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

The Empire · Immortal Empires

Cult of Sigmar

wh3_main_emp_cult_of_sigmar

Comes 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. 1.Host of Nagash — Black Pyramid of Nagash · near (3.1%)
  2. 2.Rakaph Dynasty — Black Tower of Arkhan · near (3.2%) · minor faction
  3. 3.Dune Kingdoms — Bhagar · near (3.4%) · minor faction
  4. 4.Tlaqua — Tlaqua · medium (4.1%)
  5. 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

Every climate below · what each level does

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.

All objectives and rewards below

Leader's quests

The quest battles

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).

Faction leader

Volkmar the Grim

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.

Cult of Sigmar
  • 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
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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

  1. 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
  2. Construct landmarks: Buried Caravanserai and Vault of Nagash
  3. Seal 5 Books of Nagash.
  4. Destroy the following faction(s): The Drakenhof Conclave, Followers of Nagash, Host of Nagash

REWARDS

Statewide Raising
  • 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

  1. Achieve the Short Victory conditions.
  2. Seal all 9 Books of Nagash.
  3. Construct landmark: Great Halls of Nagashizzar
  4. Have 3 Warrior Priests that are at least rank 20.

REWARDS

Conscription
  • Global recruitment duration: -1 turn for all units (all armies)
  • Global recruitment capacity: +2
Names of Legend
  • 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.