
The Empire · Immortal Empires
Cult of Sigmar
wh3_main_emp_cult_of_sigmarComes with The Grim & The Grave(Warhammer I)
Cult of Sigmar is a playable Empire faction in Total War: Warhammer III, led by Volkmar the Grim. In Immortal Empires it starts in Sudenburg with 1 region. It comes with The Grim & The Grave. Faction key wh3_main_emp_cult_of_sigmar. 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 Sudenburg (Land of the Dervishes)
- 1.Host of Nagash — Black Pyramid of Nagash · near (3.1%)
- 2.Rakaph Dynasty — Black Tower of Arkhan · near (3.2%) · minor faction
- 3.Dune Kingdoms — Bhagar · near (3.4%) · minor faction
- 4.Tlaqua — Tlaqua · medium (4.1%)
- 5.The Famished — Great Desert of Araby · medium (4.5%) · minor faction
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
5 suitable · 4 unpleasant · 3 uninhabitable · 1 climate differs from the race
Victory at a glance
Short victory: 4 objectives · long victory: 4
- Maintain control of the following 4 province(s), either by direct ownership or through vassals and military allies: Land of the Dervishes, Great Desert of Araby, Great Mortis Delta, …
- Construct landmarks: Buried Caravanserai and Vault of Nagash
- Seal 5 Books of Nagash.
Key units and where they are recruited
COMPUTED — per role, the Empire 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).



Helblaster Volley GunsWar machines & artillery · Missile damage per 1,000 gold: 2,700
Recruited from Engineer's Workshop (Forges, level 3)
PistoliersMissile cavalry · Missile damage per 1,000 gold: 4,000
Recruited from Shooting Range (Marksman, level 1)
Demigryph KnightsMonstrous cavalry · Health per 1,000 gold: 5,326
Recruited from Menagerie (Stables, level 3)
Faction leader

Volkmar the Grim
Cult of Sigmar
Volkmar’s zeal has taken him to Sudenburg on the very border of the Great Desert of Araby, where he aims to cleanse the world of corruption, heresy and Undeath.
- Cooldown: -33% to battle prayers and "Accusation"
- Hero recruit rank: +4 for Witch Hunters and Warrior Priests
- Bonus vs Infantry: +8 for Flagellants, Empire Knights and Free Company Militia units
- Volkmar is able to collect and seal the Books of Nagash, increasing his military prowess and preventing them from being exploited by others
- Cooldown: -33% to battle prayers and "Accusation"
- Hero recruit rank: +4 for Witch Hunters and Warrior Priests
- Bonus vs Infantry: +8 for Flagellants, Empire Knights and Free Company Militia units
- Volkmar is able to collect and seal the Books of Nagash, increasing his military prowess and preventing them from being exploited by others
Read more ▾
Volkmar the Grim is both leader and spiritual head of the Cult of Sigmar. He is a pious and foreboding man dedicated to the destruction of evil, whether it takes the form of Chaos or the rotting darkness of Unlife. He is no cleric hiding away from what he decries, nor a priest more content with the wealth and status such a position brings - an accusation that has been justifiably levied at Grand Theogonists in the past. Sigmar was a warrior in life and a god to fighters upon his ascension, so His clergy follow their Lord’s example - none more so than Volkmar the Grim. He has fought in countless battles, both on and off the War Altar of Sigmar - a mobile shrine of divine power. When Volkmar fights, the men of the Empire are encouraged by the sight that Sigmar’s holy representative smiting His foes in their midst. As well as a warrior and pious Cult leader, Volkmar is a strong ally of Karl Franz. In fact it was their alliance that gave Franz the three votes he needed to beat Boris Todbringer’s candidacy, thus suggesting that amidst the fire and wrath there is a shrewdness to Volkmar - something that many in the courts of Altdorf and Middenheim do not give him credit for. However, this has agitated relations between the Cult of Sigmar and Middenland, especially with the Ar-Ulric, the religious leader of Ulric’s cult. Hence, there is a need for a strong Emperor on the throne, someone with a powerful congregation of Sigmar’s chosen at his side.
Faction effects
- Seductive influence: +150 required for complete seduction
- Seductive influence: -3 per turn from race
- 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
- Maintain control of the following 4 province(s), either by direct ownership or through vassals and military allies: Land of the Dervishes, Great Desert of Araby, Great Mortis Delta, The Cracked Land
- Construct landmarks: Buried Caravanserai and Vault of Nagash
- Seal 5 Books of Nagash.
- Destroy the following faction(s): The Drakenhof Conclave, Followers of Nagash, Host of Nagash
REWARDS
- Elector Count State Troop pool capacity: +2 (factionwide)
- Mercenary replenishment time: -50% for all Elector Count State Troop units (factionwide)
- Elector Count State Troop pool capacity: +2 (factionwide)
- Mercenary replenishment time: -50% for all Elector Count State Troop units (factionwide)
- Gain a unique Arch Lector lord
Long Campaign Victory
- Achieve the Short Victory conditions.
- Seal all 9 Books of Nagash.
- Construct landmark: Great Halls of Nagashizzar
- Have 3 Warrior Priests that are at least rank 20.
REWARDS
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
- Lord and Hero recruit rank: +10
- Lord and Hero recruit rank: +10
Plan a co-op campaign with Cult of Sigmar — partners by start distance, climate and victory conditions. Its start next to the race's other factions: best Empire factions.
Climate
Suitable
Desert
Jungle
Savannah
Temperate
Wasteland(race: Uninhabitable)
Unpleasant
Temperate Island
Magical Forest
Mountain
Ocean
Uninhabitable
Chaotic Wasteland
Frozen
Undead Wasteland
How settling Cult of Sigmar 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.