TWDB

Purple Hand Safehouse

Purple Hand Safehouse is an unusual location in Total War: Warhammer III. It grants several faction-wide buffs (movement, income, reduced construction cost, magic reserve and unit XP), but will help the Purple Hand spread across your territory.

The Purple Hand is a Tzeentchian Cult who promise powerful benefits but in return can corrupt your lands and drastically change the state of the campaign should their plans ultimately succeed.

By all means trust a Tzeench Cult, go ahead, surely it will all be fine…

This unusual location can be disabled in the settings before starting a campaign.

Purple Hand Safehouse
The Purple Hand
These lavender-cloaked enigmas intersperse their talk of kaleidoscopic eruptions of the flesh with alluring sermons of events yet to pass.
  • Once the Purple Hand has spread to 9 locations worlwide they will leave this location (Current Locations: 1/9)
  • Campaign movement range: +9% (all region owner armies)
  • Construction cost: -9% for all buildings (factionwide for region owner)
  • Income from all buildings: +9% (factionwide for region owner)
  • Winds of Magic power reserve capacity: +9 (all region owner armies)
  • Unit experience gain: +9% (all region owner armies)
  • When Tzeentch corruption is 50 or more:
  • Tzeentch corruption: +7 (local region)
  • Each turn there is a +50% chance the Purple Hand will spread to another region somewhere in the world
  • When Tzeentch corruption is less than 50:
  • Tzeentch corruption: +15 (local region)
  • Each turn there is a +10% chance the Purple Hand will spread to another region somewhere in the world

Location Discovery

This unusual location can be discovered:

  • From Turn: 5
  • Discovery Chance: 5% per turn.
  • Regions: In any region.

Event: The Purple Hand Spreads

As the Purple Hand spreads across your territory, they will establish new hideouts in other regions. This will trigger the following event:

The Purple Hand Spreads

As they planned, the Purple Hand have begun to spread further across the world, selecting a new settlement within which to establish a hideout. It is there that their Cultists continue their secret work - what it is, exactly, you still do not know.

In return for your leniency the Cult does at least offer you a small gift.

  • Accept their Gift

    This continues to be a great deal for both parties.

    • Treasury: +1000
    • The Purple Hand establishes a new hideout
  • Demand Reassurances

    Despite past reassurances, they have settled in your territory yet again… perhaps this time they will listen?

    • The Cult assures you they will not settle in your lands again
    • The Purple Hand establishes a new hideout

Note that selecting the second option does not actually prevent the Purple Hand from spreading in your territory.

Purple Hand Hideout
The Purple Hand
A small hideout belonging to the Purple Hand, there appears to be extremely strong magic emanating from this place, but for now it doesn't seem to be doing anything.
  • Architect of Fate: This place seems part of some grander plan
  • Diplomatic relations: +9 with Tzeentchian factions (settlement owner)
  • Tzeentch corruption: +9 (local region)
  • Winds of Magic power reserve capacity: +1 (all region owner armies)
  • If the Purple Hand's main safehouse is forcibly removed:
  • Tzeentch corruption: +100 (local region)
  • Winds of Magic power reserve capacity: -9 (all region owner armies)
  • Each turn there is a +20% chance for this location to be destroyed
  • Spell resistance: -9% (all region owner armies)
  • Control: -9 (local province)

This is one of the Purple Hand’s locations, housing a number of their Cultists.

It would appear they have been spreading their Cult quite quickly since they first appeared, and have chosen yet another location inside your territory to occupy.

You were previously assured their intentions were to spread across the whole world, so this surely won’t happen again.

Event: The Purple Hand’s Plan

Once the Purple Hand’s hideouts spread to 9 regions, all locations will be removed and the following event will trigger:

The Purple Hand’s Plan

Staring at the mesmerising pattern on the walls of the Purple Hand’s now hollowed-out coven, you recall how language strained under their undulating voices into a near-foreign dissonance. Veiled in such cacophony, their assurances were hard to trust – or indeed, to discern as promises at all.

Assenting to their hypnotic practices and curious enough to dabble, you have wrested a maddeningly simple cypher from the fluorescent vortex of their conversations. It alone was able to reveal the contents of the irregularly cut piece of vellum resting on the sermon dais.

The elegant, shifting script is unnervingly direct: “Your assistance was instrumental. Our Grand Design unfolds. We shall see you again… very shortly.”

  • What have I done!?

If the Sarthorael’s Watchers faction is still active, or if it has been destroyed a random Tzeentch faction is selected, will attempt to establish a cult in every region on the campaign map. Each region has a 50% chance of receiving a cult.

A cult functions as a foreign building slot within a region, similar to the hidden settlements used by Skaven (Under-Empires) or the pirate coves created by the Vampire Coast.

The selected Tzeentchian faction will also have the following effects applied to it for 100 turns:

  • Changing of the Ways cooldown: -50%
  • Unit experience gain per turn: +200%
  • Campaign movement range: +50%
  • Casualty replenishment rate: +10%
  • Upkeep: -50%
  • Leadership: +10%

If no Tzeentchian faction is alive on the campaign map, a powerful army is raised at Fateweaver’s Crevasse, with free upkeep and a boost to the lord’s experience.

Removal

The cost of forcibly removing the safehouse increases by 1,000 for each additional hideout that has been established. If the safehouse is removed, each turn has a 20% chance for the Purple Hand Hideout’s to be removed.

Limiting the number of regions you own can prevent the Purple Hand from establishing new hideouts, and helps prevent them from spreading further.

Manually removing Purple Hand hideouts can be extremely costly and, if encountered early in a campaign, may be nearly impossible to deal with.

An alternative is to abandon the region instead of attempting to remove the hideout. Doing so will automatically remove the hideout, but the trade-off is that the region must be rebuilt from scratch once it is resettled.

Purple Hand Safehouse
Treasury: -10,000
Purple Hand Hideout
Treasury: -90,000

Eligible Races

This unusual location can be discovered by factions belonging to the following races:

Beastmen
Bretonnia
Chaos Dwarfs
Daemons of Chaos
Dark Elves
Dwarfs
The Empire
Grand Cathay
Greenskins
High Elves
Khorne
Kislev
Lizardmen
Norsca
Nurgle
Ogre Kingdoms
Skaven
Slaanesh
Tomb Kings
Tzeentch
Vampire Coast
Vampire Counts
Warriors of Chaos
Wood Elves

References: