Tower of the Cabal
Tower of the Cabal is an unusual location in Total War: Warhammer III. It fuels the Cabal’s power progression, granting escalating campaign-level boons as the Cabal’s power increases.
Be warned, however, that the Cabal is one of the most powerful Cults in existence and, as such, this location can eventually have a very large impact on your campaign. You will have ample opportunity to ’opt out’ before that happens while your interactions with the Cult progress.
This unusual location can be disabled in the settings before starting a campaign.
The Cabal's Current Power Level: 10%- If a character ends turn in this region with 20 or more Legendary Lord defeat traits:
This location will be removed
Predestined Plans: The Cabal will become more powerful in all future campaigns...- If the Cabal's power level is 30% or more:
Expedited Schemes: Each time you destroy an enemy faction, you gain an effect, lasting one turn, that provides near-instant recruitment and construction- If the Cabal's power level is 50% or more:
Flawless Machinations: After losing a settlement to an enemy force, there is a 5% chance the force will be destroyed and the settlement returned- If the Cabal's power level is 70% or more:
Inevitable Consequences: After conquering a region, there is a 10% chance you will automatically occupy the entire province- If the Cabal's power level is 90% or more:
Impossible Outcomes: There is a 2% chance per turn that one of your enemies will have their entire faction utterly destroyed
Location Discovery
This unusual location can be discovered:
- From Turn: 40
- Discovery Chance: 5% per turn.
- Regions: In any region.
Increasing the Cabal’s Power
The Cabal’s power can only be increased over multiple separate campaigns. Once the Cabal powers up, the unusual location will be removed and has to be discovered again in a future campaign. An event will popup each time the Cabal’s power increases:
Echoes Across TimeThe Cabal’s plans are complete and where once the Cult simply left quietly in the night they now depart in kind but with one key difference, a message delivered directly to your door:
“We wanted the world… and now thanks to you we will take it.”
- The Cabal has departed from your lands..
- Perfectly Proceeding Plans
- The Cabal’s Power has permanently increased…
The Cabal’s power progression is as follows:
- 10% → 20%
- Have a character with 20 or more Legendary Lord defeat traits end their turn in the same region as the Tower of the Cabal.
- 20% → 30%
- Have a treasury of at least 200,000.
- 30% → 40%
- Have a character with 20 or more Legendary Lord defeat traits end their turn in the same region as the Tower of the Cabal.
- 40% → 50%
- Have a treasury of at least 300,000.
- 50% → 60%
- Have a character with 20 or more Legendary Lord defeat traits end their turn in the same region as the Tower of the Cabal.
- 60% → 70%
- Have a treasury of at least 500,000.
- 70% → 80%
- Have a character with 20 or more Legendary Lord defeat traits end their turn in the same region as the Tower of the Cabal.
- 80% → 90%
- Have a treasury of at least 1,000,000.
- 90% → 100%
- Own 200 or more regions.
Once the location has been removed, it will grant you the following effects for 50 turns:
Perfectly Proceeding PlansTo the Architect of Fate, are you a champion or but a mere thrall?
- Diplomatic relations: +200 with Tzeentchian factions
- Diplomatic relations: -20 with all factions
Event: The Cabal’s Final Plan
Once the Cabal’s power reaches 100%, the following event will trigger:
The Cabal’s Final PlanThe Cabal’s plans are complete and where once the Cult simply left quietly in the night they now depart in kind but with one key difference, a message delivered directly to your door:
“We wanted the world… and now thanks to you we will take it.”
- After all this time, the Cabal’s plans have finally been completed…
- …Tzeentchian factions have taken control of the entire world!
All non-abandoned regions on the campaign map will be transferred to a randomly selected Tzeentchian faction and all other factions will be destroyed. Only your capital region will remain.
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: