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Following the reveal that Fetohep was alive and well, he unleashed Khelt's greater armies. Khelt claimed two Named [[adventurers|Aventurers]] and a Named-rank team. The Rites of the Revenant were used again, opening first three tombs, and later the remaining two.<ref name=":1" /> | Following the reveal that Fetohep was alive and well, he unleashed Khelt's greater armies. Khelt claimed two Named [[adventurers|Aventurers]] and a Named-rank team. The Rites of the Revenant were used again, opening first three tombs, and later the remaining two.<ref name=":1" /> | ||
Following the Days of Return, three [[Gnolls|Gnoll]] tribes | Following the Days of Return, three [[Gnolls|Gnoll]] tribes where offered citizenship and settled in Khelt. These are the [[Decles tribe]], Satest Fletching tribe, and Gembow tribe.<ref name=":4">[https://wanderinginn.com/2022/11/29/9-26-f/ Chapter 9.26 F]</ref> However, Khelt also lost its vast army due to the souls disappearing, but must keep up the illusion of strength and prosperity lest it be attacked in its moment of weakness. The nation is subtly preparing for shortages and hard times.<ref name=":4" /> | ||
== Layout == | == Layout == | ||
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=== Former Strength === | === Former Strength === | ||
Khelt's ruler has absolute command over the undead workforce and armies. The armies consist of, according to several assessments, endless numbers of undead who can be raised from the ground at the will of the Khelt's ruler. The | Khelt's ruler has absolute command over the undead workforce and armies. The armies consist of, according to several assessments, endless numbers of undead who can be raised from the ground at the will of the Khelt's ruler. The undead are so vast that 40,000 skeleton warriors are considered a message.<ref name="6.55K" /> | ||
Within Khelt’s land the Undead warriors are stronger, faster, ''deadlier,'' and imbued with the knowledge of combat. But elsewhere they become mindless and weaker, as Khelt's ruler’s power extended across their domain and weakened with every mile. Khelt's ruler could still send them to attack their enemies, but they would most | Within Khelt’s land the Undead warriors are stronger, faster, ''deadlier,'' and imbued with the knowledge of combat. But elsewhere they become mindless and weaker, as Khelt's ruler’s power extended across their domain and weakened with every mile. Khelt's ruler could still send them to attack their enemies, but they would most probable get lost to the desert, turned into an undead horde that might well attack someone else or simply be lost. As such Khelt's ruler have to rely on politics and gold abroad, like [Assassins] to kill their enemies outside the kingdom. But within even the King of Destruction would beware invading Khelt.<ref name=":Revenant and the Naga" /> | ||
Only when Khelt's ruler personally leads the army out of its borders do the Undead warriors retain their strength and control.<ref name=":8.08 J" /> | Only when Khelt's ruler personally leads the army out of its borders do the Undead warriors retain their strength and control.<ref name=":8.08 J" /> | ||
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Some of the Revenant champions of previous rulers were entombed in order to aid Khelt in the future, should an emergency arise. Those revenants were the [Vizier] [[Hecrelunn|Hecreluum]], the [Champion of War] [[Salui]], the Honor Guard of Serept comprised of 20 Half-Giant warriors, 60 Scourgeriders with one unchained [[Djinni]], and the Kheltian flagship ''[[Sand at Sea]]'' and its crew. | Some of the Revenant champions of previous rulers were entombed in order to aid Khelt in the future, should an emergency arise. Those revenants were the [Vizier] [[Hecrelunn|Hecreluum]], the [Champion of War] [[Salui]], the Honor Guard of Serept comprised of 20 Half-Giant warriors, 60 Scourgeriders with one unchained [[Djinni]], and the Kheltian flagship ''[[Sand at Sea]]'' and its crew. | ||
The mightiest undead Khelt could field aside from Revenants are undead Jaws of Zeikhal and the undead corpse of [[Zirconia]] the Ash Giantess.<ref name=":0" />A Jaw of Zeikhal can explode in a wave of death magic, and | The mightiest undead Khelt could field aside from Revenants are undead Jaws of Zeikhal and the undead corpse of [[Zirconia]] the Ash Giantess.<ref name=":0" />A Jaw of Zeikhal can explode in a wave of death magic, and converts the area two thousand feet around it into deadlands.<ref name=":3">[https://wanderinginn.com/2021/06/06/8-26-fk/ Chapter 8.26 FK]</ref>One of the Jaws is equipped with a shrine of bone containing liquid essence of undeath, which changes the magical aura of surrounding undead, granting them [Invisibility] or [Speed] among other powers.<ref name=":0" /> Khelt possessed seven Jaw of Zeikhal corpses, though previous rulers suggested they could've fielded at least eight, once.<ref name=":1">[https://wanderinginn.com/2021/07/25/8-32/ Chapter 8.32]</ref> | ||
During the [[Crelers|Creler]] Wars, Khelt developed a long range magical artillery weapon called Razzimir’s Arrows. It can launch a Tier 6 spell such as a giant [Arrow of Light] spell<ref name=":0">[https://wanderinginn.com/2022/04/10/8-78-f/ Chapter 8.78 F]</ref> and can strike other continents from Khelt.<ref>[https://wanderinginn.com/2022/11/02/9-23-ggggggggg/ Chapter 9.23 GGGGGGGGG]</ref> Khelt has other spell scrolls with intercontinental range, including some that can summon living war monsters.<ref>[https://wanderinginn.com/2023/11/22/9-66/ Chapter 9.66]</ref> | During the [[Crelers|Creler]] Wars, Khelt developed a long range magical artillery weapon called Razzimir’s Arrows. It can launch a Tier 6 spell such as a giant [Arrow of Light] spell<ref name=":0">[https://wanderinginn.com/2022/04/10/8-78-f/ Chapter 8.78 F]</ref> and can strike other continents from Khelt.<ref>[https://wanderinginn.com/2022/11/02/9-23-ggggggggg/ Chapter 9.23 GGGGGGGGG]</ref> Khelt has other spell scrolls with intercontinental range, including some that can summon living war monsters.<ref>[https://wanderinginn.com/2023/11/22/9-66/ Chapter 9.66]</ref> | ||
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Because of the loss of the souls which animated the undead following the Days of Return, Khelt currently has no army. Only some undead that were animated by [Necromancers] are still active, and even then, their reactions are slower.<ref name=":4" /> Khelt lost control of its four remaining Jaws of Zeikhal,<ref name=":6">[https://wanderinginn.com/2023/11/26/9-67-pt-1/ Chapter 9.67 (Pt. 1)]</ref> and the only remaining Revenants are the crew of ''Sand at Sea''. | Because of the loss of the souls which animated the undead following the Days of Return, Khelt currently has no army. Only some undead that were animated by [Necromancers] are still active, and even then, their reactions are slower.<ref name=":4" /> Khelt lost control of its four remaining Jaws of Zeikhal,<ref name=":6">[https://wanderinginn.com/2023/11/26/9-67-pt-1/ Chapter 9.67 (Pt. 1)]</ref> and the only remaining Revenants are the crew of ''Sand at Sea''. | ||
King Izimire had spent much of the Apothricarium's potions during his reign. Every intercontinental | King Izimire had spent much of the Apothricarium's potions during his reign. Every intercontinental scrolls have been spent, effectively de-fanging Khelt overseas.<ref name=":6" /> | ||
== Culture == | == Culture == |