You may tap any of your wose factions at the end of the organization phase, if one of your companies contains either a diplomat or Ghân-Buri-Ghân and starts its movement at the site where the faction is playable.
For the purposes of hazard play, target company is considered not moving through the region that contains the site where the faction is playable, until the end of turn. Target company's hazard limit is reduced by two (to a minimum of two). If you have two or more Wose factions in play, each of your Wose factions is worth an additional marshalling point. Cannot be duplicated by a given player.
Well, the idea behind this Virtual card is to make an efficient theme card that actually fits with Drughu's artwork and idea, and is playable.
It also incorporates a gameplay-action that is much too rarely seen in ME by now: Tapping factions for an effect.
Now, as one should suggest a use for the virtual card proposals, here's my thoughts:
This card would fit in one of the fun travelling decks that are too rarely seen played IMO as they're not very competitive.
The idea is that you put many Wose factions in your deck (all three at the best), travel to their site to play them once you draw one, then use this site as a jumping-off point to travel on quite safely (using Drughu -> protected by the woses :D ).
For example, you leave the rivendell region and travel to either Worthy Hills or Wose Passage-Hold to play a faction there. In your next turn, you can go on to, say, Rohan, or even directly Anórien if you were in Old Pûkel-Land. In this way, your opponent couldn't play hazards keyed to wilderness thanks to Drughu, or if you started at wose passage-hold, not even keyed to gap of Isen (no Cave Worms!). AND your HL is reduced by two.

The extra MP would make up for a nice quest ; it would be worth getting all the three wose factions if they're worth 11 faction MPs after all!
If you think the card is still too specialist, the HL could be reduced by 2 to no minimum; or if the card seems to powerful, only reduced by 1 or not at all.
(The only problem I see with the card is that it could help in a Worthy Hills squatter deck, which seem already strong enough, although I'm not experienced with that kind of decks. Maybe we should add "not playable by a fallen wizard player"?) - forget
Any feedback is greatly appreciated.
- Nariam
Edit: Changed to remove the adjacent region. I tried to make it clearer that the company has to move, but didn't find a better wording - I figured a "company that starts its movement" is automatically a moving company, right?
