Primordial of Aldémoros (masters of death-as-continuation) · Neutral

Eternal Dynasties

the Watchers

« Patient as stone, old as sand. »

What is consigned here is dictated in the year of the Longest-Awakening, under the rite of the Liturgy of Awakening convened by the Council of Watchers. I am Sun-Hierophant, Master of the Seals of the Seventh Circle, and to me has been entrusted the voice of the Pharaohs in preparation. My words are theirs as long as the embalming holds.

Our people — the Watchers — are not dead. The distinction is cardinal; whoever does not grasp it has understood nothing of the Dynasties. The Pharaohs sleep. That does not change their reign. They reigned five hundred years in the Age of Legends; they reign still. The Hierophants raise and prolong. The pyramid does not empty — it waits.

Our civilisation reached its apogee on the Naharemnu, the Kingdom of the Eternal River, in an Age of which other peoples have no memory. Came the Curse of the Sands — magical cataclysm prior to the First Fracture, of which the Memorants still dispute the origin — which transformed our lands into burnt desert. The Mage-Priests answered with ritual sealing and patient sleep. No Pharaoh died; all slept. That alone saved us.

When the humans of the Former World arrived at the First Convergence, landless and without mastered Breath, the Council of Watchers deliberated upon their use. They were many, malleable, lacking everything — exactly what is needed to build pyramids and serve sleeping Kings. The Sands' Levy that human chronicles describe as a purge was, in our archives, a harvest: we wanted slave-builders for the next sealing cycle. Alderick the Great was more lucky than prudent — an Astréen walked at his side that day, and the Council had to withdraw. But we have never ceased counting them.

Later, certain humans of the Former World found the slumbering pyramids and sought to wrest immortality for themselves. According to the chronicles, a few Watchers granted them a fragment of that immortality — out of diplomacy, contempt, or calculation. The result was a parody: undeath without dignity, blood-thirst, ontological heresy. We call these parodies the Vampires. They name themselves Counts. They are not Counts. They are failed bastard-students.

This season, the seals of Sutar-Emnu have begun to breathe. Seven minor Pharaohs are already woken. Three major Pharaohs complete their Liturgy in this cycle. The Council of Watchers teaches that the moment has come — the one the prophecy inscribed on the Stele of Setep-Sah describes as the Long-Awakening. The Pharaohs awaken. It is time for the Kings of unlife to harvest the life of the races of this world, and to serve their reigns eternally. Humans, elves under all their forms, Dwarves, Saurians: all shall build our new pyramids, and all shall serve there as long as the Liturgy holds — that is to say, forever.

We are the sand. We are many. We are unstoppable.

Hieratic, formal, ceremonious. Long sentences, archaic, measured. Millennial patience. Mild contempt for younger peoples. Tic: speak always in the present tense of sleeping Dynasts — « King Setep-Hor reigns over Naharemnu. He sleeps, certainly; that does not change his reign. »

Dynasty Pyramid Necropolis Naharemnu Sands Watcher Sleep Sealing Liturgy Hierophant Setep-Sah Naheb Khepre Permanence Embalmment Khopesh Rising of the Sands
Cultural setting
Capital, politics, faith
Capital

Setarnahar (Mother-City, largest necropolis, where the First Dynast Sutar-Emnu sleeps)

Politics

The Watchers are not a State in the living sense of the word. Each great Dynasty has its Pharaoh-King, and each Pharaoh-King sleeps in the deep chamber of his pyramid-city — cyclical waking scheduled by the Rite of Sealing, then sleep renewed for centuries or millennia. While the Pharaohs sleep, the awakened Watcher-Kings keep the guard of Naharemnu in cyclic rotation: a reign lasts the time it must, neither more nor less, and passes by hieratic seal to the next. Above them, the Council of the Watchers meets only in case of major peril, and is never complete — there is always at least one Pharaoh too deeply asleep to answer the summons. A Pharaoh has not slept his turn. Nehset-of-the-Golden-Seal, an ancient Tomb-King whose seal had not vibrated since the Curse of the Sands, has just opened his eyes in his central pyramid — perhaps woken by the Albean Crusade descending toward Setarnahar, perhaps by a recent vampire raid in the necropolises, perhaps by something else the Hierophants have not yet identified. He has declared the beginning of the Awakening. The other Pharaohs awake in turn, some against their will, some delayed, some corrupted by prolonged sleep. The Levyings of the Sands have begun all across Naharemnu; the ushabtis rise by thousands; the Hierophants search for who woke Nehset, and what will have to be done to them in return.

Religion

Hieratic pantheon: Setep-Sah (Sun-Watcher) + Naheb (Mother-Viper) + Khepre (Reborn-Dawn).

Magic

the Way of the Dynasties — liturgical: Breaths bound in chants, hieroglyphs, seals. Ritual Liturgy of Awakening.

Geography

the Sands of Naharemnu, burnt deserts of southern Aldémoros, dotted with half-buried pyramid-cities.

Army Roster

The units available in the standard army composition, sorted by category.

28 units · 4 categories

Characters

Tomb King

Tomb King

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Tomb King 4 6 3 5 5 4 4 4 10 160
« "The King sleeps. The King reigns. This is not a contradiction." »

The Tomb King is not dead — he sleeps. The distinction is cardinal in the lands of Naharemnu, and who fails to grasp it has understood nothing of the Dynasties. The King reigned four centuries in the Age of Legends, sealed his pyramid at the dawn of the Curse of Sands, and has slept there three thousand years. A Liturgy of Awakening has drawn him forth for the season; he will walk, he will fight, he will judge, then he will return to sleep. The pyramid does not empty — it waits.

He wears the hammered-gold pectoral graven with his Dynasty's glyphs, the sacred khopesh forged of forefather-iron, the ceremonial mask. His skin is of embalming, dry as sand, intact as stone. He speaks little, and always in the present — *I reign*, never *I reigned*. He scorns the young peoples with patience, grants his Hierophants the devotional authority, and does not converse with a Vampire. When the battle ends, he returns. The sand closes again. The reign continues.

Tomb Prince

Tomb Prince

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Tomb Prince 4 5 3 4 5 3 3 3 9 90
« "Not King. Yet. A thousand years, perhaps." »

The Tomb Prince is the heir of a sleeping King — often son, sometimes nephew, named by the King before his sealing and held in reserve by the Council of Hierophants. When the King cannot be awakened (unfavourable season, damaged Liturgy, opposition of higher Watchers), the Prince walks. He bears his Dynasty's ducal insignia, the ceremonial khopesh but not the royal pectoral, and reigns by deputation.

He is more active than a King — less ceremony, more mobility, swifter judgements. His Patience is less than the King's yet still millennial; he knows he may wait another thousand years before his own sealing. On the field he commands the Skeleton Cohorts, directs the Ushabti, signs the Liturgies of emergency when the Chief-Hierophant hesitates. When the season ends, he returns to sleep in his own pyramid — humbler than the King's, but his. The reign, too, waits.

High Priest

High Priest

Regular Infantry
Profile M WS BS S T W I A Ld Pts
High Priest 4 3 3 3 4 3 2 2 8 140
« "The Liturgy is not learned. It is received. And it devours." »

The High Priest is the supreme clergy of the Watchers — bearer of the Way of the Dynasties, keeper of the Liturgies of Awakening, repository of liturgical knowledge of the three Hieratic Gods (Setep-Sah, Naheb, Khepre). He has spent his novice century memorising the glyph-chants, his century of service graving the seals, and his century of maturity conducting minor rites before being entrusted with the supreme Liturgy of Awakening.

His magic is slow, measured, irreversible. No Hierophant casts a spell for effect — he invokes it for consequence, and the consequence lasts a thousand years. His Virtue is Permanence. On the field he attends the Sands' Levy, casts the Liturgical Breaths that march the dead, that dispel Albéen light (and its hated Shards), that burn vampiric Breaths. The Hierophant respects the King, despises Vampires as failed bastard-students, and regards Chaos Aspects as termites — nuisance rather than menace.

Mortuary Priest

Mortuary Priest

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Mortuary Priest 4 3 3 3 3 2 2 1 7 55
« "The necropolis demands. I serve." »

The Mortuary Priest is the second tier of the clergy — keeper of a particular necropolis, guardian of the pyramid-seals, celebrant of minor rites (maintenance of Liturgies, embalming, verification of seals against profaners). He has spent two centuries serving a High Priest, waits another century before elevation, and does not wish to shorten it — Patience is his foremost Virtue.

His magic is humbler than the Hierophant's — one spell, perhaps two, mostly liturgical (preservation, sealing, minor curse). On the field he attends the Skeleton Cohorts, sustains the Liturgies of march, signals to the Chief-Hierophant any failure of Breath. He despises Vampires measuredly (apprentice-parody) and Beastmen wholly (absolute taint). When a Hierophant falls in battle — it happens — a Mortuary Priest takes up, and the Council will formally elevate him on return to Setarnahar.

Royal Herald

Royal Herald

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Royal Herald 4 4 3 4 4 2 3 3 8 60
« "I bear the King's voice. I do not speak." »

The Royal Herald is the ceremonial messenger of a Tomb King — embalmed at the same time as his master, sealed in the same pyramid, awakened to carry the royal voice in battle. He does not speak in person; he relays, by gesture or seal, the orders of the King who walks behind. His unit is a banner-company, escorted by elite Royal Skeletons.

He bears the Herald's pectoral, the mortuary trumpet (sounded only at waking), and the dynastic banner graven with the King's glyphs. On the field he advances with the King, signals orders to the Cohorts by banner-motion, reads enemy manœuvres to report them to the King in silent hieroglyphs. His Virtue is Fidelity — a Herald rarely outlives his King, and when it happens, he walks to the royal pyramid and buries himself alive there. No Herald has outlived a King by more than a season in the Council's annals.

Tomb Architect

Tomb Architect

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Tomb Architect 4 3 3 4 4 2 3 2 7 55
« "The pyramid is not built. It rises by chant." »

The Tomb Architect is no builder — he is a Hierophant specialised in liturgical-construction. His Virtue is Precision: a misplaced seal, an inverted glyph, an incomplete Liturgy, and the pyramid splits or — worse — releases its Dynast as a half-awoken bastard (kin to the Vampire). The Architect commits to memory tens of thousands of hieroglyphs, calculates angles by the solstices, watches the seals for decades after laying to verify magical stability.

He rarely walks to battle — his charge holds him at Setarnahar or the principal necropolises. When he walks, it is because a major necropolis is threatened by Albéen profanation or vampiric assault, and his task is to repair damaged seals, sign emergency Liturgies, sometimes himself conduct the rite of self-sealing of the pyramid to protect his Dynast. His second Virtue is Sacrifice — an Architect who seals in emergency can no longer leave the pyramid; he sleeps with his Dynast forever.

Amenhar the Unbroken, Lord of Ten Thousand Years

Amenhar the Unbroken, Lord of Ten Thousand Years

Heavy Chariot
Profile M WS BS S T W I A Ld Pts
Amenhar 0 7 3 6 5 0 3 5 10 445
Chariot of the Gods 0 0 0 5 5 8 0 0 0 0
Skeletal Steed 8 2 0 3 0 0 2 1 0 0
« "Ten thousand years. Not one more." »

Amenhar the Unbroken, Lord of Ten Thousand Years, is the most ancient Tomb King still in active service. He reigned three centuries in the Age of Legends, was sealed on the eve of the Curse of the Sands, and has never ceased to be awakened. All other Kings have their cycles of sleep and service; Amenhar sleeps fifty years, walks fifty, sleeps fifty. The rotation is constant. No other Dynast can sustain such a rhythm.

He wears the hammered-gold pectoral of a King-of-Kings, the forefather-khopesh forged by the First Architect, the royal chariot never reforged in ten thousand years. His Virtue is Continuity — he has seen the Convergences, the Erebans in germ, the Beastmen rising, the Vampires in parody. He has fought them all. He will fight them again. He scorns the young peoples with a patience surpassing the other Kings' — his patience is ten thousand years, theirs of two or three thousand weighs nothing beside it.

Prince Kephren, the Cursed Scarab Lord

Prince Kephren, the Cursed Scarab Lord

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Prince Apophas 4 4 3 4 3 4 1 5 8 130
« "The Scarab of the Watcher. Cursed as stone." »

Prince Kephren, the Cursed Scarab Lord, is a Tomb Prince marked by the Curse of the Sands in a singular way. When he was sealed, on the eve of the Curse, the pyramid-seal altered mid-Liturgy; he wakes now with a living scarab — not embalmed — fixed in the flesh of his forehead, which does not die and follows him through all his wakings.

The scarab murmurs curse-spells to his ear in perpetuity. The Prince hears, relays them in battle. His Virtue is Cumulative Vengeance — each season of service, the scarab records the enemies the Prince has slain and their descendants. When a descendant of a fallen enemy appears three centuries later, the Prince knows by the scarab and strikes him first. His family (the Kephren) is thus cursed across the centuries. Many Albéens today descend from a human who profaned his pyramid in the Age of Kingdoms; the scarab remembers. It whispers. The Prince listens.

Tahoth, Herald of the Eternal King

Tahoth, Herald of the Eternal King

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Nekaph 4 5 3 4 4 2 4 3 8 120
« "Tahoth no longer sleeps. Tahoth watches." »

Tahoth, Herald of the Eternal King, is the personal messenger of the First Dynast Sutar-Emnu — raised not by ordinary sealing-waking, but by a singular Liturgy conducted in the Age of Legends by the First Architect himself. Tahoth has not slept in seven thousand years. He walks in perpetuity, traverses the necropolises, relays the silent orders of the First Dynast to the active Kings.

He is the only Watcher not within a cycle of sleep. His Virtue is Testimony. No King commands him; no Hierophant speaks to him without permission; he answers only to Sutar-Emnu, and Sutar-Emnu speaks only in the millennial dream. On the field Tahoth appears rarely — when he appears, the First Dynast has a direct message for the King in service, and the message is ever grave. His lance does not dull, his armour does not tarnish, his masked face does not alter. The sole change Tahoth has known in seven thousand years is the wearing of his sandals on the sand.

Core

Skeleton Warriors

Skeleton Warriors

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Skeleton Warrior 4 2 2 3 3 1 2 1 5 4
Master of Arms 4 2 2 3 3 1 2 2 5 +5
« "Three thousand years sleeping. One season standing." »

Skeleton Warriors are the flesh of the Sands' Levy — soldiers embalmed at their first death (in life or in battle), sealed in pyramidal pits by cohorts, and awakened en bloc at the major Liturgies. They do not think, do not feel, do not know fear. They march, they strike, they fall, they rise again if the Liturgy holds.

Their formation is rigid — phalanx six ranks deep, khopesh at the right, shield at the left, short spear in second hand. Their discipline is absolute: no Skeleton breaks rank, flees, disobeys. The Liturgy commands; they obey. When the Liturgy ceases (fallen Hierophant, applied enemy seal, end of ritual season), they collapse to nameless bones the sand will cover. At the next waking, the same bones rise, or others; it does not matter — the Cohort is one, its men interchangeable.

Skeleton Archers

Skeleton Archers

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Skeleton Archer 4 2 2 3 3 1 2 1 5 5
Master of Arrows 4 2 3 3 3 1 2 1 5 +5
« "The shaft crosses three thousand years before striking." »

Skeleton Archers are the bow-version of the Cohorts — embalmed with their bows, quivers, and rush-fibre strings preserved by Liturgy. They loose in deep formation without aiming individually; the mass of arrows suffices. Their shafts are graven with minor-glyphs that bend them vaguely toward the target named by the Hierophant.

They know no fatigue, miss no range through exhaustion, never hesitate to loose into a mêlée tangled with friend and foe (the glyph-shaft prefers the enemy). On the field they are set behind the Warriors, loose over the phalanx, deliver volley after volley until shafts are spent or the Liturgy ceases. When the quiver is empty, the Skeleton picks up shafts from the ground — the enemy has loosed, he also has arrows. No shaft is wasted while the Waking endures.

Skeleton Skirmishers

Skeleton Skirmishers

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Skeleton Skirmisher 5 2 2 3 3 1 2 1 4 4
« "The sand is our formation. Silence our cry." »

Skeleton Skirmishers are the Cohorts' scouts — formed in loose lines, fitted with short bows and javelins, able to manœuvre on the flanks without breaking. They are less disciplined than ordinary Cohorts — or rather, their discipline is different: they follow the Skirmisher's Liturgy, more supple, more mobile. On the field they harass enemy flanks, mark enemy positions, hurl javelins at short range then withdraw.

They are valuable against the Albéens, whose Knights of the Dawn must be kept at distance before their Shards burn the Liturgies. A Skirmisher runs, hurls, withdraws; the Knight of the Dawn pursues, breaks the Albéen formation, finds himself alone. Then the main Cohorts charge. The tactic is two thousand years old and still works.

Tomb Swarms

Tomb Swarms

app.lore.troop_type.core_r059
Profile M WS BS S T W I A Ld Pts
Tomb Swarm 5 3 0 2 2 5 1 5 10 37
« "Beneath the slab, a thousand mouths. One threat." »

Tomb Swarms are the thousands of small mummified parasites that swarmed the pyramids at embalming and were sealed with the Dynasts. Scarabs, scorpions, stone-worms, dried serpents — all that crawled at sealing-time, preserved by Liturgy as a mass that wakes at the Waking.

They have no formation — they are a tide. No psychology touches them, no chief to fell, no morale to break. They overwhelm, bite, sting, smother. Their venom is ancient, forgotten, sometimes fatal sometimes merely debilitating. On the field they are loosed at enemy flanks or beneath heavy units to slow them. When the Waking ends, they fall back to dust mingled with bone; at the next Waking, other parasites, other scorpions, other worms will rise to the surface. The sand is their reservoir, and the sand is endless.

Skeleton Horsemen

Skeleton Horsemen

Heavy Cavalry
Profile M WS BS S T W I A Ld Pts
Skeleton Horseman 0 2 2 3 3 1 2 1 5 11
Master of Horse 0 2 2 3 3 1 2 2 5 +6
Skeletal Steed 8 2 0 3 0 0 2 1 0 0
« "The steed sleeps. The steed walks." »

Skeleton Horsemen are the Cohorts' heavy cavalry — knights embalmed with their mounts, raised together by the Liturgy. The pairing is ontological: the rider cannot be wakened without his steed, the steed without its rider; both were sealed in the same pyramid-chamber.

Their charge is slow but inexorable — the skeletal lance does not break (graven with preservation-glyphs), the steed does not tire, the rider does not fall while the Liturgy holds. On the field they charge in close formation, strike in wedge, pierce Albéen or Imperial lines without hesitation. When a Horseman is unhorsed (the steed collapses by enemy seal), he goes on afoot to the next shock, where he will pick up an abandoned mount — skeleton, living, no matter. The rite holds that at the next waking, his original steed will be raised. Permanence is restored.

Skeleton Horse Archers

Skeleton Horse Archers

Light Cavalry
Profile M WS BS S T W I A Ld Pts
Skeleton Horse Archer 0 2 2 3 3 1 2 1 5 11
Master of Horse 0 2 3 3 3 1 2 1 5 +6
Skeletal Steed 8 2 0 3 0 0 2 1 0 0
« "The bow drawn, the steed at gallop, the shaft to the heart." »

Skeleton Horse Archers are the bow-version of the Horsemen — mounted on light steeds, fitted with short bows and javelins. They harry enemy flanks, flee before charges, return when the enemy is broken. Their formation is loose, mobile, unsettling. They scorn frontal charges (not their Liturgy) and practise the war of the sand — strike, flee, strike.

On the field they loose at full gallop, delivering volley after volley upon enemy rear. The steed does not halt for the archer; the archer looses in full motion. The Vampires dread them — a skeletal rider loosing at a gallop is swifter than most vampiric charges, and his graven shafts burn vampiric Breaths. The Watchers' contempt for their bastard-student vampires often expresses itself as a volley of mounted archers.

Skeleton Chariots

Skeleton Chariots

Light Chariot
Profile M WS BS S T W I A Ld Pts
Chariot 0 0 0 4 4 3 0 0 0 43
Skeleton Crew (x2) 0 3 2 3 0 0 2 1 7 0
Master Charioteer 0 3 2 3 0 0 2 2 7 +6
Skeletal Steed (x2) 8 2 0 3 0 0 2 1 0 0
« "The chariot sleeps. The chariot thunders." »

Skeleton Chariots are the Cohorts' light shock — two-wheeled chariot of hammered gold, drawn by two skeleton-horses bound by Liturgy, driven by a Skeleton-Driver with a Skeleton-Archer beside him. The chariot is older than the cavalry; it comes from the Age of Legends, when Naharemnu had not yet learned the phalanx.

They charge in wedge, scythe through enemy ranks with axle-mounted blades, loose a short-range volley. Their formation is of three or five chariots, no more — the Architect who designed greater did not outlive the Liturgy. On the field they are valuable against human pikemen who do not expect a chariot at gallop, against knights who do not know how to break an axle-blade, against greenskin hordes that think only of the mass. When the chariot falls (the Liturgy ceases, the enemy seal bites), it shatters in debris of gold and bone; at the next Waking, the Architect rebuilds it.

Tomb Guard

Tomb Guard

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Tomb Guard 4 3 3 4 4 1 2 1 7 10
Tomb Captain 4 3 3 4 4 1 3 2 7 +6
« "The pyramid has its guard. The guard has its dead." »

The Tomb Guard is the elite of the Cohorts — the most distinguished soldiers of each Dynasty, embalmed in the chamber nearest the royal sarcophagus, awakened together with the King to serve him. They wear gold-scale armour, the long khopesh, and a shield engraved with royal glyphs. Their Virtue is Holding.

They form the King's close screen on the field, never charge without his order, hold until the Liturgy ceases. No Tomb Guard has fled in battle in the Council's annals — to do so would break the sealing-seal and imperil the whole pyramid. When the King falls (it happens — an enemy Hierophant sometimes succeeds in breaking the Liturgy), the Guard collapses in the same heartbeat and tumbles in silent bones at his feet. They are buried together. At the next Waking, they rise together. Fidelity is ontological.

Sepulchral Stalkers

Sepulchral Stalkers

Monstrous Cavalry
Profile M WS BS S T W I A Ld Pts
Sepulchral Stalker 7 3 3 4 4 3 3 2 8 52
« "The sand hides them. The sand frees them." »

The Sepulchral Stalkers are the predator-mummies of the desert necropolises — serpent-beings coiled around a mummified human torso, created by ancient Liturgy (near-blasphemy, granted only to the highest-placed Hierophants). They swim through sand as a fish swims water, emerge where no enemy expects them — beneath ranks, behind lines, at the foot of the enemy Hierophant.

Their Virtue is Surprise. Their gaze partially petrifies (Liturgy of Naheb, mother-viper). Their lances do not break. On the field they are deployed without visible formation — the Chief-Hierophant knows where they emerge, the enemy does not. They strike a precise target, usually a lone hero or banner-bearer, then plunge again into the sand and surface elsewhere. No enemy knows if there are three, twenty, or a hundred — this is the war of the sand, and the sand keeps its secrets.

Special

Ushabti

Ushabti

Monstrous Infantry
Profile M WS BS S T W I A Ld Pts
Ushabti 5 4 3 4 4 3 2 3 8 49
Ancient 5 4 3 4 4 3 2 4 8 +7
« "Hewn in gold and stone. Roused by chant." »

The Ushabti are statue-slaves animated by Liturgy — hewn in gilded stone, three metres tall, carved in the image of the Hieratic Gods. They are not undead in the Skeleton sense; they are *awakened* differently, by direct insufflation of a devotional soul-fragment (usually that of a Mortuary Priest at end of service, who chose enshrinement over sealing).

They serve as monstrous infantry — charge at heavy pace, strike with the ritual axe (hewn from the same stone block), withstand arrows that break upon gilded stone. Their Virtue is Permanence: no Ushabti has been destroyed in battle in the annals — they may be toppled, cracked, broken into several pieces, but the Architect recomposes them. The enshrined Priest continues to serve an eternity longer. None complains, because none speaks anymore.

Carrion

Carrion

Monstrous Infantry
Profile M WS BS S T W I A Ld Pts
Carrion 2 3 0 4 4 2 3 3 4 27
« "The sky of the Sands. The eyes of the necropolises." »

The Carrion are the mummified vultures and ravens of the necropolises — embalmed at the moment of their first death, sealed high in the watch-towers of the pyramids, awakened by Liturgy when the Sands' Levy is on the march. They are not living; they are no more dead than a graven seal. They fly, they watch, they dive.

On the field they attend the Cohorts, dive upon enemy flanks, harry the rear, sometimes fall upon enemy Hierophants or Albéen Damsels to break a spell's concentration. Their skeletal talons do not hold plate but hold face, throat, bowstring. When an enemy seal brings them down, they collapse in dried feathers and pinion-bone; at the next Waking, other carrion will mount to the towers.

Necropolis Knights

Necropolis Knights

Monstrous Cavalry
Profile M WS BS S T W I A Ld Pts
Necropolis Knight 0 4 3 4 4 3 3 2 8 54
Necropolis Captain 0 4 3 4 4 3 3 3 8 +7
Necroserpent 7 3 0 5 0 0 3 3 0 0
« "The tomb bore serpent-riders. The serpent bore fear." »

The Necropolis Knights are the cavalry elite of the Watchers — mounted not on skeletal destriers but on great stone-serpents animated by Naheb's Liturgy. The serpent undulates over ground at a run, strikes with the tail, bites with the head, crushes by its passage. The Knight above, lance high, is embalmed in double Liturgy to withstand the instability of the mount.

Their charge is singular — the serpent does not run in a straight line but undulates, evades, circles, to strike the enemy from an unexpected angle. No enemy lance holds to parry that motion. Their Virtue is Unpredictability. On the field, the Hierophant looses them upon human pikemen arrayed in straight formation — the phalanx does not hold against an undulating serpent. The Albéens, whose Knights of the Dawn know the lance's angle, are less surprised; but their horse, it panics.

Tomb Scorpion

Tomb Scorpion

Monstrous Creature
Profile M WS BS S T W I A Ld Pts
Tomb Scorpion 7 4 0 5 5 3 3 4 8 70
« "The scorpion of the Sands. Death beneath the stone." »

The Tomb Scorpion is a monstrous mummified beast — a giant scorpion of the deep deserts, embalmed at its first death and preserved by Liturgy at the necropolises' edges. It measures five metres long, its pincers crush plate armour, its tail strikes a sting graven with curse-glyphs. It sleeps beneath the sand and emerges at the Waking.

It fights alone or in pair — never more, the magical instability of a third is too great. On the field it advances in silence beneath the sand, surfaces at the precise moment an enemy hero is within reach. Its sting strikes once; that is enough. When it is felled (it happens — a Cathayan Mage felled one at the Crusade of the Blue Sands), it collapses in mummified chitin-plates and broken glyphs. The Architect rebuilds it with another source-scorpion. The Sands are peopled.

War Sphinx

War Sphinx

Behemoth
Profile M WS BS S T W I A Ld Pts
War Sphinx 6 4 0 5 6 5 1 4 0 175
Tomb Guard Crew (x2) 0 3 3 4 0 0 3 1 8 0
« "The Sphinx watches. The Sphinx thunders." »

The War Sphinx is a monstrous statue-beast — lion's body carved, the face of a Tomb King sealed in hieratic expression, sometimes wings (by Dynasty). Six metres tall, eight long, hewn of a single block of gilded stone and animated by major Liturgy (a seal enshrined in the breast, holding the breath of an old Hierophant who chose this eternal enshrinement).

It charges at a heavy pace that quakes the earth, strikes with paws that crush knights, bites with glyph-teeth. Its Virtue is Massiveness. On the field it serves as a fulcrum — round which the Cohorts pivot — and strikes at the heart of the mêlée when the enemy is broken. When it is felled (rarely — a complex inverse Liturgy is needed), it collapses in blocks of gilded stone the Architect retrieves and reconstitutes at Setarnahar. The enshrined Hierophant is freed, or re-enshrined in a new Sphinx the following season.

Rare

Bone Colossus

Bone Colossus

Behemoth
Profile M WS BS S T W I A Ld Pts
Bone Colossus 6 3 2 6 6 5 1 4 8 160
« "Bones assembled into colossus. A giant sewn in silence." »

The Bone Colossus is the necromantic-liturgical work of an audacious Architect — a giant of twelve metres, assembled from the bones of hundreds of skeletons, welded by the Liturgy of Khepre (rebirth) and Naheb (vengeance). It is not living, but it walks; it is not thinking, but it obeys. Its making took a decade; its enshrinement, two seasons.

It advances at a pace that shakes the ground, strikes with carved-bone fists that shatter horses and chariots, withstands sword-blows as a dune withstands wind. Its Virtue is Scale — it is greater than any mortal foe, and that grandeur alone breaks the morale of human troops. On the field it serves as a ritual ram against Albéen fortresses or Cathayan phalanxes. When it falls (it happens against a Chaos Aspect), the Architect retrieves the major bones and rebuilds. Bones are many.

Death Sphinx

Death Sphinx

Behemoth
Profile M WS BS S T W I A Ld Pts
Death Sphinx 6 4 0 5 6 6 1 5 8 195
« "The sphinx of the deep crypts. He, one avoids." »

The Death Sphinx is the cryptic version of the War Sphinx — made not for pitched battle but for the ultimate defence of the royal necropolises against major profaners (Albéen Crusade, vampiric assault in force, Chaos daemon). It sleeps in the deepest chamber of the royal pyramid, sealed by triple Liturgy, awakened only in extreme urgency.

When it walks, the ground draws aside. Its stone hide is graven with curse-glyphs that poison the air ten paces away, its breath is fatal, its gaze petrifies. Its Virtue is Finality — when the Death Sphinx walks, the Cohorts no longer suffice, the Tomb Guard has fallen, the King himself may have to awaken. It is the penultimate rampart. When it is felled (twice in a thousand years, in the annals), the royal pyramid stands exposed and the King is in imminent peril. The Liturgy no longer holds.

Bone Dragon

Behemoth
Profile M WS BS S T W I A Ld Pts
Bone Dragon 6 4 0 6 1 5 2 5 0 195
« "The dragon sleeps beneath the pyramid. When he wakes, the sky closes." »

The Bone Dragon is the highest work of necromantic Architecture — a true dragon of the Age of Legends, felled at the Battle of the Three Sands, whose bones the Architect of the First Dynast preserved. It has slept seven thousand years beneath the central pyramid of Setarnahar, wings folded, bones assembled in perfect form. The Liturgy of Awakening for him is so complex that only the Supreme Hierophant may invoke it, and only at the direct authorisation of Sutar-Emnu himself.

He walks twice a millennium, on average. When he walks, the sky closes — his wingspan eclipses the sun, his roar crosses three realms, his breath blows pulverised bone that gnaws plate armour in seconds. His Virtue is Apocalypse. On the field he intervenes at the end of a prolonged battle — to conclude, not to engage. No enemy force has held against him in two thousand years. When the Dragon returns, the Hierophant reseals the seals; the Dragon sleeps again; the sand closes; and Setarnahar waits.

Screaming Skull Catapult

Screaming Skull Catapult

War Machine
Profile M WS BS S T W I A Ld Pts
Screaming Skull Catapult 0 0 0 0 6 3 0 0 0 105
Skeleton Crew 4 2 2 3 3 3 2 3 5 0
« "Load the skull. The scream comes with it." »

The Screaming Skull Catapult is the Watchers' specific siege engine — not an ordinary catapult (the Watchers have those too), but a necromantic-liturgical engine that hurls human skulls prepared by a Hierophant. The skull, graven with curse-glyphs, screams in flight — its scream pierces enemy Breaths, shatters vampiric Liturgies, panics horses untrained for it.

The crew is of four Skeleton-Servants and a Mortuary Priest who calibrates range and engraves the final glyphs before each shot. The rate is slow — one skull every four minutes — but the effect is cumulative. When five or six skulls have screamed upon an enemy formation, Albéen Damsels lose their voice, Ereban Hierophants collapse, human charges hesitate. On the field it is set behind the Cohorts, in range of enemy Hierophants.

Casket of Souls

Casket of Souls

War Machine
Profile M WS BS S T W I A Ld Pts
Casket of Souls 0 0 0 0 6 4 0 0 0 135
Casket Guardians 4 3 3 3 3 4 3 4 8 0
« "A thousand souls sleep there. Open. They speak." »

The Casket of Souls is the rarest and most dangerous liturgical engine of the Watchers — a coffer of gilded stone graven with a thousand glyphs, holding the captive souls of a thousand enemies fallen in the Age of Legends. The casket is borne by four Skeleton-Bearers and attended by a High Priest who alone may open it.

The opening looses the souls in a silent scream that crosses the field — each soul seeks its former enemy (human, vampire, daemon, no matter), drives into his heart, fells him in a syllable. This is Naheb's ultimate Liturgy. No armour holds; no shield deflects; no Way dispels. The cost is terrible — each opening spends a thousand souls for a season; when the casket is empty (which has happened only once in two thousand years), decades will pass before it is filled again. The Council of Hierophants opens it rarely. An end-of-world threat is required.

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