Over 1,000 years ago in Itharia, there was a mighty kingdom called Nerakhesh. This thriving empire was responsible for many of the wonders of that ancient world, including the Pyramid of the Pharoahs, the Steps of Sarhkan, and the Great Obelisk, which focused the power of the sun using crystals into a deadly sentinel weapon. These great monuments were created to honor their gods and entomb their greatest kings, so that they could enter into the heavens with all the splenders they had in life. Nerakhesh controlled much of the Eastern lands and its people prospered under her rule. Great cities, wonderous temples, and beautiful ports along the rivers sprouted wherever the armies of Nerakhesh went. It was not long, however, before they came into contact with the evil that is Ret-Talus.
Although much younger than he is now, Ret-Talus still held great power, and his armies were the first equal of the Nerakheshian armies. For hundreds of years the two empires clashed with the chariots of Nerakhesh cutting swathes throught the skeleton legions, while the shambling zombies dragged down the noble Tomb Guard. But for all of Nerakhesh's might, they were still made up of living men and flesh, while the armies of Ret-Talus replenished with each victory. In the end only the mighty capital city stood untainted by the coming darkness. Surrounded by the undead with their empire in ruins, the once-mighty kings and pharoahs of Nerakhesh retreated to their tomb-pyramids, encasing them in the hope that the afterlife would give them the promises they sought.
However, Ret-Talus had other plans. Never before had a kingdom given him so much trouble, and long had he sat jealous of Nerakhesh's splendor. His wrath and revenge would not be undone by the death of his foes. Instead he cursed the Nerakheshians and all their lands, turning the once-vibrant life center into a tomb of death and sand. Where once a marble pyramind shown in the light, now an unholy Necropolis remains, gathering magical power for Ret-Talus. The long dead kings were reawakened, not in paradise, but in cold undeath. Their mummified remains, decrepit and rotten, now shambling in royal halls where they once strode in glory. The skeletal steeds carry rotten chariots, layered in the dust of the desert, pushed on by the winds of magic that animate them. The royal guard, with some semblance of memory, still guard the tombs as unholy revenants. The once-proud empire of Nerakhesh, instead became the dreaded Desert Kingdom.
Recently, however, the undead legions of the Desert Kingdom unearthed a Summoning Stone. The magical properties unleashing the long-gone minds of the undead kings. Before they were merely an extension of Ret-Talus' mind, but now much more. Memories from their past life flooded the kings' minds. For now Ret-Talus has allowed the events to unfold, as his minions are now able to wield a much more powerful magic thanks to the Summoning Stone. However he must remain vigilant, for if the Desert Kingdom's leaders ever become too self-aware, they could threaten all of what Ret-Talus has worked to accomplish.
I have always loved Egyptian history, and when fantasy elements get mixed in they create a really cool, iconic image in my mind. I have also always like the undead legions of Ret-Talus and skeleton armies and stuff like that, so I wanted to mix them up. While thinking of stuff, I didn't really want them to be reinforcements for the Fallen Kingdom, at least when it came to image I had in my mind. They weren't gothic skeletons and vampires and stuff like that, but an ancient kingdom from the East that was more dust than bones. So I created the Desert Kingdom. And since Ret-Talus is the master of undeath, I had him kinda rule over the Desert Kingdom, but now that they have a Summoning Stone, perhaps they will start to rebel and reclaim their former glory. A big thing about the desert kingdom are the plague cards. They are Events that play on a unit similar to Freeze. While freeze could potentially take a unit out of the game for the rest of the game, these plagues only hinder or cripple. They also do not go away. That is a big difference, and since they don't go away I couldn't have them be too powerful. Hopefully they aren't too powerful. Also I tipped my hat to the Dungeon Run game with the mummies ability and the naming of some of the units. I hope you like them and here they are:
The Desert Kingdom
Ra-Hotep - Summoner
Cursed Incantation - Instead of moving or attacking, you may spend 2 magic to take a Plague card from your discard pile and place it into your hand.
Necro-Sting - Champion
Poison Sting - If Necro-Sting would wound a Unit, roll a die, on a result of 4+ place an additional wound on that Unit. There is no limit to the number of wounds that may be placed.
Notes: I picture this thing as a giant scorpion. Kinda broken and decayed as well, most likely black.
Neferatu - Champion
Resurrect - Instead of attacking, you may take a Desert Kingdom Unit from your discard pile and shuffle it into your draw pile.
The Desert Revenant - Champion
Stone Construct - When a wound marker is about to be placed on this card, roll a die. On a result of 4+, cancel and ignore that wound.
Notes: For this one I picture a gigantic Sphynx statue, brought to life, with glowing eyes of undeath.
Mummy - Common
Aura of Negation - Enemy Units adjacent to this Unit treat their text box as blank.
Tomb Guardian - If this Unit is adjacent to a wall you control, add 1 to the number of one of your die results when attacking.
Chariot Charge - During your Movement Phase, you may move this Undead Chariot up to 5 spaces in a straight line. For each space moved in this way you may add 1 to it's Attack Value, to a maximum of +3 dice.
Note on Plague cards: These events go under a chosen unit and move with the Unit if it moves (except with a Scorpion Plague, because then you can't move). You must also only ever have one Plague card under any given card.
Locust Plague (2) - Choose a non-Summoner Unit on the Battlefield and place this card under it. When you attack the chosen Unit, you hit the Unit on a die result of 2+. If the chosen Unit is destroyed, discard this card.
Scarab Plague (2) - Choose a non-Summoner Unit on the Battlefield and place this card under it. When this Unit attacks, it only hits on a die result of 5+. If the chosen Unit is destroyed, discard this card.
Scorpion Plague (2) - Choose a non-Summoner Unit on the Battlefield and place this card under it. The chosen Unit cannot move. If the chosen Unit is destroyed, discard this card.
Mummy's Plague (2) - Choose a non-Summoner Unit on the Battlefield and place this card under it. When the chosen Unit leaves play, you may place a common Unit, costing up to 2 magic, from your discard pile on the space the previous Unit occupied. Discard this card after you do this.
Ra-Hotep's Wrath (1) - Place 1 wound marker on every card that has a card with the word "plague" in its title under it.
Desert Kingdom Deck:
Tmb Archer x6
Undead Chariot x4
Wall - B4
Summoner - D4
Tomb Archer - B3, B5
Mummy - A2, C3
Undead Chariot - D1