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The Awakened Immortal Empires

The Awakened

The origins of the Undead pirates said to ravage the coasts of Lustria are steeped in mystery. Legend has it that a Norscan longship took on a precious cargo during a raid – an ancient coffin containing, unbeknownst to the crew, the Vampire Luthor Harkon. When the vessel floundered off the Volcanic Islands, the drowned crew were raised as zombies through the Vampire's Dark Magic.

The stretch of coastline known as the Vampire Coast has become infamous amongst seafarers, with countless ships wrecked and raised up from the depths to bolster the fleets of the Unliving. Luthor was but the first. In the years since, more Undead pirates ply the seas for bounty and fresh crews.

The Awakened
The Awakened

Faction Name

The Awakened

Campaign

wh3_main_combi

Culture

wh2_dlc11_cst_vampire_coast

Subculture

wh2_dlc11_sc_cst_vampire_coast

Military Group

wh2_dlc11_group_vampire_coast

Faction Group

wh2_dlc11_fact_group_vampire_coast

Faction Group Name

Vampire Coast

  • (wh2_dlc11_political_party_vampire_coast_ruler)
    Luthor Harkon dominates his stretch of the Lustrian coastline from The Awakening, mustering his Undead crew in readiness to sail the Great Ocean. Piracy was not Luthor Harkon’s initial career choice. The Vampire, whose origins are shrouded in mystery, was travelling in his sarcophagus across the Great Ocean, aboard an Empire merchant ship, when it was attacked by a band of savage Norscan raiders. Unfortunately for them, in their rabid scramble for loot they prised open Harkon’s burial chest, awakening him from his dreamless slumber. By the time the ship broke up on the rocky Lustrian coastline, all the ‘surviving’ crew had undergone something of a change, in both their allegiance and their vital signs…

    Since that day, Harkon has ruled the region now known as the Vampire Coast, setting sail upon the Great Ocean in search of loot, plunder, and fresh recruits to raise into his service. As leader of a pirate fleet crewed exclusively by the dead and damned, he holds sway over a sea region of high winds and perilous currents that have proven to be incredibly treacherous to many unwary vessels, swelling his horde of Undead mariners with the reanimated corpses of shipwrecked unfortunates.

    Luthor Harkon teeters constantly on the very brink of insanity due in no small part to his colossal pride and greed, qualities which on one devastating, fateful occasion led him to almost lose his life as well as his mind, and certainly lost him all of his magical abilities short of the power to raise his minions and bind them to his inexorable will. The story goes that, while on a fateful quest to further augment his already not-inconsiderable might, Harkon attempted to use his Dark Magic to enter a chamber inside a Lizardman temple buried deep within the deadly Lustrian jungle. Powerful glyphs barred his way, but he pushed onwards in spite of the barriers and driven by his fatal flaw – his great arrogance and hubris - causing the magical seals to retaliate and drain his magical power and then his lifeforce, whilst the walls of the ancient ritual chamber began to crumble. With supreme effort, Harkon managed to break free and stagger outside as the passageway collapsed behind him, but the damage had been done – his connection to the Winds of Magic was severed and his mind was shattered, leaving his personality fractured into a dozen different facets which to this day battle for dominance in his mind.

    In the years since, the only common goal that Luthor Harkon’s various personalities have been able to work towards is that of finding a cure for his condition. To this end, the Pirate King of the Vampire Coast has bent his obsessions to seizing Slann artefacts in the hope that their power can heal his damaged psyche!

    Captain of the Coast
    Luthor Harkon never chose to come to the New World, but fate decided that he must conquer this exotic land of the dead. Lustria conceals ancient secrets and great power. Harkon’s lust will not be sated until his Zombie army rules this land from coast to coast!
    Diplomatic relations: +0 with Followers of Nagash (60.0000)
    Melee defence: +0 for Lords and embedded Heroes (6.0000)
    Diplomatic relations: +0 with Lizardmen (-60.0000)

Infamy & Loyalty: Destroy, sack and raid to build a reputation at sea, whilst keeping ambitious commanders loyal and trustworthy by imparting riches and wealth to them.
Pirate Coves: Gain Infamy and leech wealth from unsuspecting settlement owners where these hideouts have been formed.
Extra Powder: Boosts the firepower missile units can output in battle while they have high levels of ammunition at their disposal.

Faction Group

(wh2_dlc11_faction_trait_vampire_coast)
wh2_dlc09_effect_increase_army_capacity_hidden (9999.0000)
[HIDDEN] Building set used when a new Vampire Coast horde spawns (1.0000)
Battering rams: +0 per siege item constructed (1.0000)
Siege towers: +0 per siege item constructed (2.0000)
Sea Lanes journey duration: +0 turns (-1.0000)
Underworld Sea travel time: +0 (-1.0000)
Income from post-battle loot: +0% (-50.0000)
Heroes
1 Gunnery Wight
Gunnery Wight
(wh2_dlc11_cst_cha_gunnery_wight_0)
1 Mourngul Haunter
Mourngul Haunter
(wh2_dlc11_cst_cha_mourngul_haunter)
1 Vampire Fleet Captain (Vampires)
Vampire Fleet Captain (Vampires)
(wh2_dlc11_cst_cha_vampire_fleet_captain_0)
Infantry
160 Zombie Pirate Deckhands Mob
Zombie Pirate Deckhands Mob
(wh2_dlc11_cst_inf_zombie_deckhands_mob_0)
160 Zombie Pirate Deckhands Mob (Polearms)
Zombie Pirate Deckhands Mob (Polearms)
(wh2_dlc11_cst_inf_zombie_deckhands_mob_1)
60 Syreens
Syreens
(wh2_dlc11_cst_inf_syreens)
60 Depth Guard
Depth Guard
(wh2_dlc11_cst_inf_depth_guard_0)
60 Depth Guard (Polearms)
Depth Guard (Polearms)
(wh2_dlc11_cst_inf_depth_guard_1)
Missile Infantry
120 Zombie Pirate Gunnery Mob
Zombie Pirate Gunnery Mob
(wh2_dlc11_cst_inf_zombie_gunnery_mob_0)
120 Zombie Pirate Gunnery Mob (Bombers)
Zombie Pirate Gunnery Mob (Bombers)
(wh2_dlc11_cst_inf_zombie_gunnery_mob_3)
120 Zombie Pirate Gunnery Mob (Handguns)
Zombie Pirate Gunnery Mob (Handguns)
(wh2_dlc11_cst_inf_zombie_gunnery_mob_1)
120 Zombie Pirate Gunnery Mob (Hand Cannons)
Zombie Pirate Gunnery Mob (Hand Cannons)
(wh2_dlc11_cst_inf_zombie_gunnery_mob_2)
32 Deck Gunners
Deck Gunners
(wh2_dlc11_cst_inf_deck_gunners_0)
Monsters & Beasts
60 Fell Bats
Fell Bats
(wh2_dlc11_cst_mon_fell_bats)
1 Bloated Corpse
Bloated Corpse
(wh2_dlc11_cst_mon_bloated_corpse_0)
80 Scurvy Dogs
Scurvy Dogs
(wh2_dlc11_cst_mon_scurvy_dogs)
16 Animated Hulks
Animated Hulks
(wh2_dlc11_cst_mon_animated_hulks_0)
16 Mournguls
Mournguls
(wh2_dlc11_cst_mon_mournguls_0)
12 Rotting Prometheans
Rotting Prometheans
(wh2_dlc11_cst_mon_rotting_prometheans_0)
5 Rotting Leviathan
Rotting Leviathan
(wh2_dlc11_cst_mon_rotting_leviathan_0)
1 Death Shriek Terrorgheist
Death Shriek Terrorgheist
(wh2_dlc11_cst_mon_terrorgheist)
Missile Monsters & Beasts
24 Deck Droppers
Deck Droppers
(wh2_dlc11_cst_cav_deck_droppers_0)
24 Deck Droppers (Bombers)
Deck Droppers (Bombers)
(wh2_dlc11_cst_cav_deck_droppers_1)
24 Deck Droppers (Handguns)
Deck Droppers (Handguns)
(wh2_dlc11_cst_cav_deck_droppers_2)
24 Rotting Prometheans Gunnery Mob
Rotting Prometheans Gunnery Mob
(wh2_dlc11_cst_mon_rotting_prometheans_gunnery_mob_0)
5 Necrofex Colossus
Necrofex Colossus
(wh2_dlc11_cst_mon_necrofex_colossus_0)
Artillery & War Machines
4 Mortars
Mortars
(wh2_dlc11_cst_art_mortar)
4 Carronades
Carronades
(wh2_dlc11_cst_art_carronade)