Sur BG,
Some of this has been posted before, but here's my infodump on what was said. Most of it is from the faction Q&A but a little is from other Q&A sessions where they were mentioned and from just chatting to PP staff.
General stuff:
Grymkin are a limited faction, look at CoC for a good example of what to expect release wise; could be a little more but no promises.
The warlocks are the 5 defiers. When Menoth came down to give his gifts to humanity, they rejected him so strongly and fundamentally they ended up tapping in to some part of the divine power all humans have in their souls. In retribution for this, Menoth threw them in to Ur-Cain where they were trapped tortured by their own nightmares for thousands of years.
The old witch knew of them, and has a plan to stave off something bad (Matt wouldn't confirm if it was Thamars bargain for sure), so looked for a way to set them free; she managed to find a lady in an insane asylum and use her as a conduit to negotiate terms and arrange to open the gates to Ur-Cain for them.
The rest of the faction (manifestations of their willpower, or in the case of the beasts their nightmares made manifest, began to gather.
The only thing they are truly scarred of is the factions warbeasts, their own nightmares. It's said the only time you would hear their real names is on the breath of the beasts when they lose control and it comes for them (fluff, there's no special frenzy rules, but damn cool fluff.)
Arcana:
The Grymkin replacement for feats.
Each Defier has it's own major Arcana, unique to it, and picks two minor Arcana from a common pool of 10.
You pick the two minor arcana after you know your opponents scenario, caster and list and can re-select every round in a tournaments.
Arcana have triggers; you can't choose to set it off yourself but you can choose if you want to invoke it when your opponent triggers it.
One one Arcana can go off each turn.
Each arcana can go off only once per game.
Triggers are things like "Enemy kills a model with a ranged attack".
One gives the whole army prey for one round.
The one they gave in full: The Shadow.
Trigger: A model of yours is engaged by a model with a larger base size.
Effect: Put a brand new warbeast in to play in melee range of the triggering model. It can't move but is otherwise a fully functional warbeast in the casters BG. After one round it is removed from play.
The Warlocks:
The Child - Large based, with her monster "Dolly". She's the frontline caster and the Butcher of the faction, though not as killy as he is. Her Arcana puts continuous fire on everything in her control range. Her theme is her being a petulant child who gets angry when things don't go the way she wants.
The Dreamer - Comes with 3 phantasms, small, medium and large based. Whenever your army kills an enemy model of the right size you can put the appropriate one in to play if it currently isn't. It sounded like they were annoyances rather than potential assassination vectors, expect debuffs etc. Her theme is she rejected Menoths world, preferring her dreams, but she dreams so powerfully she shapes the world around her.
The Wanderer - Star Crossed and Fog of War. Fury 6. His theme is that he hates Menoths roads and wanted to wander free, finding he could wander through anything if he so chose. Expect some kind of Incorp/Ghostly tech.
The Heretic - A former priest king of Menoth who fell, has quite a Luciferian vibe. He was the last to be thrown down by Menoth and his last words were to prophesise their return and the harvest to follow. I don't remember much mentioned rules-wise here.
The King of Nothing - Has an aura that gives -2 Str to everything in a range of him; *EVERYTHING*. He has no attacks but is a very strong spellcaster. Fury 8. Different from Issyria in he is mostly about attacking and debuffing the enemy. His theme is him being the ultimate hermit, he just wants to be left alone and so everything near him begins to wither and die off.
Warbeasts:
Skin and Moans - The offensive heavy warbeast, collects corpses and they give it a power up as it integrates them in to its body. Melee only.
Rage Cager - Supportive Heavy, also collects corpses, I believe it was said to have anti-spell tech, I want to say Arcane Vortex but I might be mis-remembering.
Rattler - Anti-Infantry light with reach and beserking.
Horse Head Light (I forgot the name) - Ranged light, the design teams response to seeing it was pretty much "What the F?"
There is a third light, I forgot it.
Crabbit - Squishy lesser, 7 points for two, Shield Guard. This is often even more useful as at least one Arcana trigger is "Opponent destroys one of your warbeasts".
Infantry:
Dread Rots - The pumpkin heads. Tough Weaponmasters, they can throw corpses the take to other models that need them. Thematically they are farmers to take advantage in times of famine etc. The Rots turn up and offer them to either burn their own field or they put a pumpkin on their head and the vines grow through the body and take it over leaving the farmer a prisoner watching his own body go around killing.
Hollow Men - Ranged unit. They have eyeless sight and every model they kill becomes one of them (may be only up to unit size). Thematically soldiers who run from the battlefield sometimes see a light that reminds them of home, or of their favourite tavern. If they go to the light they find a hollow man with a lantern, their eyes sink in to their heads and they become one of his unit. The lantern bearer is a CA (the only CA in the faction). The Smogcon miniature was one of these wearing a British ceremonial Queens Guard uniform, I believe it will be available again as an event exclusive online.
Nayslayers - Small based single would cavalry with armour piercing. They are gremlins riding hobby horses with decapitated horse heads on the front and flames on the back.
Piggybacks - Medium based infantry with Shield Wall, Snacking, Tough and Impervious Flesh. Arm 15 (19 with SW, 21 with the Battle Engine). They are people whose greed causes others to suffer, a pig climbs on their back and they become the tiny crushed thing the pigs ride.
Murder Crows - Medium based stealth Infantry, they did have prey but maybe not, Hungerford wasn't sure if that was changing. Thematically they are corrupt officials, they are given the choice to either hang themselves publicaly with a confession note or the crows peck them apart and remake them as a crow monster.
The Twilight Sisters - Two man Character unit, they can bring back one infantry model each per turn. In theme they go around persuading people in to awful bargains, one is pretty and the other horrible.
Madcaps (gremlins manning a still) - The artillery piece, creates Cask Imps which run off and explode. When they move they go an extra d6 inches but explode on a 6. If the still is destroyed it rockets off and you can try and aim it as a final explosive attack. Thematically people consumed by drink who cause problems for others. You can buy Cask Imps on their own too.
Solos:
Lady Kyriana Rose - The crazy lady in the asylum. Fury Management, if she dies the entire army gets +1 attack and damage to take revenge.
Witch Wood - The tree with the lady, it has prowl and drag. People who were unjustly punished and put to death given a chance to take revenge on those who killed them, and on those like them.
Trapper-kin - Have Burrow, Backstab and Sprint, I can't remember the flavour there if it was given.
Lord Longfellow - The Spider dude in the video. He is actually just a giant spider wearing clothes, not a spider person or anything. He has Finisher and a rule that gives him an additional die against character models. Rat 8. Does not have 6 shots. He turns up to masquerade balls and finds nobles that take advantage of their people, he offers them a choice to duel him and die, or he will kill everyone else in the building and they take the blame for it. Has killed many pistol wraiths in his time.
The Deathknell - The battle engine, a wagon full of corpses. It collects corpse tokens and uses them to put out the Krielstone aura (off a huge base). 13 points.
Upon release, the Gremlin Swarm will get partisan Grymkin, but that is the only minion option.
Will launch with two theme forces, one gives lots of corpse tokens which is good against CoC for example.
I can't add much about the Old Witch, she has a 1 cost boundless charge thanks to a rule and has a normal feat with no arcana access at all. The giant orb thing on scrapjack is what is opening the gates to Ur-Cain. In thanks to her for letting them out she can borrow some Grymkin for her ends, but they won't be sparing Khador their wrath. She knows this is going to be bad, but hopes it might stave off something worse and she can deal with this problem later.
They'll be majority soft plastic (infantry and warbeasts), with resin/metal for the larger pieces (Old Witch, Dreamer) and metal solos.
There might be a bit more and I'll post if I remember or anything jogs my memory. CID starts in the not so distant future (a month or two) so we'll all see the rules soon enough!
On a personal note, I went in expecting to be a bit underwhelmed and came out of the Q&A really thinking about making these guys my hordes faction. They sound really fun to play and I like the Grimm Fairytale vibe; they might draw from some of the same legends as Malifaux but meh, they put a different spin on it and the rules sound right up my street.
Hey guys, I've bolded some stuff from this post -- most of this information is spot on. Bolded parts are the incorrect bits, with corrections below, in order of appearance. Please note this is current information and may not be the same once we hit CID.
King of Nothing: His aura is -2 arm, not STR.
The Rattler is currently Range 1
Neighslayers is the correct spelling. The puns are real.
Murder Crows are small based.
Karianna is the correct spelling.
The Witch Wood does not have drag. It does have other cool stuff (that is unspoiled!)
Lord Longfellow is rat 7.