Idoneth Deepkin: Isharann...
It is the Tidecasters who conjure the phantasmal sea that allows aelf and aquatic beast to move and breathe as if they were in their own natural environment.
It is the Tidecasters who conjure the phantasmal sea that allows aelf and aquatic beast to move and breathe as if they were in their own natural environment.
This book, used in conjunction with the Warhammer: the Old World Rulebook, provides you with all the information required to command your collection of miniatures on the field of battle.
This book, used in conjunction with the Warhammer: The Old World Rulebook, provides you with all the information required to command your collection of miniatures on the field of battle.
The Idoneth Deepkin are a mysterious race of aelves who dwell within the oceans of the Mortal Realms, emerging from their watery seclusion to plunder the souls of land-dwellers – a grim harvest upon which their very survival depends.
At first they appear as spectral blurs in the ethersea, distant streamlined shapes that seem to materialise from nowhere. With powerful thrusts of their sickle-finned tails, the forms grow all too quickly as they launch their attack
Namarti Reavers provide the archers and scouts for the Idoneth Deepkin phalanxes.
He was the first of his kind, and is the last of the Cythai still alive. All Ionrach bow before him, their one acknowledged leader, the eldest and greatest of their race.
No troops exemplify the Idoneth Deepkin way of life more than the Akhelian Guard. Mounted atop Fangmora Eels, they fight in a loose formation ideal for rapid assaults and sudden retreats, typifying the hit-and-run style of war common amongst the aelves of the depths.
It is a dark age. An age where mighty armies from powerful nations clash to carve out empires on the field of battle. An age where alliances can be fleeting, and today’s friends can be tomorrow’s foes. It is an age where the Winds of Magic must be mastered, and where brave soldiers clash against endless hordes of enemies. And for those who are victorious, it can be an age of glory, no matter how fleeting.
Victory at Sea is the game of naval combat during the Second World War. Throughout 1939–45, the nations of the world duelled across the oceans across the globe, only to discover the fundamental nature of naval warfare changing in the face of rapidly developing technologies. Now you can play out these confrontations on the tabletop with entire fleets drawn from the Royal Navy, US Navy, Imperial Japanese Navy, German Kriegsmarine or any of the other nations featured in Victory at Sea.
The Idoneth Deepkin are a mysterious race of aelves who dwell within the oceans of the Mortal Realms, emerging from their watery seclusion to plunder the souls of land-dwellers. Guided by the eldritch insight and tidal magics of a Soulscryer, the eyeless Namarti advance into battle, cutting a path for arrogant Akhelian nobles mounted atop deadly aquatic beasts that swim through the air on phantasmal currents.
Idolised echoes of a bygone era, the Eidolons of Mathlann are summoned to life in times of dire need. These are no divine avatars, however, but collective manifestations of the ancestral souls of the Idoneth Deepkin, spirits of vengeance wrapped in the image of a lost aelven god.