The much-anticipated release of Immortal Empires is just around the corner, and Warhammer III's future has never looked brighter. Between 86 Legendary Lords, or unique campaign starts, 23 unique races, and more than 500 regions spanning the entirety of the Fantasy Warhammer globe, this is the game that Total War fans have been waiting for years.

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With such a massive list of locations, starts, and lords, it can be incredibly difficult to decide where to start with Immortal Empires. However, some starts definitely stand above others, as characters like Alberic and Volkmar have been updated for the newest game, while new characters like Be'lakor promise to be some of the most unique to ever come to a Total War game.

10 Volkmar The Grim Has Gotten A New Start

Volkmar the Grim Warhammer Total War DLC

Volkmar the Grim is a powerful, priestly man. He preaches the word of Sigmar at the head of an army of fanatics. As of Immortal Empires, he starts far, far away from his home of the Empire, however.

The glorious Warrior Priest now finds himself in the Southlands, hunting for the Books of Nagash in a race against the undead Tomb Kings. The start is new and incredibly unique, and sure to be an extreme change of scenery for any Empire fan looking to get out of Reikland.

9 Alberic Has Found A New Home In Lustria

Alberic de Bordeleaux Warhammer total war DLC

Alberic de Bordeleaux is a lord of Bretonnia, the home of fantasy knights and chivalric heroes. The stereotypically French lord has found himself far from his home, as he has sailed across the Great Ocean to Lustria and the New World.

Repanse already gave players the chance to experience the Bretonnian roster in the Southlands, and Alberic's arrival in Lustria gives an entirely new playground for Bretonnians to experience. Lustria is a place that hasn't seen much Bretonnian influence, so Alberic's arrival is sure to change things up quite a bit.

8 Mannfred Von Carstein Becomes A New Favourite Start In The Southlands

Mannfred von Carstein Vampire Counts total war warhammer

Mannfred von Carstein has long been the less popular vampire choice behind Vlad, in part because of how close they started to each other. Immortal Empires has moved Mannfred far to the south, near the Black Pyramid of Nagash.

The Vampire Counts have long had one of the most interesting playthroughs in Warhammer, due to their incredibly unique playstyle. Mannfred's move to a new, incredibly varied location like the Southlands is surely going to revitalize his campaign and give fans a lot of new content to experience.

7 Skarbrand Is A Close Second To Mannfred

Skarbrand Warhammer total war fantasy

Sure to put a damper on Mannfred's mood, and any players hoping to attempt a run with him, is Skarbrand not even a full province away. He's sure to ruin everyone else's fun in the Southlands, as the roving once-favorite of Khorne is a force of absolute destruction.

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Some lords want to conquer empires, avenge long-dead family members, or simply protect their people. Skarbrand simply wants to watch the world burn, down to the last ash. His one purpose is to destroy, and it's fitting that he starts almost at the precise center of the entire map.

6 Lokhir Fellheart Has Arrived In Cathay

Lokhir Fellheart Warhammer Dark Elves Total War

Lokhir Fellheart, The Krakenlord. A world-famous raider, he sails at the head of a Black Ark fleet, and his banners are feared on every coast the world round. His playthrough was already fairly interesting in Mortal Empires, but with his move to Cathay in Immortal Empires, the fell reaver has a new land of plunder to explore.

Lokhir might also make for a uniquely fun co-op campaign with friends, as with Lokhir and the Vampire Coast there are multiple starts featuring fleets of pirates seeking to pillage the world. Along with the fact that he's one of few lords to start in Cathay makes him an incredibly unique start, and maybe one of the most exciting in the game.

5 The Wood Elves Have New Trees To Conquer

Wood Elves Total War Warhammer Orion Race

The Wood Elves have come a long way since their initial release, and what was once one of the worst campaigns in all of Total War: Warhammer has now become one of the strongest. The best way to describe their playstyle now would be a hyper-lethal game of Monopoly: as a wood elf, the main objective is to travel the world and collect magic tree groves.

With these chunks of territory secured, the player must defend and develop them as the guardians of nature. With the release of Immortal Empires, even more magical trees have been added, and every tree has a unique influence on Wood Elf gameplay.

4 The Lizardmen Have A Newly Vacant Continent

total war warhammer lizardmen mazdamundi immortal empires

With the addition of vast new lands to the world of Total War: Warhammer with Immortal Empires, the former Lustria-bowl, crammed to the brim with lords, is now looking a lot more sparse. Of particular note is Mazdamundi, who now finds himself almost completely unrestrained in his expansion north and south.

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With the wider world now added, the Lizardmen find themselves a tad scattered but also geared to dominate wherever they are. All of their starts are fairly powerful, with Nakai in Cathay perhaps having the most challenging start. With overhauled vassal mechanics, however, even Nakai will likely make for an incredibly exciting playthrough.

3 The High Elves Are Spread Out But Their Home Is Under Threat

High Elves Total War Warhammer Race Immortal Empires

The High Elves in Immprtal Empires find themselves more scattered than ever. Eltharion campaigns against the Greenskins, Teclis explores the far reaches, and Alith Anar battles against the Drukhari. New threats have appeared in Ulthuan, such as N'Kari in the far north.

Along with general, more extreme chaotic influences having spread throughout the world, the High Elves have to take up their cliche'd role as the protectors of the world. Tyrion and Allariele defend the High Elven home from fell influences, whilst other lords abroad take the fight to Chaos wherever it may be.

2 Grimgor Practically Has A Whole Continent To Himself

Grimgor Ironhide Greenskins Total War Warhammer Immortal Empires

Grimgor finds himself again in a new realm in Immortal Empires, now starting north of the Darklands. As much of this region has been reserved for the eventual release of the Chaos Dwarves of Zhar Naggrund, most of the continent-sized area between the World's Edge Mountains and Mountains of Mourn is left barren and open to conquering.

This is where Grimgor comes in. With no one to oppose him outside of Kholek one province over, the Greenskin Tide is free to surge across the continent and claim most of it with near-zero resistance. Along with the Greenskins incredibly cheap mass armies, the Greentide has never looked so exciting.

1 The World Belongs To The Dark Master

Be'lakor demon

Be'lakor, the Dark Master. The First-Chosen. The antagonist of Warhammer III's main campaign, Be'lakor captures Ursun and tortures his soul to attain godhood, before being canonically thwarted by Kislev. Cast down from the Forge of Souls, Be'lakor finds himself in Albion, his new dark realm.

From there, the world is Be'lakor's oyster. He can march on the Empire, Ulthuan, or anywhere else he pleases. His one purpose is to conquer the world for himself, and he has a vast set of tools to achieve this goal. The Dark Master is bound to be one of the most unique playthroughs in all of Warhammer, and likely all of Total War.

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