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The Awakened requires Curse of the Vampire Coast to play.

The Awakened is a playable Vampire Coast faction introduced in Total War: Warhammer II with the Curse of the Vampire Coast DLC. It is led by Luthor Harkon and can be found on Lustria's eastern shores.

The Vampire Coast are undead who ply the coastline of Lustria in search of plunder. Their armies consist of zombified pirates armed with cutlasses, muskets and cannons, backed up by giant crabs and other undead horrors.

Playstyle[ | ]

  • Units: Large focus on large masses of lightly armed and armored undead troops, supported by midling artillery units, flying units, and strong monster units. Advanced armies will consist of regiments much fewer in number but many times greater in strength and utility.
  • Upgradeable Ships: Legendary Lords may build up their flagship to give great boons both in battle and on the campaign map.
  • Pirate Coves: Successfully besiege a settlement or use a Hero to establish a Cove that will generate Income and Infamy.
  • Infamy: Starting at the bottom of the list, win battles, draw out rivals, and kill those Rivals to recover the Lost Sea Shanty
  • Verses of the Ancient Sea Shanty: An ancient song that has not been sung as a whole in countless years. Combine all three Verses to Summon a practical Ocean God.
  • Loyalty: Manage the Loyalty of your Lords by giving them Plunder and letting them do what pirates do, lest they see you as the more profitable target.
  • Treasure Maps: Search for Gold, Treasure, and Infamy by solving Riddles found in abandoned Settlements and buried in the sands.
  • Pieces of Eight: Defeat Pirate crews who have been possessed by cursed gold, take their piece from them to summon Regiments of Renown to plunder the seas with little resistance.

Background[ | ]

Fortune favours the infamous!

Night falls on Lustria. As you stand on the dock and peer seawards through the gathering mists, strain your ears. The jungle sounds behind you fade, and in their place comes a wet thudding, as of rotten rigging against a mouldy mast. The sound multiplies, and with it, the groan of a thousand breathless voices, joined in something part-shanty, part-dirge. Dread prows pierce the gloom ahead, and the ghastly truth is laid bare: upon the ghoul-winds come the swollen hulks and decaying vessels of the Vampire Coast! Run now – run hard and fast. For it is all you can do.

It was the undying lord Luthor Harkon that laid claim to a stretch of Lustria’s east coast. Ever since, it has been a domain where the dead stir, leading expeditions into the jungle interior or setting sail across the Great Ocean to commit wanton acts of piracy. But the insane Arch-Commodore Harkon is not the only unliving admiral who takes to the seas with pistol-armed crews of zombies, vampiric depth guard, syreens and mournguls… there are other pirate lords who command dreadfleets of their own, packed to the gunwales with crews press-ganged into eternal service.

These tyrants ply the seas seeking plunder of blood and gold. However, now that the vortex of Ulthuan weakens, the captains search for more than mere treasure… for the Star-Metal Harpoon lies in the deeps, a weapon powerful enough to bring the greatest Merwyrm of them all to heel!

In the Campaign[ | ]

Vampcoastwallpaperfull

Luthor Harkon flanked by Vampire Coast units.

The Vampires Coast factions are non-horde races who occupy settlements and control provinces. However they also have the added benefit of pirate ships, which work somewhat like a horde army.

Legendary Lord choices[ | ]

As a faction, the Awakened has the following Legendary Lord choices:

  • Luthor Harkon - a melee/ranged lord who is affected by random personality changes that impact gameplay. He cannot cast magic until his mind is whole again.

Climate Preferences[ | ]

  • Habitable: Temperate, Frozen, Ocean, Savannah, Desert, Jungle, Island
  • Unpleasant: Mountain, Wasteland
  • Uninhabitable: Chaotic Wasteland, Magical Forest

Diplomacy[ | ]

Diplomatic traits as an AI faction:

Mortal Empires:

  • ?

Eye of the Vortex:

  • Unreliable
  • Hates Lizardmen
  • Schemer

Starts at war with Vampire Coast Mutineers.

Start positions[ | ]

Eye of the Vortex:

Click to expand

Mortal Empires:

Click to expand

Immortal Empires:

Victory conditions[ | ]

Eye of the Vortex[ | ]

Campaign Victory

  • Acquire the Star-Metal Harpoon.
  • Gain all 3 verses of the Lost Sea Shanty.
  • Construct the Harpoon Launcher ship building.
  • Win the following battle:
    Battle of the Eternal Tides

Domination Victory

Mortal Empires[ | ]

Short campaign

Long campaign

Immortal Empires[ | ]

Short Campaign Victory

  • Occupy, loot, raze, or sack 30 different settlements
  • Restore Harkon's mind

Long Campaign Victory

  • Occupy, loot, raze, or sack 75 different settlements
  • At the start of your turn have at least 25,000 Infamy
Vampire coast crest old

The old crest.

Trivia[ | ]

  • The design for their crest comes from the reverse side of the Wind Gauge (also referred to as the Vortex Marker) in the Games Workshop game Dreadfleet. In most scenarios, the Wind Gauge was used to determine the direction of the wind. However, in the final scenario (called "The Maelstrom", which was set in the heart of Galleon's Graveyard) you would flip the Wind Gauge over and place it in the center of the map to mark the location of the vortex.
  • Prior to the release of Curse of the Vampire Coast, the faction used Vampire Counts units and was led by a generic lord named Waldakir Helsnicht. They controlled the entire Vampire Coast province in both Eye of the Vortex and Mortal Empires.
  • In the Potion of Speed Update for Total War: Warhammer II the faction received a name change. Previously, they had the generic name "Vampire Coast", sharing the name of their race.

Images[ | ]

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