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Stygian

Starting Languages

When a player selects a culture, they automatically gain ability in the primary language associated with that culture. This language represents the common tongue or dominant language spoken in that cultural region. Each culture provides a pool of additional languages that players can choose from. This pool should include languages associated with neighboring regions, historical influences, or significant trade partners of that culture. The number of additional languages in the pool can vary based on the diversity and historical context of the culture. For example, a culture with extensive trade routes or a history of conquest might have a larger pool. You may select an additional language from this pool for each point of edge you have in Intellect, and another for each additional point you gain as you level up in your adventures.
 

Starting Arms & Armor

Players are afforded their starting weapons, clothing, & tool proficiencies by the age associated with their homeland.
So Stone Age cultures and Dark Age cultures might both grant ability with a mace for example, but only the Dark Age culture would grant ability with guns, for example. Over the course of your adventures you may choose to use your progression to gain proficiency in a different age's tools.
 

Stygia, Land of the People

Almost entirely desert-bound, the meager portion of bulk of Stygia’s fertile land hugs the river Styx, the longest in the known world, as it wends its way due east only to snake suddenly south toward the dark jungles of Punt and the Black Kingdoms. The greater of Stygia’s old cities also hug the banks of the life-giving Styx, though the waters are often only welcome to natives. Stygia’s deserts are harsh and unforgiving, largely uninhabited, and are dotted with runs of dynasties of rulers long since forgotten or erased by their successors, as well as the remnants of what was the dread empire of Acheron. Most of Stygia’s food comes from trade with northern Shem or the southern lands, through they also do business with Argosseans who dare the pirate-infested waters for the wealth of this serpent-haunted kingdom.   More than a few merchants sell off their goods along the banks of the Styx itself, preferring to lose a sliver of profit than a pound of flesh. Distaste for outsiders is the worst in Khemi, where great serpents, Set’s own sons, roam the streets at night claiming what victims they wish. Only foolish outlanders venture onto the streets of Khemi after dark. Like Acheron before her, the coils of the Stygian empire are forged in sorcery and Set worship. Rule by King Ctesphon exists only at the largesse of Set’s priesthood, though they are so thoroughly corrupted by the Outer Dark that their ability to rule is effectively limited.   The Stygian army is powerful, largely made up of lowly slaves serving the highborn generals. Charioteers race across the hard-baked desert, raining arrows upon their foemen. Of late, Stygia has not cast its eye beyond the Styx, instead maintaining a defensive posture against encroaching Turan. However, the hieroglyphs of Set’s temples speak of long histories peppered with many periods of Stygian expansion. If the ancient empire does not now seek to conquer beyond its borders, it is only a matter of time before they do.  

The People of Stygia

The Stygian society is essentially a theocracy. Heretics and criminals alike are punished with horrible torture, such as being skinned alive. According to legend, before the Lemurians arrived, the land of Stygia was inhabited by a race of giant-kings. The Lemurians bred with the giant-kings and, learning much of their ancient sorcery, became the Stygians. One Stygian priest says that some mummies have lain in their tombs for ‘ten thousand years’; this could be boasting to suggest Stygia is older than it is – or he may be referring to the tombs of the giant-kings.  

Names

Stygian names are similar to Egyptian names. They are often combinations of several meaningful syllables, such as: Nafer, Nut, Thoth, Merkri, Ak, Mek, Amon, Mes, Ra, Mun, Ankh, Cris, Ri and Phon. Note that if additional names are researched, they should be derived from ancient Egyptian rather than modern Egyptian sources. Examples: (male) Ctesphon, Kutamun, Thoth-amon, Thothmekri, Thugra Khotan, Thutmekri, Thutothmes, Tothmekri, Totrasmek, Tuthamon, Tuthmes; (female) Thalis, Akivasha. Suggestions: (male) Bakt, Imhotep, Kamoses, Menes; (female) Ankhesenamun, Enehy, Hebeny, Imiu, Isetnophret, Kiya, Miw-Sher, Netikerty, Sadeh, Yunet.  

Religion

By far the most widely worshipped Stygian god is Set, the Old Serpent. However, other dark ‘hideous halfbestial’ and ‘apish’ gods are worshipped as well, perhaps including Hanuman. There is a cult in Luxor that follows Derketo. There is a suggestion that Set’s enemy Ibis was once worshipped in Stygia or Acheron but was driven out. Like the later Egyptians, the Stygians believe in bodily resurrection and that the soul, or Ka, is separated from the body to pass into the afterlife on death.
Encompassed species
Related Organizations

Playing a Stygian Adventurer

Starting Arms & Armor: Bronze Ages   Automatic Languages: Stygian, Trade Tongue   Bonus Languages: Shemitish, Kushite, Keshani, Zembabwean, Puntan, Darfari, Khitan, Hyrkanian, Acheronian, Demonic, Old Stygian

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