Before the Elves there were the Ancients. If woken from their slumber, it is always to defend the forest.
Of all the Treemen of Athel Loren, there are those - old beyond mortal reckoning - whose names are revered above all others; these are the Treemen Ancients. When the first pact between forest and Elf was formed, it was they who spoke on behalf of Athel Loren, and they were old even then. Treeman Ancients seldom rouse themselves to war; they find the colours of the waking world less vibrant as they get older and so steadily retreat into the dreaming lands of sleep where their magics nurture and shape the forest's growth. Thus do the Treeman Ancients pass through the centuries in a state of dormancy, tended by a small group of Dryads. Only when dire times befall are they awoken from slumber, for only with their leadership can Athel Loren be roused to its full fury.
|Can Cause Fear||This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.|
|Can Cause Terror||This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.|
|Charge Defence vs. Large||When bracing, this unit negates the charge bonus of any large attacker.|
|Encourage||This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.|
|Hide (forest)||This unit can hide in forests until enemy units get too close.|
|Blessing of the Ancients||
The magical power permeating the forests is bestowed upon those who defend it.
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
|Call of the Woods||
The living embodiment of the forest; through them, their warriors feel a greater call to war.
Even the simplest of spells can bring forth the full bloom of renewal, reinvigorating and healing the broken and bleeding.
|Awakening of the Wood||
Trees live for thousands of years and have very long memories. When called to fight, centuries of pent-up wrath are unleashed.
The Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth.
|Flesh to Stone||
This spell temporarily transforms allies' mortal flesh into unbreakable rock, increasing tenfold their resistance to attack.
By speaking Druthandor's name the Wizard is able to heal allies' injuries much faster than by natural means.
|Shield of Thorns||
Prickly gorse bursts from the ground around the caster's allies, protecting them from attack like a spiky, living shield.
|The Dwellers Below||
This spell causes gnarled, fibrous hands to emerge from beneath the ground, dragging the foe to a claustrophobic, suffocating end.
|Cavalry & Chariots|
|Missile Cavalry & Chariots|
|Monsters & Beasts|