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When Teclis, god of light and sorcery, drew the souls of the aelven dead out of Slaanesh's long captivity, the first he remade were the Cythai — his eldest children, shaped with more hope than craft. They emerged wrong. What they had endured inside the Dark Prince had marked them: light pained their eyes, sleep returned them to the devouring, and behind every gaze their maker saw a flaw he could not mend. When the Cythai sensed Teclis's dawning horror — and guessed what a disappointed god might choose to do — they fled. Down they went, past the shorelines of the Mortal Realms, into the drowning dark of the deepest oceans, where even the gaze of gods grows dim.
The deeps hid them but did not heal them. The descendants of the Cythai, the Idoneth, soon learned the price written into their broken inheritance: most of their children are born Namarti, carrying half-souls that gutter like starved lamps and fail within a few short decades. Only a rare few are born whole. So the Idoneth made a cold arithmetic of survival — they rise from the waves in silent raids, reap the souls of coastal peoples, and carry the harvest down into the dark to be grafted onto their fading children. They tell themselves it is a tithe, not a murder. Some of them even believe it.
The Idoneth make war beneath a magic called the ethersea, a phantom ocean that their Isharann tide-priests carry with them onto dry land. Within its gloom, aelves swim through the air as through water, fangmora eels and razor-jawed sharks glide above the battlefield, and the world turns cold, muffled, and drowned. Behind the Namarti masses ride the Akhelians, the whole-souled warrior aristocracy, mounted on beasts broken to the bridle in brutal war-academies, while the Isharann bend tide, soul, and memory alike to the enclaves' need. Over all of it hangs the sign of Mathlann, dead god of the deeps — a drowned faith for a people half-convinced they are already damned.
No nation of Order is less known, because the Idoneth insist upon it. When a raid ends, the Isharann comb the memories of survivors from their skulls, leaving empty harbours, becalmed ships, and sailors' tales of a sea-mist that walks. To the surface world the Deepkin are folklore; to the gods they are a shame Teclis keeps; to themselves they are a question with no good answer — a people of Order who prey upon Order's own. Yet in the deep places there are those, High King Volturnos foremost among them, who dream that the scattered enclaves might one day stand in the light again, and be forgiven for what the dark made necessary.
Order of battle
Units
Leader
InfantryAkhelian EmissaryA herald and envoy of the enclaves who carries the will of the deep kings between the scattered aelf-realms, blade and word alike sharpened for the ambush.
Monstrous CavalryAkhelian KingA warrior-sovereign of the deep aelves, riding a monstrous deepmare into battle with blade and beast striking as one lethal, imperious force.
InfantryIsharann SoulrenderA grim soul-harvester who tears the spirits of the slain from the battlefield, mending fallen deepkin and reaping the essence the enclave needs to survive.
InfantryIsharann SoulscryerA soul-navigator of the deep aelves who reads the tides of the spirit-world, guiding raiders through the ethersea to strike from utterly unexpected quarters.
InfantryIsharann TidecasterA deep-aelf sorceress who summons the ethersea and commands its ghostly tides, cloaking her people in phantom water and drowning the enemy's will.
Cavalry
Eel CavalryAkhelian Ishlaen GuardThe bulwark of the Akhelian host — eel-riders whose crackling galv-shields drink the fury of enemy blows while their helsabres answer it.
Eel CavalryAkhelian Morrsarr GuardThe shock cavalry of the deep — Akhelian aristocrats on serpentine fangmora eels, striking with voltspears and the stored lightning of their mounts.
Behemoth
MonsterAkhelian LeviadonA fortress-turtle of the crushing depths, its void drum thickening the ethersea's gloom while harpoon crews rain death from its armoured back.
MonsterEidolon of Mathlann, Aspect of the StormThe wrathful avatar of the drowned sea-god, a towering manifestation of tempest and vengeance that wades through the enemy host wielding storm and spear.
Battleline
InfantryNamarti ReaversBlind archers of the enclaves whose whisperbows loose arrow-storms through the ethersea, silent as fish and no easier to catch.
InfantryNamarti ThrallsThe half-souled multitude of the enclaves — blind warriors whose long lanmari blades reap the surface world so that their own guttering souls may be fed.
Heroes & legends
Characters
Eidolon of Mathlann, Aspect of the SeaThe Tide's MercyThe serene avatar of the sea-god Mathlann, a luminous manifestation of the ocean's providence that heals the deepkin and turns the tides of battle.
Lord NallynorthThe Tide-ReaverA ruthless Akhelian king whose lightning raids have made the Nautilar enclave feared across the coasts, his soul-hunger sated only by relentless conquest.
LotannThe Soul-CounterThe Idoneth's meticulous accountant of harvested souls — a rare burning spirit among a cold people, whose tallies decide which of the Namarti live.
The Blind KingThe Sightless SovereignAn enigmatic deep-aelf monarch who rules from a drowned throne, his sightless eyes said to perceive the currents of fate more clearly than any seer.
VolturnosHigh King of the DeepThe last of Teclis's first-made aelves and the unbeaten war-king of the Idoneth — the one banner every sundered enclave will still answer.
Chapters, dynasties & kin
Subfactions
Dhom-hainThe Deep Questers, who dove further from the light than any other enclave and remain fiercely proud of it. Peerless hunters of the great beasts of the benthic dark, the Dhom-hain broke early from Ionrach oversight and want nothing from the surface world but its souls, counting diplomacy a surface-dweller's disease.
FuethanThe fiercest of the enclaves, dwelling in hot, restless seas where everything bites. Fuethan beast-handlers prize the most vicious eels and sharks of any Idoneth nation, red-finned and half-feral, and the enclave's raiders are cut from the same hide — quick to strike, slow to forgive, and openly scornful of Ionrach dreams of unity.
IonrachThe eldest and greatest of the enclaves, seat of High King Volturnos and the closest thing the scattered Idoneth possess to a capital people. The Ionrach alone argue that the enclaves are one nation, and that the Deepkin might yet take an honest place among the peoples of Order — though the allies they fight beside rarely remember the alliance afterward.
Mor'phannA somber enclave of cold, lightless waters, where the ethersea lies thick as grave-mist and the Namarti outnumber the whole-souled many times over. The Mor'phann speak little, mourn much, and work soul-magic beyond any rival — when their slow tide finally comes in, it takes everything and gives nothing back.
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