Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Vampire Coast · Immortal Empires

The Awakened

wh2_dlc11_cst_vampire_coast

Comes with Vampire Coast(Warhammer II)

The Awakened is a playable Vampire Coast faction in Total War: Warhammer III, led by Luthor Harkon. In Immortal Empires it starts in The Awakening with 1 region. It comes with Vampire Coast. Faction key wh2_dlc11_cst_vampire_coast. Patch 9.0.4, from the game's data tables.

Start here

Immortal Empires, patch 9.0.4: facts from the game's data, each linking to the full section.

Start and neighbours

Starts at The Awakening (Jungle of Webs)

  1. 1.Vampire Coast Mutineers — Pox Marsh · near (2.3%) · minor faction
  2. 2.Xlanhuapec — Xlanhuapec · medium (4.2%) · minor faction
  3. 3.Clan Spittel — Altar of the Horned Rat · medium (4.9%) · minor faction
  4. 4.Apostles of Change — Chaqua · medium (7.1%) · minor faction
  5. 5.Bordeleaux Errant — Bregonne · medium (7.3%)

Nearest starting capitals, measured on the game's minimap as a share of its width: near ≤ 4%, medium ≤ 10%, far beyond. See it on the full map

Climate at a glance

8 suitable · 2 unpleasant · 2 uninhabitable

Every climate below · what each level does

Victory at a glance

Short victory: 7 objectives · long victory: 6

  • Restore Harkon’s mind
  • Construct landmark: Ancient Vault
  • Complete the Quest for Slann Gold

All objectives and rewards below

Leader's quests

The quest battles

Key units and where they are recruited

COMPUTED — per role, the Vampire Coast unit that tops the role's cost list on best units by the numbers (base stats, multiplayer cost; the race's standard roster — units it has only with Unit caps off, the extended roster, are left out). Recruitment: the first building level that unlocks it (building_units_allowed).

Faction leader

Luthor Harkon

Luthor Harkon

The Awakened

Luthor Harkon dominates his stretch of the Lustrian coastline from The Awakening, mustering his Undead crew in readiness to sail the Great Ocean.

Captain of the Coast
  • Diplomatic relations: +60 with Followers of Nagash
  • Melee defence: +6 for Lords and embedded Heroes (all armies)
  • Diplomatic relations: -60 with Lizardmen
Read more ▾

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!

Faction effects

  • Sea Lanes journey duration: -1 turns (factionwide)
  • Underworld Sea travel time: -1 (factionwide)
  • Income from post-battle loot: -50%

Victory conditions

Immortal Empires, from the campaign script (victory_objectives_config.lua) in the game's own words. All factions

Short Campaign Victory

  1. Restore Harkon’s mind
  2. Construct landmark: Ancient Vault
  3. Complete the Quest for Slann Gold
  4. Upgrade a Ship to a Captain's Cabin
  5. Attain at least 8,000 Infamy.
  6. Unlock 2 Pieces of Eight.
  7. Establish 3 Pirate Coves in Lustria.

REWARDS

Pirate Flag
  • Infamy gained from buildings: 60%
  • Gain a unique Vampire Fleet Admiral

Long Campaign Victory

  1. Achieve the Short Victory conditions.
  2. Upgrade a Ship to a Great Cabin, with The Black Coffin special deck building
  3. Fill all Fleet Offices positions with Lords of rank 10 and above.
  4. Gain all 3 Sea Shanty verses.
  5. Unlock 5 Pieces of Eight.
  6. Attain at least 25,000 Infamy.

REWARDS

Echoing Dirge
  • Recruit Rank: +3 for all units recruited via Raise Dead
Conscription
  • Global recruitment duration: -1 turn for all units (all armies)
  • Global recruitment capacity: +2

Plan a co-op campaign with The Awakened — partners by start distance, climate and victory conditions. Its start next to the race's other factions: best Vampire Coast factions.

Climate

Suitable

  • Desert
  • Frozen
  • Temperate Island
  • Jungle
  • Ocean
  • Savannah
  • Temperate
  • Undead Wasteland

Unpleasant

  • Mountain
  • Wasteland

Uninhabitable

  • Chaotic Wasteland
  • Magical Forest

How settling The Awakened fares in each climate (campaign_group_racial_suitability_effects and its member criteria). What each level does, for every race.

Source: factions, start_pos_factions and start_pos_regions (campaigns wh3_main_combi and wh3_main_chaos), frontend_faction_leaders and faction_groups, patch 9.0.4.