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|Hordes! Circle! Druids!; Not GW, But Meh. :P|
|Topic Started: Aug 9 2009, 12:57 AM (1,256 Views)|
|Morkskittar||Aug 9 2009, 12:57 AM Post #1|
Yay! My Rat Ogre! ^_^
Welcome to this newly refurbished and edited post, complete with BRAND-NEW MODELS! Also with little fluffy descriptors of all of the units so that those unfamiliar with the game understand it all!
A group of secretive human druids and their allies, the Circle Orboros is charged with keeping the balance in the eternal war between the Devourer Wurm (an aspect of the god Orboros, the natural spirit of the planet Caen) and the human god Menoth. They call upon the power of Orboros as manifested in storm, stone, and beast to level the civilizations of man that give Menoth an edge in this war. If Menoth were ever to become too powerful as civilizations grow, the Devourer Wurm would return from the Spirit World Urcaen to destroy all human life. The druids do not worship this god, but instead strive to keep him in check, though at the moment they fight to strengthen him.
The Circle is full of politically clever druids, and fight each other almost as often as the enemy. They are ruled by three omnipotents, and below them is a strictly structured and hierarchical society. The druids themselves are all human, and they are served by the Tharn, a race of humanoids able to call upon the power of the Devourer Wurm to change the shape of their bodies and grant them superhuman abilities. Human non-Druids known as Wolves also serve them, and it is from this population of forest-dwelling humans that most druids arise from. Every druid, at some point in his or her life, experienced the "wilding," and was then taken in by the druids to learn their ways. The wilding is often viewed as insanity by civilized people, and those with the wilding born outside of the Wolves will often have their wild children kidnapped by the blackclad druids of the Circle.
The Circle Orboros excels at maneuverability and terrain manipulation, often able to generate their own terrain and make hit-and-run attacks. They have a very high amount of magic and magic attacks, but are lightly armed and armoured. Their main advantage is their agility and speed. Circle is the only faction with an extensive amount of teleportation.
Warlocks are the leaders of your army, and it is they who control the warbeasts. When an army's warlock dies, the game is over. These are the most powerful models in an army, and every army has at least one.
Mohsar the Desertwalker
Mohsar is the oldest and most powerful of the omnipotents, living most of his life in solitude in the desert. He is blind, cold, callous, and indiscriminate in the destruction he wreaks. He calls upon the desert sands and sun to blind his opponents with sand, fool them with mirages, block them with pillars of salt, call the sun down upon his foes.
Krueger the Stormwrath
As his name implies, Krueger is angry and has no control of his temper. He was born in the Protectorate of Menoth, a society devoted to strengthening the power of Menoth, the Devourer Wurm's enemies. When his wilding manifested, he was about to be killed, but his entire village was attacked by Mohsar the Desertwalker, who took Krueger into the desert and raised him. As a result, Krueger is full of anger and does not tolerate weakness. He views the Circle as having become soft, and longs for the good old days when they destroyed entire cities with the flick of a wrist. Krueger calls the power of thunderstorms down upon his foes, sending lightning from his fingertips and taking to the air, held upward by the fierce winds surrounding him.
Epic Krueger the Stormlord
As the Warmahordes storyline progresses, some warlocks change. Krueger is one such warlock. Krueger has a destiny to end the world, calling back the Devourer Worm, and he has taken it upon himself to bring about this end and, in the process, rid the world of the unnatural dragons. He now moves with the force of a hurricane, the wind around him at his slightest whim throwing entire armies to the ground, the force of his power enough to flatten everything around him.
Kaya the Wildborne
Kaya is a young member of the Circle, but has a connection with her warbeasts deeper than any other Circle warlock. She enters the minds of her beasts effortlessly, and often melds with the pack, living through her warbeasts. She is naive and does not understand the politics of the Circle, her mind bearing more resemblance to a wolf than a human, as her wilding was particularly intense. She is lightning fast and teleports around the battlefield madly, making her almost impossible to catch. She can cloak her beasts with stealth, soothe their anger, and bring them safely out of danger.
Epic Kaya the Moonhunter and Laris
Kaya is another warlock who has changed with the story. After a period of solitude atop a mountain, she descended alongside a ghostly white wolf named after one of Caen's three moons, Laris. She and the wolf share such a deep bond that they are almost one entity. Wherever Kaya is, the wolf will be, and vice-versa. Kaya the Moonhunter has an even deeper connection to her beasts, and not only cloaks them in shadow, but can force them to evolve at astonishing paces and teleport them en masse to where they are needed. She can even affect enemy warbeasts as well, muzzling them magically and halting their advance.
Baldur the Stonecleaver
The undisputed master of stone, Baldur is Khadoran by birth, but keeps his past a mystery. He has little interest in the intrigues of the Circle, instead preferring to work with stone, blood, rope, and wood to create fearsome elemental constructs. He is patient, kind, and understanding, but when he is angry nothing can stop him. He wields his stone sword Tritus effortlessly, and under his command the earth itself shakes, stones spring to life, and forests appear from nowhere.
Epic Baldur the Stonesoul
Baldur has also changed with the times. After taking a blighted arrow from Lilith, the Herald of the dragon Everblight, he died. His greatest elemental creation, Megalith, stood watch over him, and Baldur returned from death, imbued with the Spirit of Orboros and a knowledge of Caen's inner workings on an unprecedented scale. He returned to the world of the living to complete a task given to him by Orboros: to stop the dragon's blight from spreading. His master of geomantic forces is greater than ever, but his state of limbo costs him dearly, and soon he will return to the grave. His patience has been replaced by a sense of urgency, and his anger - and power - know no bounds.
Morvahna the Autumnblade
Morvahna is the epitome of the conniving druid. She delights in complex political schemes, and is the archenemy of Krueger and a foe of Baldur. She is the favorite of Mohsar the Desertwalker. She is cruel, seductive, and manipulative. She has no qualms about taking down her closest allies if it will benefit her. She is also a druid with unparalleled mastery over the processes of life and death, able to revive those who are dead, cause enemies to attack each other, and even turn those who displace her into dangerous forest groves.
Kromac the Ravenous
Kromac the Ravenous is not a druid, technically. He is a tuath king of the Tharn, a servant of the druids. Unlike any other Tharn, however, he experience the wilding, and so has the powers of a druid without the rank. Once he served Morvahna, but he has turned away from her and seeks to get his revenge on ehr by allying with her enemy, Krueger. Filled with a terrible rage, Kromac the Ravenous moves quickly, strikes hard, and feasts upon the fallen corpses of his enemy. While controlling his warbeasts, Kromac prefers to stay in his humanoid form, but when the wrath sets in, he transforms into something far more terrifying and unstoppable:
Grayle the Farstrider
Grayle the Farstrider was a member of the Wolves, who experienced his wilding very late. Like Kaya, he was mentored by Baldur the Stonecleaver. He was raised to obey the druids, and even as one of them he does the same, merely doing what he is told. What he does, he does well, and he uses his twin blades like a whirlwind of death. He can call a curtain of night to fall across his army, and fill his troops with the power of the storm, bringing to them a ferocity almost unheard of.
Cassius the Oathkeeper and Wurmwood, Tree of Fate
Wurmwood is an ancient manifestation of the Devourer Wurm, who speaks with the god's voice. His roots feast upon the blood of the fallen, and can be found wherever it is needed. The tree has grown a terrible sentience as a result of its feastings, and desired a means to communicate with the Circle. Thus, a terrible tradition was born, in which a young druid gives up his individuality and life to act as the mouthpiece of the tree. The current mouthpiece is Cassius, who keeps the oath and pact the Circle made with Wurmwood. The tree interferes little, preferring mostly to feast, but of late has come out and directly influenced Circle politics, much to the chagrin of Mohsar, Dahlekov, and Morvahna. He has often come to the aid of Krueger, whom he lends legitimacy too. Wurmwood can cover the battlefield in an impenetrable forest, suck his foes into the mouth of hell, and turn them into shadows that the Circle's troops can pass through without a second thought.
Warbeasts are large monsters bonded to warlocks, who are directed by their masters and fight for them. They all have unique abilities and a spell called an animus. The warlock harnesses the beasts' rage for his magical power, and the warbeasts depends on the warlock for their disturbing intelligence. Light Warbeasts are small ones, while Heavy Warbeasts are larger.
An elemental construct, the Woldwyrd dampens the magical abilities of his enemies, and uses elemental bolts from its great eye to cut down its foes as it floats above the battlefield.
Another elemental construct, made of stone, wood, and rope soaked in the blood of enemies, the Woldwatcher lies still in the forest, near invisible and almost as invincible as a rock. It then abruptly emerges from hiding to turn its foes into plant life before reverting back into its stone form.
Wold Guardian (Heavy)
The Wolf Guardian is a compact elemental construct whose stone skin is nearly impossible to break through. Arrows and bullets bounce off its flesh as it slowly moves across the battlefield. Its mighty ram-fists are heavy enough to knock over even the largest opponent.
The woldwardens are the largest elemental constructs, and their mighty fists are capable of sending almost any opponent flying backwards. They can create forests around themselves, and are connected to their warlocks on a deep level, able to cast the spells of their masters themselves.
Megalith (Character Heavy)
Megalith is the epitome of all elemental constructs. He is a character warbeast, meaning that there is only one of him. He is the prize creation of Elemenal Master Baldur the Stonecleaver, and is able to heal himself, cause the ground around him to erupt into undergrowth, as well as channel his master's spells. His fists are powerful enough to stun anything that they hit, and Megalith is nigh unstoppable as he moves across the battlefield.
The Argus is a fierce canine valued throughout the circle for its speed, alertness, and viciousness. The argus is able to stun his opponents with a doppler bark, and can see through almost any obstruction.
The Gorax is one of the most ferocious beasts ever to live. It is so fierce and vicious, in fact, that it had to be weighed back with a stone to keep it in check. The more the Gorax is hurt, the angrier and more powerful it gets, and the Gorax can spread its anger to those around it, making them terrible monstrosities for a short period of time.
Feral Warpwolf (Heavy)
Warpwolves were once humans, who took an elixir to turn them into these howling monsters. The Feral Warpwolves are the "basic" Warpwolf, and their skin flows and changes, allowing them to armour themselves, increase their muscle mass, or elongate their legs. Their howls can send fears throughout those around them, and their ferocity is enough that they can rip apart anything facing them.
Warpwolf Stalker (Heavy)
The Warpwolf Stalker is a ferocious Warpwolf possessing an intelligence above that of Feral Warpwolves. They are trained in the use of gigantic blades, and their anger is so great that they are muzzled at all times. They can prowl unseen through the forests, or unleash their anger and enter a berserker rage, all before sprinting back to the safety of the trees.
Pureblood Warpwolf (Alpha Heavy)
The Pureblood Warpwold is Circle's Alpha Warbeast, meaning it grants a bonus to others of its type (namely, ghostly walking abilities to the Feral and Stalker). Like the other two Warpwolves, its skin flows, making it extremely adaptable. Its howl can also kill its enemies outright, and defensive spells mean nothing to its magic-infused claws. The Pureblood Warpwolf is the result of breeding Feral Warpwolves, eliminating all humanity from them save for a tiny sliver of intelligence.
Gnarlhorn Satyr (Heavy)
The Gnarlhorn Satyrs are fierce and stubborn. They don't hit hard with their fists, but you'd better start praying when its head is lowered and its charging at you. Capable of slamming opponents away obscene distances, the Gnarlhorn Satyr is well-armoured for the Circle and makes a stellar bodyguard.
Shadowhorn Satyr (Heavy)
A relative of the Gnarlhorn, the Shadowhorn is capable of leaping over enemy lines and throwing opponents back into the heart of his own army. He is lightly-armoured for a satyr, and is agile and swift. He also possesses impressive defensive capabilities, able to redirect charges and flatten opponents who seek to take him out.
Smaller models who work together as troops under one leader. Light infantry have one wound each and are on small bases, while medium and heavy infantry have multiple wounds and are on larger bases. These are the "trooper" or "soldier" models of the game, much like Clanrats or Night Runners. Many of them also have Unit or Weapon Attachments to increase their power.
Wolves of Orboros (Light Infantry)
Wolves of Orboros are the mainstay unit of the Circle. They are humans who live in the fringes of society, and their best form the units of the Wolves of Orboros, who fight together like a wolfpack, their leaders forsaking even their names in order to fight for the circle. They wield cleft spears that allow them to hit very hard on the charge.
Wolves of Orboros Unit Attachment: Chieftain and Standard
Yes, these are from above. The Chieftain stands on the leftmost side of the first picture. The second picture shows the back of the standard bearer's cloak. The standard fills the Wolves with courage, and the Chieftain grants the Wolves cohesion they did not have before, and can give them a swell of power once per game to make them deadly on their charge.
Tharn Ravagers (Medium/Heavy Infantry)
Servants of the Circle, Tharn Ravagers are male Tharn who worship the Devourer Worm. They owe a debt to the Circle and particularly Morvahna, who reversed a curse on the Tharn's fertility, allowing their very species to survive. They live in small kingdoms, and the males fill themselves with the power of their god to gain superhuman strength and forms. They consume the hearts of the fallen enemy to fuel their rage and bloodlust.
Tharn Ravager Weapon Attachment: Tharn Ravager Shaman
The Shamans are holy men of the Tharn, and call down the power of the Devourer Wurm to let them shoot lightning from their staves as they charge, before laying into the bloodlettting with their kin.
Tharn Ravager Unit Attachment: Tharn Ravager Chieftain
Leaders of the Tharn Ravagers, Chieftains are even fiercer than their brethren, and their savage ferocity inspires their bloodbrothers, who hit even harder and move even faster with their Chieftain watching them.
Tharn Bloodtrackers (Light Infantry)
Bloodtrackers are Female Tharn who move with incredible swiftness through the forest, their javelins striking their chosen prey like torpedoes. Nearly impossible to see, Bloodtrackers strike fear into their opponents' hearts when they emerge from the forest, slay their prey, and then vanish again.
Tharn Bloodtracker Character Unit Attachment: Nuala the Huntress
Nuala is a character unit attachment, meaning that there is only one of her. She attaches to a unit of bloodtrackers, and is a queen among the Tharn; indeed, many tuath Tharn kings pay homage to her. She is the fiercest of the Bloodtrackers, and under her command they become even more savage and mobile.
Tharn Bloodweavers (Light Infantry)
Bloodweavers are Female Tharn akin to priestesses of blood and death. The use the blood of those they kill to cast terrible spells, banishing any magical abilities they might have or causing them to explode into giant cools of burning blood. When working as a team, Bloodweavers become nearly unstoppable, their ritual blades ripping through anything in their way.
Tharn Wolf Riders (Light Cavalry)
Some Tharn Bloodtrackers are given the honor of riding massive Duskwolves into battle, and these are the fearsome Tharn Wolf Riders. They are blessed with extraordinary luck, and their javelins almost never miss. They act much like mounted Bloodtrackers, moving with even greater speed and adding their wolves' attacks to their own. They are masters of guerrilla warfare, able to move after they destroy their enemies with their blood-drenched javelins.
Druids of Orboros (Light Infantry)
Druids of Orboros are "normal," rank-and-file druids of the Circle. They gather together into units under a wilder, and aid the forces of the Circle through spellcasting. They can drag enemies around the battlefield, heal warbeasts, counter enemy magic, and created clouds to conceal their allies. They are extremely adaptable and swift, capable of aiding their allies and destroying their enemies.
Druid of Orboros Unit Attachment: Druid Overseer
Yes, it's the picture from above. The Overseer is the one in the center. The Overseer is a rank higher than most other druids, and is capable of doing all that they do, while also granting them speed, and immunity to the elements - fire, cold, and electricity. The Overseer is also capable of casting a powerful spell known as the Devouring, which opens up a pit in the earth beneath their enemies feet, swallowing them up into the ground.
Stoneward and Woldstalkers (Light Infantry)
Woldstalkers are elemental constructs who float above the ground, shooting elemental bolts from their eyes into their foes. They are tended to by a druid Stoneward, who casts spells to carry them on the wind or to concentrate their fire and make it even more powerful.
Shifting Stones (Light Infantry)
Shifting Stones are innocent-looking stones with carved runes into them. They are capable of moving about the battlefield, teleporting themselves, and also healing friendly warbeasts. When a model steps into the triangle they form, the stones can also teleport the warbeast, giving them an edge in terms of mobility.
Shifting Stones Unit Attachment: Stone Keeper
Stone Keepers, like Stonewards, are druids who specialize in the maintenance of elemental constructs and other creations of stone. The Stone Keeper shrouds the stones in mist and is capable of magically hurling boulder at those who threaten his charges.
Sentry Stone and Mannikins
Sentry Stones are placed near centers of the Circle's natural power, and serve to defend these sites. They suck magical energy from enemy warcasters and warlocks, and also drain the rage of warbeasts, and then use these energies to animate creations of wood called Mannikins and increase their power. Mannikins can attack fiercely in combat or send out sprays of splintering wood at anyone who challenges them.
Edited by Morkskittar, Dec 27 2011, 10:52 PM.
Novels Written and For Sale: List|
UE Pub Fight Deaths: 334. Pillz and Pyllz are ę by Morkskittar
Dark Lord Nihilus Regarding Me: "You're the love child of Vishnu and Pegasus."
Stop Geen Toegang! / Complete Works of Morkskittar / Ask a Skaven! 'zodi
|Sid||Nov 19 2009, 02:41 AM Post #2|
Wow, how did I miss these? Nice work Mork!
Death, my friend - so good to see you!|
Stand aloft and view my soul!
I have to say you're looking frightful -
Bony chum, you affable ghoul.
|Morkskittar||Dec 27 2011, 09:38 PM Post #3|
Yay! My Rat Ogre! ^_^
Some models work alone. Solos are models who work by themselves, as supersoldiers.
Tharn Ravager Whitemane
Due to the nature of their life, Tharn Ravagers generally die quickly. Those who manage to survive until their hair turns white are the most respected of all, as they are the most fearsome of their kind. Whitemanes move with blinding speed and unparalleled ferocity, unafraid for their lives, for they have sworn to die in battle, taking out as many of them as they possibly can before doing so. They inspire their fellow Tharn, and are capable of moving down enemy troop lines, killing one soldier after another and devouring their hearts in the process before sprinting deeper into the enemy army.
Blackclad Wayfarers have a special relationship to Shifting Stones, and are able to use them to teleport vast distances, both to and from them. They wield massive voulges and are capable of spraying rocks from the ground at their foes, or summoning bolts of lightning to mark the Circles' prey.
Druid Wilder (Warlock Attachment)
Druid Wilders are low-ranking druids attached to a more powerful warlock. They can help the warlock control their beasts at larger distances, manage the rage of warbeasts, and even cast the innate animi spells of their charges.
Wolf Lord Morraig (Character Dragoon Solo)
Wolf Lord Morraig is the greatest of the Wolves of Orboros, having kept his name and mounted a wolf. He fights well both alone and with a pack, and become sunstoppable when fighting alongside his comrades. His mighty cleft blade cleaves through multiple foes at once, and his wolf's teeth are equally as fierce as he moves across the battlefield with incredible speed and stealth, only revealing himself when he's too late. As a dragoon, Morraig can also dismount voluntarily or when his mount is destroyed:
Lord of the Feast (Character Solo)
The Lord of the Feast is, like Wurmwood, another manifestation of the Devourer Wurm on Caen, though far less friendly. He appears wherever there is slaughter and assists the Circle in the deaths of their foes. Swarms of ravens appear before him, and then suddenly the Lord of the Feast is there with his Wurmblade. He mows down infantry like nothing else in the game, and despite his slow gait is able to move swiftly through the work of his raven and teleportation.
The Battle Engine is a mighty construction that brings untold power to the battlefield. It is so large that it needs its own base size to cover it.
And for scale (next to a fist and a 35mm druid):
The Celestial Fulcrum is the Circle Orboros' masterpiece. A massive contraption of wood, stone, and magic, it mimics the orbit of Caen and its three moons perfectly. By doing this, it is able to harness the power of the seasons, unleashing lightning, frost, and fire upon its foes, while remaining immune to it itself. Three druids - one for each moon - allow it to move across the battlefield, unleashing death upon its foes. It also generates its own magical field that warlocks and its keepers can draw upon to unleash unprecedented destruction against their enemies.
Minions are the Mercenaries of Hordes (in Warmachine, Hordes' parent/sister game, mercenaries are actually called Mercenaries). They work for hire (or sometimes just show up for battle), and Circle sometimes makes use of them.
Feralgeist (Minion Solo)
Feralgeists are ghosts who roam the battlefield, inhabiting the soulless bodies of the dead. They are capable of reanimating a dead warbeast until it is again slain, either friendly or enemy, and will turn them to work for you.
Professor Viktor Pendrake (Minion Character Solo)
A well-learned man from the nation of Cygnar, Professor Victor Pendrake is also a well-trained scout and exceptional zoologist. He uses his knowledge of zoology to help in the field, where he dismembers warbeasts while dodging their every blow and immobilizing them with his chain bola.
Saxon Orrik (Minion Character Solo)
Saxon Orrik weas Viktor Pendrake's mentor and loyal to the throne of Cygnar's deposed king and tyrant, Vinter Raelthorne IV. He serves his king skill as a scoutmaster, and is known for his utter ruthlessness. Long presumed dead, Orrik has resurfaced as a warrior and scout selling his services to the highest bidder - so lon as they don't act against his king's interests. Viktor Pendrake left his mentor's service, so disgusted was he by Orrik's lack of respect for life. Like Pendrake, Orrik has extensive knowledge of warbeasts and of survival skills, and he uses his gun and skinning knife to inflict terrible pain upon those beasts across the field from him.
Alten Ashley (Minion Character Solo)
Alten Ashley never misses. He is unerringly accurate with his rifle, Bucking Jenny, and excels at destroying enemy warbeasts. He is a sniper extraordinaire, and a fantastic survivalist as well, lying in wait, picking off his foes until none remain. He also has quite the sense of humour.
Lanyssa Ryssyl (Minion Character Solo)
Lanyssa Ryssyl is an elf from the wintry land of Nyss, which was destroyed and corrupted by the dragon Everblight. She has devoted her life to ridding the world of that menace, and fights for anyone who fights against her enemy. She brings the power of winter with her, able to summon snowstorms and freeze opponents in their place.
Farrow Bonegrinders (Minion Unit)
Bonegrinders are Farrow who specialize in taking the bones of fallen warbeasts and harnessing their energy. They can cast the animi of dead warbeasts, extend the range of warlocks' spells, and even band together to cast their own magic missiles.
Dahlia Hallyr and Skarath (Minion Character Lesser Warlock and Character Heavy Warbeast)
Dahlia Hallyr is an elf from Ios. She never goes to battle armed with anything but her flute, which she uses to mesmerize her foes, leaving them defenseless. She is accompanied by her Pale Tatzylwyrm Skarath, who is capable of swallowing enemies whole and spraying them with a wave of corrosive acid.
Swamp Gobber Bellows Crew
Coming from the deepest swamps, Swamp Gobbers are like goblins. The more clever among them are adept with mechanics, and many of them carry fog-machines into war to shroud their payers' army in fog and mist.
Novels Written and For Sale: List|
UE Pub Fight Deaths: 334. Pillz and Pyllz are ę by Morkskittar
Dark Lord Nihilus Regarding Me: "You're the love child of Vishnu and Pegasus."
Stop Geen Toegang! / Complete Works of Morkskittar / Ask a Skaven! 'zodi
|Chieftain Quickitt||Dec 27 2011, 10:18 PM Post #4|
Even though I have commented on MSN about most of these, I still feel compelled to react here.
You have a great collection of awesome minis!
Passionate MLP disliker before it became mainstream.|
|Undead_Rat||Dec 27 2011, 10:47 PM Post #5|
|Way prefer your paint job of eBaldur from the official one He actually looks angry. They're all great though, and I love that Fulcrum|
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