Total War: Warhammer 3 Realms of Chaos Guide – How To Play Each Faction

Warhammer 3 realms of chaos
Warhammer 3 realms of chaos

In Total War: Warhammer 3, players will have to venture into the twisted domains of the four Chaos Gods to progress through the campaign and reach the dying Bear-God Ursun at the Forge of Souls. Each realm will challenge the player in different ways, so here’s what you can expect heading into the unknown.

Here are the four main Realms of Chaos in Total War: Warhammer 3:

Khorne
Tzeentch
Nurgle
Slaanesh

And here’s everything you need to know about each realm in Warhammer 3.

 

Khorne

Khorne
Khorne

Regardless of the domain, players can expect that their legendary lords will suffer significant stacking negative effects incurred by simply being in the Realms of Chaos. The longer players stay in these dangerous lands, the more negative effects they will gain. These can only be sequentially cleared away by visiting a province capital or a settlement with a Patrol House classified as Protection.

The Blood God’s realm is all about combat, bloodshed, and general mayhem. As such, this realm is quite compact with portals positioned close together, incentivizing factions to attack each other right away as they enter Khorne’s domain.

Regardless of whether players will meet other factions in glorious combat, Khorne demands you prove your worth in slaughter by dealing a set amount of battle damage before they will even let you near the Brass Citadel – Khorne’s throne room. As such, players will find a number of rogue armies scattered around that players will need to battle to accrue the necessary battle damage. It’s safe to expect that if these armies are in marching range of your Legendary Lord, they will attack, so prepare for a lot of fighting.

Khorne, however, is generous to those who have battle and bloodshed on their mind and, as such, offers a variety of powerful artifacts for the taking. In each of the four corners of this realm, players will see weapons with powerful effects ready for the taking. The catch is that Khorne may want them back if the player returns to the Realms of Chaos and may suffer the consequences if they refuse the Gods return policy.

Once you’ve attained the necessary battle damage from dashing aside your enemies, the path to the Brass Citadel will open and players will need to fight through a survival battle to claim the soul of Khorne’s Daemon Prince champion. After successfully completing the survival battle, players will teleport back to the rift they went through in the mortal realms.

 

Tzeentch

Tzeentch
Tzeentch

The realm of the Deceiver, Tzeentch, will instead challenge player spatial awareness and intellect in Warhammer 3. You will immediately see that Tzeentch’s realm is split into multiple floating islands that can only be accessed through connected portals.

The spatial awareness test comes from figuring out which portals are connected. At first, the adventuring lord won’t have a clue, but Tzeentch will send small raiding parties at the player’s encroaching forces that, when defeated, will have the option of sharing intelligence on teleportation sigils. As friendly troops fight these sigil-keeper armies and reveal more sigils, it will become much easier to navigate Tzeentch’s labyrinthine domain.

The mortal invaders of the Deceiver’s realm will notice a smattering of landmarks defining each island or section of land in this domain of change. Players can visit these landmarks to receive a variety of benefits, such as troop replenishment, sigil information, or even a random effect from Tzeentch themselves.

Once players reach the Impossible Fortress and defeat the Daemon Prince champion there, just like with Khorne’s realm, the Legendary Lord’s army will bounce back to the rift from where they initially entered.

 

Nurgle

Nurgle
Nurgle

Of all the Chaos Gods in Warhammer 3, Nurgle is the most delighted of visitors as they want to share with their guests the wonders of plague, pox, and boil, as well as the various strange life that grows in Nurgle’s garden. The Plague-god’s realm takes the form of a single continent with a number of special regions dominated by curious landmarks, similar to that of Tzeentch.

Players can expect to take attrition throughout their entire adventure in Nurgle’s realm, so careful use of the encamp stance will be crucial to maintaining the armies combat effectiveness. Even though Nurgle is happy to see visitors, the denizens of the realm aren’t so welcoming and will take guard positions in the various landmark regions. You can expect some combat to break through these chokepoint defenders.

Just like with Tzeentch’s landmarks, each Nurgle landmark will offer the player’s forces various boons, usually related to army replenishment and reducing attrition. The key landmark to visit will be the Tree of Life in the Western region of Nurgle’s domain. Once you have visited this tree, then Nurgle will invite you into their mansion to claim the soul of the Daemon Prince champion standing guard.

 

Slaanesh

Slaanesh
Slaanesh

The Dark Prince’s realm will challenge the player’s determination and resistance to distractions and seduction in Warhammer 3. This realm takes the form of six circles with the Palace of Pleasure at the center.

To traverse Slaanesh’s domain, armies will need to reach gates spread around each ring that will let them move to the next ring. Each time an army passes through one of these gates, players will be tempted with massive gifts from Slaanesh that can include powerful items, vast sums of money, and other strategic benefits. Depending on where you are in the campaign and state of your faction, taking these gifts may be an effective move, but accepting the gift will prevent you from entering the Chaos Realms until the next time Ursun roars and more rifts open.

As the player’s forces move between the six rings of seduction, Slaanesh will spawn blocking armies to incentivize movement away from certain gates. Though these armies are usually passive they may occasionally strike out to test your mettle, so be prepared to defend yourself. These armies can get quite strong, especially closer to the Palace of Pleasure and will need significant force to fend off.

It may be tempting to invade and conquer the Realms of Chaos in Warhammer 3, but the Chaos Gods will never allow it. In addition, as per the campaign objectives, it’s highly advised to quickly enter and just as quickly – leave. Though the player’s stay may be short, it is wise to be ready for a challenge, especially since the threats of the Chaos Realms will grow over time.

Total War: Warhammer 3 is available on PC.

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