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

High Elves · Immortal Empires

High Elf Sea Patrol

wh3_dlc27_hef_aislinn

Comes with Tides of Torment – High Elves(Warhammer III)

High Elf Sea Patrol is a playable High Elves faction in Total War: Warhammer III, led by Sea Lord Aislinn. In Immortal Empires it starts without a settlement. It comes with Tides of Torment – High Elves. Faction key wh3_dlc27_hef_aislinn. 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.

Climate at a glance

11 suitable · 0 unpleasant · 1 uninhabitable · 7 climates differ from the race

Every climate below · what each level does

Victory at a glance

Short victory: 5 objectives · long victory: 5

  • Unlock 3 Dragonships.
  • Establish Colonies
  • Gift 5 Colonies to other High Elf Factions.

All objectives and rewards below

Leader's quests

The quest battles

Key units and where they are recruited

COMPUTED — per role, the High Elves 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

Sea Lord Aislinn

Sea Lord Aislinn

High Elf Sea Patrol

Stationed in the Eastern Colonies, where the Towers of Sun and Stars stand sentinel, Aislinn prepares to secure Ulthuan’s future with the might of the Asur's Dragonships.

Tempered in Storms
  • Asur Domination: Has access to powerful Dragonships Can establish Colonies and gift conquered regions to other High Elf factions Has access to Asur Domination advancements
  • Improved sea navigation
  • Local Recruitment duration: -1 turn(s) for Oceanids, Sea Elementals and Merwyrm units (minimum 1)
  • Can issue Provincial Commandments without owning the entire province

Faction effects

  • Sea Lanes journey duration: -1 turns (factionwide)
  • Underworld Sea travel time: -1 (factionwide)
  • Allegiance points gained: +100%
  • Seductive influence: +250 required for complete seduction
  • Seductive influence: -5 per turn from race

Victory conditions

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

Short Campaign Victory

  1. Unlock 3 Dragonships.
  2. Establish Colonies
  3. Gift 5 Colonies to other High Elf Factions.
  4. Destroy the following faction(s): Dread Rock Privateers
  5. Restore all of the following 3 ancient Elven Colonies either by direct ownership or ensuring High Elven control over them: Tower of the Sun, Tower of the Stars, Tor Elasor

REWARDS

Woodsinger
  • Dragonship Supply construction cost: -10% for all Dragonship buildings (all Dragonships)

Follower or item: Sea Gold Parrying Blade

Follower or item: Jewel of the Dusk

Long Campaign Victory

  1. Achieve the Short Victory conditions.
  2. Destroy the following faction(s): Dread Rock Privateers, The Awakened, Pirates of Sartosa, The Blessed Dread
  3. Restore all of the following 9 ancient Elven Colonies either by direct ownership or ensuring High Elven control over them: Fortress of Dawn, Tower of the Sun, Tower of the Stars, Tor Elasor, Gronti Mingol, Citadel of Dusk, The Star Tower, Great Turtle Isle, Arnheim
  4. Win the following battle: Final Battle: The Lost Cache
  5. Spend at least 2,000 Influence across patronage, actions, or on improving relations with other factions.

REWARDS

Conscription
  • Global recruitment duration: -1 turn for all units (all armies)
  • Global recruitment capacity: +2
  • Influence: +2,000

Plan a co-op campaign with High Elf Sea Patrol — partners by start distance, climate and victory conditions. Its start next to the race's other factions: best High Elf factions.

Climate

Suitable

  • Chaotic Wasteland(race: Uninhabitable)
  • Desert(race: Uninhabitable)
  • Frozen
  • Temperate Island
  • Jungle(race: Unpleasant)
  • Magical Forest
  • Mountain(race: Unpleasant)
  • Ocean(race: Uninhabitable)
  • Savannah
  • Temperate(race: Unpleasant)
  • Wasteland(race: Unpleasant)

Unpleasant

None

Uninhabitable

  • Undead Wasteland

How settling High Elf Sea Patrol 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.