Warmachine / Hordes
Warmachine / Hordes
Please choose a subcategory of products from the list below.
Emerging from their hidden temple workshops, the enigmatic Convergence of Cyriss have unleashed their sophisticated clockwork and mechanika weapons called vectors on the Iron Kingdoms as they begin the final phase of their Great Work.
The forces of Cryx exist solely to devour any and all things at the behest of the Dragonfather. Their martial strengths are speed, surprise, and force in numbers. Enemies of the undying know they must never be lax in their vigilance, for seemingly out of nowhere raiders can arrive without warning, carried across the sea aboard their infamous blackships.
Cygnar is a protector of its people at odds with many forces that seek its strength and prosperity for their own. Now Cygnar’s proud military, seasoned by bloody warfare, protects the nation from the wolves of Khador, the pious fires of the Protectorate of Menoth, and the undying legions of Cryx. Forged on the anvil of war, Cygnar’s military forces grow more experienced with each passing day. However, as the Crown calls for recruits and rewards the valiant with gold coin and commissions earned in service, the ominous pressures of a war on many fronts drains the nation’s coffers. Younger and younger recruits enlist each day, and the training period for infantry has intensified.
Like the stones holding up the fortress, Khador’s massive military is built from its citizens. Every capable Khadoran is added to the list of possible conscripts—if he does not enlist on his own, of course—sometime during the month after his 17th birthday. Most young men enlist as a matter of pride, and a good number of women follow suit as well. The enlisted majority become Winter Guard, the backbone of the Khadoran military. Some survive and graduate to higher roles such as the prestigious brotherhood of Iron Fangs or the imposing Man-O-War shocktroopers who fight alongside the most powerful warjacks in all western Immoren.
The term “mercenary” was once used as a slur among fighting men. In certain kingdoms, notably Khador, the term is still used as a disdainful appellation for those who have no attachment to their homeland. Nevertheless, where war and wages thrive mercenaries inevitably follow; with the occupation of Llael, mercenary bands have cropped up all over the kingdoms.
Not long ago the Retribution of Scyrah was an outlawed fringe organization of zealous and violent elven fanatics. Their goal has been the eradication of human wizards and sorcerers, whom they hold responsible for the ills of their species. Until recently they have had to work in secrecy from numerous cells within Ios’ neighboring human kingdoms. Now things have changed. Their message has found a voice inside Ios and they have won new allies to their cause. They are no longer forced to hide their affiliations and have begun to organize into an army capable of waging open warfare.
Even though Cygnaran law governing the Protectorate forbids the assembly of a standing army, the treaty contains a clause allowing a capable defense force—the Menites have done so a hundredfold. In the decades following its inception, various leaders have slowly amassed a secret army under the guise of this defense force more or less under the watchful eye of their neighbors. Every Sul-Menite is expected to be ready for the call to arms, and it is their holy duty to prepare. The laws of Menoth far outweigh those of any mortal king.
The aggressive, metal-on-metal WARMACHINE game is set in the Iron Kingdoms, an environment that combines the richness of traditional fantasy with the excitement of steam power and gunpowder. Across the realm, ancient rivalries among nations are exploding into all-out conflict, setting the stage for WARMACHINE and other Iron Kingdom products.
Skorne are both a nation and a people, arisen from a variety of feuding tribes that dominated the harsh and unforgiving environment of eastern Immoren. They learned to survive and even prosper despite the cruelties of their rugged lands, and their civilization has forged them into peerless warriors with a pragmatic disregard for pain and death. Warriors to the core, the skorne use dark arts called mortitheurgy to push their bodies past normal limits and to fight on past death. Even when death claims them, their souls are preserved in sacral stones to empower ancestral guardians, walking statues eager to join battle.
Occasionally other creatures in the wilds of western Immoren are caught up in the bloody struggles of the region. Some are individuals seeking to profit from warfare and strife. Others are small groups of tribal creatures willing to offer their strength of arms to others, whether in return for protection or supplies or simply to preserve their home territories from enemies. Events can sweep up these minor players against their will as they are captured, enslaved, or coerced into doing the bidding of those who are more numerous or powerful.
The Trollbloods represent a loose alliance between a variety of formerly scattered and disparate tribal communities. They were forced to band together to survive in the face of humanity’s quickly escalating wars. Trollkin tribes, called kriels, have deep roots in western Immoren, where they have built homes in several wilderness regions the human nations had deemed of little interest. Trollkin are not strangers to human cities, as a number of these robust and hardy people work and live alongside mankind, but the majority remain in the wild, wary of humanity after a long history of frequent struggles, broken promises, and mutual bloodshed.
The Circle Orboros is arguably humanity’s most ancient organization. This cabal of powerful mystics who call themselves druids predates all the civilizations presently dominating western Immoren. For thousands of years druids have gathered in secret to master control over nature and to wield that power as both a formidable weapon and a versatile tool. They are a pseudo-religious organization that draws their strength from an entity they call Orboros, a philosophical idea inextricably connected to the Devourer Wurm.
While the Legion as a whole is only a few years old, the core of this tremendously dangerous organization is the dragon Everblight, an ancient creature born from the lifestone of Lord Toruk, the Dragonfather. Everblight has long considered himself the cleverest and most inventive of the dragons spawned by Toruk thousands of years ago. He has existed aloof from his peers, hatching plans in secret and demonstrating a unique control over his own blight.