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  • PC Gaming
    • Guild Info >
      • Guild Charter
      • Guild History
      • Roleplay Policy
    • New World >
      • Iron Circle
    • World of Warcraft >
      • dice system
      • Recruitment
    • Game Servers >
      • Valheim
  • Tabletop Gaming
    • MORTIS >
      • Campaign Info >
        • Campaign Primer
        • Living Campaign
      • Mortis Setting >
        • World Lore
        • Timeline
        • Language & Names
        • Races of Mortis
      • Mortis Basic
      • Mortis Advanced
      • Mortis Conversions >
        • Mortis 5e
        • Mortis AGE
    • Infinite Darkness
  • Community
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    • Partners
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THE IRON CIRCLE | CULT OF WAR | PVE | PVP | ROLE-PLAYING | MMO GUILD

Maybe you're in it for the coin. Maybe it's the excitement. Maybe, just maybe, it's because you know you'll be pushed beyond your limits and brought to a moment when you must either destroy your weaknesses utterly or be broken. It's inconsequential. The Iron Circle calls to you. Those who join the guild are trained in well-guarded techniques, stances and disciplines. As a result, they tend to think and act differently than other adventurers. The Circle's full-blooded members are relentless huntsmen of the battlefield, often singling out and isolating individual enemies before joining to quickly destroy their chosen target. Then the process begins anew... The mindset of an Iron Circle soldier is that of a ravenous wolf in battle - single out a foe and overwhelm him utterly.

It should be noted that outside of select settlements and areas, the Iron Circle is not a well liked or trusted organization. In many territories across the lands, the locals may outright be hostile to one openly displaying company colors. Proceed with caution, good aligned characters - your morals and ethics may be bent, and you will have to make hard choices. Members can be of any denomination, religion or alignment, but as the nature of the Iron Circle is, the life of a full-blooded member is one that can tax the soul and challenge an adventurer's perception of right and wrong.

Recruitment is done all throughout the territories - the company, however, is confined to its home outpost and its outlying lands. Infrequent agents outside of our sphere of influence may contact the Iron Circle to request our services.

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WHAT IS THE IRON CIRCLE?

The Iron Circle, simply, is a mercenary company and cult with a bloody and terrible history and a reputation to match. They are ruthless, but effective. They value their brothers in arms above all else.
"Your service in the Iron Circle has rendered you immune to fear and supremely confident. You will fearlessly stampede across the battlefield, sprinting from foe to foe in a blood-spattered carnage. You know when to get stuck in for the long haul. Once you've got hold of your target, you will relentlessly tear into him until there is nothing left - a manifestation of our brutal desires. Softer men will hide behind their defenses when faced with an onslaught of our Iron Legionnaires. You will not give them this mercy. Each and every one of you has trained for years in grueling conditions, a brutal regime that has caused you to adapt an uncanny level of agility and acrobatic prowess even under heavy loads - you will effortlessly bound over traps, slip past barricades and, barring any act of divine intervention, smash straight through to get to our enemies. Do not fail me. That is the only warning you will receive." - Odothian, Iron Warlord.

THE CULT OF WAR

The Red Bishops and Azoth ('The Muse') | Philsophy, Dogma, and the Theology in the Iron Circle.
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  • Spirituality and Religion
Although a religious subculture in both name and practice, the domain of the Red Bishops is rather unlike that of other established religious organizations, be they obscure cults huddled in caves or major churches that span continents. Precious little is known about the inner workings of the group or their spiritual convictions outside of the Iron Circle, but it would not be unusual for senior members of the Circle to be aware of a few basic tenets the Red Bishops follow, especially if they had attended one of the group’s rare moonlit services or sought spiritual advice.


  • Organized Religion
It is no secret that the Red Bishops have a deep disdain for all forms of organized religion. Major churches and religious organizations are often viewed as enemies to be destroyed, often from within. The leaders of such churches are seen as malicious and manipulative and treated with extreme prejudice. Adherents of major organized religions, however, are often treated as deluded innocents. Ultimately, the Bishops believe that every intelligent being with a spiritual belief worships the same omnipotent and omnipresent “God” or energy that permeates every subatomic particle of reality.


  • Science and Alchemy
Any member of the Iron Circle that would inquire about matters of faith to a Bishop would likely be met with thunderous laughter. It is the group’s philosophy that only the senses and empirical data can be trusted to discern the true nature of God. Thus, the Red Bishops are always conducting a variety of scientific and magical research with the ultimate goal of uncovering the true qualities of the energy commonly referred to as the Muse. The legality and moral consequences of such research are often considered inconsequential given the bounty of knowledge that is to be gained from such study.



  • The Nature of God and the Universe
Theological documents penned by the Red Bishops pertaining to the true nature and characteristics of God are zealously guarded, and the possession of such documents has often been a matter of life and death. The dogma most commonly preached to members of the Iron Circle is that of the Muse; an ethereal presence that permeates every last particle of reality. The Muse represents the qualities of this “God” that are empirical and evident to the senses. The Muse is not intelligent. It has no commands for mortals to follow, is apathetic toward yet bound to all forms of life, and transcends mortal concepts of morality such as good and evil. With this very grey view of the Divine, the Bishops often have difficulty communicating with individuals who desire a God who is invested in their lives, be that investment loving or spiteful. Regardless of their sweeping intellectual differences, the Red Bishops still consider all other religions and spiritualities to be unknowing adherents to the Muse, as whatever deities they worship are ultimately derived from and created by the singular cosmic energy that draws ordered structures forth from chaos.
“Isaiah answer'd, I saw no God, nor heard any, in a finite organical perception; but my senses discover'd the infinite in every thing, and as I was then persuaded, & remain confirm'd; that the voice of honest indignation is the voice of God…”
-William Blake
“Out of the crooked timber of humanity, no straight thing was ever made.”
-Immanuel Kant
“There is no God higher than truth.”
-Mahatma Gandhi
"The Lord is everywhere and always perfect; what does He care for man's sin, or the righteousness of man?"
-Sri Krishna
"We walk the path of power, unafraid and unshaken by the masses driven before us. The Iron Circle. We are unbreakable. We shall not be denied. Greatness is our destiny." 
~ War Priest Tahril, Keeper of the Faith.
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MARTIAL RANKS OF THE IRON CIRCLE:

  • Iron Legionnaires - Grunts, recruits, footmen, soldier, frontline, training, everyone.
    • Every single member has been an Iron Legionnaire, it is where we all started off. As a brand new member, you are a Recruit, and are going through Iron Legionnaire training. Training is focused on conditioning and general assessments. Those who started off as a recruit among the Iron Legionnaires, and wanted to stay there because they either liked it, or had something in their background that called for it-whatever the reasoning, will be an Iron Legionnaire, plain and simple. You can be a senior member, and can be regarded as a veteran of the field, but there won't be another rank (such as lieutenant) to denote that status. One you're a full-blooded member of the Iron Circle, you are an Iron Legionnaire.

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  • Ironhead Bulwark - Special operations, advanced, elite, experienced, warfare.
    • Where the Iron Legionnaires and the Iron Bulwark divide is in what they can do on the battlefield. The Iron Bulwark have been trained to operate and arm siege equipment and to disarm it. When the Legionnaires are sent out into the field they move as a large unit and act as the core front-line of the Iron Circle. Where-as the Bulwark comprises a much smaller, specialized squad who has a specific goal in mind. Teams of 4-10 are dispatched together, no more, no less.
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  • Punitory Legion - War-crimes, prisoners, traitors, slaves, criminals.
    • The Gray Cabal of 'Punitory Legion' is reserved for those who have committed some kind of atrocity against the Iron Circle, and can fall under any of the descriptions above. If you are a mercenary and have committed a minor offense, you could serve a short term of duty here. Mostly this division is overseen by the Grim Lawkeepers, and Red Bishops. Red Bishops have tested and pushed some of their more controversial substances and propaganda on this division.​
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INTELLIGENCE RANKS OF THE IRON CIRCLE:

  • Red Bishops - Alchemists, spiritual, reclusive, curious, controversial, attentive.
    • There are two branches of the Red Bishops, the former being the more experienced, and the Relic Hunters that work under them. The duties of a Red Bishop include providing counsel and spiritual knowledge, boosting morale, and dispensing false information and propaganda. At its very core, the Red Bishops as a -whole- are alchemists who experiment with various magicks, concoctions, and forbidden knowledge. Whenever there is an issue of the mind of metaphysics, the Red Bishops are usually the ones who are assigned the mission and allowed to pursue it.

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  • Instigators - Secretive, cautious, diplomats, charismatic, alliances, patience.
    • Instigators act as the emissaries for the Iron Circle in most instances. They are considered the diplomats and must possess a certain charisma when dealing with others outside of the company. An instigator is always careful about which words slip past his lips should someone use them against him. They must have an approachable demeanor that appears open and sincere, when truly being reserved and collected.
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  • Grim Lawkeepers - Solo, silencers, inquisitors, trustworthy, disciplined.
    • The Grim Lawkeeper is a branch that the Iron Circle can function without. It is not a prestigious branch because of all the hoops and tricks one has to go through to get approved for full membership. To be prepared for the role of Grim Lawkeeper requires that your character be absolutely devout to the Iron Circle, and have no qualms about extinguishing the flame of life, no matter how innocent, at a moments notice. Not to say that is what they are concerned with, but Grim Lawkeepers are faced with some of the more secretive, controversial issues because they have the mental capacity for it. If given the order to assassinate an ex member-they will complete the mission to its fullest extent with absolutely no regret or remorse.​
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MERCANTILE RANKS OF THE IRON CIRCLE:

The Mercantile division of the guild provides the fuel for the Iron Circle's war machine; while the Martial is the blade, and the Intelligence is the brain, the Mercantile is the heart. More than just contractors and laborers, the Mercantile division is composed of specialists in field gathering, single combat, engineering, analysis, and management of both inventory and people. Without these valuable skills, the company might fall into disrepair in short order.
  • Harvesters & Artisans - Diligent, workers, proficient, swift, resourceful, creators, crafters, flexible.
    • Trained to recognize, gather, transport, and occasionally kill. Goods, equipment, and beasts, harvesters are responsible for obtaining valuable inventory, and managing the contracts of workers outside of the guild, such as farmers, miners, loggers, and more. Harvesters are experts in their respective "harvest", whether it's the acquisition of metals, or the gathering and breeding of beasts or exotic flora. Harvesters must also be extremely capable single combatants and escapists, able to safely return or transport high value items to the Iron Circle's safe houses. Artisans are masters of the craft, using the resources returned by the harvesters to create specialized equipment for use by the rest of the Iron Circle.

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  • Quartermasters - Attentive, tradesman, knowledgeable.
    • Quartermasters are masters of trade and management, quartermasters work with each sphere to determine their needs for equipment and inventory, as well as taking information back to the harvesters and artisans when there are requests for acquisitions.​ Quartermasters are responsible for overseeing the guild's inventory, provisions, safe houses, and the company's funds. Quartermasters can recommend profitable ventures, determine the validity of supply contracts from outside workers, and current assignments for the purpose of profitability. In war times, quartermasters are responsible for the steady and constant flow of supplies, provisions, medical equipment and personnel, and transport to and from the battlefield.
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"The Iron Circle's full-blooded members are relentless huntsmen of the battlefield. We are wolves, they are sheep."
- Legionnaire Rukh.

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WHAT KIND OF EVENTS DO YOU RUN?

  • Bounties: Standing in zones and offering currency to new players in exchange for items or "personal" quests. We want to give back to the community and help up and coming players. They may find a pamphlet or two also stuffed in the pouch of coin.
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  • Player Bounties: Offering coin to our guild members to hunt down notorious barbarians or other faction members that have caused our membership problems. These bounties can be both RP and Non-RP in nature. Have fun with it.
 
  • Tabletop Campaigns: While we do enjoy pursuing stories within the game itself, there are sometimes where we might prefer to turn it into a tabletop session using our Rogue system. This allows us to use dice to mediate encounters and help speed up combat a bit. You don't have to worry about three hours of dodge/dodge combat, where no one takes a hit because they think their character is immortal.
 
  • World RP: We encourage our players to get out into the world and interact with the setting and the game. We're not interested in players whose idea of good RP is standing around in a tavern and writing up a novel with someone else. We prefer to have players who add to the immersion of the setting and the world itself by doing exactly what we're expected to do. Play the game. Make the world feel dynamic and fun for the people that are sharing the world with you. Write a book or a story if you want to, but don't spam people's chat.

WHAT TYPE OF PLAYERS ARE WE LOOKING FOR?

  • Casual, dedicated, fun-loving players.
  • Role-players who want to focus on actually playing the game.
  • Players who are 21+ years of age.
  • Players who have a good mic and stable internet connection. Using voice chat is a requirement.
  • Join our Discord community, or contact me on Discord at: @DM_Rid#9090
The Ohr Gaming Network  is a gaming community focused on fostering a group of mature, intelligent, funny and down to earth players who are more interested in camaraderie over competitiveness. We want the Ohr Gaming Community to be a place for adults that can enjoy socializing with friends as much as they enjoy playing the games themselves.

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