Speech
Egyptian characters speak in a more formal way than equivalent European characters. This makes them distinctive, and can lead to enjoyable roleplaying.
Dignity
Maintaining the dignity of those to whom a character speaks is of great importance in Egyptian culture. Politeness requires a certain formality, even between friends and family members. If a character is unsure of the station and situation of the person to whom they are speaking, the honorific sidi for a man, or lella for a woman, can be used. It implies higher political status, greater wealth, being older, or being wiser. This politeness is only required in private or formal settings; people in the street are surprisingly rude to each other given the formality of conversation. Calling faeries or demons sidi is dangerous, because it accords them a commanding status.
Direct Requests
A character must meet any reasonable request made of him. To fail to do so is a disgrace both to himself, and to the person who embarrassed him by making the request. To avoid this, two methods are used. Many requests are carefully worded as opinions or suggestions. Other requests are carried as news or gossip by an intermediary. The Egyptian view of what constitutes a reasonable request is broader than the European view. Crucially it includes requests for information. A character asked about something important loses face if he cannot answer, as does whoever asked such an impertinent question.
The Gift
Although being Gifted is not, of itself, shameful, it makes people distrust magi. This makes it easy for magi to develop negative Reputations, which are shameful.
The Future
Respect to God is demonstrated by the use of the phrase "if God wills it" when speaking about intended actions. By using this phrase, the character is signaling his acceptance of his unalterable fate. Some people think that curses are more easily laid on those who boast foolishly. This is represented as a +6 bonus on Hex rolls, to destroy the circumstance discussed, by any character who envies the speaker. A character using the protective phrase nullifies this bonus.