of strength, a
blessing that came in handy during the episode when the sons of bow down before thee. Judah is a lion's whelp: from the prey,
Jacob appeared before Joseph and Benjamin was incarcerated my son, thou art gone up: he stooped down, he couched as a lion,
(Genesis 44:10).vi Manasseh was the only tribe with territory on and as an old lion; who shall rouse him up? The sceptre shall
both sides of the River Jordan, the east portion blessed with fertile not depart from Judah, nor a lawgiver from between his feet,
grassy plains for cattle, and the west portion, located right in the
until Shiloh come; and unto him shall the gathering of the people
middle of the country, blessed with an abundance of water.vii
be."
Standard: The standard of the tribe of Manasseh was black and had - Genesis 49:8-10
a re'em (unicornviii) embroidered on it. The black color alluded to
the knowledge of the Law possessed by the sons of Joseph, while the Judah's territory covered a massive area encompassing most of south-
re'em was an allusion to the Judge Gideon, who would descend from ern Canaan, completely surrounding the territory of Simeon. Judah
this tribe, and whose good deeds were likened to the beautiful horn was compared to a lion by Jacob as a symbol of the kingship he was
of the re'em. granted over the tribes. Judah's kingship was also established to be
eternal the greatest kings of Israel, David and Solomon, were both
descendants of Judah. He was also a mighty warrior, as exemplified
by his victory over Jashub, the king of Tapuah, and his 10,000-

Tribe of Manasseh Tribe of Judah Tribe of Levi


25
strong Amorite army,ix and by his display of might when he was The Levites have a strong tradition of study and service to the Lord
ready to face Joseph, de facto king of Egypt, in order to protect his and the people, and while they do not have an inheritance in the
brother Benjamin.x land, living scattered among the other tribes, they have six cities,
three on each side of the Jordan River, designated as cities of
After the death of Solomon and the separation into two kingdoms, refuge, belonging only to them. Levites are pious and zealous, and
Judah gave its name to the kingdom of the south, and when the can go from singing the Lord's praises in the Temple, to fighting
northern kingdom was conquered, its tribes scattered, it was Judah his battles on the field with equal ardor.
who remained as the most recognizable tribe, eventually giving its Standard: Although the tribe of Levi was not counted as one of the
name to all the children of Israel: Jews. 12, they did deserve to have their own standard. It had three stripes,
one white, one black, and one red, and featured the High Priest's
Judah was honest, loyal and noble, all traits his tribe inherited. breastplate embroidered on it, signifying the tribe's priestly status.
The white represented purity; the black represented that, to the
Standard: The standard of the tribe of Judah was blue and featured outside world, the Levites seemed to have no merits since they were
an embroidered lion upon it. Both color and emblem signified completely engrossed in study; and the red represented the blood of
Judah's royal status over the tribes; the blue color was associated the Tabernacle and Temple sacrifices.
with the sky and the Heavenly Throne of Glory, of which Judah was
the earthly representative, while the lion was an obvious symbol of TRIBE OF LEVI [SPECIAL]
strength and rulership. Nation: Israel.
Era: The Exodus through The Exile (1274 - 539 BCE).
The Judahite standard also depicted the Hebrew letters Aleph ()), Benefit: As a member of the tribe of Levi, you gain the following
Yud (y), Yud (y), the first letter of each Patriarch's name, and when benefits:
the tribes marched in the desert, it was Judah's standard that Š Skills: You gain the two following skills as permanent class
marched at the very front. skills, and receive a +1 competence bonus on checks using these
skills.
Knowledge (religion), Perform (sing).
TRIBE OF JUDAH [SPECIAL]
Š Feats: You may choose to take the following feats (you must
Nation: Israel.
still meet the prerequisites): Destroyer of Shechem*, Kohen*,
Era: The Exodus through The Exile (1274 - 539 BCE).
Sanctuary Chorister*, Scholar of the Law*.
Benefit: As a member of the tribe of Judah, you gain the following
Š Classes: Levite Priest (characters with the Kohen feat only).
benefits:
Š Piety Score Increase: +3.
Š Skills: You gain the two following skills as permanent class
Š Preferred Classes: Levite Priest, Psalmist.
skills, and receive a +1 competence bonus on checks using these
Special: This feat may only be taken at character creation.
skills.
Diplomacy, Knowledge (religion).
Š Feats: You may choose to take the following feats (you must
still meet the prerequisites): Feat of Might*, Royal Leader*.
Š Piety Score Increase: +2.
Š Leadership Score Increase (if applicable): +2.
Š Preferred Classes: Aristocrat, Champion of Israel, Fighter,
Paladin.
Special: This feat may only be taken at character creation.

LEVI
Although one of the sons of Jacob, Levi is not a tribe in the sense
of divisions of Israelite land, and does not count as one of the 12
tribes after the exodus. Following the incident of the Golden Calf,xi
the Levites were the only ones who unwaveringly stood with Moses
to punish the idolaters, much like their forefather did to the inhab-
itants of Shechem.xii On that day, the Lord took the priesthood
away from the firstborns of the tribes and granted it exclusively to
the tribe of Levi, of which both Moses and Aaron were a part.
Aaron went on to become the first Kohen Gadol (high priest), and
those from his family became kohanim (priests) able to carry out the
sacrifices, while the rest of the Levites were granted special status
to perform certain tasks in the Tabernacle and Temple.

26
FEAT OF MIGHT [GENERAL]
NEW FEATS You can display an amazing feat of might, born from your complete
The following feats may be taken by anyone who meets the listed
faith and dedication to the Lord.
prerequisites. When a tribe is listed as a prerequisite, it refers to the
Nation: Israel.
tribal background feat, although the GM may permit characters
Prerequisites: Tribe of Manasseh or Tribe of Judah, base attack
affiliated with the tribe, if he thinks it makes sense in the cam-
bonus 3+, Uncommon or Diligent Observance.
paign, but without the tribal background feat to take them. Most
Benefit: Once per day, as a free action, you gain the supernatural
of these feats become unavailable after the Exile era due to the loss
ability to perform a feat of might, which grants you an enhance-
of identity of the tribes, except for the tribe of Levi, as they con-
ment bonus to your Strength score equal to your Piety modifier.
tinued to trace their tribal lines diligently. Feats that list alternate
This increase lasts for 1 round.
prerequisites not relying on the tribes, or specifically for after the
Exile era, continue to be available to characters. As always, remember
KOHEN [SPECIAL]
that at any time that a character does not meet a feat's prerequi-
sites, the character looses the benefits of that feat until the prereq- You are a Levite descended from Aaron, which makes you a kohen,
uisites are met once again. priest, able to serve in the Tabernacle or Temple.
Nation: Israel.
Prerequisites: Tribe of Levi.
BASTION OF LAW [GENERAL]
Benefit: Once per day, as a free action, you may perform the priest-
You are an unwavering believer in the rule of law, both mortal and
ly blessing. This has the effect of a bless spell cast as a cleric of
divine.
half your character level. You may also take levels in the Levite
Nation: Israel.
priest class.
Prerequisites: Tribe of Dan; or Paladin, lawful good, Uncommon
Observance.
Benefit: Once per day, you can replicate the effects of a protection
RIGHTEOUS WILL
from chaos spell (1st-level caster) as a supernatural effect. [GENERAL]
Your faith increases your willpower.
CHAMPION OF THE LORD [GENERAL] Nation: Israel.
You are a single-combat paragon. Prerequisites: Tribe of Benjamin, Uncommon or Diligent
Nation: Israel. Observance.
Prerequisites: Tribe of Dan or Champion of Israel, base attack bonus Prerequisites (after The Exile era): Iron Will, Diligent Observance.
+3, Uncommon Observance. Benefit: Once per day, as a free action, you may add your Piety
Benefit: When in melee combat, you may designate one enemy of modifier to any Will saving throw. You may choose to add this
equal or higher CR as opponent. You may not fight any other bonus at any time, even if it is not your turn, although before you
enemy until you have defeated your designated opponent. While in make a roll.
combat with your opponent, you gain a +2 circumstance bonus on
attack rolls and Intimidate skill checks. If your combat with this ROYAL LEADER [GENERAL]
opponent has been consecrated by a challenge of the Lord spell, You have Judah's blessing of kingship and nobility.
your bonus increases to +3. You may only designate one opponent Nation: Israel.
per battle, and up to a number of times per day equal to 1 + your Prerequisites: Tribe of Judah, Diligent Observance.
Wisdom modifier (minimum 1). Benefit: You may add your Piety bonus to your Leadership score.
Special: If your level of observance falls to Uncommon or less, you
DESTROYER OF SHECHEM [GENERAL] may not use this feat.
You have the ferocity in combat of your forefathers Levi and
Simeon when they razed the Hivite city of Shechem. SANCTUARY CHORISTER [SPECIAL]
Nation: Israel. You are, or have been part of, the Levite choir at the Tabernacle or
Prerequisites: Tribe of Levi or Tribe of Simeon, base attack bonus Temple and have learned the secrets of the songs to the Lord.
3+, Uncommon Observance. Nation: Israel.
Benefit: When in combat alongside a kinsman from the tribe of Prerequisites: Tribe of Levi, Perform (sing) +6, Diligent Observance.
Levi (if you are a Simeonite) or from Simeon (if you are a Levite), May not be a kohen (have the Kohen feat) or have levels in the
you gain a +1 circumstance bonus to attack and damage rolls, and to Levite priest class.
all Will saves. If your kinsman also has this feat, this bonus increas- Benefit: When you take this feat, choose one of the following
es by +1 for every 10 full points of Piety of the character with the psalms. Once per day, you are able to sing that psalm for the listed
lowest Piety score. Both kinsmen must remain within 10 ft. of each effects:
other or the bonuses are negated. Š Psalm of courage - This psalm grants you and all allies who
can hear you in a 30-foot-radius a +1 morale bonus on saving throws
against charm and fear effects, and a +1 morale bonus on attack and
27
weapon damage rolls. This supernatural, mind-affecting effect lasts SEED OF JOSEPH [SPECIAL]
for a number of rounds equal to 5 + your Charisma modifier. This You are a descendant of the great Joseph, son of Jacob, and his
bonus increases as follows once the Levite has the listed ranks in the blessings have been handed down to the tribes of his sons.
Perform (sing) skill: 11 ranks, +2 bonus; 15 ranks, +3 bonus; 19 ranks, Nation: Israel.
+4 bonus; 23 ranks, +5 bonus. Prerequisites: Tribe of Ephraim or Tribe of Manasseh, Common
Š Psalm of repose - This psalm grants you and all allies who can Observance.
hear you in a 30-foot-radius the ability to make the most of your Benefit: You are immune to the evil eye, and gain a +2 circumstance
repose, gaining twice the amount of hit points and ability score bonus on any Will saving throw against a curse.
points you would normally gain from a regular eight-hour rest
period. When this psalm is sung on the Sabbath, those of Diligent STUDIOUS SOLDIER [GENERAL]
Observance gain three times the normal amounts. This is a superna- Although you are a warrior, you do not forsake your religious stud-
tural effect. ies.
Š Psalm of retribution - This psalm fills you and all allies who Nation: Israel.
can hear you in a 30-foot-radius with a righteous aura of retribution Prerequisites: Tribe of Ephraim, Knowledge (religion) 4 ranks, base
against enemies of the Lord. Whenever you or any affected ally in attack bonus 1+, Common Observance.
melee combat with an opponent that is chaotic, evil, or a declared Benefit: You gain 1 skill point per level gained in a warrior class (a
enemy of the Lord suffers hit point damage (if you have DR, only class with full Base Attack Bonus progression, such as champion of
damage that bypasses it counts for the purpose of this feat), the Israel, fighter, paladin, ranger, or any other applicable class as
opponent suffers half of the damage dealt. The opponent may make determined by the GM) that can only be applied to the Knowledge
a Fortitude save to halve the amount of damage suffered (DC 10 + (religion) skill. If you have a Diligent level of observance, you gain a
1 per hit point of damage dealt in the original attack to you). +1 Piety bonus per month.
Damage reduction applies to this damage. What constitutes a Special: If at any point you lose the benefit of this feat, you do not
declared enemy of the Lord varies by eras; during the Exodus, lose any skill points already gained.
Egyptians fall into this category, while later on, Philistines filled
the role. Amalekites are the one constant enemy of the Lord and
Israel. The GM has final arbitration on who exactly fulfills this Next Issue
description. In Part 2 of this article, we will look at the tribes of Asher, Gad,
Special: You may take this feat multiple times. Choose a different Issachar, Naphtali, Reuben and Zebulun.
psalm every time you take this feat.

SCHOLAR OF THE LAW [GENERAL]


You are highly knowledgeable in the Law of the Lord and you sit in
Notes
the tents of learning, studying and teaching the Law to others. i The sale of Joseph notwithstanding, the sons of Jacob displayed
Nation: Israel. a love and trust in each other that had been lacking up to that
Prerequisites: Tribe of Issachar or Tribe of Levi, Pious, Knowledge point in the Biblical narrative, where pairs of brothers, from Cain
(religion) 4 ranks, Uncommon or Diligent Observance. and Abel, all the way to Jacob and Esau, had experienced less than
Benefit: Once per point of your Charisma modifier (minimum 1) per ideal relationships with each other. Although the 12 each had their
character level, you can designate a character with fewer ranks than issues and minor problems here and there, Rabbinic literature is very
you in the Knowledge (religion) skill as a student and teach him clear that, in the greater picture, they were all righteous and provid-
about the Law. You must spend an amount of time equal to one ed the model of perfect interaction among families.
hour per rank in Knowledge (religion) the student currently has. At ii "Judah, thou art he whom thy brethren shall praise." (Genesis 49:8)
the end of this period, the student makes a Knowledge (religion) The midrash expounds that part of Jacob's blessing encapsulated in
check (DC equal to your ranks in Knowledge (religion)) to see if the this phrase, the reason why his brethren shall praise Judah, is that
new teachings were absorbed. If successful, the student gains a +1 the entire nation shall be known by his name; they shall not be
competence bonus to all Knowledge (religion) checks dealing with called either Reubenites or Simeonites, but Judahites-Jews.
the Lord and his Law. If the check fails, the student must find a (Weissman, The Midrash Says: The Book of Bereishis, pg. 452)
new teacher, or wait until he gains a new level to try to learn from iii Ibid., pg. 116.
the same teacher. A student may only benefit from this feat a num-
iv The names of the Patriarchs in Hebrew are Abraham (mhrb)),
ber of times equal to his Wisdom modifier.
In addition, you gain a + 3 circumstance bonus to any Yitzchak (qhxcy) and Yaakov (bq(y).
Knowledge (religion) skill check dealing with the god of Israel and v One of the most famous stories of Genesis, which set the stage
His Law. This bonus increases by +1 for every two character levels for the Exodus and all the events afterwards, the sale of Joseph is a
complicated tale that cannot be easily summed up or explained away
by merely accusing the sons of Jacob of envy. Rabbinical literature

28
says that all the sons of Jacob were perfectly righteous men, and
countless exegeses have been written attempting to explain the
apparent contradiction.
vi The midrash tells a fascinating story of how Judah and Joseph
almost came to blows over the release of Benjamin. Judah roared like
a lion, and displayed super-human feats of strength, tossing boul-
ders into the air and pulverizing chains with his teeth, all to show
what Joseph would have to contend with. Joseph then gave
Manasseh a look, and Manasseh stomped his foot on the floor so
hard, he made the whole palace tremble, while Joseph kicked a mar-
ble column, breaking it into pieces, to which Judah wisely replied,
"Such stamping comes from Father's house," meaning he recognized
these feats as only accomplishable by those related by blood to
Abraham, Isaac, and Jacob, thus he sought a non-violent alternative.
(Chassidah, Encyclopedia of Biblical Personalities, pg. 331.)
vii It is worth noting that in Jewish tradition, water is always a
symbol of Torah (the Law, knowledge of the Law, and knowledge of
the Lord), so the fact that Manasseh's western portion was blessed
with lots of water is an allusion to the great knowledge of the Lord
that flowed in this territory.
viii There is great disagreement among Biblical scholars as to the
true identity of the re'em, far more than would be possible to cite
here, even in brief. The midrash identifies the re'em as the unicorn,
as does the Septuagint, although many scholars identify it as the
auroch. As a matter of personal choice, as writer and publisher, I
identify the re'em as the unicorn, following the defintion given in
the midrash.
ix The midrash states that, after the razing of Shechem by
Simeon and Levi, two surviving youths alerted the king of Tapuah,
who then assembled all the Emorite kings to march upon Jacob's
camp. Judah confronted the entire army, striking down the king of
Tapuah and routing the army, and eventually beheading the king,
thus leading his brothers to victory. (Sefer HaYashar, as quoted in
Chassidah, Encyclopedia of Biblical Personalities, pg. 207.) Write for Targum Magazine
x The midrash Bereshit Rabbah states, "When Judah became
Do you like Testament: Roleplaying in the Biblical Era, and want to
angry [when the Egyptian viceroy threatened to take his brother create new material for it? Do you have an idea for an article
Benjamin], the hair on his chest would burst through his clothing. that would work well in any setting based on the cultures of
All five garments that he wore would rip, and he would place iron Israel, Egypt, Babylon, Canaan, Rome or any other part of the
bars in his mouth and turn them into dust." (Chassidah, Ancient World? Feeling bold enough to write up ways to cross
Encyclopedia of Biblical Personalities, pg. 207.) your favorite Mythic Vistas setting with Testament? If so, send
xi Exodus 32:1-28. us a query at targum@highmoonmedia.com and let us discuss
xii Genesis. 33:18 onwards. your idea.

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29
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