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Conquest: Dweghom Ardent Kerawegh
Conquest: Dweghom Ardent Kerawegh
Regular Price $45.00Vendor: Parabellum
Product Type : Miniature Games
Hurry! Only0units left in stock!Conquest: Dweghom Ardent Kerawegh is currently out of stock, however we can order for you.
As a faction based on freedom, the Ardent struggle with leadership and organization. They are organized around authoritative individual figures who are elected by their peers and subordinates. Few rules exist amongst the Ardent, but one thing is clear: to lead amongst the Ardent, one must have undergone the Dheukorro, the Descent, and fully embrace it as a way of life.
Exemplars of the Ardent creed, the Kerawegh go farther and deeper than any living Dweghom in the Dheukorro: they reach the gates of War’s Primordial prison. Refusing its call, the Kerawegh find in their devotion to kin the strength to return to the surface. Acclaimed by their fellow Ardent, the respect they inspire puts them in leadership positions in their anarchic creed. Mighty warriors in their own right, the Kerawegh are a terror on the field for their ability to channel the fervor of their brethren into battlefield miracles. The miracles they invoke are not taught as there is nothing like a church or structured faith amongst the Kerawegh. They're gifts earned at the end of their Descent. The clamor of war they hear throughout the Descent rises to a crescendo the closer they get to War’s prison. Some say these are the sounds of every battle and combat being fought on the surface, echoing in the threshold of War’s demesne. They all agree that some part of their own soul or psyche is moved to respond to these rhythms.
Upon their return, they find themselves so attuned to the din and clamor of battle that they project that dreadful power onto those around them. Their impressive martial prowess is heightened by the song of war, making them an unstoppable force in offense and defense. Allies who heed their call are exhilarated by the cadence, each blow and cry granting them an opening they can exploit, while foes only hear screeches of breaking arms and screams of the fallen, a discordant sound that saps their will to fight.1 Resin Miniature, 1 x 27mm plastic base, 1 iCard
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To start a return, you can contact us at Campbelltown@thehallofheroes.com.au. If your return is accepted, we’ll send you a return shipping label, as well as instructions on how and where to send your package. Items sent back to us without first requesting a return will not be accepted.
You can always contact us for any return question at Campbelltown@thehallofheroes.com.au.
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Refunds
We will notify you once we’ve received and inspected your return, and let you know if the refund was approved or not. If approved, you’ll be automatically refunded on your original payment method. Please remember it can take some time for your bank or credit card company to process and post the refund too.Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !The Grading Guide
'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
''Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
''Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
''Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
''Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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