CIRCLE OF ORBOROS PDF

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The Circle Orboros is the most ancient unbroken human organization extant in western Immoren consisting of druids and their allies dedicated to limiting the spread of civilizations and protecting the wilderness of Caen. While the druids rely on the Devourer Wurm for power and are often confused as priests of the Devourer Wurm, the druids of the Circle wishes to keep the Wurm occupied in battle with Menoth.

Recent events such the spread of dragon blight ,renegade blackclads conspiring to aid the return of the Wurm as well as the inexorable spread of civilization threatens the goals of the Circle and many blackclads insist violence on any scale against civilization is justified to avoid the impending doom.

The Circle Orboros was founded after the fall of the Molgur tribes and the rise of the Menite priest-kings to keep the balance between the rising civilization and wilderness of Immoren. The circle used various methods ranging from creating disasters to more overt methods such as murder and assassination to keep the Human nations fractured. Thousand Cities Era was advantageous for the circle as humans were divided to many city-states and fiefdoms that were in constant conflict against each other and the circle stopped any of these from becoming a threat with the exception of Caspia and the Khardic Empire.

The Khardic Empire which was uniting under warlords was a major threat to the goals of the circle but attempts at its destruction only delayed the rise of the Empires. The northern civilization was protected by the entity known as Zevanna Agha who could draw the powers of the land similar to Circle but also on the vast strength of the people of her lands.

All attempts by the Circle to understand her powers or to stop her failed. The next major defeat was the arrival of the Dragonfather to the Sharde Islands and one of the most powerful druids in the Circle betraying the order to serve the dragon.

The Sharde Islands was populated by the remnants of the Molgur and had a major Circle presence before the betrayal which saw the destruction of the order in the Islands, its members enslaved as undead and their knowledge stolen and perverted. The arrival of the Orgoth further devastated the Circle as the invaders attacked and captured sacred sites of the order and carried out various dark rituals.

The Circle responded calling upon the powers of the earth to swallow the places tainted by Orgoth magic. Many of these places had been reclaimed from the Black Kingdom of Morrdh and had taken generations to purify. The Circle unleashed a powerful plague called the Rip Lung that devastated both Immorese and Orgoth populations. The Circle believes the plague wiped out the Orgoth civilization after making its way to their homeland through supply routes.

While the Orgoth were defeated the damage done by them took centuries heal. Further the rise of the Iron Kingdoms has only accelerated the expansion of cities and the rise in populations as the once divided kingdoms united to create major powers. The relative peace of four centuries allowed great advances in industry and trade, allowing the kingdoms to support their ever-soaring populations.

While new wars have broken the peace, it is too late to change the situation. While a sudden rise of those born with the power to commune with Orboros has increased the Circle believe this to be a reaction the creation of the Protectorate of Menoth by the followers of the Creator of Man.

The rise of a cult of worshipers of Cyriss the Clockwork Goddess known as known as the Convergence of Cyriss has threatened the Circle's control of key ley lines as forces of the Convergence attempt to build their vast foundries at the sites to power their clockwork creations.

In the north the dragon Everblight annihilated the homelands of the Nyss and corrupted the majority of their race bringing them into the service of his Legion. Despite the Circle's attempts to stop it the Legion at the Castle of the Keys, Everblight managed to defeat and devour the athnac of the dragon Pyromalfic. The Circle also became enemies with the Trollkin after Omnipotent Ergonus attempted to assassinate Madrak Ironhide after he refused to aid the Circle due to the struggles of the Trollkin in the Thronwood.

The attempt also saw the death of Ergonus. However the loss was mitigated by the Tharn allying with the Circle after Morvahna the Autumnblade reversed the curse limiting the fertility of the Tharn. In order to defeat Everblight, Potent Krueger allied with the dragon Blighterghast and weaved a net of blight along the currents of the ley lines with the dragon alliance.

But the failure of the attempt resulted in several of the most vital flows of energy being corrupted by blight. Meanwhile the Wurmwood, an ancient and powerful embodiment of the Devourer Wurm, hungered for the blood of immeasurable sacrifice and conspired to release the Devourer Wurm into Caen. The blackclads of the Circle believe both the Wurm and Dhunia are manifestations of a single primal and all-pervasive entity they call Orboros.

The Wurm is the destructive consciousness of the primal Orboros while Caen and therefore Dhunia represents the tangible physicality of Orboros. The Wurm gains power from the the natural energy flowing through the veins and arteries of Orboros, the lifeblood of Caen. The druids can sense and tap into these conduits, which they call ley lines, and work tirelessly to ensure this supernatural system remains strong.

The spread of civilization and the activities of beings like Dragons injures Orboros and weaken the Wurm, resulting in the attention of the Wurm being redirected away from the War of Souls and towards Caen. This will result in the Wurm returning to Caen and unleashing unparalleled destruction, a fate the Circle attempts to avoid.

Despite its relatively small numbers the scope of the Circle Orboros is far-reaching. In every corner of the wilds with the exception of regions such as the main island of Cryx where it is impossible for them to maintain a presence, sacred sites protected by the blackclads and their allies are present.

While the order is largely focused on western Immoren, some members push the frontiers of their domains to explore new territories. Tentative efforts have been made to connect to ley lines beyond the Bloodstone Marches and to far-off lands like the southern continent of Zu, though these regions have yet to be fully integrated into the ley line network. The Northern Dominion includes all of Khador, with its vast mountains and forests, as well as the northern Ordic hills, the Rhulic Mountains, and the Howling Wastes.

The allocation of territories forms the basis for the convoluted hierarchy of the Circle Orboros. However the the Circle does not have actual power or authority over the entire dominion. The druids focus on the untamed wilderness regions but also include in their purview areas encompassed by powerful nations and the domains of many hostile competing groups, some more overtly powerful than the Circle Orboros. The blackclads have direct control over small pockets of these territories, usually centered on well-protected sacred sites, secluded villages, and other wilderness places.

Most of their holdings relate to the ley line networks they have established. The blackclads rely on connection with uncivilized inhabitants of their territories with each blackclad having hundreds of allies and minions serving them as warriors and pawns.

Each rank designates the degree of trust, autonomy and authority a blackclad has been afforded. Wilders have very few responsibilities other than to learn and obey. Lacking autonomy they are only accountable for the very narrow tasks given them by their mentors. Initially a wilder or a newly promoted warder answers only to a single mentor, but most druids are required to balance multiple priorities, including orders from more than one superior.

Sometimes a mentor will loan a subordinate to another blackclad as a part of complex exchanges of favors common within the order. Which benefit the junior druid as promotion to higher ranks requires having more than one advocate within the hierarchy.

Higher-ranking leaders often approach blackclads who are not their immediate subordinates to make demands. While a blackclad on a mission is not obliged to agree to outside requests, such opportunities to forge new alliances might not return. These favors are one of the primary ways a junior druid can begin to accumulate political power in the hierarchy and the ambitious will try to find a way to fulfill all tasks given them if possible. Senior druids have long memories and will remeber those who have failed or refused them in a time of need.

Each blackclad must learn, often through difficult experience, how to prioritize tasks given them by separate and equally demanding masters. Ambitious druids quickly realize the only way to advance is to demonstrate initiative. Once a senior is convinced of a junior blackclad, a lasting bond is created by offering a portion of his territories in a form of feudalism. A blackclad is expected to manage territories entrusted by his superiors.

Accumulation of territories is necessary to become an overseer which requires the supporting testimony of two or more overseers who have worked closely with the candidate, as well as the authorization of two or more potents. However not all overseers supervise territories, druids earn acclaim through other means, such as by leading strike forces into battle or constructing wolds. They also manage the sacred sites within their territories and ensure their energies contribute to the ley line network as well as eliminate any enemies that threaten the ley lines or the standing stones controlling their flows.

The territories of an overseer are generally larger than what a lone blackclad can patrol, even with the aid of teleportation. Overseers are also expected to contribute to the identification, recovery, raising, and mentoring of new wilders. An overseer with growing territories may seek out talented warders to watch over portions of those domains, reinforcing the chain of fealty and command. The accomplishments of junior druids reflect on those they serve, so it is advantageous to have subordinates who distinguish themselves.

Ambitious overseers will broaden connections to other senior druids in the hope of continuing to cement their value to the organization. An overseer can be promoted to the position of Potent with the agreement of at least two ruling Omnipotents. Potents have intense rivalries and often resent the rise of others to that rank as they must share territories, subordinates, and authority with other potents.

Animosities and even open conflict between potents is common. Bitter rivalries between blackclads can last for decades. The omnipotents intervene if such conflicts threaten their larger goals but a degree of competition and even violence is encouraged since it fosters adaptability and culls the weak. Sign In Don't have an account? Start a Wiki. Circle Orboros Leader Omnipotents Lortus Mohsar Dahlekov Major Species Humans Tharn The Circle Orboros is the most ancient unbroken human organization extant in western Immoren consisting of druids and their allies dedicated to limiting the spread of civilizations and protecting the wilderness of Caen.

Categories :. Cancel Save. Omnipotents Lortus Mohsar Dahlekov.

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Hordes/Tactics/Circle Orboros

The Circle Orboros is the most ancient unbroken human organization extant in western Immoren consisting of druids and their allies dedicated to limiting the spread of civilizations and protecting the wilderness of Caen. While the druids rely on the Devourer Wurm for power and are often confused as priests of the Devourer Wurm, the druids of the Circle wishes to keep the Wurm occupied in battle with Menoth. Recent events such the spread of dragon blight ,renegade blackclads conspiring to aid the return of the Wurm as well as the inexorable spread of civilization threatens the goals of the Circle and many blackclads insist violence on any scale against civilization is justified to avoid the impending doom. The Circle Orboros was founded after the fall of the Molgur tribes and the rise of the Menite priest-kings to keep the balance between the rising civilization and wilderness of Immoren. The circle used various methods ranging from creating disasters to more overt methods such as murder and assassination to keep the Human nations fractured.

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Circle Orboros

The Circle Orboros is for your earth lovers and people who want an army of every kind of mythological monster you can think of and then some or an army of stone men. It's also an army for furry lovers, given the amount of naked furry flesh offered by the Tharns and warpwolves werewolves in disguise! Essentially, the world has a set of leylines that flow through across the land, and construction of things like cities disrupts them. The Circle believes disrupting too many of these will attract the attention of an aspect of the Devourer Wurm and will wipe out all life in existence.

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A Beginner’s Guide to Circle Orboros

The Circle's playstyle is quite trolly, run up through terrain, strip off your defensive buffs, smack you really hard, then run back through terrain while creating more to pin you down. Circle frequently causes headaches for armies like Skorne and Searforge who already struggle against terrain, have issues with armies with lots of Pathfinder and then the Circle which has near universal Pathfinder and can create terrain and cloud cover because its important you can totally justify our trollface than letting them play a game with their models. That said Legion of Everblight and to a lesser extent Cryx can shrug off your terrain and cloud creation as well as some of your other tricks making those 2 factions demand a different playstyle. Circle warbeasts come in 2 distinct flavours, Living and Construct. You can run a mix, in fact its quite useful as they cover each other's weaknesses, but its often a case where you will see Circle lists being either Defenders Of The Wild, Tharns and Wolves, and lastly Sticks And Stones. Defenders of the Wild is considered the weakest style at the moment, you use Wolves of Orboros, Reeves and infantry warlocks to push your horde forward and jam up your the open spaces on the board with models to force your opponent into terrain where you can freely use your mobility to kite them out.

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