Most of this OP was gloriously stolen from Rank.
He's already got good descriptions for the various games, so instead of trying to add to them, I'm just going to post cool images.
Warhammer: The Game of Fantasy Battles, formerly Warhammer Fantasy Battle and often abbreviated to Warhammer, is a tabletop wargame created by Games Workshop and the origin of the Warhammer Fantasy setting.
The game is played with 'regiments' of fantasy miniatures . It uses stock fantasy races such as humans, elves, dwarfs, undead, orcs, as well as less some more unusual types such as lizardmen and skaven etc. Each race has its own unique strengths and flaws. Elves, for example, have some of the most powerful archers and magicians in the game but have fewer specialised close combat units.
Since first appearing in 1983, Warhammer has been periodically updated and re-released with changes to the gaming system and army lists. The current official version is the seventh edition, released on 9 September 2006.
BEASTS OF CHAOS
Beasts of Chaos is one of the two army list books covering the forces of Chaos in the Warhammer Fantasy Battle table top game. It replaces previous army lists.
Beastmen of various kinds form the bulk of the army. Beastmen are humanoid, with a variety of animal features, usually including cloven feet, horns, excessive body hair, and beastial faces. However, there is much variation amongst them. The largest and most brutal beastmen are called Beastlords, followed by the only marginally less vicious Wargor. Of the infantry, the strongest are the heavily armed and armoured Bestigor, who fight in elite units. Finally come the rank and file, Beastherds composed of the larger Gors, mixed with mobs of the frailer, short-horned Ungor. A relatively stable mutation are the Centigor, beastman with the lower torso of a goat, quick and powerful cavalry. However, Centigor are prone to getting drunk at inconvenient points in the battle, so are rather unreliable. Some Beastmen also possess magical and spiritual powers, these are called Bray Shaman, and are influential, powerful characters.
In Games Workshop's Warhammer Fantasy fictional universe, Bretonnia is a country located west of the Empire, between the Grey Mountains and the Great Ocean in the lands that were once part of the domain of the Elves. It was modelled in many ways on Medieval France, England and on the Arthurian legends.
Bretonnian forces are currently comprised of the following units (for the standard army list):
* Lords and Heroes
Bretonnian Paladin/Battle Standard Bearer
Bretonnian Prophetess/Bretonnian Damsel
Knights of the Realm
Grail Reliquae And Battle Pilgrims
* Special Characters
King Louen Leoncoeur
The Green Knight
In the world of Warhammer Fantasy, the Dark Elves are a race of harsh, warlike and vicious elves. Unlike many other dark elves in modern fantasy fiction, they do not dwell underground, nor are they dark-skinned; instead many of them are pale skinned and have raven black hair. They call themselves the Druchii. The Druchii live in Naggaroth, the geographic equivalent of North America in the Warhammer World, and are cruel raiders with much hatred for all other races, especially their former kindred, the High Elves. In older versions of Warhammer they were known as Chaos Elves.
DOGS OF WAR
Dark Elf armies, are fast and dangerous but potentially fragile. They are more fleet of foot than humans and favour speed and maneuverability over heavy armour. Characteristics of Dark Elven armies include armour forged with all manners of wicked barbs, hooks and blades, and their uniforms tend to be dark sombre colours such as purple, indigo or black. Human skin is a highly prized material for durable military garb, and their graceful swords and spearheads tend to be hooked and serrated for catching enemy blades and inflicting severe injuries
Druchii infantry consist of spear phalanxes and repeater crossbow regiments which are supported by shock infantry such as Executioners, who wield two meters' long beheading blades called Draich, heavily armed Corsair raiders, or scores of Witch Elves that are drugged up into a killing frenzy. The most elite fighters are chosen to join the fanatic bodyguard of the king, the infamous Black Guard.
Cavalry often plays a key role in engagements. The elite Druchii cavalry are the Cold One Knights: Druchii nobility that ride carnivorous reptiles called Cold Ones into battle. Not used by the elves prior to The Sundering, they are native to the caves beneath the Blackspine mountains and are a separate breed from those used by the Lizardmen of Lustria. These fearsome beasts are also used to pull heavy Cold One Chariots. They are often deployed alongside Dark Riders; fast and highly maneuverable warriors swathed in black robes who ride upon swift elven steeds.
In the fictional Warhammer Fantasy setting and particularly the Warhammer Fantasy Battle tabletop wargame, Dogs of War is a collective term for various mercenary groups.
The mercenary groups are small units of troops that can be found fighting alongside armies for money. A wide variety of troops are included; assassins, Dragon riders, mutated bearmen, Corsairs, Goblin Wolf Riders, and Orcish crossbowmen. Many of the Dogs of War regiments hail from Tilea, geographically analogous to Italy in the Warhammer world.
Almost any army in the game can hire mercenaries to bolster their own forces, but there are restrictions on some units. For instance, the vampire hunters Johann and Wilhelm are not allowed in a Vampire Counts army for obvious reasons. The Bretonnian army does not use mercenaries because they see this as dishonourable, although they can include the famous pairing of Gotrek and Felix and units in the Albion ruleset.
The Dogs of War armies often include a Paymaster figure, which functions in a similar manner to a battle standard.
* Paymaster Bodyguards
* Heavy cavalry
* Light cavalry
* Norse Marauders
* Halfling Hot Pots
The Dwarfs are a race in Warhammer Fantasy, very much akin to the portrayal of dwarves in many other fantasy worlds, such as The Lord of the Rings and Dungeons & Dragons. Warhammer Dwarfs are highly driven by honour, and never forget a slight.
The dwarfs are by far Warhammer's most technologically advanced race, and are regarded as consummate engineers. Where other races use wooden ships to travel overseas, the dwarfs use ironclad dreadnoughts and nautilius, the Warhammer equivalent of early battleships and submarines. They have also pioneered the development of black powder and steam technology such as cannons, handguns and Gyrocopters (helicopters). They have shared some of this technology with Humans, but still consider the work of the 'Manlings' to be shoddy in comparison to good dwarven work.
A notable aspect to Dwarf culture is the Slayer Oath. A Dwarf who has suffered a great shame, loss, or humiliation will dye his hair and beard orange, and cut it into a mohawk using pig grease to stick it in place. Before taking up his axe, they will get a blue tattoo on his face and over certain parts of his body. He will then go out into the world, seeking out an honourable death in combat, and in doing so undo his dishonor. Those who continue to survive their repeated attempts to get themselves killed (a Dwarf is psychologically incapable of either suicide or fighting to lose) become fearsome warriors. One of the most (or least, depending on your point of view) successful Slayers of all time is Gotrek Gurnisson, a Slayer made famous by the books written about him by his longtime companion Felix Jaeger. Because of the way they constantly seek death by the hands of a fearsome monster, natural selection takes place and you can be sure that even the weakest Slayer you ever meet will be stronger than even the mightiest "normal" dwarf.
The Empire is one of the human political factions and armies of the Warhammer Fantasy world and features in most of the games and novels derived from it.
It is roughly equivalent to the Imperium in the Warhammer 40,000 science fiction setting.
The armies of the Empire are amongst the most diverse in the Old World. Older forms of troops like spearmen, swordsmen especially the personal bodygaurd of the Elector counts the Greatswords, archers and crossbowmen fight alongside more 'modern' troops like cannon, Handgunners and Pistoliers (pistol armed warriors on horseback). The inventiveness of the Empire has produced warmachines such as a steam-powered tank, rocket batteries and repeating cannon, and in the last edition such steam-punk elements as mechanical horses are also present.
The Empire is also noted for having excellent cavalry in the form of its Orders of Knights. The Empire also often fields state-trained Battle Wizards and religious fanatics such as Warrior Priests and Flagellants. The armies can be led by Elector Counts, Grand Masters of the various Knightly Orders, captains chosen by the Counts, Arc-Lectors of Sigmar, or even the Emperor, Karl Franz, himself.
In Games Workshop's Warhammer Fantasy setting, the High Elves, or the Asur as they name themselves, are a race of Elves who live on the Isle of Ulthuan, analogous to Atlantis.
HORDES OF CHAOS
The elves are nearly immortal, expected to live for about 2500 years, and their Mages are among the best in the world. They are related to but as a nation distinct from the Dark Elves of the New World and the Wood Elves of the Old World. In the Warhammer Fantasy Battle tabletop war game, Elf armies are generally small and although lightly armored their soldiers are generally braver, quicker and more skilled than those of other armies.
They often employ talented spearmen and archers, and the armies are frequently led by heroes on great mounts ranging from swift horses to enormous dragons.
The Hordes of Chaos is the first of two recent "Warhammer Army" books detailing the armies of Chaos in the world of Warhammer Fantasy for the Warhammer Fantasy Battle game. Hordes of Chaos is devoted to "Mortals," which are the human worshipers of Chaos (the brutal tribesmen referred to in-game as "Marauders") and the devoted worshipers ("Chaos Warriors" & Champions), the Daemonic legions, and Chaos Magic.
An army can be constructed in either of two ways:
* A "daemonic" army of daemonic units (Khorne Bloodletters, Nurgle Plaguebringers, Tzeentch Horrors, and Slaanesh Daemonettes) led by a Daemonic leader (a Daemon Prince or a Greater Daemon of the Ruinous Powers) with the possibliity of units of mortal followers attached.
* A mortal army led by a mortal follower of Chaos (a Lord, Champion, or Sorcerer of Chaos) with mostly mortal units (Chaos Knights, Chaos Warriors, Marauders) and a few daemonic units attached.
On top of this an army can be extended with units from the Beasts of Chaos book which details non-human servants of the Chaos powers. With the exception of the "Archaon's Horde" army as listed in the "Storm of Chaos" campaign book.
Hordes of Chaos lists several special characters:
* Galrauch, First of the Chaos Dragons: The two-headed Chaos Dragon is said to be the father of many of the hideous monsters that prowl the Chaos Wastes.
* Vardek Crom, Herald of Archaon: A powerful warlord, Vardek Crom is allied with Archaon. During the Storm of Chaos, Crom led his army to attack the Empire from the east while Archaon attacked from the north. Vardek Crom also defeated WAAAGH! Grimgor in the beginning of the campaign. Also known as Crom the Conquerer.
* Archaon, Lord of the End Times: A former Sigmarite templar, Archaon read a forbidden tome and learned the hidden secrets of his faith. He renounced his allegiance to Sigmar and quested for six powerful Chaos artefacts, becoming the Everchosen of Chaos and leading a massive army against the Empire.
* The Four: Archaon's generals during the Storm of Chaos were known as the Four, and they were all exceptionally powerful servants to their respective Gods. They were known as Haargroth, the Blooded One (champion of Khorne), Feytor the Tainted (champion of Nurgle), Styrkaar of the Sortsvinaer (champion of Slaanesh) and Melekh the Changer (champion of Tzeentch). Of these four, only two survived the campaign, with Haargroth being slain by Ar-Ulric Emil Valgeir, and Melekh being executed by Archaon for failing to advance his troops fast enough across the Middle Mountains (to the north of Middenheim). Melekh was then replaced for the rest of the campaign by his son, Cyspeth.
In addition there is a character featured in the "Storm of Chaos" book
* Be'lakor, the Dark Master: The first daemon prince, Be'lakor spent thousands of years in an insubstantial state for angering the Chaos Gods. Upon returning to a physical form, Be'lakor was forced to crown Archaon the Lord of the End Times. Be'lakor's battle standard has the broken, reanimated body of Volkmar the Grim pinned to it. army book.
The Lizardmen are fictional reptilian humanoids from the Warhammer Fantasy setting. The term covers a range of different creatures who inhabit the continent of Lustria, and the Southlands, which are roughly analogous to South America and Africa respectively.
The Lizardmen were created by godlike figures known as the "Old Ones". The purpose of the Lizardmen is to carry out the plans of the Old Ones and to oppose their masters' antithesis - Chaos.
Each sub-species of Lizardman was bred for a particular role in the Old Ones' plan, with their particular racial traits chosen and adapted for to ensure a smooth, functional and organized society.
The magic-wielding Slann priests act as the mouthpiece of the Old Ones, and are the rulers of Lizardman society. These bloated, ancient creatures resemble giant frogs and are extremely adept at using magic, though their bodies are frail and weak. Powerfully telepathic, the Slann race shares the task of carrying out the Old Ones' final plan and direct their considerable mental and magical energies towards it.
The Saurus were bred by the Old Ones' in response to the physical frailty of the Slann, and the subsequent requirement for a strong and numerous warrior breed to protect them for the more numerous Younger Races. It is unknown when exactly, or how, the Saurus were conceived, but it is believed they were adapted from the native lizard species of Lustria and their sturdy construction is a testament to such an heritage.
Skinks are the artisans of the Lizardmen. Gregarious and talkative, they do jobs like metalworking and temple organization in addition to being the personal adjutants of the Slann. Some Skinks can use magic, though not so effectively as their ancient masters. In times of war, the skinks take up weapons such as blowpipes and javelins and march to battle with their warrior cousins, lead by stronger Skink Chiefs.
Kroxigor are heavy labourers in Lizardman cities, and can also be used to terrible effect in battle. Cousins of the Saurus, they are large, but fairly simple-minded, with their gigantic weapons typically chained to their wrists to keep them from dropping them during battle, due to their natural instinct to use their razor sharp claws and teeth.
The reptiles and dinosaurs that inhabit the jungles surrounding the ancient temples of the Old Ones are captured (usually collected as eggs), and are trained by skinks as beasts of burden or ferocious creatures ridden or prodded into battle.
An Ogre is a large humanoid creature in the Warhammer Fantasy fictional universe. They are based on the ogres of mythology.
Prior to the release of Warhammer Armies: Ogre Kingdoms in 2005 for Warhammer Fantasy Battles tabletop game, Ogres appeared only as mercenaries or adjuncts to other armies. The Ogre Kingdoms book has expanded on the history and character of the Ogres and they can be fielded as single army of their own, though the option to use them as mercenaries in other armies remains.
Ogre bulls are a core unit, and at least one regiment of bulls is required for an ogre army to be valid. While other Warhammer armies have a Musician providing a bonus, Ogres have no appreciation for music, so instead the loudest bull of each group, called a bellower, bestows these bonuses by yelling confidence into his fellows.
Ironguts are the more "elite" Ogre Bulls of the army. They have access to the best weapons (second to the Tyrant himself of course) and the best armour. Ironguts are not picked for their honour, loyalty, bravery, or strength. Instead, Ironguts are picked for the sole reason that the Tyrant likes them.
Leadbelchers carry portable cannons that have been scavenged from earlier battles. They are obsessed with destruction and greatly enjoy the noise and confusion their cannons cause as they fire a mix of small rocks, broken weapons, rusty nails and the occasional gnoblar into enemy ranks. Leadbelchers are Special units. Leadbelchers smash armies apart from a distance before engaging in close combat and crushing the unlucky foe with a cannon. Leadbelchers sport various scars and wounds, but not from battle. Leadbelcher cannons are highly unstable and one would be lucky to get one shot off. They are prone to malfunctions and breakdowns, often with a spectacular explosion in the ogre's face.
All Ogres will feel the tendency to leave home to make a name for himself, like a rite of passage. Ogres that endeavour on such quests and return are called Maneaters. Maneaters travel the old world, seeking employment as bodyguards for important figures or high-paying crooks. It doesn't matter to an Ogre who the employer is, so long as he has enough food and currency (which might also be food) in his pocket. Many men seek to hire Ogres for their warbands, after all, who'd want to insult you if you have a 14' tall Ogre ready to smash the poor fool's skull?
ORCS AND GOBLINS
There are a number of different greenskin races. When they are together or cooperating an order of precedence is ascertained through size and strength. Orcs and Goblins also have dealings with Ogres, trolls and Giants, though the latter two are generally too stupid or drunk respectively to assume any precedence over Orcs despite their size and strength.
Orcs are large, stooped creatures with long arms and short legs, like gorillas. Huge slabs of muscle move under tough green skin, and their jaws are lined with vicious fangs that jut out from their underbite. They have beady red eyes, a generally foul demeanour, and are naturally bald. Normally six feet tall, they are up to seven feet tall when stretched out of their characteristic stoop. They respect power and strength, and naturally tend towards becoming bigger and stronger as they rise through their society.
Black Orcs were originally created by the Chaos Dwarves to use as slaves, but have since rebelled and found a place in regular Orc armies. They are naturally even bigger, stronger and meaner than regular orcs, and so tend towards command roles, also they do form their own units; they are also, if not smarter, more well-organised, and they are immune to the effects of animosity (Although if another orc unit attacks them, they will definitely fight back). Being the largest of Orcs, and having an air of authority, they procure large amounts of the heaviest armour from the Camp, and march to battle carrying a variety of "Choppas" and heavy, two-handed blades.
Savage Orcs are a different culture of orcs; their tribes have a stone-age level of development, and are even more shamanistic and savage than their regular orc cousins. They are most well known for riding giant boars into combat, and paint their bodies with magical tribal designs which provide them with some level of natural protection.
Goblins are much smaller and skinnier than the Orcs, their pointed noses is another distinctive factor. They are only a few feet high seldom reaching the height of a man. They are more common and smarter than orcs, and prefer stabbing their opponents in the back, shooting them from out of the enemy's reach, or just attacking in massive numbers. They are afraid of Elves because they "stink funny." Goblins tend to be bossed around by orcs because they are smaller and weaker, but the goblins outsmart them when trading scavenged goods.
Snotlings are smaller and weaker than goblins; about half their height. They are far less intelligent than goblins and can do little except in imitation of others. They congregate on the edges of greenskin villages, hunting (and being hunted by) squigs. In battle, they usually gather in large swarms that are too stupid to know when they're beaten. Sometimes they manage to cobble together examples of the infamous snotling pump wagon; a gigantic, uncontrollable wrecking machine. It is difficult to tell where a large snotling is different from a small goblin, but to orcs, this doesn't matter; they're all just weedy little "grotz" to be bossed around.
Gnoblars were not well known to the Old World until expeditions from the Ogre Kingdoms became commonplace. They serve as "pets" who are used to scavenge battlefields and carry luggage. Gnoblars are between normal goblins and snotlings in size and hence hierarchy.
Hobgoblins are a race of large goblins living out on the Eastern Steppes where they are ruled by Khans and fight in huge wolf-mounted hordes. They are so underhanded that normal Greenskins refuse to have dealings with them but are used by the Chaos Dwarfs.
The Skaven are a race of man-sized rat-like creatures in Games Workshop's Warhammer Fantasy setting. They live in a series of overpopulated tunnels beneath the surface of the world, plotting for the day when they will rise up and overrun the surface realms. Humans remain mostly ignorant of the Skaven, a state of affairs which the ratmen take great effort to maintain. Those who do know of their existence tend to mistakenly classify them as merely a sub-breed of Beastmen rather than as a unique race.
Skaven forces are currently comprised of the following units (for the standard army list)
* Lords and Heroes
* Core Units
Poisoned Wind Globadiers
* Special Units
* Rare Units
Plague Censer Bearers
* Special Characters
Grey Seer Thanquol & Boneripper
Throt the Unclean
In addition, each of the 4 great clans possess their own lords, heroes, and/or troops unique to or more abundant in their clan:
* Lords: Master Assassins
* Heroes: Eshin Sorcerors
* Core: Night Runners
* Lords: Warlock Masters
* More Warp Lightning Cannons
* Lords: Plague Lords
* Heroes: Festering Chantors
* Core: Plague Monks
* Slightly more Plague Censers than other clans
* Lords: Master Mutator
* Heroes: Harbinger of Mutation
* Core: Giant Rats
* More Rat Ogres
Note that all other aforementioned troops are still available to these clans, just in different organization or less numbers.
Tomb Kings are one of the forces in Games Workshop's Warhammer Fantasy setting and also the specific army for the Warhammer Fantasy Battle game. Prior to being given an "Army book" all of their own they were incoporated in the general Undead army
The Tomb kings are all undead with an obvious ancient Egyptian theme as influenced by films such as the Mummy. There are similarities with the later 1999 movie The Mummy though some elements appeared as early as Warhammer 2nd Edition (1984) and Tomb Kings were specifically described in Warhammer Army:Undead 1993.
There are many different units of the tomb kings, ranging from the legions of foot soldiers to the squads of archers, the light cavalry bowmen to the speedy and strong chariot groups, and the mighty spellcasting Liche Priests to the awesome fighters the Tomb Kings themselves.
Vampire Counts are one of the forces of the Undead playable in the tabletop wargame Warhammer Fantasy Battle. They are heavily influenced by stories of vampires from popular culture. The Vampire Counts generally hail from the area of Sylvania, though their presence is felt across the Old World and beyond.
There are five distinct families of vampires, each descending from one of the 12 "first vampires" or original ones created by Nagash or Neferata, these families are called "Bloodlines," each with different characteristics that affect the way the armies of each operate, although it must be noted that the more powerful members of any vampire bloodline can cast spells, and that all vampires are formidable in combat. The vampire bloodlines are as follows:
The Von Carstein vampires are somewhat stereotypical vampires, modeled very much in the manner of Dracula. They are seen as having close bonds with animals such as Wolves and Bats. In game terms, these vampires have no particular modifications and several of their bloodline powers emphasize their tie with animals. The armies of the Von Carstein are often seen with living peasants marching alongside their undead masters, forced into slavery over the penalty of death.
Blood Dragons are fallen Knights, frequently from the realm of Bretonnia and may have had some inspiration from the vampire archetypes of Anne Rice. They are portrayed as souls in suffering, neither good nor evil. The game system emphasises their combat skill at the expense of spellcasting abilities.
The Lahmian bloodline is (almost) entirely female (no male models have been released), descended from Neferata the original vampire queen. They emphasize the seductive nature of vampires and many of their bloodline powers center around influencing the behavior of enemy heroes. In the game they are given greater speed at the expense of their combat potential.
The armies of the Lahmians are sometimes fielded with living heroes from other armies, seduced by the Lahmian's spells.
Necrarch vampires appear monstrous and wizened, very much on the mould of the vampire shown in the classic film Nosferatu. In Warhammer terms they are weak in combat but have much greater magical potential than the other vampire bloodlines. Because of their studies the Necrarch armies field large numbers of necromantic constructs, spellcasters, and zombie dragons.
Strigoi were first introduced in the sixth edition of the game as a new bloodline. In appearance they are even more monstrous than the Necrachs and are huge and heavily built. The Strigoi are animalistic, half-mad and barely intelligent. In game terms they have similar combat potential to the Blood Dragons, but in terms of strength and bestial fury rather than skill-at-arms. The tradeoff is an inability to use steeds, weapons or armour. Strigoi armies contain little to no undead. They are bolstered by large amounts of Ghouls and their champions. Strigoi are also lacking in armour and magic.
n Games Workshop's Warhammer Fantasy fictional universe the Wood Elves are a variety of Elves who live in an enchanted forest, referred to (by the elves- in their own language) as Athel Loren. The Wood Elves are inspired by chiefly by the elves of Mirkwood and Lothlorien from the works of J. R. R. Tolkien.
Highborn are the upper, ruling class of Elven society. They lead the Wood Elves in time of peace, and it is expected of them to be equally capable generals in times of war. They are far more skilled then the average elven foot troop. Highborns can take up special areas of training (called kindreds), which give them various skills and abilities. They, like any general in Warhammer, can use magical equipment and ride on war animals. Highborn can also choose to use any kind of spite (but only some will be signifigantly useful). Athel Loren has a wide variety of steeds to chose from- a Highborn could ride on anything from a well-trained horse to an enchanted forest dragon
Spellweavers can, like the Highborns, 'purchase' certain kindreds, have access to all spites, and have a variety of mounts to choose from. The Lord-level Mage has the is similar to mages in every other army, with the exception that mages in the Wood Elf army use the Lore of Athel Loren- a set of magical skills which allow Spellweaver and Spellsingers to communicate with the forest for a variety of offensive and defensive benefits. The spellweaver can also cast spells from the Lore of Beasts or the Lore of Life.
Treemain ancients are the most powerful tree spirits Athel Loren has to offer. It is simply an extremely old treeman.
The basic Wood Elf Hero Choice is a HERO. He is similar to a Highborn, but with lower status, both on the battlefield and off. He can also choose a kindred for an additional points cost, but he cannot be mounted on a dragon, and can't take as many magical items or spites as the Highborn. However, he is still a valuable addition to an army.
Spellsinger - the basic mage of the Wood Elf army. Can only use spells from the lore of Athel Loren.
Branchwraiths are the most powerful dryads. They only are slightly more proficient than dryads in combat, but they can use low-level magic and purchase spites, making them very balanced fighter/caster heroes.
* Glade Riders
* Glade Guard/Scouts
* Eternal Guard
Wardancers are the elven equivalent of berserkers--they have no armor, move fluidly, weave 'dances of death' around their opponents, and are immune to psychological effects such as fear and terror.
Warhawk Riders are light, flying units used mostly for march-blocking and hit-and-run tactics. They are highly skilled elves riding agile, giant hawks, and resemble a sort of 'flying cavalry.'
Tree Kin is the name given to the spirits of Athel Loren that bond themselves with dead trees to create an abominable, moving tree monster. They are, in essence, lesser forms of Treemen. Tree Kin tactics closely resemble that of other monsters its size, like a Troll. They are great monsters that induce fear.
As the personal guard of Orion, Wild Riders are aggressive and impulsive cavalry and much tougher than Glade Riders. They have transcended the status of elf and, through Orion have become akin to the forest spirits.
A Great Eagle is just that--an eagle of epic proportions. They live in the Grey Mountains near Athel Loren and have a special connection with elves. Wood elves use eagles as deadly flying monsters.
Treemen are the most powerful spirits in Athel Loren. They, unlike Tree Kin, are permanently bonded to a living tree, making a connection that only death can sever.
Waywatchers are elite scouts/rangers that have honed their skills to a point where they can remain concealed and unmoving for days on end and then let loose a volley of arrows instantly and with deadly precision. They are the best non-hero archers in the game and use similar tactics as scouts.