TEXT: This document contains material supplementary to Hellfrost: Land of Fire and Realm 
  Guide #17: The Snakelands of Old.
  Pharaoh Perenmaat III
  Born over a century before Hekata turned to necromancy, Perenmaat III (whose name 
  translates as “Source of balance” in Sandspeech) was a warrior pharaoh. Perenmaat is actu-
  ally the pharaoh’s official name. His given name was Sekhemib, which translates as “Power-
  ful heart.” This does not imply he was physically fit. Rather, it refers to the metaphysical 
  heart, which in pre-necromancy Hekatic beliefs was the source of emotion and will. As 
  modern Faithful will tell you, it is also the memory store of one’s sins.
  Like all pharaohs, Perenmaat was also a high priest. As his name implies, he was a 
  follower of Tammuz, god of balance and death, and once the chief deity of Hekata. Peren-
  maat’s death has not altered the relationship between mortal and deity.
  Following his demise at the Battle of Relentless Fangs, Perenmaat was denied funeral 
  rites by his successor, an act that consigned his soul to the endless void, an area of the 
  universe far from the reach of the gods. That his soul has recently returned to his withered 
  corpse was not down to necromancy.
  Pharaoh Perenmaat III is undead, he is arrogant (a trait found in many kings), he craves 
  revenge, and he commands a legion of snakeblood zombies (see p. 3), but he is not evil—
  his soul has never been judged as such by the gods and it has never entered the Bottomless 
  Pit. Drawn back to the mortal realm by the emergence of the ophidae, his hated enemy 
  from their subterranean domains, Perenmaat is an undead still in the grace of Tammuz, in 
  whom the pharaoh never lost faith. Thus, he continues to be able to invoke miracles. He is 
  still affected by spells that harm or hamper undead, though—the cosmic balance must be 
  maintained lest chaos ensue and Iblis gain strength.
  The pharaoh’s only goal is to reach the Afterlife. He is convinced he can achieve this 
  by destroying the ophidae, the task he failed some 2400 years ago. Currently his plans are 
  thwarted by his being unable to leave the site of Pharaoh’s Ruin. He vents his frustration by 
  ordering his minions to attack any creature that trespasses on his army’s mass grave.
  Despite this, he could make a valuable ally for a party of adventurers powerful, skilled, 
  or lucky enough to gain audience. In return for helping lure the ophidae out into the open 
  for a return battle, Perenmaat might reveal the location of pharaonic tombs (he has little 
  love for the people that betrayed him after his death). Of course, he cannot say whether 
  or not the tombs are still intact—he has no knowledge of what transpired in the world 
  between his death and rebirth (the latter occurring only in 508 CJ).
  Perenmaat’s “natural” form is a shade, a ghostly echo without shape or substance. He is 
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  not without a physical presence, though, for he can take 
  possession of any minor undead, destroying its spirit 
  and claiming the body as his own. Within seconds of this 
  occurring, the corpse takes on the physical features of 
  Perenmaat as he was in life—tall and powerfully built, 
  and clad in the finery, armor, and weapons of his high 
  station.
  Attributes: Agility d8, Smarts d8, Spirit d12, Strength 
  d10, vigor d10
  Skills: Faith d10, Fighting d10, Intimidation d10, knowl-
  edge (Battle) d8, knowledge (Religion) d6, Notice d12, 
  Shooting d8
  Charisma: +2; Pace: 6; Parry: 8; Toughness: 12 (3)
  Hindrances: Arrogant, Death Wish, vengeful (major)
  Edges: Ambidextrous, Arcane Background (miracles: 
  Tammuz), Block, Command, Favored Foe (Ophidae), 
  Fervor, Noble, quick Draw, Strong Willed, Two-Fisted
  Languages: Hekatic, Sslaniss
  Gear: Bronze breastplate (+3), pair of bronze short 
  swords (Str+d6)
  Treasure: Rich (jewelry)
  Special Abilities:
  * Hardy: Does not suffer a wound from being Shaken 
  twice.
  * Powers: Arcane Resistance, armor, bolt, boost/lower 
  trait, dispel, quickness, smite, warrior’s gift, weaken 
  undead.
  * Transfer Essence: Pharaoh Perenmaat III can transfer 
  its essence to any Extra undead within 5” as an action. 
  This requires a Faith roll. On a success, his old body 
  crumbles to dust and the new body immediately gains 
  this stat block. The new Perenmaat is fully healed of 
  any wounds. On a failure, Perenmaat must remain in 
  spirit form for 10 years before he may attempt this 
  again.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  disease and poison. Suffers no wound penalties.
  Snake
  tomb
  The withered pharaohs of Hekata, fixated with ensur-
  ing their earthly remains and fabulous wealth remained 
  undisturbed, created tomb snakes, animating the skeletal 
  remains of serpents using dark spells and transforming 
  their venom into a necromantic poison. The method 
  their creation is now (thankfully) lost, but untold num-
  bers still haunt the dusty crypts and pyramids of the 
  cursed realm.
  Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, 
  vigor d6
  Skills: Fighting d8, Notice d12, Stealth d8
  Pace: 4; Parry: 6; Toughness: 5
  Treasure: None
  Special Abilities:
  * Bite: Str+d4.
  hekatIc royal nameS
  Why are we discussing Hekata here? Because Peren-
  maat is the first pharaoh with unique stats.
  Hekata is modelled on ancient Egypt, and thus it 
  should come as no surprise to readers that many 
  of the Hekatic pharaohs’ names have their origins 
  with the ancient rulers of Egypt. This is quite delib-
  erate—I studied Egyptology at college and worked 
  as a personal assistant to an Egyptologist before be-
  coming an RPg writer.
  While some might consider taking names straight 
  from history lazy or showing a lack of imagination, 
  it can be argued that doing so gives gms a ready 
  source of interesting and colorful names. For a full 
  list of Egyptian pharaohs head to Wikipedia and 
  search for “List of Pharaohs.”
  Like most names, the various pharaohs’ names mean 
  something—they’re not just a random collection of 
  letters. In many instances clicking on a pharaoh’s 
  name on the Wikipedia list will take you to a page 
  that (somewhere) gives the English translation of the 
  name. For instance, Shepseskare (a pharaoh of the 
  5th Dynasty) translates as “Noble is the Soul of Re.”
  Here the gm has a choice. He can use the name 
  as is, perhaps on the assumption that Re is merely 
  the Hekatic name for Shamash (you’ll see Re crop 
  up in several pharaonic names in Realm Guide #1: 
  Hekata). Alternately, you might want to swap de-
  ity names for those in Land of Fire. For instance, 
  Re was the Egyptian sun god, but Shamash fills that 
  role. Thus, the gm might opt to call him Shepses-
  kashamash or Shepseskaash. 
  Once you know a few common Egyptian elements 
  you can pick and choose to create unique names. 
  For example, sekhem means “power” while per 
  means “house, origin, or source.” En is usually trans-
  lated as “of,” so Perensekhem would give the name 
  “Source of power.” Similarly, nefer means “beautiful 
  or beautiful one,” so Neferentamarni would mean 
  “Beautiful one of Tamarni.”
  What’s most to important to remember is that there 
  is no definitive right or wrong way to combine or 
  exchange elements—just go with what fits best and 
  is easiest to pronounce. It is probably best to avoid 
  well known names like Ramesses or Tutankhamun, 
  though, as least in unadulterated form.
  Note also that pharaohs, especially in later dynasties, 
  usually had multiple names. Some might sound bet-
  ter than the commonly known name. For instance, 
  one of Pepi II’s name was Netjerkhau, which is cer-
  tainly more Hekatic in tone that Pepi. Conversely, 
  some of the names are best avoided. One of Tut-
  ankhamun’s official names was Wetjeskhausehet-
  epnetjeru Heqamaatsehetepnetjeru Wetjeskhauite-
  fre Wetjeskhautjestawyim—it sounds impressive, 
  but it doesn’t exactly trip off the tongue easily.
  land of fire realm Guide #17a
  
  
  * Necromantic Poison (0): A character Shaken or 
  wounded by a tomb snake’s bite must make a vigor 
  roll. With success, the bite area swells and becomes 
  numb. The victim becomes Exhausted until healed. 
  On a failure, the victim cannot benefit from any heal-
  ing, magical or mundane, for 24 hours. If he dies 
  while the poison is in his system, he rises 2d4 rounds 
  later as a zombie. Cumulative bites on a poisoned 
  character have no effect.
  * Quick: Tomb snakes are notoriously fast. They may 
  discard action cards of 5 or lower and draw another. 
  They must keep the replacement card, however.
  * Size –2: Tomb snakes measure 5-7’ in length.
  * Small: Attackers are –2 to attack rolls due to the crea-
  ture’s size.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  disease and poison.
  WhIP
  Whip snakes are non-venomous. Their head is bright-
  ly colored, with hoods similar to those of a pharaoh 
  cobra. When ready to attack, a whip snake rears up, its 
  long, thin, muscular tail concealed beneath a thin layer 
  of sand. While its intended prey keeps a watchful gaze 
  on the serpent’s head, believing it is about to bite, the 
  creature whips its tail, which is tipped with a bony lump, 
  to batter its prey to death.
  Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, 
  vigor d6
  Skills: Fighting d8, Notice d12, Stealth d8
  Pace: 4; Parry: 6; Toughness: 4
  Treasure: None
  Special Abilities:
  * Quick: Snakes are notoriously fast. They may discard 
  action cards of 5 or lower and draw another. They 
  must keep the replacement card, however.
  * Size –1: Whip snakes measure around 9’ in length, 
  though only 4’ is usually visible.
  * Tail: Str+d4.
  WInGed
  Save for their feathery wings, winged snake appear 
  similar to cobras. Winged serpents are not true fliers, 
  and are capable of only short duration flights.
  Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength 
  d6, vigor d6
  Skills: Fighting d8, Notice d12
  Pace: 4; Parry: 6; Toughness: 3
  Treasure: None
  Special Abilities:
  * Bite: Str+d4.
  * Flight: Pace 6. Can maintain flight for three rounds 
  only. If it does not land at the end of the third round 
  it falls. Once on the ground, it must remain there for 
  an entire round before it can take off again.
  * Poison (0): venomous type poison. A character Shak-
  en or wounded by a winged snake’s bite must make a 
  vigor roll.
  * Quick: Snakes are notoriously fast. They may discard 
  action cards of 5 or lower and draw another. They 
  must keep the replacement card, however.
  * Size –2: Winged snakes measure 5’ in length but are 
  thin.
  * Small: Attackers are –2 to attack rolls due to the crea-
  ture’s size.
  ZombIe
  Snakeblood
  Created from the corpses of the Hekatic warriors who 
  fell to the venomous bites of countless serpents at the 
  Battle of Relentless Fangs (circa –1914 CJ), snakeblood 
  zombies are found only in the region of Pharaoh’s Ruin 
  in the Snakelands of Old.
  They owe their existence to the return of Pharaoh 
  Perenmaat III’s shade to the mortal realm after many 
  centuries wandering in the great void. Denied burial 
  rites in the same manner as their master, their souls 
  slumbered in their lifeless flesh and bones, awaiting 
  either a call to arms or the embrace of the gods. When 
  pharaoh returned and summoned his legion to his side, 
  they dutifully obeyed.
  Despite not being evil souls plucked from the Bottom-
  less Pit by spawn of Iblis or khem-hekau mages, they are 
  still counted as undead, both in terms of vulnerabilities. 
  The cult of Tammuz knows nothing of their origins, and 
  thus treats them as it does all undead.
  Naturally mummified by the hot sand, the zombies 
  have hard, withered skin. Through their veins flows a 
  thin, black ichor, an unholy blend of serpent venom and 
  necromantic energy. By slicing their flesh, they can coat 
  their weapons in this deadly fluid. So potent is it that it 
  can actually harm undead, creatures normally immune 
  to poisons.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, 
  vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, Shooting 
  d6, Stealth d4
  Pace: 4; Parry: 6; Toughness: 8 (1)
  Gear: Small shield (+1 Parry), short sword, axe, or 
  short spear (Str+d6; Reach 1 for spear), 25% have bows 
  (Range: 12/24/48, Damage 2d6)
  Treasure: None
  Special Abilities:
  * Armor (+1): Hard, withered skin.
  * Poisonous Blood (–1): As an action a snakeblood 
  zombie can coat its weapon in its blood. The blood 
  s Lethal poison that can also harm undead (but not 
  other creatures immune to poison). The poison re-
  mains potent for the entire combat.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  disease and poison.
  the Snakelands of old Web Update
  
  
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