"anthrope" is pretty easy; it's the same root as misanthrope, anthropomorphism, anthropology, etc.
"lycos" simply means wolf, as far as I know.
Werewolf is closer to the old english; man-wolf.
However, are we dealing with a shapeshifter? I hadn't assumed so, so I prefer Warg-master.
At any rate, my arguments against your Opponent's site:
1) It adds yet more text to a card;
2) There are already mode cards that let you go to an opponent's site;
3) As I mentioned, with Fell Winter there are a wide variety of sites Dwar can move to;
4) Hounds of Sauron and Our Own Wolves both have defensive uses anyway.
As a side note, here's the history of the evolution of the Virtual card:
Dwar Unleashed
Permanent Event
Playable During the Organization Phase if Dwar is your Ringwraith. Cannot be duplicated. Dwar's own company may use region movement if in a mode. The base number of regions his company may use is 0. This number is increased by one for every wolf faction in play and is increased by one for every three wolf allies in play, to a maximum of four.
Dwar Unleashed
Permanent Event
Playable During the Organization Phase if Dwar is your Ringwraith. Dwar's own company may use region movement. He may move 1 region, plus an additional region for every Wolf faction in play or every two wolf allies in play. Any character with a Wolf ally may be in his company. You may discard this card to add a bonus to prowess equal to the number of regions Dwar is moving to all wolf allies in his company until the end of the turn. Cannot be duplicated.
--This is a lot different; I wanted to make the card significantly more powerful, even though a lot of these side benefits may not see play always, or may not even be wanted (adding characters to his company could make the company more sensitive to creatures).
Dwar Unleashed
Permanent Event
Playable During the Organization Phase if Dwar is your Ringwraith. Dwar's company may use region movement even if he is not in a mode. He may move 1 region, plus an additional region for every Wolf faction in play or every two wolf allies in play. Any character with a Wolf ally may be in his company (if ally is removed from play, you have until your organization phase to resolve your company). You may discard this card to add a bonus to prowess (maximum +7) equal to the number of regions Dwar is moving to all wolf allies in his company until the end of the turn. Cannot be duplicated.
Then we added Orc-Mounts, etc.
The funny thing is, what were originally intended to be bonus abilities not to be used in every situation have become the main focus and are requiring boatloads of text. Originally, my thought was simply to have a Wolf-Gathering company in Eriador, and Dwar supporting them at a Darkhaven until able to move with a RW company to get something big and cool. Why not return to simplicity?
Dwar Unleashed
Permanent Event
Dwar's company may move using region movement. For each Dwar Unleashed in play, he may move one region +1 for each Wolf Faction in play (to a maximum of seven regions). Non-Ringwraith characters controlling a Wolf Ally may be in Dwar's company.
Orc-Mounts
(Standard Playability clauses).
Tap Orc Mounts to transfer a Wolf Ally to another character if the ally is moving. You may untap target character or heal the ally. Tap Orc Mounts to bring Our Own Wolves or Hounds of Sauron from the discard pile to your hand during the end-of-turn phase. Our Own Wolves creates no attack against your companies.
What this does:
Dwar Unleashed innately increases the number of regions by being in play -- you won't have to get Wolves at all, but he'll be limited to 3 regions without Wolves, and that only when you get all three in play.
As for Orc-Mounts, I think that's the simplest way to word it.
Concerns Addressed:
Because the Wolf Allies no longer are required for the region movement, we discourage squatting.
Because there are a host of hazards to change region types anyway, we drop the region type change. It was cool, but it's too wordy.
Because there are any number of characters capable of using spirit magic/shadow magic, we let them use it instead trying to make Dwar a one-man army.
Dwar will need a mode card to move, but we have Virtual Cards that make getting a default mode card pretty easy. By the same token, Dwar will be able to move to any site he pleases.
The Wolf faction theme will allow for some spectacular movement, but will not be necessary to have Dwar on the move.
It will not obsolete the original, which simply allows Dwar to use standard region movement for a turn.
We get rid of the Ranger text for Wolf Allies because Dwar wasn't going to control them anyway and if he's got other characters in his company while moving, they can be Rangers.
Main Concern addressed:
It's simple, it should work, and we won't have to debate a bunch of details because the power will be in the hands of the deck builder -- they decide when, where, how, and with whom Dwar will move.