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Long before the Empire of man raised its first standard, the greatest civilization of the ancient world flowered along the River Vitae. Nehekhara was a land of golden cities — Khemri of the kings, holy Mahrak, Lybaras of the warrior-queens, Numas of the plains — ruled by Priest Kings who lived as gods and refused to die as men. Their Mortuary Cult made each monarch the same covenant: entombed with his legions and his treasures, embalmed by the deepest rites, he would one day rise from his pyramid into a paradise of eternal youth, to reign in glory forever. For dynasty after dynasty, the kings of Nehekhara went into the dark believing it was only a doorway.
The covenant was broken by a son of Khemri itself. Nagash, first and greatest of the necromancers, twisted the cult's funerary lore into something abominable, and when the living world finally cast him down he took his revenge upon it. He poisoned the sacred river until nothing in Nehekhara drew breath, then spoke a ritual meant to raise the whole dead land as his slaves. But Alcadizaar, last of the mortal kings, struck Nagash down at the height of the casting, and the great incantation ran wild without a master. Across the desert the pyramids opened, and the kings woke — minds, memories, and pride intact, in bodies of yellowed bone. Of paradise there was no sign at all.
What followed was fury such as the world had never seen: scores of awakened monarchs, each cheated of eternity, each certain the ruined empire was his. Then the Great Pyramid of Khemri opened, and Settra the Imperishable — first and mightiest of the Priest Kings — rose to end the argument. One by one the Tomb Kings bent the knee, as their ancestors had bent it, and the Land of the Dead became an empire again. Its legions climb from the sand in the ordered ranks they were buried in; its Liche Priests, deathless keepers of the old incantations, chant the armies awake; and of the traitor's lieutenants only Arkhan the Black still rides the dunes, a reminder that Nagash's shadow is never wholly gone.
Death has changed nothing the Tomb Kings consider important. Court protocol is still observed in halls of dust; tribute is still levied, in service now instead of grain; wars are still declared by proclamation, sealed and read aloud to the wind. They do not think of themselves as monsters, nor even truly as dead — merely as kings whose inheritance is overdue. The paradise they were promised was stolen, so they will build it themselves, in bone and basalt and gold, upon every land their forefathers ruled. The living nations camped along Nehekhara's old borders are not neighbors but squatters awaiting eviction, and the Tomb Kings have nothing but time.
Order of battle
Units
Cavalry
FlyersCarrionThe embalmed vultures of the necropolis, vast undead carrion-birds that circle above the dead legions and stoop upon the living.
ChariotsSkeleton ChariotsThe pride of Nehekharan warfare remade in bone — gilded war-cars and tireless skeletal steeds that break enemy lines the way they did three thousand years ago.
CavalrySkeleton HorsemenThe deathless light horse of Nehekhara, riding skeletal steeds to harry the enemy's flanks with lance and bow as they did in the desert wars of old.
Artillery
War MachineCasket of SoulsA golden reliquary of damned spirits borne to war by the Liche Priests, which looses the wailing torment of the imprisoned dead upon the living.
War MachineScreaming Skull CatapultA terror engine of the necropolis legions that hurls the flaming, shrieking skulls of Nehekhara's enemies — a bombardment of pure recorded malice.
Elite
Monstrous CavalryNecropolis KnightsSkeletal champions mounted on great serpentine constructs of bronze — the most fearsome heavy cavalry the risen legions can bring to war.
InfantryTomb GuardThe embalmed elite of the royal household, entombed at the foot of their king's sarcophagus — halberdiers of the pyramid halls whose envenomed blades wither all they touch.
Monstrous ConstructTomb ScorpionA great construct of stone and enchanted bronze in the shape of a scorpion, that burrows beneath the sands to erupt among the enemy's rear ranks.
Monstrous InfantryUshabtiTowering god-statues woken to war — jackal-masked and hawk-headed guardians whose ritual great-blades have kept the tomb gates for forty centuries.
Battleline
InfantrySkeleton ArchersRanks of undead bowmen who loose volley after tireless volley, their aim guided by the deathless will of the Liche Priests.
InfantrySkeleton WarriorsThe buried legions of Nehekhara risen in ordered ranks — spear, shield, and faded banner, marching to a drumbeat only the dead remember.
Heroes & legends
Characters
Grand Hierophant KhatepThe EternalThe oldest and most powerful Liche Priest in all Nehekhara, exiled by Settra himself yet still the truest keeper of the mortuary lore that sustains the dead.
High Queen KhalidaThe Warrior-QueenThe Warrior-Queen of Lybaras, beloved of the asp goddess — slain by Neferata's treachery and risen with divine venom in her veins to hunt the blood-lines of Lahmia forever.
Prince ApophasThe Cursed Scarab PrinceA grasping noble who cheated the Mortuary Cult and was punished with a hideous half-life as a living swarm of flesh-eating scarabs, forever hunting a soul to replace his own.
Ramhotep the VisionaryThe VisionaryThe greatest of the necrotects, a master builder whose obsessive genius shapes the colossal statues and war-constructs that march at the heart of the risen legions.
Settra the ImperishableThe ImperishableThe first and greatest of the Priest Kings — unifier of Nehekhara, founder of the Mortuary Cult, and eternal King of Kings, who was promised paradise and woke owed it.
Chapters, dynasties & kin
Subfactions
KhemriThe eternal city, first among the necropolises of Nehekhara and seat of the Great Pyramid, in whose shadow every other crown is a vassal's. Khemri's legions are the grandest in the Land of the Dead, marching beneath the standard of Settra himself, and its dust remembers being the center of the world. By decree of the King of Kings, it will be again.
LybarasCity of the High Queen, sacred to Asaph and rising from Nehekhara's eastern reaches. Lybaras stirs when vampires stir, for its serpent-crowned legions are bound to Khalida's long vengeance against the treachery of Lahmia. Its arrows are said to bite twice — once with bronze, once with the goddess's venom.
MahrakThe City of the Gods, holiest ground in all Nehekhara, where every temple of the great pantheon raised its spires and the priest-councils once held power enough to humble kings. Its awakened defenders are as much relic as army — guardian constructs and censer-bearing dead marching beneath the icons of Ptra and Djaf. Mahrak still insists the gods, not the kings, own Nehekhara; Settra permits it to lose that argument slowly.
NumasThe city of the plains, whose kings counted their wealth in grain, herds, and the loyalty of the river-folk who worked its wide fields. Numas woke gentler than its rivals, but gentleness in a Tomb King is a relative thing: its skeletal legions still sweep the dunes clear of tomb-robbers, and its dead farmers still tend fields that have grown nothing for three thousand years.
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