Privateer Press » Hordes
Beyond the boundaries of the industrialized world, formidable factions harness the power of magic, nature, and the unnatural to vie for domination of their realms. Leading them into battle are the potent warlocks—arcane warriors who wield the power of monstrous creatures known as warbeasts. Their spirits bound together, the warlock and her warbeasts possess the power of a small army. When leading an army, they are more than a match for the mightiest forces of the Iron Kingdoms.
In HORDES, you will take control of a warlock and a horde of fierce warriors and monstrous warbeasts in this action-packed tabletop miniatures game set in the foreboding wilds of western Immoren, home of the Iron Kingdoms.
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The Circle Orboros is humanity’s most ancient organization, composed of powerful mystics who watch over natural places seeped in ancient power. While few in number, these druids wield boundless power of nature and can call upon savage beasts such as ferocious warpwolves and satyrs that stalk the forest as well as armies of human Wolves of Orboros and inhuman tribes of bloodthirsty Tharn. The most powerful druids can even shape stone into mighty fighting constructs called wolds. Where the Circle walks all should fear to tread, lest the power of Orboros be brought against them.
In the frozen northern wastes, a sinister blight has awoken and now stands ready to consume everything in its path. An army prepares for war, its leader the cunning and malevolent dragon Everblight, whose very essence resides in each of his twisted generals. Filled with horrendously blighted ogrun, cruel and tainted Nyss, and terrifying dragonspawn, the Legion of Everblight is poised to spread its corruption to the farthest reaches of western Immoren and beyond.
Whether fighting for their own agenda or offering assistance to others, minions possess unique skills that can be used to turn the tide of battle. As war continues to embroil these tribal cultures into a desperate fight for survival, new and more dangerous beings emerge from the darkness of the wilds. From bloodthirsty gatormen and savage and unruly farrow to the few brave adventurers who blur the lines between the civilized and wild worlds, generals can find minions to suit any battlefield role.
From the blasted stormlands of Immoren march the vicious armies of the Skorne Empire set on the conquest of the Iron Kingdoms. Disciplined ranks of praetorians, elite cataphracts, and malicious paingivers fight alongside fearsome titans and other great warbeasts under the cruel watch of their mighty warlords. Warriors to the core, the skorne employ the dark art of mortitheurgy to push their bodies past normal limits and to fight on past death.
Caught amid the destructive wars of man, the many tribes of the trollkin have united to save their kind and drive out those who despoil their lands. Led by mighty warlocks who can summon ferocious full-blood trolls to their side and backed by hearty trollkin warriors, pygmy sharpshooters, and powerful champions who have banded together to forge their own legends, the trollkin are prepared to stand their ground against any army that dares threaten them.
The Grymkin are the denizens of the wilderness of Urcaen. This wildnerness is beyond the protection of the gods and is essentially hell for all intents and purposes.
Grymkin are not undead or demons, but have both souls and physical bodies. The Grkymkin are led by The Defiers, five mortals who rejected the god Menoth in person, and were banished to Urcaen as eternal punishment. There they suffered endless torment at the hands of nightmare creatures of their own worst imaginings. Over thousands of years, the Defiers learned to control these nightmares and became demigods themselves.
Centuries later they have been released into Caen by the Old Witch, who hopes to use them to slow the spread of the Infernals.