Bowmen of Oreon

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Bowmen of Oreon
Wh2 main wef oreon crest.png
General data
TypeMinor Faction
CategoryWood Elves
Starting territoryHeart of the Jungle


Bowmen of Oreon is a Wood Elves faction introduced in Total War: Warhammer II. It is led by Findol and can be found in the heart of the Southlands.


The Story of Oreon

All of the remnant wood Elves of the Old World are noted for their amazing skills with the bow. From amongst his father's people, Prince Oreon chose the best archers and woodsmen and assembled this famous Elven band. With his Company, Oreon left the Old World and took ship to the Elf Kingdoms, where he joined the crusading army of the Sea-Elf Lord Staleor. He fought with distinction in Staleor's Southlands campaign, losing an eye in hand-to-hand combat with the Evil wizard Dornbast.

Oreon's company wears the traditional hunting green of the Wood Elves, with full capes and hoods. In addition to his bow, each warrior carries a shield, sword, long knife and two quivers. Regimental Champion llfrun also has a huge doublehanded sword, a weapon wrested from a fearsome Giant during the Southlands campaign. The company proved more than willing to get stuck in, and after their return to the Old World formed the basis of the Greenwoods defence.

Oreon himself grew sullen over the years and took to brooding over the loss of his eye and vitality, a result of a wound inflicted by Dornbast. One day he simply vanished. Popular legend has it that he went in search of his lost eye. The tale is told in some length in the 'Lay of Oreon's Folly', a well known drinking song.[1]

Starting Territory[edit]

Eye of the Vortex Campaign:

Mortal Empires Campaign:

Diplomatic Traits[edit]



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An isolated band of Elves surrounded by Skaven, Greenskins, Lizardmen, and Tomb Kings. When playing as any of those factions in the Southlands, it is best to ignore them as Wood Elves are always isolationists and will not leave their lone settlement. If they pose a problem, it is best to raze their settlement as it will likely be an uninhabitable Climate. The resources required to stabilize its public order and build it into a defendable settlement is generally not worth it, especially if is near your front line or nearby foes.

Notably, as the Knights of Caledor in Vortex, you start very close to them. They actually may be worthwhile allies as you will have very few friends nearby.