TEXT: KINGS OF THE 
  DEAD 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A WARHAMMER FANTASY ROLEPLAY 4th EDITION UNOFFICIAL SUPPLEMENT 
  
  Introduction 
  Kings of kings! Lords of the Unquiet dead and masters of the desert sands! Welcome 
  blessed prince of Nehekhara! Within you will find the rules necessary to play Tomb Kings 
  characters in Warhammer Fantasy Roleplay 4th edition. The rules of this undead race 
  itself, artefacts of the tomb, a new lore of magic and more! Kings of the Dead is written 
  with the premise of Tomb Kings venturing out of Nehekhara into the Old World to 
  recover their stolen artefacts and to deliver vengeance upon the thieves that stole them 
  and all their activities that follow in the Empire and the Old World. It can be used to play 
  games in the Land of the Dead but it is primarily aimed at adventures set in the Old 
  World. To use this you will need a copy of the Warhammer Fantasy Roleplay 4th edition 
  Rulebook, as this documents rules are intended as a supplement to those presented in the 
  core rulebook. Furthermore, it is intentionally left sparse in fluff as there is little reason in 
  repeating more than the basics of who and what the Tomb Kings are. Chances 
  are if you are reading this you know more than this book presents. But if you 
  have little experience with the Tomb Kings we will start off this document with a 
  list of further reading to inspire your own path to restore Nehekharas glory! 
  The Armybooks: It goes without saying that the 6th and 8th edition 
  armybooks are the basis of the inspiration of this book and the source of 
  most of the art. This should be the basis of your knowledge of the 
  Tomb Kings. 
  The Mummy movies: Unsurprisingly, the Tomb Kings draw a lot 
  of inspiration from the Mummy as a movie monster in pop culture and 
  this book does as well. You should definitely watch them as a source of 
  inspiration. 
  Ancient Egypt: History has always been a large inspiration for 
  Warhammer Fantasy and nowhere is it the most obvious than with the 
  Tomb Kings. Ancient Egypt is so expansive it has an entire field of 
  study dedicated to it within the discipline of history, so I would suggest 
  reading encompassing overviews of the very long living 
  civilization that it was.  
   
  
  TOMB KINGS IN THE OLD WORLD 
  Once they were the greatest kings and princes of 
  mankind to have ever walked the world. Commanding 
  legions of loyal warriors that subjugated barbarians from 
  the deserts of Araby, to the Dark lands and even as far 
  north as the lands that would become the Empire. But 
  now, they are naught more but desiccated corpses 
  animated by the Great Necromancers curse and held 
  together by the sacred blessings of Nehekharan 
  mummifcation and their own immortal will. The glory of 
  Nehekhara lost to the sands of time. But where there is 
  will there is a way and the Tomb Kings have lost none of 
  their ambition or lust for power, indeed it burns even 
  brighter now that all other things are denied them by Nagash curse. Nehekhara will be 
  restored and the kings of the Land of the Dead will bring all under their immortal rule. 
  Few people in the Old World know anything about the Tomb Kings beyond legend and 
  rumour. The only with any knowledge of ancient Nehekhara and its rulers are those that 
  study history and seek the treasures from the Land of the Dead to plunder. Most would 
  simply see the undead Nehekharans as shambling corpses and in their panic assume they 
  are the same as the zombies and skeletons raised by the dreaded vampires of Sylvania. 
  Indeed, while the Tomb Kings and Vampires both are cursed by Nagash and have their 
  origins in Nehekhara, they are the bitterest of enemies. Engaged in a feud nearly as old as 
  human civilisation itself, but the vampires think themselves safe as the Tomb Kings dwell 
  only in the Land of the Dead. Or so they believe. 
  Little do they know that some of the Tomb Kings with more foresight have a presence in 
  the Old World, particularly the Empire. When they arose from their graves many found 
  that they had their riches plundered and flew into rages, but once they calmed they sought 
  to find and return their stolen artefacts. Using subtle methods and their fabolous wealth 
  the Tomb Kings have managed to gain themselves a network of trade and information via 
  Araby which has allowed them to establish a secret society of sorts within the Empire and 
  the Old World. By using the Grand Museum of Antiques in Altdorf as a front, they ferret 
  out rumours of stolen Nehekharan artefacts and buy them under the pretenses of 
  preserving knowledge of lost civilizations. A method far more effective than marching 
  punitive expeditions from Nehekhara to the other side of the world and many stolen 
  Nehekharan artefacts too dangerous to be in the hands of the living have been returned 
  to its rightful owners. Indeed, so successful is the Grand Museum that some Tomb Kings 
  even donate some of their artefacts for display in order to show off their fabolous wealth 
  and remind the living of the heights their barbarous civilization will never reach. A second 
  purpose has grown since the museums founding is also combating the threat of the 
  vampires in the Old World. Nagash parasitic and traitorous get have often attempted to 
  thwart the Tomb Kings regaining their lost property and this has raised the Tomb Kings 
  
  ire anew. Many times has a vampire hunter or witch hunter 
  found themselves with sudden help in the form of boons, 
  gold and instructions of where to put the stake from a 
  mysterious patron. While they are very few in number, 
  their influence is often enough to make a difference for 
  these adventurers. Indeed, sometimes one of the handful 
  of Tomb Kings present in the Empire add their own 
  blades to the fight against the foul vampires. 
  Tomb King characters in the Old World are likely to be 
  representative of a greater King or one of the many Princes 
  sent to the Old World to recover lost or stolen artefacts 
  and punish those thieves audacious enough to rob the 
  lords of Nehekhara. Another reason for a Tomb King 
  character to leave the Land of the Dead is to hunt and kill vampires. To give those 
  bloodsucking monstrosities the righteous vengeance for their betrayal in the wars against 
  Nagash before Nehekharas fall to the Great Necromancers curse. Finally, the rarest 
  reason for Tomb King characters to appear in the Old World is diplomacy. They may be 
  undead, but they are still kings and sovereigns and while the lords of the Old World are 
  barbarous primitives a good king knows when to use a word rather than a sword to bring 
  his will unto the world. 
  In all cases but as diplomats Tomb King characters in the Old World will act in hiding. 
  Covering their desiccated carcasses from the sight of the living with elaborate death 
  masks and voluminous robes worthy of a king.  
  Opinions  
  On Reiklander Humans... 
  ”Barbarous primitives whom have gone from wearing animal skins to ridiculous hats in the time of our 
  slumber and squander their gift of life on petty bickering and what they pass for culture. They need a 
  strong hand to rule them.” 
  - Thutep VI, Tomb King of the 12th Dynasty 
  On Dwarfs... 
  ”Unwelcome guests driven by their greed to plunder our tombs! May Djaf strike off their beards for their 
  insolence!” 
  - Athepsis, Tomb Princess of Numas 
  On Halflings... 
  ”Do not mock me, mortal. They are clearly children.” 
  - Rakhmosis, Champion of King Thutep VI and Guardian of the Grand Museum in 
  Altdorf 
  On Elves... 
  ”Oh Ptra, take my heart, which has hardened like a rock. Take it, and use it to stone all the elves.” 
  - Metmesis, Tomb Queen of the 12th Dynasty 
  
  CREATING TOMB KINGS CHARACTERS 
  Creating a Tomb King character follows the standard 
  method from the Warhammer Fantasy 4th ed Rulebook. 
  As they are unsuited for random rolling and demand 
  adapted campaigns, the Tomb King race will not be 
  added to the random race table. Instead you follow the 
  method as if you picked your race without rolling and 
  then move on the picking a career and follow character 
  creation as normal. 
  Nehekharan Undead Skills, Talents & Traits 
  Skills: Charm, Cool, Drive, Evaluate, Melee (Basic), 
  Intimidate, Leadership, Language (Nehekharan), Lore 
  (Nehekhara), Lore (History), Ranged (Bow), Perception 
  Talents: Crack the Whip, Frightening 2, Noble blood or Craftsman (Trade), Hardy, 
  Read/Write 
  Traits: Nehekharan Undead, Flammable 
  New Trait: Nehekharan Undead 
  Raised into death by the Curse of Nagash, they are neither living nor dead, but among the 
  undead. Nehekharan Undead have no need for the prerequisites of life and neither need 
  food, nor drink, nor air to breathe. They do not suffer effects from exposure and are 
  immune to the following Conditions: Bleeding, Fatigued, Poisoned, Unconscious. Creatures with 
  this trait are also affected by all abilities that affect Undead only. Furthermore, if a 
  creature with this trait suffers a number of Critical Wounds equal to their Toughness 
  Bonus and have 0 wounds they suffer the Shattered Condition. 
  New Trait: Flammable 
  The creature is particularly susceptible to fire, whether by being wrapped in cloth, doused 
  in oil or being made out of wood and similar flammable matierals. A creature with the 
  flammable trait takes the maximum amount of damage from Ablaze Conditions and 
  cannot remove any Ablaze Conditions without the use of water. 
  New Condition: Shattered 
  Whenever a Nehekharan Undead comes upon the brink of death, the complex blessings 
  and magic holding their forms together shatter and they are reduced to a pile of 
  desiccated bones, their souls returning to sleep in the Realm of Souls and are for all 
  intents and purposes, dead. Only the Liche Priests can bring the fallen Tomb King back 
  now. However, if the character spends a Fate Point their indomitable will keeps their soul  
  lingering in their mortal remains and with a successful Willpower test they can still speak, 
  their grinning skulls projecting their voice. With a successful Difficult Lore 
  (Necromancy) (-10) test and instruction from the fallen Tomb King their bodies can be 
  reassembled and with the correct incantations they are brought back to unlife again. 
  Ready to wreak vengeance upon the fools who shattered them! 
  
  Healing the Undead 
  Naturally, the undead are not healed like the living. As they are not alive they gain no 
  benefits from the usage of the Heal skill to regain wounds. However, using the Lore 
  (Necromancy) skill they may recover wounds and heal critical wounds under the normal 
  rules of healing. This represents mummification and binding incantations maintaining the 
  Tomb Kings undead form being restored and may require more exotic and magical 
  materials other than a fresh application of bandages. Whatever is required is up to the 
  GM to decide.  
   
   
  Tomb King Attributes table 
   
  Nehekharan 
  Undead 
  Weapon Skill 
  2d10+25 
  Ballistic Skill 
  2d10+20 
  Strength 
  2d10+30 
  Toughness 
  2d10+30 
  Initiative 
  2d10+10 
  Agility 
  2d10+15 
  Dexterity 
  2d10+15 
  Intelligence 
  2d10+20 
  Willpower 
  2d10+30 
  Fellowship 
  2d10+15 
  Wounds 
  SB+(2xTB)+WPB 
  Fate 
  2 
  Resilience 
  0 
  Extra points 
  2 
  Movement 
  4 
  TOMB KINGS RANDOM CLASS 
  AND CAREER TABLE 
  Class 
  Career 
  ACADEMICS 
  Liche Priest 
  01-10 
   
  Necrotect 
  11-20 
   
  Scholar 
  21-30 
  COURTIERS 
  Advisor 
  31-40 
   
  Envoy 
  41-50 
   
  Noble 
  51-60 
  WARRIORS 
  Cavalryman 
  61-70 
   
  Guard 
  71-80 
   
  Knight 
  81-90 
   
  Soldier 
  91-100 
  
  Appearance 
  In life, the Nehekharans were a handsome, well built 
  people. Tall, with sharp and noble features that inspired 
  sculptors for thousands of years to carve elaborate skulls in 
  Nehekharas statuary of the Mortuary Cult. Their skin was 
  renowned for its caramel or bronzed tone, warmed by the 
  rays of the blessed Ptras own sun as he chased across the 
  sky in his chariot. Their dark hair, most often black or very 
  dark brown was famed for its lustre and silken sheen as 
  they cut and braided it into elaborate hair styles.  
  But that is all in the past. In death, the Nehekharans are 
  hunched, dead things. Dried out and desiccated corpses 
  cursed to eternal unlife, their once noble features have been twisted into rictus grins. They 
  still carry themselves with the same pride and splendour as when they were beatific 
  sovereigns, but the unliving husks they have become seem as mockeries of the great 
  people they were in life. 
  As the Tomb Kings are unliving corpses and do not have the same variety in appearance 
  as the living, roll on the table below to generate notable features. Three rolls are 
  suggested, but you can choose to roll more or pick the features that you wish. 
  TOMB KING FEATURE TABLE 
  Roll 
  Feature 
  Description 
  1 
  Missing nose 
  The Tomb King lacks a nose. 
  2 
  Scarab infestation 
  The Tomb Kings body is infested by a host of scarabs 
  that crawl across and inside their undead flesh. 
  3 
  Loose jaw 
  The Tomb Kings lower jaw hangs limply from his face in 
  a permanent howl of indignation. 
  4 
  Grinning skull 
  The Tomb Kings facial features have wasted away to 
  reveal much of the skull beneath. 
  5 
  Wears a Death mask 
  The Tomb King wears an elaborate Death Mask rather 
  than show their undead visage. 
  6 
  Prominent bandages 
  The Tomb Kings entombment has preserved much of 
  their bandages from mummification and it still covers 
  their desiccated flesh. 
  7 
  Skeletal 
  The Tomb Kings body is wasted to the point they look 
  more like a skeleton than a mummified corpse. 
  8 
  Parchment like skin 
  The Tomb Kings preserved skin is dry and parchment like 
  in its appearance. 
  9 
  Empty eyesockets 
  The Tomb Kings physical eyes have rotted away and 
  glowing liche lights have replaced them. 
  10 
  Desert blood 
  The Tomb Kings remaining vital fluids have turned into 
  dust and sand and bleed from his wounds like the 
  lifeblood of mortals would. 
   
  
  Dynastic names 
  The names of the Tomb Kings have long and proud histories 
  and are often family names or dynastic names that boast of 
  their own prowess or make claim on the greatness of an 
  earlier ancestor. Titles are often very common to use rather 
  than a surname. As should be obvious, Tomb Kings use 
  names from ancient Egypt but slightly changed up. But if you 
  do not want to use actual names a random name generator is  
  provided below. 
  Examples: The Everliving, The Great, The Blessed of Ptra, 
  The Cursed, The Restless 
   
   
  ROLEPLAYING TOMB KINGS 
  As is perhaps obvious, roleplaying a Tomb King is not for the typical WFRP experience. 
  Their power  and undeath does not lend itself entirely to the typical grubby fantasy 
  approach of the ordinary WFRP party. However, they can work in a WFRP party. They 
  are perhaps one of the few of the undead creatures in the Warhammer world that can as 
  they maintain more of their humanity than most. Particularly if your party is adventuring 
  in Araby and Nehekhara a Tomb King player character works. However, this is aimed at 
  the Old World. Using a Tomb King character in a WFRP party will likely be with the 
  Tomb King as either a courtier or agent for a mightier Tomb King, or as the groups 
  patron. Likely in a quest to recover Nehekharan artifacts or killing vampires, all good 
  adventure fodder for WFRP. As mortal companions would make it much easier to pass in 
  their society unnoticed and without the torch and pitchfork mobs forming. 
  When playing a Tomb King character a focus should be on the tragedy of their existence. 
  As far as undead go, the Nehekharan undead are ’neutral’ in a sense. They do not hold to 
  the evil of vampires and necromancers of Nagash teachings but are cursed by the Great 
  Necromancer. One should highlight their separation from mortal things, but that they still 
  TOMB KINGS NAME GENERATOR 
  1d10 First Component 
  Second Component 
  Ending 
  1 
  Akh 
  Os 
  Is 
  2 
  Ahm 
  Nem 
  I 
  3 
  Dje 
  Ot 
  Es 
  4 
  Hat 
  Tar 
  Amon 
  5 
  Imh 
  Tit 
  Sis 
  6 
  Nefer 
  Es 
  Aten 
  7 
  Nekh 
  Ankh 
  Esh 
  8 
  Ram 
  En 
  Tra 
  9 
  Set 
  Mo 
  Se 
  10 
  Thu 
  Un 
  Het 
  
  retain memory of them. That much of what drives the negative and ’evil’ sides of the 
  Tomb Kings is that they lack what mortals have and the only thing that remains for them 
  is their ambitions of conquest and domination. Below follows a few roleplaying tips for 
  playing Tomb King characters.  
  Roleplaying tips 
  1. You are born from the first and greatest 
  civilization that ever was and ever will be. 
  You may be undead, but you are still 
  Nehekharan. First and greatest among 
  men. 
  2. When among the living outside of 
  Nehekhara, they cannot stomach to look 
  upon your splendour. Wearing heavy robes 
  and a death mask saves you much trouble. 
  3. The living may have forgotten the glory 
  of Nehekhara, but you have not. Remind 
  them by introducing yourself with all your 
  titles and honorifics. 
  4. There is nothing you despise more than 
  a necromancer. Except perhaps a vampire. 
  5. The world has moved on, you try to hide 
  it, but you are constantly trying to play 
  catch up just to understand how vastly 
  different life is for the living now. 
  6. You were promised an eternal paradise 
  in the after life. The curse you are suffering 
  from now makes you question if anything 
  you believed in is true. 
  7. You are torn between the urge to cling 
  to undeath and surviving and ridding 
  yourself of this horrific curse of undeath. 
  8. You envy the living their life and scorn 
  their wastefulness of it. 
  9. You are intensly offended by anyone who so much as thinks of disturbing resting 
  places for the dead, tombs or other grave sites.  
  10. Outwardly you seem assured of your supremacy, but inwardly you doubt it. If one of 
  the living makes a claim or boast you feel a very strong urge claim to have outdone it. 
  11. Your memories of what being alive felt like are weak and fading. You often find 
  yourself forgetting basic things, such as the feeling of drinking cool water, the scent of a 
  cooked meal, or what being touched felt like. You can live vicariously through the living, 
  but you would never admit it. 
  12. Words cannot describe how much you hate Nagash and all his works and creations. 
  
  Tomb King Careers 
  New Career: Liche Priest 
  The undying members of Nehekhara’s Mortuary Cult and the holders to 
  the secrets of unlife. They know the rituals needed to draw forth spirits 
  from the Realm of Souls and bind them once more into corporeal bodies. It 
  is the Liche Priests who rouse the Tomb Kings and their courts from their 
  slumber and awaken their armies for war. Liche Priests are also the 
  keepers of Nehekharas arcane lore. Through ritualistic incantations, they 
  call upon the power of ancient gods to bestow blessings upon the warriors of 
  the Tomb Kings, infusing their ancient bones with magical energy. 
  Similarly, Liche Priests cast terrible curses upon their foes, summoning 
  vengeful desert spirits to feast on their souls. In the Old World Liche 
  Priests often appear as emissaries for the Mortuary Cult to recover magical 
  artifacts stolen from Nehekharas crypts or destroy upstart vampires and 
  mortal necromancers who offend the Tomb Kings with their existence. 
  Liche Priest advance scheme 
   
  Career path 
  Tier 1: Liche Cultist – Brass 9 
  Skills: Channeling (Lore of Nehekhara or Death or Light), Intuition, Language (Magick), 
  Lore (Magic), Lore (Necromancy), Melee (Polearm), Perception, Trade (Calligrapher) 
  Talents: Aethyric Attunement, Petty Magic, Read/Write, Second Sight 
  Trappings: Grimoire of Magic, Staff, Papyrus scrolls & ink 
  Tier 2:  Liche Priest – Silver 2 
  Skills: Charm, Cool, Gossip, Intimidate, Research 
  Talents: Arcane Magic (Lore of Nehekhara or Death or Light), Detect Artefact, Etiquette 
  (Tomb Kings), Sixth Sense 
  Trappings: Embalming tools, Papyrus scrolls and magical ingredients 
  Tier 3:  Master Liche – Silver 6 
  Skills: Animal Care, Evaluate, Lore (Theology), Ride (Horse) 
  Talents: Hatred (Necromancers), Holy Visions, Instinctive Diction, Magical Sense,  
  Trappings: Magical item, Familiar 
  Tier 4:  Liche High Priest – Gold 3 
  Skills: Language (Any), Lore (Any) 
  Talents: Hatred (Vampires), Iron Will, Savant (Necromancy or Nehekhara) War Wizard 
  Trappings: Familiar, Mortuary Cult Temple 
   
   
  WS 
  BS 
  S 
  T 
  I 
  Agi 
  Dex 
  Int 
  WP 
  Fel 
  - 
  - 
  - 
  Bronze 
  Silver 
  - 
  Base 
  Base 
  Base 
  Gold 
  
  New Career: Necrotect 
  Necrotects were the artisans of ancient Nehekhara. They were not 
  common labourers, but architects of extraordinary skill whose ambitions 
  far outpaced what could be achieved in a mortal lifespan. In death, the 
  Necrotects have lost none of their frenetic drive. They are filled with a 
  compulsive need to pull down the inferior, vulgar cities of their enemies 
  and supplant them with vast monuments of their own design. Stern 
  taskmasters in life who oversaw tens of thousands of Nehekharans as 
  they toiled under the blazing sun. Under their gaze, an army of masons 
  carved slabs of rock from cliff faces before columns of slaves dragged the 
  stones across the desert. It was also the Necrotects who carved the great 
  War Statues of Nehekhara with the Liche Priests and continuously work 
  to restore them to their former splendor. In the Old World, Necrotects can 
  be found looking to find War Statues from lost expeditions in 
  Nehekharas golden age, or studying the achievements of the living. 
  Seething over their vulgar attempts at architecture and making plans to 
  pull them down and replace them with their own glorious works. 
  Necrotect advance scheme 
   
  Career path 
  Tier 1: Necrotect Novice – Silver 1 
  Skills: Art (Sculpture), Cool, Melee (Basic), Lore (Architecture), Intimidate, Trade (Mason), 
  Perception, Ranged (Entangling)  
  Talents: Artistic, Read/Write, Hatred (Vandals), Tinker 
  Trappings: Whip, Stone carving tools 
  Tier 2:  Necrotect– Silver 3 
  Skills: Charm, Drive, Dodge, Navigation, Research, Leadership 
  Talents: Craftsman (Mason), Hatred (Tomb Robbers), Public Speaker, Sure Shot 
  Trappings: Necrotects tools 
  Tier 3:  Master Necrotect – Silver 5 
  Skills: Evaluate, Lore (Nehekharan War Statuary), Secret Signs (Necrotects), Set Trap 
  Talents: Deadeye Shot, Master Tradesman (Mason), Hatred (Looters), Super Numerate  
  Trappings: Workshop and servants 
  Tier 4:  High Necrotect – Gold 1 
  Skills: Lore (Any), Language (Any) 
  Talents: Magnum Opus, Hatred (Plunderers), Savant (Mason), Unshakeable 
  Trappings: Pair of Ushabti, Large Workshop (Mason) 
   
   
  WS 
  BS 
  S 
  T 
  I 
  Agi 
  Dex 
  Int 
  WP 
  Fel 
  - 
  Base - 
  - 
  Silver 
  - 
  Base 
  Base 
  Gold Bronze 
  
  THE MAGIC OF 
  NEHEKHARA 
  In life, the Nehekharans where among 
  the first true magicians of mankind. 
  Ritualising the use of the Winds of 
  Magic, whom they believed to be the 
  breath of the Gods, in their 
  understanding of it. The Mortuary Cult 
  and its Liche Priests are Nehekharas 
  foremost practicioners of magic and they 
  are masters of their craft, having created 
  their own unique lore of magic as well as 
  mastering the Lores of Light and Death. 
  They also managed to bind their magic 
  into hieroglyphs which allowed them to 
  create and animate the vast statues of war 
  that guard their necropoli and tomb 
  complexes, as well as many other carved 
  incantations of binding and guarding. 
  Liche Priests have access to three lores of 
  magic, The Lore of Nehekhara, the Lore 
  of Light and the Lore of Death. Beyond 
  their narrow band of magical study, they 
  follow all the same rules as human 
  wizards. 
  THE LORE OF NEHEKHARA 
  Highly ritualised, with incantations that require specific intonations and inflections at the 
  correct moment lest they provoke the wrath of the Gods. The Lore of Nehekhara 
  channels the magic of the winds through the aspects of the Desert Gods and invokes 
  their blessings for the armies of the Tomb Kings and their wrath to strike down the 
  enemy. These long monotonous enchantments and incantations that beseech the Desert 
  Gods are as much religious ritual as they are magic. While it channels the Winds of Magic, 
  it does so in a manner many elven wizards would find familiar, as they believe magic is a 
  gift from their gods. You may restore 1d5+WPB wounds to any creature with the 
  Nehekharan Undead trait targeted by spells from the Lore of Nehekhara. 
  Ingredients: The ingredients for casting the Lore of Nehekhara are long papyrus scrolls 
  holding the exact incantations needed to be spoken to cast the spell and various objects, 
  animal parts and similar sacred to the Desert God who is being invoked with the spell. 
   
   
  
  Khsar’s Incantation of the Desert Wind 
  Harnessing the power of Khsar, god of the desert winds, the Liche Priest summons forth a sandstorm that 
  engulfs the undying warriors of Nehekhara and carries them across the battlefield. 
  CN: 6 
  Range: Willpower/2 yards 
  Target: Willpower Bonus targets 
  Duration: Willpower Bonus Rounds 
  For the duration of the spell, all targets increase their Movement Characteristic with a 
  number equal to your Willpower Bonus as their movements are quickened by the desert 
  wind. 
  Djaf’s Incantation of Cursed Blades 
  As the Liche Priest utters this ancient mantra, he imbues the weapons of the Nehekharan warriors with 
  the essence of Djaf, the jackal-headed god of the dead, whom hungers for the souls of the living above all 
  things. 
  CN: 8 
  Range: Willpower Bonus Yards 
  Target: Willpower Bonus targets 
  Duration: Willpower Bonus Rounds 
  The weapons of the targets gain the Impale and Impact qualities, as well as Damage +6. If 
  they already possess one, or both of these traits they instead automatically cause the 
  Sudden Death optional rule (p. 173, WFRP4 Rulebook)  
  Neru’s Incantation of Protection 
  As the Liche priest intones this blessing, his foes find their sword strokes mysteriously turned aside as 
  Neru, wife of Ptra and goddess of protection reaches out to shield Nehekhara’s warriors from the evils of 
  the night. 
  CN: 7 
  Range: Willpower/2 yards 
  Target: Willpower Bonus Targets 
  Duration: Willpower Bonus Rounds 
  For the duration of the spell, the targets gain the Ward (8+) creature trait.  
  Ptra’s Incantation of Righteous Smiting 
  As the verses of this incantation are spoke, a fierce light emanates from the empty eye sockets of the 
  Nehekharan Undead as the power of Ptra infuses these warriors with the speed and fury to smite their 
  foes. 
  CN: 7 
  Range: Willpower Bonus x2 
  Target: 1 
  Duration: Willpower Bonus Rounds 
  For the duration of the spell, the target gains the Furious Assault Talent and may make an 
  additional extra attacks as per the talent equal to the casters Willpower Bonus.  
   
   
  
  Usirian’s Incantation of Vengeance 
  Skeletal hands burst from beneath the surface to drag those above into a grave as the Liche Priest invokes 
  the names of Usirian. 
  CN: 8  
  Range: Willpower Yards 
  Target: 1 
  Duration: Willpower Bonus Rounds 
  The target has their Movement characteristic reduced by a number equal to the SL’s of 
  the Language (Magick) test to cast the spell. If their Movement characteristic is 
  reduced to 0, they must succeed on an Opposed Athletics/Channeling (Lore of 
  Nehekhara) test. If they fail, they are pulled underground by the skeletal hands and 
  buried alive the casters WPB/2 foot underneath the surface, suffering from Suffocation 
  until excavated. 
  Usekhp’s Incantation of Desiccation 
  As the Liche Priest intones the curse of desiccation, every syllable strips moisture from his victims’ bodies, 
  sapping their vitality. 
  CN: 10 
  Range: Willpower Bonus x2 Yards 
  Target: 1 
  Duration: Instant 
  For every SL in successfully casting the spell, the target reduces all characteristics by -10 
  and suffers 1d10 Damage not modified by Armour Points, with a minimum of 1 Wound 
  lost.  
  Sakhmet’s Incantation of the Skullstorm 
  A whirlwind of skulls tears across the battlefield, devouring everything in its path in the name of the 
  goddess Sakhmet. 
  CN: 12 
  Range: Willpower Yards 
  Target: AoE (Willpower Bonus x2 Yards across) 
  Duration: Willpower Bonus x2 Rounds 
  Pick a target area within range, this is where the spells AoE effect manifests. After this is 
  done, nominate a direction in which the Skullstorm will move, once this is done the 
  Skullstorm moves the casters WPB yards every round for the duration of the spell 
  inflicting +10 damage on those caught in the Skullstorms path.  
   
   
  
  ARTEFACTS OF THE TOMB 
  Rare museum pieces, gathered by collectors and tomb 
  robbers and a sign of immense wealth and status. 
  That is what has become of the wealth of Nehekhara 
  in the Old World. Drawing adventurers and tomb 
  robbers to the Land of the Dead to gain riches 
  unimaginable in the Old World, as the 
  craftsmanship put into these objects is perhaps 
  the greatest ever made by human hands. Gold, 
  lapis lazuli, ivory, ebony, rubies and sapphires 
  are all common decorations on Nehekharan 
  artefacts and fetch immense prices in the Old 
  World.  
  Even though metallurgy has moved on from the 
  usage of bronze to steel and iron, the bronze 
  weapons and armours of the ancient 
  Nehekharans are so finely wrought and often 
  enchanted to be the equal, or even superior, of 
  any weapon or suit of armour made by a 
  master smith in the Old World. Even the 
  millennia since their making has done little 
  to dull their keen edges or tarnish their 
  lustre. A bronze khopesh wielded by an undead 
  Nehekharan lord is the equal and in many cases the superior of 
  the longsword or zweihänder wielded by a noble from the 
  Empire.  
  Once the robes and clothes the Tomb Kings wore were fine 
  silks and leathers from exotic animals, but where their 
  bronze and gold artefacts have been barely touched by time, 
  the same cannot be said for their kingly robes. As they bear 
  all the weight of the ages of their entombed slumber and are 
  mere tatters of the majesty they would have once inspired. 
  Thus it is with everything the living dead of Nehekhara wear 
  and use, riches unimaginable to those that were mere 
  barbarians at Nehekharas apex and a constant reminder of 
  the faded glory of the first and greatest human kingdom that 
  has ever been and ever will be. 
   
   
  
  NEHEKHARAN WEAPONS & AMMUNITION 
  Weapon 
  Price Enc 
  Availability Reach/Range Damage Qualities and 
  Flaws 
  BASIC 
  Khopesh 
  5gc 
  1 
  Rare 
  Average 
  +SB+4 
  Fine 
  Nehekharan Great 
  Shield 
  4gc 
  3 
  Rare 
  Very Short 
  +SB+3 
  Shield 3, 
  Defensive, 
  Undamaging, Fine 
  POLEARM 
  Nehekharan Broad-
  Spear 
  7gc 
  2 
  Rare 
  Very Long 
  +SB+4 
  Fast, Fine, Impale  
  TWO-HANDED 
  Nehekharan Glaive 
  14gc 
  3 
  Rare 
  Long 
  +SB+6 
  Fine, Hack, 
  Impact, Slow  
  Great Khopesh 
  10gc 
  3 
  Rare 
  Long 
  +SB+5 
  Fine, Hack  
  BOWS 
  (2h)Nehekharan War-
  bow 
  8gc 
  2 
  Rare 
  120 
  +SB+4 
  Damaging, Fine 
  AMMUNITION 
  Arrows of Asaph 
  9/ 
  0 
  Rare 
  As weapon 
  +1 
  Accurate, Impale, 
  Precise 
   
  Khopesh 
  Sickle-bladed swords famed for their cutting ability and whose curved blades allowed 
  warriors to pull shields out of position for a killing blow. Besides the bronze tipped spear, 
  the Khopesh was among the most common weapon of Nehekharas legions and they 
  found use from the simple cast bronze blades used by the common soldier to the lavished 
  upon and gold-plated signs of status used by the kings and princes of Nehekhara. 
  Great Khopesh 
  A two handed version of the Khopesh, popular among the Tomb Guard and personal 
  champions of the Tomb Kings themselves, as its heavy blade can cleave through shields 
  and armour with ease. 
  Nehekharan Broad-Spear 
  The common bronze tipped spear is the weapon that forged their empire and the Broad-
  Spear is the King of Spears. No mere weapon of a commoner the Broad-Spear is the 
  pinnacle of the spearmakers art, it’s long broad bladed speartip is closer to a bronze 
  sword and its durable yet lightweight construction makes striking with it as quick as the 
  Nehekharan asp. A favoured weapon among those Tomb Kings who fought on 
  horseback and chariot, but many princes of Nehekhara wielded it in the shield walls 
  alongside a Great Shield. 
   
   
  
  Nehekharan Glaive 
  As tall as man is long, the Nehekharan glaive is 
  a heavy bladed weapon capable of cleaving a 
  man in two and rend apart armour and shields 
  as if they were dry papyrus. The weapons 
  construction is similar to the khopesh, in that it 
  has a heavy sickle-blade mounted on a long haft 
  to make a two handed weapon. It varies in style, 
  but its most common varieties mount the blade 
  much like a khopesh bladed axe or having the 
  handle pass through much of the back of the 
  blade for leverage and allowing to the wielded in 
  great whirling motions as it cuts down the foe. 
  Nehekharan Great Shield 
  Made out of lacquered and layered wood with 
  bronze fittings, the Great shield makes up for 
  the lack of coverage of Nehekharan styles of 
  armour in sheer size, comparable to the pavises 
  in the Old World. Nearly every warrior in 
  Nehekhara had one of these shields, as the 
  desert heat made wearing too much armour an 
  issue in life. In death, they still wield these mighty bulwarks, as effective at protecting 
  bone and desiccated flesh as it was protecting bare living flesh. The shields used by the 
  Tomb Kings and Princes themselves are greatly lavished upon and decorated, their large 
  surfaces often painted with images of the Desert Gods or the great deeds of its wielder. 
  Nehekharan War-Bow 
  Comparable to the modern longbows in the Old World, the Nehekharan War-Bow is a 
  large recurve composite bow wielded by the massed ranks of archers in life and death in 
  the Tomb Kings armies. While even the humble war-bows used by the common soldier 
  are well made weapons, the war-bows used by the nobility are true works of art. As 
  Nehekhara had a long tradition of archery among its young nobles, many of these bows 
  are decorated with precious metals, gems and lapis, rendering them as beautiful as they are 
  lethal.  
  Arrows of Asaph 
  These bronze tipped arrows carry the blessing of the Nehekharan goddess of beauty, 
  magic and vengeance, Asaph. Long and arduous rituals inscribe their shafts with 
  incantations using the claws of dune scorpions and their tips are tipped in the blood of a 
  hundred sacrificed serpents grant them an unerring accuracy. 
   
   
  
   
  Nehekharan Bronze Headress 
  As much a helmet as it is a status symbol. The crescent headress worn by Nehekharan 
  nobility comes in many different styles. But it is all intended to make the wearer look 
  impressive and signal their rank to his troops and the enemy, so that they know that a true 
  warrior has come for them. 
  Bronze chestplate 
  Primarily covering the shoulders and ribcage, the chestplate worn by Nehekhara is not as 
  full in its coverage as the armours of the Old World but it was a necessary trade off to 
  manage the heat of the desert while still protecting the vital organsm as well as making the 
  wearer look more imposing by broadening this frame. Aristocratic examples also include 
  broad bronze belts with attached tassets to increase the coverage on the lower torso and 
  rare examples from the reign of Alcadizzar include bronze scales to cover the entirety of 
  the torso. 
  Bronze vambrace & greaves 
  Solid pieces of cast bronze that are often richly decorated covering the arms and legs 
  from wrist to elbow and ankle and top of the knee, respectively. The vambrace and 
  greaves do not cover the full limb as they are intended only to cover the weakspots and 
  reinforce what a shield does not cover. 
   
  NEHEKHARAN ARMOUR 
  Armour 
  Price 
  Enc 
  Availability 
  Penalty 
  Locations 
  AP’s 
  Qualities and 
  Flaws 
  BRONZE PLATE 
  Nehekharan 
  Bronze 
  Headress 
  8gc 
  2 
  Exotic 
  -10 
  Perception 
  Head 
  2 
  Fine, Royal 
  presence*, 
  Impenetrable, 
  Partial 
  Bronze 
  Chestplate 
  14gc 
  3 
  Exotic 
  - 
  Body 
  2 
  Fine, 
  Impenetrable, 
  Partial 
  Bronze 
  Vambraces 
  10gc 
  2 
  Exotic 
  - 
  Arms 
  2 
  Fine, 
  Impenetrable, 
  Partial 
  Bronze 
  Greaves 
  10gc 
  2 
  Exotic 
  - 
  Legs 
  2 
  Fine, 
  Impenetrable, 
  Partial 
  Full 
  Panoply 
  50gc 
  6 
  Exotic 
  -10 
  Perception 
  All 
  3 
  Fine, Royal 
  presence*, 
  Impenetrable, 
  Partial 
  *Provides the War Leader talent while worn, or +1 to the talent if the wearer already possesses it. 
  
  Full Panoply 
  The full panoply of war of a Nehekharan 
  warrior in life was an impressive sight, more 
  so in undeath. One may question the partial 
  coverage of its bronze plate, but as the 
  Nehekharan way of war involves the usage of 
  Great Shields the panoply and shield is 
  intended to complement one another. A Full 
  Panoply includes a Nehekharan Bronze 
  Headress, Bronze Chestplate, Bronze 
  Vambrace, Bronze Greaves and a layer of soft 
  leather armour as padding on each location 
  and should be complemented with a 
  Nehekharan Great Shield. 
  CLOTHING AND ACCESSORIES 
  Royal regalia 
  Nehekharan fashion would be considered 
  scandalous in many parts of the Old World, 
  particularly those with a heavy Sigmarite 
  presence, as much skin was exposed and 
  sheer cloths and silks was very popular 
  fashion among Nehekharan women. Once garbs were made from the finest cathayan 
  silks, exotic animal hides and excquisite golden jewelry. But after thousands of years of 
  entombment only the jewelry maintains its lustre, whereas the fine royals silks, hides and 
  leathers are aged and tattered. Their fine craftsmanship and worth is still obvious but they 
  now present a faded majesty and glory. A typical royal regalia would consist of sandals of 
  exotic animal leather, a silken kneelong skirt or loose robe, a broad bronze or gold belt 
  with inlaid jewels, a headdress and plentiful jewelry for Nehekharan men. Nehekharan 
  women wore much the same, but they favoured long silken dresses dyed with expensive 
  dyes such as blue and purple and of cloth so thin it often left little for the imagination 
  (much to the horror of the living today). Heavy necklaces and circlets were also favoured 
  fashion, though some Nehekharan Queens are also known to have worn the gilded fake 
  beards like Nehekharan men.  
  Death Masks 
  All Nehekharans nobility had elaborate death masks made in the shape of their own faces 
  when they were in their prime. These were intended to be put on their mummified bodies 
  as a reminder of whom they were in life, but some Nehekharans in life took to wearing 
  them as a form of fashion. In death, Death Masks are even more common to wear. The 
  vain Nehekharans attempting to cling to anything that reminds them of the beatific royals 
  that they once were. 
   
   
  
  Crook and Flail 
  The symbols of royal authority, derived from the sherpherds crook and grain flail. These 
  symbolise the kingship and fertility of the land and the wielders beniefience tempered by 
  martial might when held crossed over the chest. Typically made from bronze, gold and 
  inlaid with rare gems and materials, no Tomb King would be without these symbols of his 
  right to rule. The symbolic Crook and Flail may be derived from weapons but are not 
  weapons themselves and count as Improvised weapons if ever used in combat. 
  Royal Ankhra 
  Shaped in the Nehekharan symbol of eternity, the Ankhra is a common symbol to wear as 
  jewelry by the Tomb Kings to signify that their rule is eternal. Those Tomb Kings with 
  close association with Settra tend to wear it particularly prominently. 
  Nehekharan Chariot 
  As the first great civilization of Man, the Nehekharans were the first to use the horse and 
  chariot in battle. It became the height of their martial culture and for thousands of years 
  Tomb Kings rode to war from these ancient machines, granting him an elevated and 
  armoured swift moving platform from where he could slay the enemy with blade and 
  arrow. The chariots of Nehekhara are often richly decorated with gold, ivory and rare 
  gems as befits the status of its owner. A Tomb King riding in a Nehekharan chariot 
  recieves an additional +2 AP to the Body and Legs location to represent the protection 
  given by the chariots frame. It also includes a Skeleton Charioteer to operate the Chariot 
  while the Tomb King focuses on fighting the enemy and it will obey the commands of 
  the Tomb King as any other undead minion. Nehekharan Chariots also follow the rules 
  for vehicles from the Enemy in Shadows Companion p. 25-29 
  NEHEKHARAN VEHICLES 
  Vehicle 
  Cost 
  (GC) 
  Vehicle 
  Encumbrance 
  Carries Availability Motive 
  Power 
  Toughness Wounds 
  Nehekharan 
  Chariot 
  100 
  15 
  30 
  Rare 
  2-4 A 
  40 
  35 
  
  TREASURES OF THE NECROPOLIS 
  Throughout their long history after having mastered magic, the Nehekharans produced a 
  great many magical items that fill their great vaults and that are borne to war by the Tomb 
  Kings and their servants.  
  Flail of Skulls 
  This flail is made from the gilded skulls of conquered barbarian kings. Enemies strukc by the skulls are 
  lacerated and savaged by their sharpened teeth, and bleed profusely from their wounds. 
  The Flail of Skulls is a Flail with the additional qualities of Fine and Magical. Furthermore 
  for every 2 SL on a successful attack with the Flail of Skulls it inflicts +1 Bleeding 
  Condition on the target. 
  Blade of Mourning 
  Forged in the heart of Settra’s pyramid on the centenary of the king’s death, this blade leaves sorrow and 
  despair in its wake. 
  The Blade of Mourning is a Khopesh with the Magical quality. Furthermore, any target 
  wounded by the Blade of Mourning must make an immediate Cool test against Terror 
  with rating equal to the SL of the attack striking them. 
  Shield of Ptra 
  This mystical shield contains the energy of the Sun God Ptra, unleashed in a blinding flash of light. 
  The Shield of Ptra is a Nehekharan Great Shield with the Magical quality. If it is used to 
  parry or deflect incoming attacks it inflicts +1 Blinded Conditions on all enemies within 10 
  yards. 
  Serpent Staff 
  Crafted in the shape of a cobra, this staff can come to life and strike at its foe with a venemous bite. 
  The Serpent Staff is a Quarter Staff with the Magical quality that inflicts +1 Poisoned 
  Conditions for every 2 SL in a successful melee attack with the weapon. 
  Cloak of the Dunes 
  Bound with the magic of the deserts, the cloak enables the wearer to transform into a whirling cloud of 
  sand and move as swiftly as Khsar the Facesless. 
  The Cloak of the Dunes is a magical cloak that allows the wearer to move as if they had 
  the Flight (60) Creature trait. This ability can only be used if the wearer is on foot. 
  Death Masks of the Desert Gods 
  These Death Masks are wrought in the form of the animal aspects of the Desert Gods and imbued with 
  their magic, striking terror in the enemies of Nehekhara as it appears one of their Gods has chosen to 
  take to the field. 
  The Death Masks of the Desert Gods are Death Masks made in the shape of the animal 
  headed avatars of the Desert Gods. With the aspects of Djaf, the jackal-headed god of 
  war and death and Phakt, the hawk-headed god of sky and justice being the most 
  common types. Regardless of the exact god they are in the image of, wearing a Death 
  Mask of the Desert Gods grants the wearer the Terror (4) Creature trait. 
   
   
  
  EMISSARIES OF THE TOMB KINGS IN THE OLD WORLD 
  The Grand Museum of Antiques and Historical Society of Altdorf 
  On the surface the Grand Museum is a well kept and architecturally impressive building 
  close to the University of Altdorf where many of its students of history go to study 
  ancient artifacts and listen to lectures by renowned experts and explorers of ancient ruins 
  and dead cultures. It even attracts sizeable crowds of burghers who wish to appear 
  worldly and cultured by knowing a bit of trivia of the ancient world. The Grand Museum 
  boasts several exhibits, displaying artefacts and items from the time of Sigmar (by far its 
  most popular exhibit), elven artefacts from when the elves still lived in the Old World and 
  perhaps its most lavished and impressive exhibit of ancient Nehekhara. Boasting the 
  largest collection of Nehekharan artefacts anywhere in the Old World and an immense 
  fortune, as Nehekharan artefacts are worth a kings ransom as collectors items in the 
  Empire. Though many have tried to rob the museum, no thieves that have managed to 
  break into the palatially designed building has ever returned and many a rumour about the 
  Nehekharan exhibit being cursed abound. 
  The Grand Museum is run by the Historical Society of Altdorf. A society of scholars, 
  adventurers and so called ”Nehekharaologists”, who claim to be the worlds foremost 
  experts on ancient Nehekhara. The Historical Society seems to be fabolously wealthy as 
  the Grand Museum building is built almost like a palace, lavished upon as if the architect 
  of the Grand Museum wished to outdo the Imperial palace itself. They also fund an 
  immense amount of expeditions into unknown lands to collect artefacts for display or to 
  expand the ever growing library that the Grand Museum hosts. The curators of the Grand 
  Museum and members of the Historical Society are impressively tight lipped about their 
  funding and are famed for their ability to make excuses along the lines of ”wealthy 
  patrons in the Emperors court” or ”wealth found in faraway lands” which makes many 
  cleverer Altdorfers question just who truly funds the Grand Museum and why? The 
  Historical Society functions much like a guild for the curators and scholars of the Grand 
  Museum and they have a great degree of secret rituals and initiations before one can 
  ascend through the ranks and prove ones expertise and commitment to preserving 
  knowledge. The cult of Verena has a notably strong following among the Grand 
  Museums staff and Historical Societys members. Led by the renowned explorer and 
  adventurer, Rickhart Karlhof, now aged and worn, who has himself led many Historical 
  Society expeditions to Nehekhara, ruins in the Empire and other places of legend. 
  In truth, the Grand Museum and the Historical Society is ruled by the court of the Tomb 
  King Thutep VI the Undying and the Nehekharan exhibit in the Grand Museum is the 
  personal belongings of him and his court. In a secret dwelling place underneath the 
  Grand Museum they hold court, built in the excessive style of a typical Nehekharan palace 
  and cleverly hidden by Imhunaten the Bold, the Necrotect who led the construction of 
  the Grand Museum itself under an assumed identity. The reason for the Grand Museums 
  existence and the Tomb King court in hiding stems from King Thuteps belief that 
  punitive military expeditions to recover stolen Nehekharan artefacts are far to wasteful 
  and that a wise king knows how to wield subtle power just as much as absolute displays of 
  
  it. The Grand Museum and Historical Society at the behest of King Thutep VI and his 
  court thus buy, steal or through whatever other necessary methods recover stolen 
  Nehekharan artefacts and safely see them returned to their proper owners in the Land of 
  the Dead underneath the noses of the living of Altdorf. Whom would likely be very 
  shocked to find that a court of an undead king sits in secret beneath their beloved 
  museum.  
  Beyond recovering artefacts, King Thutep VI also acts as an intermediary, or at least 
  attempts to, for diplomacy between Settra, the Great King of Nehekhara and the mortal 
  rulers of the Old World. A job he finds very difficult as not only is the King of Kings 
  notoriously imperius, the mortal sovereigns of the Old World often believe his missives 
  to be pranks. His court also serves as a convenient hiding place and base of operations for 
  those Tomb Kings and their emissaries that must come to the Old World and the 
  Empire. As here they can enjoy the hospitality of Thutep without the risk of causing a 
  torch and pitch fork wielding mob forming to drive out the undead monster in their 
  midst. King Thutep VI also has an infamous distaste for vampires and particularly the 
  Lahmian bloodline and lends much support through the Historical Society to those that 
  combat the self-declared dark masters of the night. Indeed, he has even personally 
  donned his panoply of war and joined purges of vampire nests in the vast sewers and 
  caverns beneath Altdorf.  
   
   
  
  Personages of the Historical Society and King Thutep VI’s court 
  Below follows a few brief descriptions of the most notable individuals dwelling the in the 
  Grand Museum’s underworld. They are intended to be premade characters that can be 
  used as is. However, if you would prefer your making your own npc’s for the Grand 
  Museum and Historical society, or even your own Tomb King player characters as its 
  masters they can be replaced without issue. 
  KING THUTEP VI THE UNDYING 
  In life, Thutep was a well known for his gregarious 
  nature and the feasts held in his palace were famous 
  for their extravagance. He was among the first to 
  notice the evil that is vampirism and during 
  Alcadizzars reign and subsequent war against the 
  vampires he was renowned for his ferocity in fighting 
  these undead fiends and died fighting them. In death, 
  his gregariousness and hatred of vampires remains and 
  he clearly envies the living for still being able to enjoy 
  the simple pleasures of life. However, he does not 
  hate them, he simply believes they are still the 
  barbarians they were when Nehekhara was still at its 
  apex and that they need to be ruled by the first and 
  greatest of Men, even though they are undead. He rules his small court in the Grand 
  Museum with a harsh, but fair hand and treats his living servants with the gregarious 
  nature he is famed for and has earned a remarkable amount of loyalty from the living 
  members of the Historical Society. Much to the consternation of his wife, Queen 
  Metmesis, and Tomb Herald, Rakhmosis, he has recently taken up the habit of wandering 
  the streets of Altdorf at night, disguised in heavy robes and a death mask, trying to jolt his 
  memories of life as a living man by living vicariously through the still breathing 
  inhabitants of Altdorf. Likewise, those mortals he gives his patronage to he often invites 
  to elaborate feasts and banquets and lavishes them in all the luxurious of ancient 
  Nehekhara to stir his dried out heart via living mens merriment. He befriended the 
  explorer Rickhart Karlhof in Nehekhara many years ago before establishing the Grand 
  Museum. As the then young man was attempting to stop a vampire from looting Thuteps 
  tomb and in their battle awoke the Tomb King and his court. Immediately recognizing 
  the vampire for what it was, he came out of his grave blade in hand and joined the mortal 
  in slaying the fiend. Afterwards he was impressed further by this mortal who could speak 
  Nehekharan, albeit clumsily, and entertained him for a year and a day as he learned of 
  what became of the world after Nehekhara became as dust. It was during this period and 
  the many adventures in Nehekhara they shared that Thutep and Karlhof formed their 
  friendship, a friendship that Thutep values very highly as he sees Karlhof as one of the 
  few connections left to what mortal life was like. 
   
   
  Sketch of Thutep VI by the Head Curator 
  
  QUEEN METMESIS THE STRIKING 
  In life Metmesis was a remarkably beautiful 
  woman. The envy of many a king and prince of 
  Nehekhara for Thutep managing to gain her hand 
  in marriage. Beyond her beauty she was renowned 
  for her charity and kindness, unusual in taking a 
  special interest in the poor of her husbands 
  kingdom. In death however, Metmesis has 
  become a twisted, bitter creature. Her once 
  striking good looks have twisted into a grotesque 
  and rotten parody of her former beauty and she 
  constantly wears a death mask made when she was 
  in her prime and silk robes to hide what she has 
  become. Both from herself and the world. She greatly dislikes her husbands flight of 
  fancy to establish the Grand Museum and Historical Society and regards anyone not of 
  Nehekharan birth as slaves at best, vermin at worst. She has a particular loathing of elves 
  whose inherent and effortless beauty makes her seethe with jealously over what she lost in 
  death. A famous bust of her in queenly regalia is displayed in the Grand Museums 
  Nehakharan exhibit and she can often be found staring at and caressing it when the 
  exhibit is empty. 
  RAKHMOSIS THE STRONG, TOMB HERALD 
  OF THUTEP VI 
  Stern and unyielding, Rakhmosis is the very ideal of a 
  Tomb Herald. Having served Thutep in life and in 
  Nehekhara before Thutep founded the Grand 
  Museum. He is a blunt and outwardly humourless 
  creature, with a literalminded personality as flexible as 
  a block of granite. He is however a deep thinker, 
  particularly in the philosophy of warfare and can often 
  be found in the Grand Museums library when it is 
  closed to the public. A warrior of many battles, he was 
  renowned for his great strength in life that has only 
  increased in death, wielding a great Nehekharan Glaive 
  when he does not carry Thuteps standard. He views 
  the living in Altdorf as a rabble of undisciplined 
  barbarians and treats them with disdain, however 
  warriors and other martial characters he grants respect in recognition for their skills. 
  Halflings in particular he finds to be distasteful creatures. He shares his masters absolute 
  hatred of the vampires and if he could personally drive a stake through the heart of each 
  and every one if he would. Rakhmosis often lends his blade when able and allowed to 
  those who take the fight directly to vampires in their lairs. 
   
   
  Sketch of Queen Metmesis in courtly garb by the 
  Head Curator 
  Sketch of Rakhmosis in Nehekhara leading 
  Thuteps Tomb Guard by the Head Curator 
  
  RICKHART KARLHOF, HEAD CURATOR 
  OF THE GRAND MUSEUM 
  Few would believe that the mild mannered head 
  curator of the Grand Museum was once a renowned 
  explorer and adventurer in his youth. Fewer still 
  would believe he is the foremost mortal servant of a 
  Tomb King residing in a hidden court underneath 
  Altdorf itself. Indeed, it was during one of these 
  youthful adventures in Nehekhara that Karlhof 
  encountered and befriended the risen King Thutep 
  VI after thwarting a vampire attempting to rob his 
  tomb. While he was once the very image of vitality 
  and swashbuckling adventurer, age has taken a heavy 
  toll on Karlhof and he spends most of his days 
  making sure the day to day drudgery of the museum functions smoothly. He is far to old 
  to go on expeditions these days and lets the younger curators and members of the 
  Historical Society deal with such youthful excursions. Though he does still lecture at the 
  University of Altdorf, as he is the foremost expert on Nehekhara in all of Altdorf and 
  very often entertains young visitors to the museum with stories of his daring escapades as 
  an explorer. He serves King Thutep loyally and dutifully, believing the Tomb Kings 
  presence is a boon to the Empire and that only good things can come from the first of 
  mans great civilisations creating deeper ties with the Empire, undead or not. Karlhof is 
  also the first man that any would be artefact seller interacts with and he is a shrewd 
  negotiator and can tell an original from a fake  at a glance. It is also he that vets and 
  inducts new members to the Historical Society, making sure they are men of character 
  and are able to keep the existence of King Thutep and his court a secret as well as further 
  the Historical Societys true purpose of recovering Nehekharan artifacts and combating 
  vampires. Those adventurers that the Historical Society hires will also inevitably deal with 
  Karlhof, as Thutep and his court are leery to trust outsiders that Karlhof himself has not 
  personally approved. While Thutep would not show it, he is deeply disturbed by Karlhofs 
  aging. As he died a violent death long before he could grow into an old man, he has lost 
  whatever ability to manage aging as a mortal man would have and the visible decay of his 
  living friend gives him cause for great concern. He was once greatly favoured by 
  Metmesis, as Karlhof has always treated her as the beautiful woman she was in life, but 
  his role in convincing Thutep to move his court to this barbaric wasteland has greatly 
  soured her opinion of the aging curator. Rakhmosis is of very mixed opinion on Karlhof. 
  As Karlhof is perhaps the only mortal that has understood Rakhmosis bonedry sense of 
  humour, but his aging seems to Rakhmosis a growing laziness from the, to him, 
  previously very energetic adventurer which is something he cannot comprehend. 
   
   
  Sketched self-portrait 
  
  TOMB KINGS ADVENTURE SEEDS 
  Below follows a few adventure seeds to start off your own campaigns involving the Tomb 
  Kings, both in the Old World and Nehekhara. 
  Thou shalt not make unto thee any graven images... 
  Djetshetsup the Irate, a Necrotect of great renown, has become aware of that the Great 
  Temple in Altdorf sports statues of Sigmar far greater in size and splendour than the 
  statues of the Desert Gods he has carved. Falling into a rage, he has tasked your party 
  with infiltrating Altdorf, smashing the statues and bringing back as much of the shattered 
  stonework you can carry. But a cult of the Dark Gods has likewise become offended by 
  the statues of Sigmar and seek to corrupt their pure marble to their own ends. Are you a 
  bad enough dude to pass unnoticed in Altdorf and smash the statues before the cultists 
  corrupts them? 
  To the ends of the Earth 
  The Tomb King Ramhenaten suffers from the curse that he will not know peace until he 
  finds the northernmost edge of the world. He campaigned all over the Badlands in his 
  life, then died. Now he cannot be awakened by the Liche Priests until this curse is lifted 
  and his son, Setotamon, sends your party along with his servants to bring his enormous 
  golden sarcophagus to the Sea of Claws and possibly further, to find the northernmost 
  edge of the world. Are you a bad enough dude to go where no Tomb King has gone 
  before to lift the curse? 
  The Grand Tour 
  Inspired by Thutep VI and his Historical Society, your party travels to the Old World to 
  establish your own network of informants to return Nehekharan artefacts. Facing many 
  dangers as you travel across the Empire and beyond trying to convince the barbarous 
  natives that you are not there as conquerors, but friends. Are you a bad enough dude to 
  convince the torch and pitchfork wielding mob that you’re a nice guy? 
  It belongs in a museum! 
  A tomb robber you have interrogated before execution admits under great duress that a 
  series of expeditions to rob your necropolises are funded by the Guild of Exploration and 
  your Tomb King, Akhatun, decides that they are to punished and he sends his servants, 
  your party, to execute the guild in such a manner to make an example of all who would 
  dare steal from you. The tomb robbers helpfully supplied you with the knowledge that the 
  guild has a contact in Araby and that is where you will beging your quest of revenge, by 
  learning to pose as Arabyan guides to Nehekhara, you will ferret out this contact, strike 
  his head from the shoulders and then travel to the Empire to do the same to his masters. 
  Are you a bad enough dude to take back your rightful property and stop the tomb 
  robbers at their heart? 
   
   
  
  Acknowledgements 
  This is a fan made supplement and in no way endorsed by Games Workshop or Cubicle 7 
  all art belong to their respective artists etc. With that out of the way, credits should be 
  given to the anons over at /wfg/ for giving feedback, ideas and suggestions for the 
  various bits of the supplement. Credit also goes to Chris MacLean for the Flammable 
  trait, taken from Unofficial Bestiary 2. 
   
  Thanks for reading, I hope you’ve enjoyed the fan material in the supplement and that it’s 
  given you the proper TOMB KANGZ experience! 
   
  - Naggaroth Anon 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  For questions, email me at naggarothanon@gmail.com 
   
   
   
   
   
   
   
   
   
   
  Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2018. Warhammer Fantasy Roleplay 4th 
  Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy 
  Battles, the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, 
  weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably 
  registered around the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are 
  trademarks of Cubicle 7 Entertainment Limited. All rights reserved. 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/4th Edition/Homebrew & Fan Material/Kings of the Dead 1.1.pdf