Total War: WARHAMMER III

Total War: WARHAMMER III

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Skarbrand in the Jungle - Start Position Change
   
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155.039 KB
Jun 17, 2023 @ 11:10am
Aug 7, 2024 @ 10:15pm
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Skarbrand in the Jungle - Start Position Change

In 2 collections by Porkenstein
Porkenstein's Vanilla+
71 items
Porkenstein's Immortal Empires Start Positions
11 items
Description
This mod moves Skarbrand from the Badlands to the ancient Khornate altar of the Temple of Skulls in the eastern Southlands jungle. Long ago, barbarians and beastmen sacrificed captives here in the name of a murderous jaguar god, tainting the land with blood and evil. Now, Skarbrand manifests in the Cursed Jungle to hunt the enemies of Khorne.

During the great catastrophe at the dawn of history, chaos ravaged the world. In the temple-city of Xhotl, daemons slew all inhabitants and engaged in a centuries-long battle with the city's final remaining army of Saurus warriors. In the end, only Kroq-Gar remained, the last defender of the City of Destiny.

Hating and admiring Kroq-Gar's tenacity, the blood god has not forgotten his servants' failure to exterminate the city. Surely claiming the skull of the last defender would earn Skarbrand the favor, perhaps even forgiveness, of Khorne.



Changes:
  • Skarbrand now starts in the Temple of Skulls in the Kingdom of Beasts, at war with skaven and Kroq-Gar, in order to shake up the Kroq-Gar vs Khalida rivalry that would otherwise always cement itself in that area of the map.
  • The Top Knotz now control Deff Gorge, saving the badlands from being dominated by chaos daemons and preserving its flavor.
  • Skarbrand and Kroq-Gar now start with missions to destroy each other, with banners as rewards.
  • The skaven around Kroq-Gar and Skarbrand now start with more armies and stronger cities, as they face stronger foes.

Compatibility:
This mod should be compatible with any other mod that doesn't mess with the starting location of factions being moved, as it is almost entirely script-based. It is compatible with both Mixu's unlocker and Immortal Empires Expanded.

Other Recommended Changes:
War for Eight Peaks - Dynamic Start Positions:
https://steamcommunity.com/sharedfiles/filedetails/?id=2993769765

True World - Light Start Position Changes:
https://steamcommunity.com/sharedfiles/filedetails/?id=2988099329

Malus in the Eastern Colonies - Start Position Change
https://steamcommunity.com/sharedfiles/filedetails/?id=3009028848

Mother Ostankya near Kislev - Start Position Change
https://steamcommunity.com/sharedfiles/filedetails/?id=3029043600
38 Comments
NorscanWarlord May 7 @ 10:57am 
nice, i wanted to ask just incase i missed it :P good mods btw, i enjoy the new start pos for the lords, can't wait to see what else you might come up with
Porkenstein  [author] May 7 @ 10:27am 
@NorscanWarlord, I had one in the works but got gummed down in the details. I'll be sure to ping you when I publish it.
NorscanWarlord Apr 24 @ 6:33pm 
do u have a compilation with all ur start pos mods? i hate bloating my modlists with 100+ mods, especially since i only play coop
Pootsie Sniffins May 26, 2024 @ 2:34am 
"of guns n roses" yes i am an alien
Pootsie Sniffins May 26, 2024 @ 2:32am 
no idea if its been said, but this is the best mod on the workshop because you can say "skarbrand in the jungle - start position change" to the tune of welcome to the jungle of guns n roses and its perfect

its also a rly neat alternate place for skarbrand to be, so thats great too :D
Porkenstein  [author] Apr 30, 2024 @ 2:54pm 
@No Name, This still works 100%, as do all of the mods in my collection, I just update them to demonstrate that they're still maintained.

This moves him to the Southlands jungle though to square off against Kroq-Gar. It's very fun but not near Epidemius unfortunately.
No Name Apr 30, 2024 @ 2:48pm 
Does this still work? I would love to use it with your new Epidemius mod and try an Epidemius campaign with Skarbrand as an early threat.
forumcrybaby Mar 15, 2024 @ 9:12am 
@Echo AI Skarbrand much like the other AI Chaos factions is relatively braindead. Anyone not using "Unnatural Selection" shouldn't ever expect to see anything other then the same factions doing the same thing regardless of their start position
Echo Mar 14, 2024 @ 3:49pm 
Yeah, that's fair. I like the interesting factions to survive until the end game and it's too often that only order factions manage to do so, thanks to alliance blocks and confederations.
Porkenstein  [author] Mar 14, 2024 @ 2:24pm 
It's worth noting as well that I did test a bunch of auto-run campaigns with this mod and while I never saw him thrive, I at least saw him survive into the late game a few times, serving as a good distraction for the order factions.