⚠️ This article covers UNOFFICIAL community mod content. Everything below is created by the modding community — not Creative Assembly or Games Workshop. These mods require Mixu’s Unlocker (MIXER) and the Mod Configuration Tool: Reborn to function. They are not compatible with multiplayer campaigns, and may break after official game patches. Always check the mod pages for the latest compatibility status.
This is Part 3 of the Total War: Warhammer III Immortal Empires cheat sheet. Part 1 covers the 10 official WH3-era races. Part 2 covers the 14 official WH1/WH2 races. This part covers community-made content that expands the game far beyond what CA has officially released — new races, new factions, and dozens of new Legendary Lords.
OvN Lost Factions — Fimir
Mod: OvN Lost Factions: Fimir | Type: Unofficial community mod — new race | Requires: Mixu’s Unlocker (MIXER) | Alignment: Chaos | Settlement type: Settled | Can capture: Any settlement
The Fimir are a race of cyclopean reptilian daemon-giants from Warhammer’s earliest lore. The mod draws from White Dwarf #102, the Monstrous Arcanum, and the fan-made WFRP sourcebook “Fimir: Ruinous Inheritance” by Robin Low — the closest thing to a complete Fimir sourcebook that exists. They are a fully custom race with their own unit roster, legendary lords, lore of magic, tech tree, and diplomatic relations.
Factionfaction. An in-game group or nation players can align with or fight against, with its own goals and reputation system. mechanics (shared/unique):
- Godhood Ascension (Tendrils of Doom only) — Kroll must conquer and erect mighty temples in her name. Each temple grants boons, and collectively the more you build, the higher Kroll ascends — bestowing great power.
- Gifts of Chaos (Rancor Hold only) — A revamped Gifts of Chaos mechanic adapted for these cyclopean reptiles.
- Death Quest (all Fimir factions) — Anytime a Fimir faction loses a settlement, lord, or suffers a defeat with heavy losses, they gain a Death Quest unit. If any Fimir faction is destroyed, the remnants seek out surviving clans — all remaining Fimir factions gain limited Death Quest units.
| Legendary Lord | Faction | Start Position | Lord’s Special System | Playstyle |
|---|---|---|---|---|
| Kroll | Tendrils of Doom | Monument of the Moon, Lustria | Godhood Ascension — erect temples, ascend to godhood, gain stacking power | Temple-building conqueror. Aggressive expansion + escalating power. |
| Skattach | Rancor Hold | Wreckers Point, Wastelands, Old World | Gifts of Chaos — revamped for Fimir, Chaos gift economy | Chaos-gift warlord. Starts in the Old World — difficult early game, weaker frontline. |
Minor (AI) factions: Marsh Hornets (Floating Village, Badlands), Mist Dragons (Baleful Hills, Cathay).
OvN Lost Factions — Albion
Mod: OvN Lost Factions: Albion | Type: Unofficial community mod — new race | Requires: Mixu’s Unlocker (MIXER) | Alignment: Order | Settlement type: Settled | Can capture: Any settlement
Albion represents the tribal inhabitants of the mist-shrouded Isle of Albion — Truthsayers, Woad warriors, and the ancient magic of the Old World’s most mysterious island. The mod features a fully custom roster with Woad-based unit upgrades, Waystone mechanics, and unique weather systems.
Faction mechanics:
- Rebuild the Waystones (Order of the Truthsayers) — Dural Durak must rebuild the Waystones on Albion while staving off invasions. As Waystones are rebuilt, defensive bonuses accrue (mist that damages enemies, custom battle weather) — but invasions become harder too.
- Scourge of Chaos (Host of the Ravenqueen) — Mhorriníon must defeat the forces of Chaos in the Northern Wastes. As belief in her expedition grows, reinforcements from Albion’s clans arrive — and their quality increases. Beware: challengers of Chaos come to face you.
- Albion Storm (all factions) — Random deadly storms erupt in Albion’s regions, damaging enemies and creating custom battle weather.
- Waystone Restoration (all factions) — Build Waystones on Albion, Waystone Markers in major settlements, or Waystone Beacons in minor settlements to boost provincial commandments (similar to the Lizardmen’s Geomantic Web).
- Woad Unit Upgrades (all factions) — Woad is a custom resource produced by the Temple of Ishernos and Dye resource buildings. Spend it to upgrade unit combat capabilities. Some technologies have a Woad cost.
| Legendary Lord | Faction | Start Position | Lord’s Special System | Playstyle |
|---|---|---|---|---|
| Dural Durak | Order of the Truthsayers | Citadel of Lead, Albion | Rebuild the Waystones — defensive escalation, mist, custom weather | The defender — turtle on Albion, rebuild Waystones, let the storms wear down invaders. |
| Mhorriníon the Murder-Queen | Host of the Ravenqueen | The Folly of Malofex, The Cold Mires, Northern Chaos Wastes | Scourge of Chaos — expedition to the Chaos Wastes, belief-based reinforcements | The crusader — take the fight to Chaos itself. Reinforcements scale with belief. Aggressive, far from home. |
OvN Lost Factions — Other Races
The OvN Lost Factions mod series includes several additional community-made races for Immortal Empires. Below is a summary table of the major ones. All require Mixu’s Unlocker.
| Mod / Race | Legendary Lord(s) | Faction Mechanic | Alignment | Playstyle |
|---|---|---|---|---|
| Araby | Sultan Jaffar (Sultanate of Araby, Al-Haikk), Fatindira (Aswad Scythans, Karag Orrud), Golden Magus (The Golden Fleet, Copper Landing) | Custom Arabyan roster, trade + naval mechanics, desert warfare | Order | Desert traders + naval power. Three distinct starts across the Southlands and Araby. |
| Citadel of Dusk | Althran Stormrider (Citadel of Dusk, Lustria) | High Elf offshoot — unique roster mixing HE units with custom additions | Order | A remote High Elf outpost in Lustria. Defensive + expansionist. |
| Dread King Legions | Dread King (Legion of Terror, Pools of Despair) | Undead horde — unique undead roster + Dread King mechanics | Death | A massive undead horde in the Southern Wastes. Aggressive expansion. |
| Grudgebringers | Commander Morgan Bernhardt (mercenary horde) | Single-army mercenary horde — stout defenders of Order races | Order | A horde-only mercenary faction. No settlements — roam and fight for the good guys. |
| Rotblood Tribe | Bödvarr Ribspreader (Norsca-to-Empire raiders) | Toxic bile mechanics — corrosion in melee, disease from Norsca into the Empire | Destruction | Aggressive Chaos-raider faction with unique toxic mechanics. |
| Gnoblar Hordes | Mixu’s team | Standalone Gnoblar race — separate from Ogre Kingdoms, unique roster | Destruction | Small, vicious Gnoblar hordes. A completely different flavor from Ogres. |
| Mousillon (Mixu’s) | Mallobaude the Black Knight (near Mousillon) | Mousillon-themed Vampire/undead faction, must kick the Red Duke out | Death | A cursed-city campaign — reclaim Mousillon from the Red Duke. |
Mixu’s Legendary Lords — 40+ Lore-Accurate Lords
Mod: Mixu’s Legendary Lords | Type: Unofficial community mod — new lords for existing races | Requires: Mixu’s Legendary Lords: Asset Pack + Mixu’s Unlocker (MIXER) | Note: Some characters from earlier mod versions have since been added to the official game by CA (e.g., Markus Wulfhart, Drycha, Taurox, Thorek Ironbrow). Those are covered in Parts 1 & 2 as official lords.
Mixu’s Legendary Lords adds over 40 playable Legendary Lords, Legendary Heroes, and new units across every race in the game. Each lord is lore-accurate, drawn from Warhammer Fantasy Battles army books, novels, and White Dwarf articles. The mod is a combination of Mixu’s WH1 and WH2 mods with new additions for WH3.
Empire (Mixu’s — Unofficial)
| Lord | Faction | Notes | Playstyle |
|---|---|---|---|
| Marius Leitdorf | Averland | The Mad Count of Averland — eccentric, brilliant, and utterly insane. Unique “Grombrindal-style” campaign mechanic for Averland. | A unique Empire campaign with a mad-genius flavor. Aggressive, unpredictable. |
| Valmir von Raukov | Ostland | Elector Count of Ostland — frontier fighter against Chaos. | A defensive Empire start on the Chaos border. Military-focused. |
| Aldebrand Ludenhof | Hochland | Elector Count of Hochland — hunter and woodsman. | A guerrilla Empire campaign in the forests. |
| Helmut Feuerbach | Talabecland | Elector Count of Talabecland. | A standard Elector Count start with unique buffs. |
| Wolfram Hertwig | Ostermark | Elector Count of Ostermark. | A political Empire campaign — confederate and unite. |
| Cassyon d’Parravon | Parravon (Bretonnia) | A Bretonnian duke with a unique start. | A Bretonnian campaign from a different duchy. |
| Theoderic Gausser | Nordland | Elector Count of Nordland — northern frontier. | A difficult northern Empire start against Norsca. |
| Alberich Haupt-Anderssen | Stirland | Elector Count of Stirland — fights the undead. | The vampire-hunter Empire start. Next to Sylvania. |
| Edvard van der Kraal | Marienburg | The richest city in the Old World — unique economic focus. | A trade/economy Empire campaign from the Wasteland. |
| Alberich von Korden | (unique lord) | A unique recruitable Empire lord. | Gained through recruitment — a powerful bonus lord. |
Bretonnia (Mixu’s — Unofficial)
| Lord | Faction | Notes | Playstyle |
|---|---|---|---|
| Bohemond Beastslayer | Bastonne | A legendary monster hunter — buffs vs monsters. | A monster-hunting Bretonnian campaign. |
| Chilfroy d’Artois | Artois | A rugged northern Bretonnian duke. | A defensive Bretonnia on the northern frontier. |
| Sir John Tyreweld | Knights of Origo | A questing knight — unique RoR (Knights of Origo). | A wandering-quest Bretonnia with unique units. |
Dwarfs (Mixu’s — Unofficial)
| Lord | Faction | Notes | Playstyle |
|---|---|---|---|
| Kazador Dragonslayer | Karak Azul | King of Karak Azul — lost his family to Goblins, seeks vengeance. | A vengeance-focused Dwarf campaign. |
| Grimm Burloksson | (unique lord) | Son of Burlok — innovative engineer, unique Grudge Raker weapon. | A tech-focused unique lord — recruit him for gunpowder buffs. |
High Elves (Mixu’s — Unofficial)
| Lord | Faction | Notes | Playstyle |
|---|---|---|---|
| Belannaer the Wise | Saphery | The greatest living Loremaster — powerful mage. | A magic-focused HE campaign from the Tower of Hoeth. |
| Korhil | Chrace | Captain of the White Lions — elite melee + unique axes. | A melee-focused HE campaign with White Lion emphasis. |
| Caradryan | (unique lord) | Captain of the Phoenix Guard — gained by building the Sacred Flame of Asuryan. | A powerful unique lord — unlock via landmark. Can be taken as a hero instead. |
Dark Elves (Mixu’s — Unofficial)
| Lord | Faction | Notes | Playstyle |
|---|---|---|---|
| Tullaris Dreadbringer | Scourge of Khaine | Har Ganeth’s executioner — buffs to Witch Elves, Khaine-focused. | A Khaine-cult DE campaign. Joins Har Ganeth if you play as Hellebron. |
Lizardmen (Mixu’s — Unofficial)
| Lord | Faction | Notes | Playstyle |
|---|---|---|---|
| Lord Huinitenuchli | Xlanhuapec | A mysterious Slaan — unique start in the hidden city. | A defensive Lizardmen campaign from an isolated position. |
| Tetto’eko | Tlaxtlan | The Oracle — astromancer Slaan, powerful magic + campaign vision. | A magic/vision-focused Lizardmen campaign. (Now also official — check Parts 1-2.) |
Wood Elves (Mixu’s — Unofficial)
| Lord | Faction | Notes | Playstyle |
|---|---|---|---|
| Naieth | Wydrioth | The Loremaster of Wydrioth — prophecy + magic. | A magic-focused WE campaign with lore emphasis. |
| Wychwethyl the Wild | Masque of Loec | A wild, aggressive Wood Elf lord. | An aggressive WE playstyle — less turtling, more raiding. |
| Daith | Torgovann | The master smith — Forge of Daith master, unique crafting. | A crafting-focused WE campaign — the deepest Forge experience. |
Chaos & Norsca (Mixu’s — Unofficial)
| Lord | Faction | Notes | Playstyle |
|---|---|---|---|
| Egrimm van Horstmann | The Cabal | A Tzeentch-aligned Chaos sorcerer — unique Cabal faction. | A magic-heavy Chaos campaign with a unique faction. |
| Aekold Helbrass | The Cabal | Breath of Life — heals everything around him, including enemies. Can switch between Chaos and Order. | A unique Chaos lord who heals — bizarre and powerful. |
| Egil Styrbjorn | Skaeling (Norsca) | A brutal Norsca raider — enhanced raiding + monster hunting. | An aggressive Norsca campaign with the Skaeling tribe. |
Greenskins (Mixu’s — Unofficial)
| Lord | Faction | Notes | Playstyle |
|---|---|---|---|
| Gorfang Rotgut | Red Fang | A brutal Orc warboss — occupies Black Crag, fights Dwarfs. | A Dwarf-fighting Greenskin campaign from the Badlands. |
Tomb Kings (Mixu’s — Unofficial)
| Lord | Faction | Notes | Playstyle |
|---|---|---|---|
| King Tutankhanut | Numas | A young, ambitious Tomb King — unique start in Numas. | A expansionist Tomb Kings campaign from a different desert position. |
Beastmen (Mixu’s — Unofficial)
| Lord | Faction | Notes | Playstyle |
|---|---|---|---|
| Ghorros Warhoof | Warherd of the Beastfather | The father of all Centigors — boosts to Centigor units. | A Centigor-focused Beastmen horde. |
| Molokh Slugtongue | Warherd of the Famine-Fiend | The Famine-Fiend — spreads famine, starves enemy settlements. | A starvation-based Beastmen campaign — debuff enemy regions. |
Skaven (Mixu’s — Unofficial)
| Lord | Faction | Notes | Playstyle |
|---|---|---|---|
| Warlord Feskit | Clan Mordkin | A skeleton-carrying Skaven warlord — unique bone-gathering mechanic. | A bizarre Skaven campaign with undead-skaven crossover. |
Mixu’s Unique Heroes (Recruitable — Unofficial)
These are powerful unique heroes unlocked at game start, available to specific factions:
| Hero | Faction Access | Notes |
|---|---|---|
| Kouran Darkhand | Naggarond (Dark Elves) | Urian’s rival — deadly assassin hero. |
| Chakax | Hexoatl or Xlanhuapec (Lizardmen) | The Eternity Warden — unbreakable bodyguard. |
| Theodore Bruckner | Wissenland (Empire) | A bounty hunter on a Terrorgheist — flying hero. |
| Luthor Huss | Reikland (Empire) | A warrior priest of Sigmar — inspirational hero. |
| Donna Don Domingio | Knights of Origo (Bretonnia) | A unique Bretonnian hero. |
| Ramhotep the Visionary | Numas (Tomb Kings) | A master Necrotect — construction buffs. |
| Captain Drekla | Vampire Coast | A unique undead pirate hero. |
Required Mods & Compatibility
All content in this article requires the following community mods (all free on Steam Workshop):
- Mixu’s Unlocker (MIXER) — A startpos mod that unlocks all factions in Immortal Empires and provides a framework for other modders. Required by every mod listed here.
- Mod Configuration Tool: Reborn — Lets you enable/disable individual OvN factions and configure mod settings.
- Mixu’s Legendary Lords: Asset Pack — Required for Mixu’s Legendary Lords (contains character models and assets).
Known compatibility issues:
- Not compatible with multiplayer campaigns.
- Conflicts with “All Diplomatic Options - Vassalize, Confederate” and “Fudging Vassals” mods.
- SFO: Grimmhammer III requires compatibility submods (available on each mod page).
- May break after official game patches — check mod pages for update status.
- Do not enable faction mods mid-campaign (can corrupt scripts).
This is Part 3 of the complete Immortal Empires cheat sheet, covering unofficial community mod content only. Part 1 covers the 10 official WH3-era races. Part 2 covers the 14 official WH1/WH2 races. All mod content in this article is community-created and not affiliated with Creative Assembly or Games Workshop. See our methodology for how we source and verify.