The Witchwood

Not to be confused with The Witch's Wood. 
The Witchwood is a magical forest province introduced in the Eye of the Vortex campaign for Total War: Warhammer II. 
It is located in Naggaroth and is home to the Heralds of Ariel playable faction.
==Background==
Though they have less time for the figures of the Elven pantheon that aren't Khaine, the Dark Elves do still venerate some of them. In the lesser regarded reaches of southern Naggaroth, three temples to different deities can be found: One to Vaul, one to Addaoith, and one to Anath Raema.
The temple to Anath Raema is in one of the few locations in Naggaroth that might be described as verdant. In a deep valley in the Blackspine Mountains, too remote for the woodcutting chain gangs of the Bleak Holds, sheltered both from the harsh winds of the west and the dust storms of the east, it is also near an active volcano whose pyroclastic flows provide it with mineral rich soil. The forest has more than natural advantages to explain its persistence, though. Unbeknownst to the Druchii who journey here to curry favour from the Goddess of the Savage Hunt with fresh, bloodied meat, this is the one of the very few places in Naggaroth touched by a living World Root of the Oak of Ages, and the trees are suffused with magic.
The Witchwood is therefore a dreaming danger to the locals. Should the Asrai ever feel the need, they could emerge here instantly and have a readymade fortress to tend and strike from as they please. At that point, Kurnous's dark twin may start receiving the sort of tributes that she believes herself truly worthy of. 
==Settlements==
===Eye of the Vortex===
Settlement 	Type 	Port	Climate 	Starting faction	Resources	Special buildings
The Witchwood	Province capital	 	Magical Forest	Heralds of Ariel	 	Temple of Anath Raema
Overgrown Temple of Anath Raema
Sacred Grounds of Anath Raema
===Mortal Empires===
Settlement 	Type 	Port	Climate 	Starting faction	Resources	Special buildings
The Witchwood	Province capital	 	Magical Forest	Heralds of Ariel	 	Temple of Anath Raema
Overgrown Temple of Anath Raema
Sacred Grounds of Anath Raema
===Immortal Empires===
Settlement 	Type 	Port	Climate 	Starting faction	Resources	Special buildings
The Witchwood	Province capital	 	Magical Forest	 	 	Temple of Anath Raema
Overgrown Temple of Anath Raema
Sacred Grounds of Anath Raema
== Healing mechanic ==
See also: Forest health
The Witchwood is connected with several nearby settlements, known as "heathlands". These are indicated by the green titles. Capturing or razing heathlands can increase The Witchwood's forest health. In the case of The Witchwood, its adjacent heathlands are Ice Spire, Temple of Addaioth, Tyrant Peak, and Ancient City of Quintex (in Iron Peaks/Titan Peaks, under the control of Cult of Pleasure). Its also causes more trees to appear when you capture the heathlands.
Sometimes, the player may face the Forest Encounters event, when the player should send an army towards the indicated area to ambush an oncoming enemy army. The amount of turns before the enemy army appears is indicated by the colour of the tree icon over the location of that army: green for three turns, amber or yellow for two turns, and red for one turn. Completing the forest dilemma (whether by picking a choice or defeating a specific enemy army) also heals The Witchwood.
The Witchwood can lose health at higher difficulties.
The reward for healing The Witchwood is increased research rate; reduced unit upkeep; and reduced Deeproots teleportation cooldown.
Once the Witchwood reaches 100 percent health, Ariel becomes available for the player to command.
However, when The Witchwood or any magical forest reaches 100 percent health, the specific Ritual of Rebirth is unlocked: it is indicated by the sapling-like purple icon next to the forest's health meter. Once you start the ritual, you will have to fight three or four Forest Encounters around the forest's region, otherwise several enemy armies with full stacks will appear to attack you. The ritual lasts for eight turns.
== Other magical forests ==
There are three other magical forests that the player can travel to using the Deeproots system. Healing these magical forests can stop The Witchwood from gradually losing health and increase global recruitment capacity.
* Oreon's Camp (Heart of the Jungle) - experience gain per turn; increased campaign movement range
** Healing Oreon's Camp will allow the Bowmen of Oreon to confederate with your faction.
*Gaean Vale (Avelorn, Ulthuan) - increased hero and lord recruit rank; increased income from all buildings
* The Sacred Pools (Lustria) - increased casualty replenishment rate; increased growth
In addition, in Mortal Empires, you receive more bonuses after you heal these additional magical forests. It also causes Athel Loren to become a second "main" magical forest:
*Oak of Ages/Athel Loren - 	increased growth; reduced unit upkeep; reduced Deeproots teleportation cooldown
*Laurelorn Forest - increased income from all buildings
*Gryphon Wood - reduced recruitment costs
*Forest of Gloom - increased campaign movement range