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Sacking or Razing are better options 90% of the time. If Khorne must occupy a settlement, it will be at significant cost of Skulls as the place must be properly adorned, the buildings set just right, and the proper rituals enacted to explain exactly why the buildings are not torn down with the people. Doing so rewards you with a massive set of buffs, including bonuses to post-battle loot and movement range bonuses after razing settlements.įor it is the nature of this beast to continuously fight and destroy, with little regard for the building of civilization. Whenever a large stockpile has been collected, it is expected – neigh, demanded – that it be lain at the feet of Khorne such that he may pile the Skull Throne ever higher. Skulls are used for a couple of things, but the deadliest is piling on the Skull Throne.
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Khorne does not care from whence the blood flows or the skulls come.
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Skull Piles are even spawned by enemy armies doing battle, so you can collect the proceeds from your enemies fighting amongst themselves. Luckily, in a game with a title like Total War, just about everything you do is going to generate them – battle, sieges, post-battle decisions, dilemmas, buildings, and anything else. Well, it simply wouldn’t be Khorne without Skulls, would it? Such is the importance to Khorne of his most beloved body part that Skulls form as important a currency for his warriors as favour and gold for other factions. They do not deal, they do not show mercy, they simply produce blood and skulls for their patriarch. His exiled bloodthirster, Skarbrand, leads the most savage daemons of the Chaos Realms, who bring their wrath down upon all the other peoples of the world. It’s time for some more campaign mechanics, this time focused on the hunter of souls, the blood god, lord of murder, and the Chaos god of war, honour, courage, rage, strength, and hate – Khorne. Welco-yes, yes, blood for the blood, skulls for the skull throne, we’ll get to that.
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