Immortal Empires is the largest Total War campaign ever built — 272 factions on turn 1, 100+ of them playable and led by a unique Legendary Lord, spread across the entire Warhammer world from Ulthuan to the Dark Lands to the Chaos Wastes. This cheat sheet covers every factionfaction. An in-game group or nation players can align with or fight against, with its own goals and reputation system. and Legendary Lord: their campaign mechanics, settlement rules, what makes each lord special, and how the campaign actually plays.

What it covers: Campaign mechanics, settlement rules, and per-lord systems for Immortal Empires’ first ten WH3-era races. Why it matters: 272 factions on turn 1 and 100+ playable Legendary Lords make picking a start genuinely hard. Who should pick this: Players choosing a first or next campaign, from beginner-friendly Skarbrand to the untouchable Changeling.

How to use this sheet

Alignment — races fall into four broad groups:

AlignmentRaces
OrderEmpire, Dwarfs, High Elves, Bretonnia, Kislev, Cathay, Lizardmen, Wood Elves
DestructionGreenskins, Norsca, Ogre Kingdoms, Beastmen
ChaosWarriors of Chaos, Daemons of Chaos, Khorne, Nurgle, Tzeentch, Slaanesh, Chaos Dwarfs
DeathVampire Counts, Vampire Coast, Tomb Kings

Horde vs Settled — Settled factions hold territory, build settlements, and colonise ruins. Horde factions (Beastmen, certain Nurgle/Ogre/Slaanesh starts) have no settlements — their armies ARE their infrastructure. Hybrid factions can do both (e.g., Warriors of Chaos hold Dark Fortresses but roam with hordes).

Settlement capture — Most races can capture any settlement, but some are restricted. Horde races cannot settle at all. Wood Elves are largely forest-bound. Tomb Kings prefer desert. Each race has climate preferences that affect settlement suitability.

Faction mechanic — Each race has a signature campaign system (e.g., Khorne’s Blood for the Blood God, Cathay’s Harmony). This is shared across all lords of that race.

Lord’s special system — Each Legendary Lord has unique bonuses, abilities, or mini-mechanics that differentiate them from other lords of the same race.


Master Comparison: WH3-Era Factions

RaceAlignmentSettled/HordeFaction MechanicLords
KhorneChaosSettled (can also create Blood Host armies)Blood for the Blood God (skulls → loot + movement)Skarbrand, Skulltaker, Arbaal
NurgleChaosSettled (cyclical buildings)Infections + Plague Cauldron (craft + spread plagues)Ku’gath, Tamurkhan, Epidemius
TzeentchChaosSettledGrimoires (schemes) + Cults + Winds manipulationKairos Fateweaver, The Changeling
SlaaneshChaosSettledSeduction (vassalize any faction) + DevoteesN’Kari, Dechala, The Masque
KislevOrderSettledAtam (devotion) + Supporters + Ice CourtKatarin, Kostaltyn, Boris, Mother Ostankya
Grand CathayOrderSettledHarmony (Yin/Yang) + Wu Xing Compass + Ivory RoadMiao Ying, Zhao Ming, Yuan Bo
Warriors of ChaosChaosHybrid (Dark Fortresses + Warband hordes)Warband upgrades + Path to Glory + Dark AuthorityBe’lakor, Archaon, Sigvald, Kholek, Valkia, Vilitch, Azazel, Festus
Daemons of ChaosChaosHybrid (customisable Prince)Daemon Prince builder (ally any/all gods)The Daemon Prince
Ogre KingdomsDestructionHybrid (Camps + settled)Meat + Big Names + ContractsGreasus, Skrag, Golgfag
Chaos DwarfsChaosSettledLabour/Armaments supply chain + Tower of Zharr forgeAstragoth, Drazhoath, Zhatan

Khorne — Blood for the Blood God

Alignment: Chaos | Settlement type: Settled (can also spawn temporary Blood Host horde armies) | Can capture: Any settlement (skulls spent to occupy rather than raze) | Can colonise ruins: Yes

Faction mechanic — Blood for the Blood God: Every battle generates Skulls, deposited at the Skull Throne. Spend skulls for: settlement occupation (instead of razing), movement range boosts, and better post-battle loot. At war = recruitment/growth bonuses; at peace = penalties. Four Manifestations (Call of Battle, etc.) and four Cults (Fighting Pit, etc.) provide provincial buffs. Playstyle: relentless aggression — you must keep fighting to maintain momentum. No magic. Pure melee + monsters + one artillery piece (Skull Cannon). Best for players who want to attack, attack, attack.

Legendary LordFactionLord’s Special SystemKey AbilitiesPlaystyle
Skarbrand the ExiledExiles of KhorneBloodlust — gains combat buffs as HP drops; must keep killing or lose momentum. Nearly immune to magic debuffs.Massive melee damage, splash attacks, causes Fear/Terror, can duel any lordThe quintessential rush lord — drop him in, he kills everything, gets stronger as he takes damage. Simple, brutal, beginner-friendly Khorne.
SkulltakerBlooded WanderersDuel-focused — enhanced battlefield kills generate extra skulls. Honor-duel bonuses vs other lords.Anti-lore, bonus vs large, duelist traitsA duelist’s lord — pit him against enemy lords for maximum skull generation. Slightly more technical than Skarbrand.
Arbaal the UndefeatedChallengers of KhorneUndefeated streak — combat bonuses that stack as long as he doesn’t lose a battle.Relentless aggression buffs, recruitment cost reductionsSnowball lord — the longer you keep him winning, the stronger he gets. Breaks the streak and he resets. High risk, high reward.

Nurgle — Plagues, Cycles, and the Inevitable March

Alignment: Chaos | Settlement type: Settled (cyclical buildings — they grow, flourish, die, and reborn) | Can capture: Any settlement | Can colonise ruins: Yes

Faction mechanic — Infections + Plague Cauldron: Nurgle’s buildings don’t upgrade manually — they cycle through phases (grow → flourish → die → reborn), each phase providing different effects and unit pools. The Plague Cauldron lets you craft plagues from bases + symptoms; spread them to debuff enemies and buff your own. Infections are the resource — gathered from spreading plagues, battles, and dilemmas. Units recruit from a global pool and arrive weakened, replenishing over time. Playstyle: slow, tanky, nearly everything has poison. Drag enemies down to your level. Every unit is durable but sluggish. Late game you can recruit full armies in a single turn once building cycles are established.

Legendary LordFactionLord’s Special SystemKey AbilitiesPlaystyle
Ku’gath PlaguefatherPoxmakers of NurgleHurls Nurglings at enemies; powerful Lore of Nurgle mage. Almost useless in direct melee but devastating at range with plague magic.Nurgling barrage, Lore of Nurgle spells, extreme HP, causes TerrorCaster lord — keep him back, let his magic + nurglings do the work. The slow, inevitable playstyle.
Tamurkhan the Maggot LordThe Maggot HostHorde-leaning Nurgle — mutations + Maggot Host mechanics; more aggressive than Ku’gath’s defensive cycle.Mutated units, enhanced horde recruitment, powerful meleeThe aggressive Nurgle — raids and plagues combined. For players who want Nurgle but faster.
EpidemiusTallymen of PestilenceTally-based buffs — as plagues spread, a counter ticks up and all Nurgle units get stronger. The more you spread, the deadlier you become.Plague-spreading buffs, unit stat scaling with tally countThe snowball lord — spread plagues everywhere and watch your army outscale everything. Mid-to-late game powerhouse.

Tzeentch — Schemes, Cults, and the Change of Ways

Alignment: Chaos | Settlement type: Settled | Can capture: Any settlement (and can steal settlements via schemes with zero counterplay) | Can colonise ruins: Yes

Faction mechanic — Grimoires + Cults + Winds of Magic: After battles you earn Grimoires (spell books) — spend them to: open gates in cities, spark rebellions, force wars between other factions, and manipulate the Winds of Magic. Four Manifestations and four Cults provide regional effects. Units have magical barriers (a second HP bar that recharges outside combat). Tzeentch can teleport armies and redirect Winds of Magic for building buffs. Playstyle: the master troll — teleport, scheme, steal settlements, spark rebellions, and watch the world burn without direct confrontation. Ranged-heavy with tons of daemons and monsters. Barrier mechanics make units surprisingly durable.

Legendary LordFactionLord’s Special SystemKey AbilitiesPlaystyle
Kairos FateweaverOracles of TzeentchCan see past and future — campaign vision over enemy territory. Can cast magic outside Tzeentch’s lore. Flying, highly intelligent.Lore of Tzeentch + other lores, flying, paralysing spells, knock-down attacksThe schemer — use vision to plan, use magic to destroy. The “classic” Tzeentch experience.
The ChangelingThe DeceiversShape-shifter — can assume other LLs’ forms (gain their melee power). Armies hidden from AI when near a cult. Can play with zero settlements (cults act as undercities). Can reduce cult detectability.Form-shifting, hidden armies, teleportation, cult-based economyThe final boss — invisible, untouchable, steals settlements, assumes other lords’ forms. The most broken campaign in the game. A tier-2 army can annihilate end-game stacks.

Slaanesh — Seduction, Devotees, and the Pursuit of Excess

Alignment: Chaos | Settlement type: Settled | Can capture: Any settlement | Can colonise ruins: Yes

Faction mechanic — Seduction + Devotees: Slaanesh’s signature is diplomatic manipulation — you can seduce factions into friendship and eventually vassalize basically anyone. Pre-battle, you can seduce enemy units to fight for you. Devotees are the resource, spent on cults, disciples, and seduction actions. Four Manifestations and four Cults. No artillery, fragile units, but very fast. Playstyle: micro-intensive — cavalry and chariots require constant movement. On the campaign map, you’re a diplomat who makes everyone love you, then vassalizes them. In battle, flank, seduce, and sweep. Harder to use than most — average efficacy is low if you don’t master the micro.

Legendary LordFactionLord’s Special SystemKey AbilitiesPlaystyle
N’KariSeducers of SlaaneshHP replenished when enemies die nearby. Can weaken enemy defenses with spells. Very high movement speed.Melee + Lore of Slaanesh, lifesteal, speed buffs, defense debuffsThe diplomat-warrior — vassalize on the map, lifesteal in battle. The classic Slaanesh experience.
Dechala, the Denied OneThe TormentorsTorment mechanics — inflicts suffering on enemies for campaign buffs. More aggressive than N’Kari.Enhanced combat, torment debuffs, fast cavalry focusThe aggressive seducer — less diplomacy, more pain. For players who want Slaanesh’s speed with more teeth.
The Masque of SlaaneshThe Accursed TroupeDancing-based combat buffs — the longer she fights, the stronger she gets. FLC lord.Dance buffs, speed, dual-wielding meleeThe berserker dancer — a combat-focused Slaanesh lord for players who want to lean into battle over diplomacy.

Kislev — Bears, Ice, and the Motherland

Alignment: Order | Settlement type: Settled | Can capture: Any settlement | Can colonise ruins: Yes

Faction mechanic — Atam + Supporters + Ice Court: Atam (devotion) is earned through battles and hero actions, spent on rituals to four gods (Salyak = growth/healing, Dazh = trade income + army spells, Tor = damage + combat ability, Ursun = buffs). Supporters is a race against AI factions for control of Kislev’s political landscape. The Ice Court trains powerful Frost Maiden heroes (slower to recruit but stronger). Afflictions are debuffs you spread to enemies. Playstyle: versatile hybrid units (good at 2 things, master of none), powerful bears and ice magic. Economy is terrible early. You must constantly fight Chaos from the north with no wall (unlike Cathay). One of the hardest factions to pick up, but rewarding once you understand the systems.

Legendary LordFactionLord’s Special SystemKey AbilitiesPlaystyle
Tzarina KatarinThe Ice CourtIce magic caster lord + unique weapon Frost Fang. Discount on Ice Guard units. Frost Maiden capacity (but limited).Lore of Ice, Frost Fang melee, Shield of Ice skillThe caster — powerful magic but weak in melee. Economy struggles. Needs Frost Maidens attached. One of the hardest campaigns.
KostaltynThe Great OrthodoxyAnti-magic — rejects magic, inspires troops. Buffs fighting spirit. No Ice Court access.Faith buffs, anti-magic, leadership boostsThe zealot — no magic, all faith. Simpler than Katarin but still difficult economy. Aggressive anti-Chaos.
Boris UrsusUrsun RevivalistsEnormous melee combat abilities. Bear rider. Strongest Kislev lord in direct combat. Unlocked via campaign objective.Massive melee, bear mount, combat buffsThe warrior — if you want Kislev without the magic micromanagement. Boris is a beast in combat.
Mother OstankyaDaughters of the ForestWitchcraft/hag magic — unconventional Kislev playstyle with unique lore and unit modifications. Shadows of Change DLC.Hag magic, unit mutations, forest-themed abilitiesThe witch — a completely different Kislev flavor. Lore-heavy, experimental. For players who want Kislev with a twist.

Grand Cathay — Harmony, Dragons, and the Great Bastion

Alignment: Order | Settlement type: Settled | Can capture: Any settlement | Can colonise ruins: Yes

Faction mechanic — Harmony + Wu Xing Compass + Ivory Road: Harmony requires balancing Yin (construction benefits) and Yang (recruitment benefits) — balance gives upkeep/income/movement bonuses. The Wu Xing Compass directs Winds of Magic to four locations (Great Bastion = defense + meteor summon, Celestial Lake = growth/income, Warpstone Desert = corruption reduction, Dragon Emperor’s Wrath = control + siegesiege. A timed, large-scale attack on a settlement — attackers try to destroy it, defenders try to hold it. attrition). The Ivory Road sends caravans for gold (with encounters along the way). The Great Bastion is a wall with three gates you must defend from periodic Chaos invasions. Playstyle: gunpowder-heavy with sturdy frontlines and excellent artillery. Dragon LLs are among the most powerful units in the game. Well-rounded, good for beginners, but the Bastion babysitting can feel like a chore.

Legendary LordFactionLord’s Special SystemKey AbilitiesPlaystyle
Miao Ying, the Storm DragonThe Northern ProvincesDragon form (flying mage/melee hybrid). Defends the Great Bastion. Storm-themed abilities.Dragon transformation, Lore of Heavens, flying, area lightningThe defender — Bastion-focused, safe start. Best for learning Cathay’s defensive playstyle.
Zhao Ming, the Iron DragonThe Western ProvincesAlchemist — trade-focused, balance harmony more easily. Iron-themed combat.Trade buffs, Lore of Metal, dragon form, alchemist itemsThe trader — economy-focused with a balanced army. The easiest Cathay start. Good for beginners.
Yuan Bo, the Jade DragonThe Jade CourtReset the movement range of EVERY army on the map simultaneously. Instant construction + instant recruitment.Movement reset, Jade magic, dragon form, fortress-city buffsThe most powerful Cathay lord — movement reset breaks the game. Hyper-aggressive snowball. Shadows of Change DLC.

Warriors of Chaos — The Path to Glory

Alignment: Chaos | Settlement type: Hybrid (Dark Fortresses + Warband roaming) | Can capture: Any settlement (Dark Fortresses are special settlement types) | Can colonise ruins: Yes

Faction mechanic — Warband Upgrades + Path to Glory + Dark Fortresses + Dark Authority: Warband Upgrades let you promote Marauders → Warriors → Chosen (your units evolve rather than being replaced). Path to Glory transforms generic characters into daemonic champions. Dark Fortresses are unique settlement types with powerful garrisons and recruitment. Dark Authority provides cost reductions and healing. Vassalization is a core tool — make other Chaos factions serve you. Massive undivided roster with units from all four Chaos pantheons. Playstyle: the richest Chaos experience — more mechanics than any other Chaos race. Not the easiest to learn, but once going, one of the strongest. The experience changes significantly depending on which lord you pick (each Champions of Chaos lord leans toward a different god).

Legendary LordFactionLord’s Special SystemKey AbilitiesPlaystyle
Be’lakorShadow LegionFirst Daemon Prince — dark master, spreads shadow corruption, can vassalize easily. IE-only, free (no DLC).Shadow magic, flying, vassalization buffs, corruption spreadingThe safest WoC start — versatile, can do everything. The best “learn WoC” lord.
Archaon the EverchosenWarhost of the ApocalypseForce-confederate all other WoC Legendary Lords. Gifts of Chaos (spend souls from vassals for units). Grand Marshal of Chaos skill.Massive combat, riding, all Chaos buffs, confederationThe mid-late game empire builder — safest start in the WoC roster. Confederates everything.
Prince Sigvald the MagnificentThe Decadent HostSlaanesh-aligned duelist — mirror shield reflects damage. Elite small-army focus.Duelist, mirror shield, Slaanesh buffs, high armorThe gentleman duelist — expensive but elite. Small, powerful armies.
Kholek SuneaterHeralds of the TempestMassive combat monster — lightning-based abilities. Dragon Ogre Shaggoth.Enormous melee, lightning, causes Terror, huge HP poolThe monster — drop him in and watch him smash. Simple, satisfying.
Valkia the BloodyLegion of the GorequeenKhorne-aligned — bloodlust buffs, enhanced recruitment of Khorne units. Champions of Chaos DLC.Khorne buffs, melee, recruitment cost reductionsAggressive Khorne-flavored WoC — for players who want Khorne’s aggression with WoC’s depth.
Vilitch the CurselingPuppets of MisruleTzeentch-aligned — twisted sorcerer, magic + mutations. Champions of Chaos DLC.Tzeentch magic, mutation buffs, spell-casting enhancementsThe magic-focused WoC — for players who want WoC’s roster with Tzeentch’s spell power.
AzazelThe Ecstatic LegionsSlaanesh-aligned — seduction mechanics + combat. Champions of Chaos DLC.Slaanesh buffs, seduction, combat prowessThe seducer WoC — vassalize while conquering. Diplomatic aggression.
Festus the LeechlordThe FecunditesNurgle-aligned — plague-crafting + healing. Champions of Chaos DLC.Nurgle plagues, healing, Lore of Nurgle, lab equipmentThe plague-spreader WoC — combine WoC’s roster with Nurgle’s plagues. Defensive + biological warfare.

Daemons of Chaos — The Customisable Prince

Alignment: Chaos | Settlement type: Hybrid (customisable) | Can capture: Any settlement | Can colonise ruins: Yes

Faction mechanic — Daemon Prince Builder: The entire faction IS the Daemon Prince — you customise his alignment (serve one god or all four as Chaos Undivided), his body parts, and his abilities. With each god, you rise in favor through gifts and sacrifices, unlocking their units. The roster is enormous — access to ALL Chaos units from all four pantheons. Playstyle: the jack-of-all-trades Chaos faction. Great for experimenting with all four gods’ units in one campaign. But lacks the deep unique mechanics of the mono-god factions (no Blood for the Blood God, no Plague Cauldron, etc.). Best for players who want variety and customisation over specialised mechanics.

Legendary LordFactionLord’s Special SystemKey AbilitiesPlaystyle
The Daemon Prince (“Daniel”)Legion of ChaosFully customisable — choose allegiance to any/all gods. Unlock and combine body parts. Name him yourself.Depends on build — can be melee, magic, flying, or any combinationThe experimentalist — try everything, commit to nothing. Good for beginners who want to learn all Chaos rosters. Lacks depth compared to mono-god factions.

Ogre Kingdoms — Meat, Camps, and Contracts

Alignment: Destruction | Settlement type: Hybrid (settled + Ogre Camps) | Can capture: Any settlement | Can colonise ruins: Yes

Faction mechanic — Meat + Big Names + Contracts: Meat is a food currency — earned through battles and Ogre Camps, spent on unit upgrades and instant recruitment. Big Names are objectives that grant permanent upgrades. Mercenary Contracts are side-quests (conquer cities, smash armies) for gold rewards. Ogre Camps are temporary recruitment hubs on the campaign map. Playstyle: hit-and-run with considerable girth — fast, heavy-hitting units that lack armor-piercing early. Need to reach tier 3 for Ironguts/Gorgers to deal with armored factions. Economically simple (loot + meat + contracts). For players who want massive units and campaign-map flexibility.

Legendary LordFactionLord’s Special SystemKey AbilitiesPlaystyle
Greasus GoldtoothGoldtoothTribute — extract gold from neighbors. Diplomatic conversion of enemies. But terrible in melee despite being a melee lord.Tribute income, diplomatic buffs, (weak) meleeThe diplomat — make money, not war. Difficult combat lord. One of the hardest campaigns.
Skrag the SlaughtererDisciples of the MawCauldron + magic — summon Gorgers, cast Butcher magic. More aggressive than Greasus.Lore of the Great Maw, Gorger summoning, cauldron buffsThe butcher — aggressive, magic + monsters. The fun Ogre start.
Golgfag ManeaterThe ManeatersMercenary contracts + elite ogre infantry (Maneaters). Omens of Destruction DLC.Contract bonuses, elite unit access, flexible recruitmentThe mercenary — contract-based campaign with elite units. More flexible than the other two Ogres.

Chaos Dwarfs — Industry, Labour, and the Tower of Zharr

Alignment: Chaos | Settlement type: Settled | Can capture: Any settlement | Can colonise ruins: Yes

Faction mechanic — Labour/Raw Materials/Armaments Supply Chain + Tower of Zharr Forge + Caravans: A three-stage industrial supply chain: Labour (from slaves) → Raw Materials → Armaments (units). The Tower of Zharr is a forge that can buff units like almost no other faction. Trading convoys (like Cathay’s Ivory Road) generate gold. The economy snowballs incredibly fast. Playstyle: like regular Dwarfs but somehow better — high damage, extremely tough frontlines, massive burst damage ranged, devastating war machines, and arguably the best artillery in the game. The fastest snowball in the game once the supply chain is running. One of the strongest factions.

Legendary LordFactionLord’s Special SystemKey AbilitiesPlaystyle
Astragoth IronhandDisciples of HashutBull-centaur mounts, Hashut’s wrath. Slow but devastating in melee.Hashut magic, bull-centaur charge, enhanced productionThe industrial war machine — focus on production + military. Forge of the Chaos Dwarfs DLC.
Drazhoath the AshenThe Legion of AzgorhMagic + artillery focus. Defensive-leaning.Lore of Hashut, artillery buffs, defensive garrison bonusesThe turtle — bombard from range, let the supply chain fuel your armies. The safest Chaos Dwarf start.
Zhatan the BlackThe Warhost of ZharrLabour management + aggressive production. The most aggressive Chaos Dwarf.Production speed, labour efficiency, aggressive recruitmentThe hyper-producer — produce units at insane speed and overwhelm. The most aggressive Chaos Dwarf playstyle.

Coming in chunk 2

The remaining 14 races — Beastmen, Bretonnia, Dark Elves, Dwarfs, Empire, Greenskins, High Elves, Lizardmen, Norsca, Skaven, Tomb Kings, Vampire Coast, Vampire Counts, Wood Elves — with their ~70 Legendary Lords, will be added in the next installment of this cheat sheet. Each will follow the same format: race overview + per-lord table with campaign dynamics, special systems, and playstyle.


This cheat sheet is built from the official Total War: WARHAMMER Wiki roster, SEGA’s DLC ownership guide, and community mechanic guides. Each faction’s campaign mechanic and lord descriptions are sourced from the official wiki and verified against multiple community references. See our methodology for how we source and verify.

Chunk 2 of this series will follow the same race-overview-plus-lord-table format for the remaining 14 races and their roughly 70 Legendary Lords, from Skaven undercities to Wood Elf forests. Until then, the master comparison table above is the fastest route to a start that matches how you actually want to play.

Next read

For the middle stretch of the roster, see Total War: Warhammer III cheat sheet, part 2 and part 3. Every breakdown we’ve published on the game is collected on the Total War: Warhammer III hub.