Following the clues his uncle left behind, Sam uses his knowledge of Ancient Egypt to make his way across Egypt, trying to solve the mystery of his uncle's disappearance and the secret of the Iron Tomb.
A comprehensive study of the iron objects found in Tutankhamun’s tomb that include daggers, quivers, arrows, and an elaborately decorated bow case A century after Howard Carter and Lord Carnarvon’s sensational discovery in 1922 of the virtually intact tomb of Tutankhamun in the Valley of the Kings, the boy-king and his treasures continue to fascinate people all over the world. Although nearly 5,400 objects accompanied the young pharaoh on his journey to the afterlife, many of them have not been investigated in detail. Iron from Tutankhamun’s Tomb analyzes iron artifacts from the tomb in depth for the first time. This group consists of small iron chisels set into wooden handles, an Eye of Horus amulet, a miniature headrest, and the blade of a richly decorated golden dagger. The most important of these were placed in close proximity to the king’s mummy, emphasizing the high value attributed to this rare material in late Bronze Age Egypt—a time when iron smelting was not yet known in the land of the Nile. Written by a research team of archaeologists, scientists, and conservators, this comprehensive study explores in fascinating detail the context and meaning of these artifacts, while establishing for the first time that Tutankhamun’s iron came from meteorites. They complete their examination with the results of chemical analyses, offering in the process a rich overall understanding of iron and its significance in ancient Egypt.
Hidden in the remote southern range of the World's Edge Mountains lies a mysterious necropolis protected by a legendary guardian known as the Iron Medusa. When the last heir of the dungeon's long-dead noble builders hires the heroes to explore the forlorn and deadly site in search of evidence that may clear his family name, the heroes soon find themselves in over their heads. For the Tomb of the Iron Medusa does not give up its secrets lightly, and the dangerous truths that lie within these trap-laden crypts may have been hidden for a very good reason indeed. Tomb of the Iron Medusa is a Pathfinder Roleplaying Game adventure for 14th-level characters. It features an expansive necropolis of crypts and tombs, all guarded by devious traps, strange puzzles, fiendish monsters, bizarre creatures, and the undead remnants of a once-powerful aristocracy. Tomb of the Iron Medusa also includes a new monster and a fully-detailed borderland inn that can serve as both a place to begin the adventure or as any roadside tavern in any fantasy world.
Sergei Ivanovich Rudenko was a prominent Russian/Soviet anthropologist and archaeologist who discovered and excavated the most celebrated of Scythian burials, Pazyryk in Siberia. During the excavation of Pazyryk tombs, he discovered the world's most spectacular tattooed mummy said to belong to the Pazyryk Culture which flourished between the 7th and 3rd centuries BC. Herodotus and other ancient writers referred to the Altay as "the golden mountain". It was there that the impregnable citadel of the Scythians (or Sacae) lay hidden for centuries. Rudenko, however, was cautious enough not to assign his findings to the Scythians. He attributed the kurgan finds to the formidable Iron Age horsemen and warriors, whom he dubbed the "Pazyryks." Although they left no written records, Pazyryk artifacts are distinguished by a sophisticated level of artistry and craftsmanship. The Pazyryk tombs discovered by Rudenko were in an almost perfect state of preservation. They contained skeletons and intact bodies of horses and embalmed humans, together with a wealth of artifacts including saddles, riding gear, a chariot, rugs, clothing, jewelry, musical instruments, amulets, tools, and an "apparatus for inhaling hemp smoke." Also found in the tombs were fabrics from Persia and China, which the Pazyryks must have obtained on journeys covering thousands of miles.
Deep beneath the ground, in those regions where the echoes of mankind's feet are seldom heard, where even firelight is a bizarre intruder from a long-forgotten place, the foes of mankind breed and multiply. It is a realm of dark chaos - for these creatures of the echoing deeps count each other as rivals and enemies. It is a place without peace, a place without virtues, a place where every countenance of evil is to be found in sluggish torpor, stirring restlessly in dreams of cruelty and hatred. These dark and deadly provinces are known as the Under Realms. Most named regions in the Under Realms are quite distinct from each other, whether by geological formation or by the types of inhabitants that have established themselves in strategically important areas. Characters who enter this area expecting to find drowic elves, deep gnomes, and other "normal" features of the Under Realms will swiftly discover the error of their thinking. The Vaults of the Sunless Sea, located to the north of the Cyclopean Deeps, might fit that description, but the Cyclopean Deeps are a different and decidedly more unpleasant area into which the denizens of the Vaults seldom venture. This series of adventures forms a mini-campaign in the depths of the earth, suitable for a party of 4+ characters with an average level of 10-12, or 8+ characters with an average level around 7. For Swords & Wizardry.
16 papers explore the subject of palaeopathology in Egypt and Nubia from its beginnings in the early 1900s through to current research themes and the impact of technological development in the field.
This book employs a biographical approach to comprehensively study a set of Tang era-tomb guardian figurines, known as the Four Gods (Sishen), comprising a pair of warriors (Dangkuang and Dangye) and a pair of hybrid beasts (Zuming and Dizhou). These objects were exclusively used by officials until 841 AD and were mainly found in capitals then. They disappeared in the 9th century AD. The book is divided into three sections. Part one focuses on their symbolism through names, images, burial contexts, associated ritual regulations, and the interplay of all of these, revealing their dual significance – apotropaic and political, tied to ritual propriety, nuo exorcism, yin-yang divination, and more. Part two explores their connection to other supernatural tomb figurines in the early and middle Tang periods, challenging previous theories and highlighting regional standardization. Additionally, this part delves into the Four Gods’ regulated production, government oversight, and role in funerary processions. Part three examines their disappearance due to shifting views on the afterlife and diminishing national power. It also explores changes in the usage of related tomb objects after the Tang era, focusing on protective functions and spatial concepts.