The Gods of the Nile

The Netjer are the gods of many peoples. They are of Egypt, Nehekarta, and ancient Khatovar. They are not the forbearers of “western thought” nor are they the sires of the Persians and their ilk or the progenitors of far off Cathay and its descendants. But ultimately they are and have always been the gods of the Iteru, the “River”. The world spanning river that forms a bridge to all cultures and paths. The river between chaos and order, life, death… and rebirth. They have left their thumb prints across the world, enduring when other pantheons fade.

The Netjer first arrived with African Slaves, but didn’t truly become “American” until the 19th century. Initially the Greeks were somewhat wary of the somber Egyptians, they had claimed dominion over the Eastern coast and did not like the strange interlopers. Yet unlike the Norse and the Irish the Netjer were content to cede it to them. They are not gods of swamps and mountains. Indeed, by the time civilization arrived in the American West it found the Netjer waiting for them. In the deserts ancient and sprawling. In the forlorn badlands… and along the great winding rivers to which all life must return eventually.

While others often think of the Netjer as urbane… they are quite suited to the frontier. So thoroughly have they settled into the hearts of the cowboys, cattlemen, and reservations is it a wonder that the divide between the east coast city slickers and people of the frontier seems all but insurmountable.


The Netjer believe firmly that they know what is right and what is not, and that they should never be swayed from their causes; once they have chosen a course of action, it is followed through upon with unyielding determination. In the east they may wrangle and endlessly debate between good and evil, but in the west there is right and there is wrong and even in the civilized modern age such things are settled at noon with a pistol in hand.

Conviction is rolled to stand steadfast when danger looms or to hold to your cause when hardships become too much to bear. It is rolled when a character is frightened, or when a character is moralizing what he has done or must yet do.

Characters with a high conviction are often stubborn, yet are often steady in times of danger and are rarely troubled by doubt or guilt. Characters with a low conviction tend to waffle or falter when things become difficult.

As the gods of the River, where the endless cycle of flood, recede, and fertility is essential to all life, the Netjer understand the necessity for balance better than most. While this does have some implications between man and nature, it usually implies self-discipline. There are no legion of social workers to tell you things aren’t your fault and no army of lawyers to point the finger elsewhere. While the west has its hot heads, nothing gains respect like humility, quiet confidence, and knowing your own limits.

Harmony is rolled to resist temptation. To avoid partying to hard or drinking too much. To resist being seduced or goaded into a fight.

Characters with a high Harmony are masters of themselves. They rarely become drunk, are prudent in choosing their lovers, and immune to the taunts of others. Characters with a low Harmony are often hot blooded or mercurial. They tend to over eat, over drink, fall in and out of love, lash out at perceived slights and the like.

You fuck with the bull, you get the horns. Their pantheon created order, they claim, from the formlessness of the chaos that preceded them, and they do not appreciate those who would flout it. Mischief can be funny as hell, creativity is fine, a little backtalk to a teacher keeps em honest, and well who hasn’t got drunk and gone to tip some poor fellow’s cow? But in the west people respect their elders, know when to buckle down and get serious, and that when trouble comes a callin you got to do right by your neighbors.

Order is rolled when: Order is usually rolled when a character is socially defending themselves against something that would weaken his community, pantheon, family, or friendships.

Characters with a high Order are not blindly obedient, but tend to be dutiful. They go to church, volunteer at schools or nursing homes, call the sheriff and his deputies ‘sir’. Characters with a low order tend to be rebellious or at least unconcerned with the welfare of others. They may be extremely anti-social, simple jerks, or actively hostile to the majority.

There are few places that can be as alone as the badlands of the west. The average inhabitant of the frontier faces far greater risks than his eastern kin. There are no hospitals in two hours, much less two minutes. Your neighbors won’t hear you call for help if something goes wrong in your house. It can take days for someone to know if you’re missing. Faith nourishes the soul and gives people courage and hope. For the scions of the Netjer, Piety is tied to the glories of the past. They dream of ancient god cities, and the wonders of yore… and it haunts them.

Piety is rolled: When a character is defending their heritage, ancestry, or traditions.

Characters with a high Piety carry the weight of their pantheon and all it was upon them through the wreckage of the modern world. They ache to know more of the past and their legacy. Characters with a low Piety find the past either irrelevant or at least outdated and often struggle with their more backward looking peers.

Gods of the Living
Name: Horus-Rah
Divine Attributes: Dexterity, Manipulation, Perception
Purviews: Animal (Hawk), Justice, Sun, Sky, War
Skills: Empathy, Investigation, Leadership, Politics, Stealth, Survival
Summary: The once king of the Netjer. But America is not a land for kings. He is Horus-Rah and he is content. Many would see his fall from kingship as a loss, but Horus proclaims it has only improved his authority. After all, a prince need only be born but a marshal must be chosen by the people he protects.

Name: Sekhmet “Savannah”
Divine Attributes: Strength, Dexterity, Perception
Purviews: Animal (Great Cat), Health, Moon, War, Water
Skills: Animal Ken, Brawl, Intimidation, Marksmanship, Seduction, Survival
Summary: The daughter of Rah. The Great Aunt of Horus. She finds herself conflicted between the father she should obey and the nephew she must protect. Frequently Horus-Rah’s deputy, other times she prefers the solace of the hunt or a hermit’s lifestyle. She is the Lunar goddess of the hunt, wild lands, and savage slaughter.

Name: Seth
Divine Attributes: Stamina, Strength, Wits
Purviews: Animal (Hyena/Warthog/Bobcat), Chaos, Earth, Guardian, Thunder
Skills: Athletics, Defense, Drive, Fortitude, Melee, Survival
Summary: The outlaw, the bobcat, who cheats at cards and kills a man for looking at him twice. Yet… he has his own code of honor. Twisted though it may be. He’s no savage, and when trouble comes to the Netjer Seth can be counted on to stand first and foremost against any who’d dare threaten his. Sith is the god of criminals, deserters, and the empty desert.
According to legend he imprisoned the dread serpent Apep and murdered his brother. He took two savage women as wives after murdering their husbands and dragging them back to Ieru. He devoutly guards the tomb of his father. A complex man Seth is.

Name: Hathor
Divine Attributes: Stamina, Charisma, Intelligence
Purviews: Animal (Cow), Fertility, Guardian, Health, Stars
Skills: Animal Ken, Art, Athletics, Diplomacy, Empathy, Medicine
Summary: Hathor is the Netjer goddess of hearth and home. Though nothing like gentle Hestia or Frigg. Out West you gotta expect an injun lookin for a white woman to come over the wall at any moment, yer husband to be gone for weeks at a time, no doc in town, and it to be a hassle to get the kids halfway across the county to get em to school so you better be ready to do it yourself. Heaven forbid the tiles in the roof spring a leak or the cattle break the fence. Sure as shit can’t call a handyman.
Hathor is a housewife, and a patron of family, wives, small children, farmers, ranchers, and the community. She’s also tough as nails and willing skin a raccoon with her bare hands.

Gods of the Dead

Egypt was an empire beyond imagining when the primitive tribes of Europe still lived in caves. For the Egyptians death is not the end. Especially if one has wisely prepared for it. For millennia Egyptians were fascinated by the concept of immortality and many of their number delved deep into what some would call necromancy to discover their knowledge of eternity.
A knowledge known by their gods.

The Deities of other pantheons fall to the underworld when they die forevermore and living deities who visit risk being trapped forevermore. Not so for the Netjer. Their dead gods wait. They wait for old things to awaken once more and lead their followers back to the material world in a great cycle of rebirth. Still, that time is not yet, but sometimes the Netjer of Duat rise to walk among the living, often raising legions of their followers to accompany them.

Name: Osiris
Divine Attributes: Strength, Charisma, Appearance
Purviews: Death, Earth, Fertility, Justice, Water
Skills: Alertness, Etiquette, Occult, Politics, Melee, Intimidation
Summary: Son of Geb and Nut, father of Horus. Unchanging, the eternal Osiris is lord of the underworld of Egypt, reigning supreme in Duat from Sekhet Hetepet (the Black City), from now until the end of time. The first of the Tomb Kings waits impatiently to walk the world of the living once more.
Unknown to lesser pantheons, all rivers reflect in the underworld, and Osiris can control their inundations, making him one of the most powerful deities (living or dead) in creation.

Name: Nepthys
Divine Attributes: Perception, Intelligence, Wits
Purviews: Darkness, Death, Guardian, Health, Prophecy
Skills: Awareness, Empathy, Occult, Fortitude, Investigation, Medicine
Summary: The queen of the dead who dared to follow Osiris into duat. She is the goddess of tombs, funeral rights, and mummification. When she was alive she was the 1st wife of Set and the mother of sobek. In death she reigns supreme over the black city of Sekhet Hetepet, beholden only to her once brother and current husband Osiris.

Name: Anubis
Divine Attributes: Dexterity, Perception, Wits
Purviews: Animal (Jackal), Death, Fire, Guardian, Justice
Skills: Awareness, Empathy, Occult, Fortitude, Investigation, Medicine
Summary: The judge who weighs the heart of the dead against the feather Ma’at. Little is said of dread Anubis.

Name: Seshat
Divine Attributes: Stamina, Intelligence, Appearance
Purviews: Death, Earth, Frost, Guardian, Magic
Skills: Academics, Art, Fortitude, Investigation, Occult, Streetwise
Summary: The Daughter of Thoth and goddess of history, scribes, and the forgotten. The goddess of all things which have been erased, lost, misremembered, or simply overlooked.

The Gods of the Nile

Amatsukami Scions of Honolulu jon_cosner