Total War: WARHAMMER III · 2026-09-02
Total War: WARHAMMER III Reveals Nagash and the Glottkin’s Campaign Mechanics
Creative Assembly has released a new campaign overview for Total War: WARHAMMER III – Lords of the End Times, exploring how Nagash and the Glottkin will pursue their ambitions beyond the battlefield. The spotlight covers two of the expansion’s four Legendary Lords, shifting attention toward the syst

Creative Assembly has released a new campaign overview for Total War: WARHAMMER III – Lords of the End Times, exploring how Nagash and the Glottkin will pursue their ambitions beyond the battlefield. The spotlight covers two of the expansion’s four Legendary Lords, shifting attention toward the systems that shape their conquests, strengthen their armies and determine their progression.
Arriving on September 24, 2026, Lords of the End Times also introduces campaigns for Thanquol and Boris Todbringer. For this latest presentation, however, the focus falls on the Supreme Lord of Undeath and Nurgle’s monstrous brothers, whose plans offer distinctly different approaches to transforming the Warhammer world.
Nagash Builds His Power Around the Black Pyramid
Nagash begins his campaign at the Black Pyramid, with territorial development supporting his growing supernatural power. Central to this process are Necropolises: major settlements that gather Necromantic Energy from their own province and neighbouring provinces.
That resource supports construction, increases unit capacities and enables instant recruitment within the province through Gravecall. Conventional recruitment remains available using Dark Energy, making it important to distinguish between the resources sustaining his armies.
Developing Necropolises also helps generate Empowered Sigils for the Black Pyramid’s upgrade system. Its interconnected improvements strengthen both the campaign and the units available to Nagash.
The relationship suggests that settlement development will deserve as much attention as the next invasion. Establishing and improving these centres supports further military growth, giving players a practical reason to consolidate their conquests while expanding the territory under undead control.
Mortarchs and Lost Books Extend His Reach
Nagash’s ambitions also involve assembling nine Mortarchs and recovering the Books of Nagash. These objectives connect the growth of his empire with the restoration of his personal authority and magical capabilities.
Among his potential servants are Arkhan the Black, Neferata, Luthor Harkon, Vlad and Mannfred von Carstein. Subjugating these Legendary Lords transfers their existing empires and forces into Nagash’s ownership.
Meanwhile, recovering his lost books expands his spell selection beyond the Lore of Undeath. The campaign therefore develops its central character alongside the armies serving him, with the pursuit of magical knowledge contributing directly to his battlefield options.
Those armies draw from the Tomb Kings, Vampire Counts and Vampire Coast rosters. This opens considerable scope for combining undead forces that ordinarily belong to separate factions. New additions include Morghast Harbingers, Morghast Archai, Spirit Hosts and the enormous Khemric Titan.
Taken together, that recruitment breadth suggests a campaign with considerable room for experimentation. Players can shape different armies around the options they unlock, while Nagash’s expanding magical arsenal gives the faction another source of flexibility. His ultimate ambition is nothing less than ascension to godhood.
The Glottkin Gather Their Strength in Norsca
The Glottkin lead the Host of the Triplets, a Warriors of Chaos faction with extensive Nurgle-themed mechanics. Their campaign begins in Norsca, where taking tribal capitals and establishing vassals helps build the foundation for their invasion. Expansion remains open-ended, although their ultimate target is Altdorf and the destruction of the Empire.
Souls harvested through battle fund Gifts of Nurgle. These include Rituals of Decay, which provide campaign and battlefield effects, and Grandfather’s Blessings, which enhance Lords and Heroes. Spreading corruption unlocks stronger options and increases the ability to establish Gardens of Corruption.
Conquered settlements can become Dark Fortresses or Gardens, but the latter are limited in number. Their placement therefore presents a strategic decision: the brothers must choose where to establish the settlements that broaden their access to Nurgle’s forces.
This gives their advance a territorial dimension beyond defeating whichever army stands directly ahead.
Gardens of Corruption Support a Hybrid Army
Gardens of Corruption connect the Glottkin’s expansion with their recruitment options and the spread of disease. These settlements generate plagues and provide access to a greater proportion of Nurgle’s daemonic units than other Warriors of Chaos factions.
Their development follows the cyclical approach associated with Nurgle’s daemon factions. Recruitment broadens as these settlements develop, bringing additional daemonic troops into the warband.
For players, the appeal lies in combining mortal Chaos warriors with daemonic reinforcements. The faction’s identity is built around resilient armies, with the Gardens helping extend the range of units available as the campaign progresses.
The brothers themselves operate as a single battlefield combatant. Otto brings his scythe, Ethrac contributes sorcery, and both ride atop the immense Ghurk, combining their physical and magical capabilities.
Their supporting cast includes Gutrot Spume and the Maggoth Lords: Morbidex Twiceborn, Bloab Rotspawned and Orghotts Daemonspew. Alongside additions such as Putrid Blightkings and the Chaos Siege Giant, these characters expand the forces available for the brothers’ campaign against the Empire.
A Wider Shake-Up for Immortal Empires
The arrival of Lords of the End Times will also affect campaigns beyond its four paid Legendary Lords. An accompanying free update introduces Neferata, alongside substantial changes for the Vampire Counts and Archaon the Everchosen.
New endgame challenges include Chaos Invasion, Vermintide and Nagash Rises. These bring the expansion’s apocalyptic themes into campaigns played from other perspectives, allowing the threat of the End Times to become something players confront rather than command.
That broader update matters for anyone planning to return with an established favourite. The new campaign showcases explain what the incoming leaders offer, while the accompanying changes give existing factions their own reasons to revisit the struggle for control of the world.
Release Date and Purchasing Options
Total War: WARHAMMER III – Lords of the End Times launches on September 24, 2026. Its four Legendary Lord packs will be available individually, with a 15% discount offered through the complete bundle.
Creative Assembly has also confirmed that purchasing any Lords of the End Times pack grants access to Immortal Empires without requiring ownership of a previous Total War: WARHAMMER base game. This provides an entry point for players specifically interested in one of the new campaigns; it does not mean every separately sold faction is included.
The accompanying update will also revise victory conditions for every legacy Legendary Lord, extending the September release’s campaign changes well beyond Nagash and the Glottkin.
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