Factions are divided into broad groupings usually called "races".
Overview[edit | edit source]
Factions raise armies which move around the campaign map and battle other armies, or take settlements.
A faction is served by characters such as Lords (who lead armies) and Heroes (who have a variety of uses both in battle and out of it). Certain races such as the Warriors of Chaos, can forego settlements entirely and roam the landscape as hordes.
Faction may engage in diplomacy with one another, and can even confederate with other factions of the same race if conditions are right. A faction is destroyed when it controls no more armies or settlements.
"Major" factions are playable, while "minor" ones are AI-controlled only.
Races[edit | edit source]
Factions are divided into broad groups or races. Each race featured in the game, such as the Greenskins or the Dwarfs, carries certain racial traits which grant factions of that race unique abilities or inabilities. Factions of a particular race receive a bonus to diplomatic relations between each other, and therefore tend to stick together.
List of Factions[edit | edit source]
===Total War Warhammer I: Fully playable factions
- The Empire
- Vampire Counts
- Warriors of Chaos
- Wood Elves
Total War Warhammer II: Fully playable factions[edit | edit source]
Minor factions[edit | edit source]
The Empire Provinces
- Human factions which use Bretonnian units. Tend to use many cavalry units. See Bretonnia for more info. Example: Artois.
- A single human nation which uses Empire units. See our Kislev article for more information.
The Southern Realms
- A proud race of stalwart, well-armoured defenders with powerful steam and gunpowder technology. Dwarf Realms use Dwarf units. Example: Karak Azul.
- A race of brutish, destructive green menaces with many monstrous units. They use Greenskins units. An example faction is the Bloody Spearz.
Savage Orc Tribes
- These are Greenskins, but only the Savage Orcs variety. They roam the campaign map as hordes. Example: Skull-takerz
- Legions of undead skeletons, zombies and bat-winged horrors led by immortal Vampires and Necromancers. Example: Mousillon. See Vampire Counts units.
- Savage northern humans who seek to raid and pillage in the name of Chaos, using Norscan units. Example: Varg.
- Primitive mutant horde raiders who ambush from dark forests and use Beastmen units. Example: Jagged-Horn Tribe.
High Elf Kingdoms:
- High Elves
- Dark Elves
"Humans"[edit | edit source]
Empire Provinces, Bretonnian Kingdoms, Kislev and Southern Realms are all considered human races/factions and have a slight diplomatic bonus towards each other. However diplomatic relations are still strongest within a given race (for instance two Empire Provinces will tend to like each other more than they will a Bretonnian Kingdom).
Norscans and Warriors of Chaos are technically human, but despise the "weakling" southern nations.
Other races are not humans.
"Shield of Civilization"[edit | edit source]
Once the end-game Chaos invasion happens in the Grand Campaign, all AI human and Dwarf Realms factions will gain this trait (also Wood Elves?). It gives them a large positive diplomatic bonus with each other. This trait represents how they are willing to set aside their differences in order to fight the larger threat of Greenskins, Undead and Chaos-aligned races (Norsca, Beastmen and Warriors of Chaos).
Restrictions[edit | edit source]
- Factions of the same race may confederate if conditions between them are right.
- A faction of a particular race can occupy only certain types of settlement, and cannot spread over the entire map. Empire and Vampire Counts can occupy Old World provinces, while greenskins and dwarfs are restricted to mountain holds. This is sometimes referred to as the "regional occupation system". The Elven races are the exception.
- Only Dwarfs and Greenskins can use the Underway. Elves and Beastmen use the similar "Roots of the World Tree" and "Beast Paths" respectively.
- Human factions, Vampire Counts and dwarfs can trade within their race.