Diplomatic traits (Total War: Warhammer III)

This is a list of diplomatic traits in Total War: Warhammer III.
==List==
This list is sortable by clicking on the headings.
Trait name 	Text 	Race or faction 	Notes
Aggressive 	Belligerent and warmongering, their armies reach far with little regard for defence. 	 	Often seen on Greenskins, Ogre Kingdoms, Norsca
Naval Aggressor 	Prefers attacking enemy port settlements, even if easier targets are inland. 	 	Often Vampire Coast, Norsca, Dark Elves factions. Norscans lose this if they become a vassal.
Slaver 	Seeks to capture slaves through raiding and battle to fuel their economy. 	Dark Elves factions 	
Aloof 	Safe and secure, away from the rest of the world, this leader is mostly unmoved by the fate of others. 	High Elves factions 	
Diplomat 	Used to the negotiating table, this leader barely considers other faction's strength during diplomacy. 	High Elves factions 	
Guardian 	This leader will do everything they can to protect their homeland. 	High Elves factions 	
Isolationist 	So long are their lives, so perfect is their isolation, that the affairs of outsiders seem trivial in the extreme. 	Wood Elves factions 	
Forest Dweller 	Prefers living in lush forests, rarely occupying other territories. 	Wood Elves factions 	
Seasonal 	This leader waxes and wanes with the coming of the seasons, becoming more aggressive with every summer only to hibernate once more each winter. 	Talsyn 	The Wild Hunt
Malevolent 	This leader has access to unusually aggressive tree spirits, who had to trick Elves into fighting alongside them. 	Wargrove of Woe 	See faction page
Bastion Guardian 	Vowed to man the Great Bastion that guards Cathay, this leader will do everything that's possibly to defend and recapture the fortress gates if they are under threat. 	Grand Cathay factions 	
Brutal 	Extremely aggressive, constantly on the attack, leaving no time for the enemy to recover or to counterattack. 	Exiles of KhorneLegion of the Gorequeen 	
Caravan Master 	Launches caravans to trade with distant lands and gain exotic riches. 	Grand Cathay factions 	
Camp-Builder 	Deploys well-defended camps to support nearby armies with supplies and protection, threatening nearby foes. 	Ogre Kingdoms factions 	
Cold-blooded Logic 	The immutable, alien logic of the Lizardmen means they will only consider strong emotive states when engaging in diplomacy. 	Lizardmen factions 	Except Wardens of the Living Pools
Protector of the Glade 	Slumbering deep within a Magical Forest, this faction is mostly unperturbed by events beyond its borders. 	Wardens of the Living Pools 	Generally will not leave their home province.
Corruptor 	Shapes the realm by spreading corruption with their Heroes and armies, creating a world most suitable for their kind and much less so for others. 	 	Often seen on Vampire Counts, Beastmen, Norsca, Khorne, Slaanesh, Nurgle, Tzeentch
Destroyer 	Destroyer of cities and empires, leaving only ruins behind. 	Greenskins factionsWarriors of Chaos factions 	More likely to raze settlements.
Exploiter of Decadence 	Exploits the order and stability of any disliked faction by constant raiding, gaining more and more Devotees to create Cults and armies. 	Seducers of Slaanesh 	
Greedy 	Gold and wealth is everything. Trading, looting, sacking, raiding, grabbing riches are the only things that may provide some fleeting satisfaction to this leader but the urge to get even more never goes away.	Goldtooth 	
Raider 	A ravager of lands; often sending out raiding parties to gain riches and disrupt the enemy. 	Beastmen factionsNorsca factions 	
Reliable 	What is agreed upon is set in stone. It is highly unlikely that this one will break a treaty or go back on an agreement. 	Dwarfs factions 	
Sentinel 	This faction holds a region of paramount importance. It cares little for what happens beyond its borders and will defend its realm to the exclusion of all else. 	The Sentinels 	
Resource Hoarder 	Aims to get access to all valuable trading resources, either by diplomacy or by conquest. 	Dwarfs factionsTomb Kings factions 	Except The Sentinels
Desert Dweller 	Prefers living among the sands, rarely occupying other territories. 	Tomb Kings factions 	Except The Sentinels
Rogue Army 	This leader commands a wandering army, made up of renegades and outcasts from all factions. 	Rogue Armies 	
Power is everything 	It is something to aspire to, to see great power wielded so absolutely. 	Followers of Nagash 	
Ruin-Dweller 	This one often sends troops to capture the ruins left behind by destructive forces. 	 	
Opportunist 	Prefers striking at undefended lands whenever the opportunity arises. 	 	
Vengeful 	This leader remembers actions of hostility for a very long time and reacts harshly if they are their friends are the target of these events 	Daemons of Chaos 	
Holds Grudges 	Dwarfs do not forget grudges, indeed they harbour them, recording the slights and wrongdoings in great volumes. 	Dwarfs factions 	Dwarfs factions take a very long time to forget about broken treaties or hostile acts against them.
Herdstone Tribe 	Their existence revolves around destroying settlements and erecting powerful Herdstones in the ruins, allowing them to extend the destructive power of their hordes. 	Warherd of the One-EyeHarbinger of DisasterWarherd of the ShadowgaveSlaughterhorn Tribe	Herdstones and Blood-Grounds
Warbringer 	Declares war on races they despise and brings destruction to their lands by burning cities that are uncorrupted. 	 	War and peace, untainted
Plaguebearer 	Concocts pleagues and uses Cultists to spread them among their enemies. 	Nurgle factionsThe Fecundites 	
Honourable 	Unwilling to raid or sack, unless facing the most foul of foes. Then such acts become a duty. 	Bretonnia factions 	
Protective 	In war, prefers to expand slowly, consolidates before moving forward. Fiercly protects own lands, and wipes out harmful corruption. 	 	The Empire, Dwarfs, Kislev, Grand Cathay, Bretonnia, Lizardmen, sometimes Vampire Counts
Norscan Vassal 	Subjugated by the Warriors of Chaos, this leader follows in their wake, occupying the ruins they leave behind. 	Norsca factions 	Trait gained after being vassalized
Faithful to Motherland 	With powerful invocations, this leader can aid and strengthen Kislev and punish whoever invades it. 	Kislev factions 	The Motherland
Seducer 	Gradually seduces human and Elf factions with every friendly or hostile interaction and then uses them as puppets. 	Slaanesh factionsThe Ecstatic LegionsThe Decadent Host 	Seductive Influence
Subterranean Empire 	Establishes a network of warrens deep under foreign settlements, undermining enemy progress. 	Skaven factions 	Under-Empire / Under-Cities
Spineless 	Typical verminous valour - easily dominated and prone to flee. 	Skaven factions 	
Sorcerer 	Trickster that turns one foe against another or teleports armies around using sorcery. 	Tzeentch factions 	Changing of the Ways
Subjugator 	Aims to dominate and vassalize the enemy rather than eliminating them. 	Vampire Counts factions 	
Changer of the Ways 	Master of magical manipulation, causing total confusion and havoc among his enemies or anyone he dislikes. 	Puppets of Misrule 	Changing of the Ways
Daemonic Ascendant 	Through conquest and destruction, the Daemon Prince may ascend and unlock the ultimate powers of Chaos 	Daemons of Chaos 	Daemonic Gifts
Champion of the Great Game	Possesses and exploits special powers when the realm is filled with their God's corruption. 	Oracles of TzeentchSeducers of SlaaneshExiles of KhornePoxmakers of Nurgle 	Only applies to whichever faction(s) are currently champion in The Great Game
Imperial Authority 	Imperial matters and internal politics are essential for this leader, initiating diplomatic discussions with other powers are much less important. 	The Empire factions 	Imperial Authority
Category:Total War: Warhammer III diplomacy