THIS IS A YUGI-OH RP COMMUNITY. YES IT IS YAOI FRIENDLY.
PLEASE APPLY TO THE MODERATORS BY E-MAIL TO JOIN. Include a short sample of your writing (300 words) and any specific goals you have for your character in this rp.
CURRENT MODERATORS:
NOVA - novaraven1@yahoo.ca on msn novaraven1@hotmail.com
E - pillow_chan@yahoo.ca on aim Sir Integral 13 on msn Sephy13@hotmail.com
SIMPLE RULES:
1) Post in your character journal and/or participate in a thread on the main community at least once a week. Inactivity will result in the loss of your character and you will have to reapply when you find the time to rp once more. This is an automatic consequence. We will not hold onto your character for you if you take time off without letting us know. A hiatus of more than three weeks will result in the same.
2) Please include the following information at the beginning of every scene post on the main community:
Who:(list characters that will be involved in the scene) When:(approximate time in relation to other events in the rp timeline) Where:(location(s) of scene) Rating:(PG 13 all the way up to NC 17, just give us a warning if there will be violence or sex)
3) In this community we promote responsible game play. That means if you have a problem with another player first contact that player privately via e-mail to try and work it out. Then contact the mod. Then, if all else fails, please feel free to post an open thread titled "We have a Problem" on the main community board. And no I'm not joking. We don't keep secrets here. We don't just whine to the mod behind peoples backs if we have a problem with another player. If you have a relevant issue I want everyone to know about it and not be in the dark. You are just as responsible as the person you have a complaint against about getting it resolved if it is affecting game play for yourself and others. Present a clear case or don't waste our time. The mods have the final word once everyones opinion on the matter has been noted.
4) No holding stupid grudges over a make-believe world. Let it go. Adapt and move on. Always remember to have fun! The mods are not going to ban anyone if it can be helped but if you start character wars over ooc issues stupidity will not be rewarded.
**CHARACTER LIST FOR ACTIVE PLAYERS**
Yuugi Moto - Played by Kira Pharaoh Atemu - Katsuya Jonouchi- High Priest Seth- Played by Kira Kaiba Seto- Kaiba Mokuba- Mr Isono- High Priest Mahaado - Manna- High Priest Isis- Played by E Ishizu Ishtar- Kisara - Played by E Anzu Mazaki- Mai Kajuka- Ryuji Otogi- Maximillion Pegasus J. Crawford- Played by Nova Croquet- Played by Nova Thief King Bakura- Played by Gothy Bakura Ryou- Malik Ishtar- Dark Malik-
WE STILL HAVE MANY CHARACTERS OPEN SO DON'T BE SHY !! ^-^
IMPORTANT INFO FOR PLAYERS
All info listed here is designed to describe how things will work in this rp. They may not be canon, or the way you perceive canon to be, it’s simply to make all our lives easier and generally more fun.
MILLENNIUM ITEM HOLDERS AT GAME START:
Pharaoh Atem – Millennium Puzzle (Almighty son of Ra, Horus incarnate, Undefeated King of Games, all must bow before him and tremble at his greatness, ect.)
High Priest Seth – Millennium Rod (Oversees the temple of Seth, the Pharaohs personal guards, Second in command of the Pharaohs army and current heir to the throne)
High Priest Shada – Millennium Ankh (key) (Oversees the temple of Osiris and the Palace complex.)
High Priestess Isis – Millennium Necklace (Oversees the temple of Isis, training of healers and oracles)
High Priest Mahaado – Millennium Ring (Oversees the temple of Thoth, keeper of records and spells, master magician and scribe in the Pharaohs court)
High Priest Akunadin – Millennium Eye (Oversees the temple of Anubis, keeper of the prisons and jails, in charge of the city guards.)
High Priest Kalim (grandpa yugi) - Millennium Scales (Oversees the temple of Ptah, in charge of the courts and justice system.)
MILLENNIUM ITEMS RANKING SYSTEM:
There generally is no ranking system to determine which item is stronger than another. It’s dependent entirely on circumstance. They are devices used to channel magical energy. Their power is based in the "shadow realm" dimension and the more souls the wielder of the item sacrifices to the shadow realm the more power their individual item has access to.
One item is not inherently stronger than any of the others. However, the millennium puzzle has the power of unity. None of the other items have ever been directly used against it and in theory they can’t be even when combined.
In canon all the items were made at the same time by High Priest Akunadin through a very bloody very dark magical ritual. The items are negative, dark, evil, whatever you wish to call it. Therefore if your character has one, and they are not insane/evil there is a very good chance the more they use their item, the more this is a likely fate.
Several characters (Bakura, Malik) have developed a split in their souls and an alter ego dark half personality because of this effect. This is supposedly because they were not trained in magic the way the original priests were, but there are exceptions on either side of that argument.
MILLENNIUM ITEM POWERS:
SUMMONING- Summoning creatures from the shadow realm is a basic no brainer. It’s one of the main tasks an item is designed for. Commanding monsters in a one on one duel or an all out battlefield is what gives Pharaoh Atem and his priests so much power.
When you summon you are opening a gateway to the shadow realm and unsealing a duel monster. The card or stone tablet is the key to the gateway of that particular monster. You cannot just summon a kuriboh randomly without its card or tablet.
Remember, the more monsters that are under your control the more magical energy you are using and the faster you will weaken.
Most duel monsters used to be the dark side of human souls or were powerful magical creatures captured by the Pharaohs Priests. Either way, if you don’t have a millennium item to control them with, you don’t ever want to meet one.
When monsters battle one another or are sent directly after a human, you can only defeat them by using another monster or magic/trap spell. Trying to damage them physically with a sword or by any other means will not kill them. It may slow them down/piss them off, but you will not be able to destroy anything summoned from the shadow realm by conventional means.
When all else fails, attack their master. Getting to the masters life points is the main goal in a duel anyways. If the wielder of a millennium item is weakened and goes down their monster no longer has a power source and they fade back into the shadow realm. Shadow monsters without a master cannot exist in the real world. Monsters like the BEWD Kisara must stay close to their masters so that they can draw energy from them and their millennium item in order to stay in our reality.
SEALING: Sealing souls into a card or stone tablet once they have been defeated/captured is also one of the basic canon functions of the items. Think pokemon. You cannot seal a soul or magical creature until it has been weakened enough to submit to your will. The millennium eye is the only exception to this rule. (unless Pegasus is just that smexy everyone instantly submits to him??) Sealed souls can be summoned back.
SACRIFICING SOULS: This is different from sealing and it also has nothing to do with sacrificing a monster during a duel. This is the act of sending a defeated opponents soul to the shadow realm. If you defeat someone in a shadow game (not just a regular duel for fun) their energy is absorbed by the shadow realm and they are essentially destroyed. They can never be summoned back, they are entirely gone. This is one of the reasons the Pharaohs priests are such a terrifying force to the people of Egypt. They can literally destroy your soul so you have no chance of an afterlife.
DUEL: Dueling can be done with cards or by raising up giant stone tablets. It is usually a competition for status of some sort, whether you’re dueling for fun, a specific prize, or to prove some macho point. Dueling is almost always a public spectacle both in modern and ancient times, so expect a lot of ceremony and a cheering crowd wherever you try it and get those dramatic hand gestures ready.
SHADOW GAME: A serious and high powered duel sometimes begun in the real world but simultaneously or sometimes entirely held in the shadow realm. Once in the shadow realm the effects of the dimension will quickly wear down a duelists energy if they are not protected by a millennium item. Even item holders will weaken more quickly here. At least one of the duelists in a shadow game must have a millennium item. The defeated in this duel will loose their entire soul to the shadow realm and be destroyed. (unless other terms have already been set before the duel begins.)
PENALTY GAME: When someone greatly offends the Pharaoh, or occasionally one of his Priests, they must play a penalty game. Winning means they keep their soul and get to run away screaming, loosing means they are sent to the shadow realm. When the Pharaoh gives a penalty game he will often use it to send only the dark offending half of the persons soul over to be destroyed. The good in them still must face the horrors of the shadow realm, but will be able to return to their body. (eg. Seto Kaiba, believe it or not Kaiba is good now…)
ANCIENT EGYPTIAN LASER BEAM (AE laser)- Summoning raw magical energy from the shadow realm and/or from the wielders personal energy in order to create a stream or blast of power. This is the most inefficient and quickest way to use up all your energy. You get maybe thirty seconds before you and your item are drained, so whatever you’re doing, do it fast.
SHIELDING: You can use the power of a millennium item to form an energy shield around yourself and potentially others to protect from both physical and magical attacks. This field is much like the AE Laser in that it can only last for a limited amount of time and will completely drain an items power. It stands up to magical attack better (being made of magical energy itself) than it does to physical damage such as rubble from a falling building. You have three to five minutes before your shield fails you completely. The more people/objects you are trying to encompass with it the faster it will fail.
SHADOW PORTAL: An impressive mode of transportation used by anyone possessing a millennium item. The item gives the wielder the power to open a gateway to the shadow realm. Instead of using this to summon a monster you can step into it using the power of the millennium item to protect you and anyone with you from the energy draining effects of the dark dimension.
The wielder of the millennium item can then open a gateway back out of the shadow realm to any location they choose. It must be a place they know and have been to before. Using a portal blindly could result in stepping into a space half in and half out of a wall and consequently having part of your body cut off by brickwork. (Please ask the mod for permission before using a portal as a weapon)
Shadow portals are limited to two round trips (four portals) per day. Taking more than three people with you at a time is dangerous. Your passengers could become lost in the shadow realm. If you exceed the two trips per day, your magic levels will be exhausted and no other spells can be performed without recovery time.
SPECIAL POWERS SPECIFIC TO INDIVIDUAL MILLENNIUM ITEMS:
PUZZLE- The millennium puzzle doesn’t seem to do much, but in reality it has the most useful power of all. Its power is unity. No matter what its wielder says or does, they will always seem to be right. Everyone around them instantly gives them respect and loyalty. None of the other millennium items can be used directly against the puzzle itself. (no AE laser at the puzzle holder)
ROD- Direct mind control. Under its power a person becomes a mind slave with no other thoughts or desires of their own and it is often obvious they are being controlled. The rod also has a sheathed dagger at one end, sometimes made to burn with magical energy. (thanks 4kids for the flaming pinkness)
RING- Able to locate all other millennium items when they are nearby by pointing to them with its dangling spikes. These spikes also dig into the flesh of the wielder when they use its magic so that it cannot be separated from them.
NECKLACE- Shows its wielder visions of possible futures and of the past. Can detect the presence of magic nearby and tell its wielder the type and strength.
ANKH (key)–Lets its wielder see into peoples soul rooms and speak to their souls. The soul room is a part of the subconscious mind where the inner most desires and purest state of being reside. The way a soul room looks tells a great deal about some ones life and personality.
SCALES- The scales weigh how much of a persons soul is light and how much is dark. Whether their “heart” is light as a feather or heavy enough to be food for Ammit the beast of the underworld. The Scales can determine if there is enough light in a persons soul that a penalty game might save them, or if they should be given a shadow game instead and simply destroyed to fuel the shadow realm. If the soul is strong enough to become a monster this too will be revealed.
EYE- The eye can steal souls. It will seal any soul into any inanimate object leaving the physical body in a coma. It can also read a persons conscious thoughts. The item is not flat, but round like a ball behind the eye of Horus design and must be worn in place of its masters left eye. A spike juts out to adhere it inside the skull.
** MAGIC DRAIN**
MAGIC DRAIN occurs when you overuse your power, both personal stores of energy and that which you channel with a millennium item.
The symptoms of magic drain are: dizziness, blurred vision, headache, sharp pains throughout the body especially in the arms and hands if you are using a wand, and extreme fatigue.
Once magic drain fully takes effect you will experience: complete loss of ability to use magic, passing out, going into shock which can be followed by death, or lapsing into a coma. Even with physical recovery loss of magical abilities may be permanent.
EXCESSIVE OVERUSE OF MAGIC: anything more than two duels in a day plus one other power such as using a healing spell or the maximum use of a shadow portal. Special powers inherent to the items themselves such as the rings location feature or the rods mind control will not cause magic drain as quickly but can still be overused.
If your character uses only magic and has no millennium item then four spells a day would be an acceptable limit before the effects of magic drain set in. Level 2 and 3 spells are usually the only ones that would count towards this total.
MAGICAL AURAS
Can only be seen by those who have some training in magic, or by some non human creatures. Having a millennium item does not automatically mean you can see auras and detect other magics.
GOLD: reserved for the Pharaoh and the millennium items. Gold is interpreted as holy power, the magic of the gods.
PURPLE: Human magic users have this color. Manna, Mahaado, and any other normal human who routinely uses magic will have an aura that glows in varying shades from light pink to dark purple depending on their magical strength.
GREEN: This is healing energy. Anyone using magic as part of a healing spell will have this colour aura no matter what their usual colour is. Even people who normally can’t see auras will notice some glowing, especially in their hands. Priests who specialize in healing magic will always have a green aura.
BLUE: The colour for all non-human creatures that have some magic. Even if they do not use spells or have any special magical abilities their aura colour gives them away as being inhuman. It’s a good way to check for an elf or vampire that may otherwise pass for human.
RED: The mark of dark malevolent magic. Anyone using magic in an uncontrolled negative way will bear a red aura. Hint, if they are glowing red and laughing insanely, you are allowed to point at them and say “I think that guy just might be evil….”
Some priests or other sorcerers can have their aura permanently tainted red from using dark spells. Akunadin is known for this and treated with fear and suspicion by other priests because of his mark.
BLACK: The aura of the shadow realm. Duel monsters that are summoned have a dark aura around them to show that they belong to that realm. Priests or millennium item wielders who have just used or are using shadow magic will have a black aura around their usual colour.
NORMAL HUMANS: have no magical aura, they only have basic life energy. They have a mix of many different colours based on their emotions and any magics they may have recently been in contact with. They generally have a faint glow of swirling colours all mixed together. Only through special training can a humans aura start to take on more of one of the magical colours and become stronger.
PARTS OF THE EGYPTIAN SOUL
1) Ib – the heart, the place where emotions, intentions, and will power reside. 2) Sheut – the shadow, a person cannot exist without a shadow, it contains part of their essence or identity. 3) Ren – the name, a person will survive as long as their name is still being spoken, it ties the parts of their soul together to give them identity 4) Ba- the individual personality, the part of a person that lives on after death 5) Ka – the life force, the energy that sustains the Ba, also leaves the body and survives after death. It is maintained through food and drink which is why offerings are left at tombs. 6) Akh – the combination of the Ba and Ka, the only parts of the soul that live on in the afterlife. 7) Ha – the human body
For the purposes of this RP only the Ba and Ka will usually be mentioned. Most magics (Heka) draw upon a persons Ka to power them, but millennium items can also be a source of power and add to this. In cases where a persons soul is sealed into a soul card or other object by the millennium eye it is only the Ba that is taken, not the Ka since their body remains alive but in a coma. If a person is turned into a duel monster both their Ka and Ba (combined they are the Akh) are taken and sealed into the shadow realm. *** When someone with a very strong soul and magical energy becomes unconscious their Ba may have enough Heka to take the form of a monster and wander freely.
**SPELL LIST FOR MAGICIANS AND SORCERERS**
All level 2 and higher spells should be used sparingly since any more than four spells in a day at that level will cause magic drain. These spells have nothing to do with the millennium items and must be learned from a master magician who knows the highest level of the spell.
Level 1 of these spells can be imbedded by a master magician into a magical charm or item for use by regular people. This effect can only be used once before the magic in the item is used up.
Freeze Spell: level 1 will cool a room or freeze small amounts of water such as in a cup or pail. Level 2 will freeze water vapor in air and can be directed to take on any form the caster wishes (ice bridges and ice sculptures) Level 3 can actually freeze living creatures encasing them in a layer of ice but not killing them. Can also form much thicker ice walls.
Heat Spell: Level 1 is used for warming a small room or object you are in contact with. Level 2 can be used to actually cook food. Level 3 can kill a living creature and seriously blight an area.
Heat and freeze can be combined for creating different amounts of mist but this still counts as using two spells.
Lightning: Level 1 is a glowing orb of light that will follow you and shock you if you touch it. Level 2 is a small bolt of lightning that will singe people but not give them any permanent harm, mostly for show. Level 3 is the Levin bolt that will act like a real bolt of lightning and smite your enemies into a smoking bit of ash.
Plant Growth: Level 1 can help individual plants it is cast upon grow as fast as you wish them to. Level 2 makes the plant stronger and larger than normal and can also be used upon a larger area to help crops that may be suffering from disease. Level 3 will make you an instant patch of jungle foliage that can be directed into a wall or other formation.
Communication with animals: Level 1 gets you their attention and good will. It is useful in training. Level 2 lets you actually understand what the animal wants as well. Level 3 makes the creature want to obey you no matter what, a type of instant loyalty spell.
Summoning element of Flame: Level 1 is used for lighting torches, lamps, and candles when you enter a room. Level 2 is used to start larger fires and allows you to throw a small fireball. Level 3 is for creating a wall of flame or a blast like a flame thrower.
Summoning element of Wind: Level 1 will summon a small breeze or a short blast of air. Level 2 can help you sail a ship. Level 3 is the equivalent of calling down a tornado and is often very hard to control, it is almost impossible to steer wind.
Summoning element of Water: Level 1 will get you an instant bucketful. Level 2 will fill a fountain. Level 3 is a rushing river that floods the general area.
Summoning element of Earth: Level 1 helps you move earth, used to levitate stone tablets for example. Level 2 will cause a small earthquake and a split in the ground. Level 3 can become a sandstorm or landslide as well as a much stronger earthquake.
Summoning element of Shadow: Level 1 steals all the light in a room. Level 2 blankets a much larger area, the effect of instant night or a solar eclipse without the actual celestial bodies moving. Level 3 brings a designated shadow to life, allowing it to capture and hold whatever is casting it.
**If your character wants to learn a specialized spell for a specific purpose, (ex. invisibility, illusions) talk to a mod and then do the appropriate research in game.
*** HEALERS ***
There are three levels of healers all of which have training and some healing magic. You cannot use a healing spell on yourself.
1) Level one healers can take care of cuts, scrapes, bruises, minor burns, mend broken bones and help with the recovery of common non serious illness. Their results do not make you completely better overnight, but you do recover about 50% faster than normal.
2) Level two healers can heal you practically overnight from the aforementioned ailments. They can also cure more serious diseases over time such as cancer and leprosy. These are the healers who are most often pestered about fertility issues since at this level you need more training in magic and there are many many spells relating to the subject. (Viagra dealers?)
3) Level three healers are the ones who can “bring back the dead” so to speak. (As long as you aren’t actually dead or without a pulse for too long) If your character is very badly injured or poisoned or suffering from some evil spell you need to find a level three healer fast.
At this level there is risk to the healer as well as the patient because they are primarily using magic to get the job done, and a lot of it. They become connected to the patient’s soul in order to keep it from the underworld. If their patient dies they may be pulled into death with them.
This kind of healing will require either a small fortune in gold, calling in a huge favor/reward, or the Pharaohs direct intervention.
To find a level one healer: you can just send a message to whichever temple your character prefers and for the usual small donation (5-10 gold) they will send someone to you. If you are very poor the temple of Isis does charity work. (Contact the mod and they will rp the random healer for you if you need it as part of the scene)
To find a level two healer: you either have to know one personally (in game character) or have a lot more gold to throw at the temple (random mod rped healer). They use much more magic and the service is no longer considered basic charity.
To find a level three healer: even if you have one standing around while your character becomes injured, most will not help unless it is a real life and death situation because it is beneath them and generally seen as loosing face for a high priest to heal a scraped knee. They will send for a subordinate to help you. (Random healer rped by them)
It is however a very great idea to have a level three healer already there if you plan to let your character become gravely injured/ill. Already including them in the scene should keep your character alive. If you can’t include them in the scene, try to prearrange it with their player so that you can send for them and it won’t be a surprise. Keep in mind what you can offer in return for this service since it’s very rarely free.
MAIN CHARACTERS IN GAME WHO HAVE MAGICAL HEALING SKILLS:
Ø Pharaoh Atem – level 3
Ø High Priestess Isis – level 3 (specializes in healing magics)
Ø High Priest Mahaado – level 2 (level 3 in all other magics)
Ø High Priest Seth – level 1
Ø High Priest Shada – level 1
Ø High Priest Kalim – level 1
Ø Manna – level 1 (still learning, will improve over time)
Ø Kisara – level 1 (she has no training, things could go wrong, but she does have a lot of magical power and the instincts to want to save her friends)
Note about mpreg: Yes it is allowed. No it can never happen by accident. Both parties must really want to have a child together and it needs to be agreed upon between them who will carry it. At least one of the partners needs to have magical knowledge or abilities and it usually won’t happen on your first try. The spell you need is called a spell womb. Any level two healer can set you up. Both partners are involved in making the spell active and keeping it going. It will change the persons body so they can carry and deliver a child. (womb, birth canal, wider hips, ex) No C-sections in ancient Egypt if you want your character to live. Growing breasts is optional. All the morning sickness and other usual symptoms you want to deal with. A spell womb lasts three months, one month equal to a trimester. The spell needs constant infusions of magic, at least once a week, or there will be miscarriage.
NON HUMAN RACES IN THE RP
There is a plentiful supply of non-human races in the Ancient Kingdom of Kemet. You don’t have to have a millennium item to see a monster. Many of them are human like in appearance. All that are seen in daylight hours within the city walls have human masters and are working as servants or are owned as slaves.
A weekly beast auction is held where you can buy the more common types such as cat girls, young kitsune, centaurs, winged dogs and other small odd creatures. It is certainly a fun outing whether you’re shopping or just sightseeing.
For anything larger or rarer the well connected might seek an audience with Hatsuth Auren, the Pharaohs appointed Master of Evil Beasts. He has a large extremely well guarded compound outside of the city limits.
Given enough gold Master Auren may part with a Dryad, Mermaid, Griffon, Hippogriff, Daughter of Anubis, Nymph, Fawn, Elvin servant, Dwarf, Gargoyle, Gnome, Basilisk, Faerie, or even a Sphinx. Chances are if you need it he can supply it, with enough time and several cart loads of money.
THE RULES FOR NON-HUMAN SERVANTS/SLAVES ARE SIMPLE:
1.They must wear a magic infused collar of gold visible at all times with their masters seal on it. They cannot remove this collar themselves, only their master holds the key.
2.Collars for the most dangerous types of beasts must be enchanted with pain control. Disobeying an order from their master will immobilize them through the collar.
3.They must never go out in public without their master or a member of the household unless they are specifically employed as a messenger and have a permit from the city guard to do so.
4.They are not allowed out after dark unless they wear a chain as well as a collar
5.Whenever they are not with their master they must be kept in a locked room with no windows.
6.Any non-human caught outside without a collar or a human caretaker can be killed immediately by the city guard. There is zero tolerance for any non- human breaking the rules.
**Races that are not accepted to work within the city limits are werewolves, vampires, and any other manner of un-tamable or undead creature. That is not to say that they aren’t there, of their own free will. If they are detected they will be eliminated by the guards and priests for the sake of public safety.
If your character decides to get in the way of a servant or slave, no matter what race they are, even human, please remember that they are the valuable property of their master and offending a servant is as bad as doing the same thing to their owner. You will always be held accountable.
ECONOMY AND MONETARY SYSTEM:
The Egyptian economy is agricultural and trade based. There is a port in the city of Memphis with merchant vessels as well as a small fishing fleet. Local farmers supply the city with produce and nomadic tribes bring in cattle as well as goats and sheep. Craftsmen and artisans produce many products for sale both at home and abroad. In the market places and shops you can find almost anything you are looking for. Egypt does not have its own currency. Purchasing wares is done through a barter system or by using trade coins from other countries.
TYPES OF COINS:
Copper Coin- Called a Deben. 10 copper Deben = 1 silver
Silver Coin- Called a tetradrachma from Greece 1 silver = 10 copper Debens 6 silver = 1 Gold
Examples of prices for common goods: (don’t be afraid to bargain, it’s expected)
Sandals- 6 copper deben Basic linen kilt- 8 copper deben Patterned Scarf- 5 copper deben Beaded Bracelet- 1 silver Plain Waist Dagger- 3 silver Chicken- 4 copper deben Pig- 1 silver and 2 copper deben Winged ferret – 20 silver Human slave – 30 gold plus contract* Cat girl slave – 120 gold plus contract* Mug of beer and daily special at a tavern- 3 deben
-Regular workers and craftsmen make 8-10 copper debens a day. -Servants make 4 debens plus room and board. -*Slaves receive room and board only until they have worked off the debt in their contract whereby their servant wages will be given to whomever they are indebted to. When a slave has paid their debt they either begin accepting wages as a servant or strike out on their own once again.
There is also milk, cheese, butter and yogurt being produced. Beer is brewed on a large scale as well as wine for the more wealthy.
Meat products include poultry, fish, beef, pork, sheep, goat, and wild game such as antelope.
**There are pubs and taverns and rooming houses where you can buy a meal of bread and fish stew along with a mug of beer. Local bakeries are also common and private courtyard gardens where tea and sweetbreads are served stand in for modern day coffee shops.
Ancient Egyptian words you might want to use:
Akhet – the season of inundation when the Nile Delta floods bringing water to the crops through the irrigation channels. Many city workers return to their fields to tend crops. Mid July to Mid November
Amenti – Realm of the Dead
Ammut (Ammit) – crocodile headed monster that eats the hearts of those Anubis judges to be unworthy of entering the afterlife
Cubit – linear unit of measurement. A short cubit was 6 palm lengths or 24 finger lengths, a royal cubit was 7 palm lengths or 28 finger lengths (52.3 cm)
Deben – common copper trade coin, weight of .5 ounces, equal to approximately half a greek drachma
Drachma- greek monetary unit, standard coin was the silver tetradrachma worth 4 drachmas which is equal to 10 copper deben
Heka – means "magic" or the god that governs magic.
Kemet – Name used for the kingdom of Egypt, means the land of black soil referring to the rich agricultural land of the Nile delta.
Kenbet – judicial commission or court
Memphis – Name of the capital city, the one this RP takes place in. In Egyptian it is known as Ineb Hedj (the white walls)
Ma’at – concept of truth and order, represented by the symbol of a feather on the scales of judgment