Realm of Chaos

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The Realm of Chaos is effectively The Warp in Age of Sigmar, complete with the abandonment of real-world physics. Time? Gravity? A Chaos God craves not these things. It serves as the home of the four major Chaos Gods and their forces, as well as any mortals unfortunate enough to have found themselves there. It's described as a 'landscape,' but likely makes even "less" sense than the Mortal Realms do in terms of physical layout.

The Realm of Chaos is divided into domains ruled over by the Gods because Chaos might be unpredictable and messy, but it apparently likes to keep its own house in order. The Realm of Chaos itself can't be used as a playing field on the table top like the Mortal Realms, but places so corrupted by Chaos as to be indistinguishable from them are detailed in Time of War: The Blasted Wastes.

Realm of Chaos might also refer to the supplement books for WHFB, and now AoS with the soon-to-be released Realm of Chaos: Wrath and Rapture.

In-Universe

Blight City

Home to everyone's favorite rat-men, and formerly Skavenblight; it was relocated to the Realm of Chaos upon the Great Horned Rat's ascension, being dragged there by GHR himself. The city itself is a hodgepodge of factories, mines, highly dangerous machinery powered with volatile warpstone, and is just generally an unpleasant place to live. It is as much a danger to the Skaven as it is a shelter. Technically it still "is" Skavenblight but the GHR decided that it needed a face-lift after it was brought into the warp. Of course, having prime real estate in the immaterium wasn't enough for the rat men, so they dug too deep, and too greedily, and fucking sank half of their city back into reality.

Rather than being the "Oh shit" moment it would be for almost any other race, the Skaven immediately used this disaster as an opportunity to gain access to basically anywhere they want. It should be noted that this "sinking back into reality" doesn't just automatically create realm gates to the other realms. Instead, the Skaven "literally tunnel through un-reality" and are the only ones insane enough to then use said tunnels. A few hundred rat-men might be lost forever in the space between spaces, but what's a drop in the ocean, eh?

Brass Citadel

Khorne's portion of the Realm of Chaos, decorated just like the teenager power-metal fantasy that you'd expect. His domain is described as an "unending battlefield of brass and blood," with rivers of boiling blood, raging volcanoes, bloodstained fields, blackened skies, bone piles, and bloodied corpses. Thinking about it, Khorne apparently was just really into Aqshy, and decided it just needed more of a "gore" motif.

At the center of his domain, covered in spikes, blood, and visions from Todd McFarlane's trapper-keeper is Khorne's totally-not-compensating-for-anything Brass Citadel, so large that it could give Rogal Dorn a half-chub. Inside is all manner of forges, prisons, secret shrines to MLP, and of course his Skull Throne. Khorne doesn't just "let" his followers into this place, instead only allowing entrance to the defeated. Defeated followed crawl, weakened due to banishment from the physical realm, through a moat of boiling blood and disembodied screams. They then need to present to the Gatekeeper and speak their true name, and who bested them, before they're allowed to enter where (presumably) Khorne gives them a chain-axe spanking for being so thoroughly shit at daemon-ing.

Crystal Labyrinth of Tzeentch

True to form, Tzeentch wasn't content with only having a portion of the Realm of Chaos as his domain, and also had the Halosphere as his power generator and doormat. This land was called the Thousand Portals, and was just one of the outer bastions of the Crystal Labyrinth of Tzeentch. That is, until the Seraphon came along and ruined things by settling there.

The Labyrinth itself is a seemingly endless maze of glass towers, crystalline mountains, curtains of light, and lots of other shiny shit that isn't gold. Except it also has rivers of gold, in forests also made from crystal. It would be enough to completely mind-fuck your average mortal, with the landscape shifting depending on how the light touches it. In fact, everything about this place only works, or reveals its proper function, under specific and esoteric circumstances. Just as planned.

Garden of Nurgle

Papa Nurgle's home away from Ghyran, the Garden of Nurgle is an overgrown park reserve for all the disgusting but cheerful things that he brews and creates. The air alone is so toxic that any living thing, except perhaps for Nurgle worshipers, will turn inside-out the moment they breathe its air - and they'd better pray to Nurgle for it to end at that. The place writhes with pestilent life, and Papa Nurgle even has a fortress of his own called Nurgle's Manse. It's dilapidated, crumbling, and a blight on the eyes to look at, but that's just Nurgle being the humble fellow that he is. It's here that he jauntily sings and chuckles to himself while concocting diseases that strip the skin from your dick whenever you sneeze.

Much like Nurgle himself, when Nurgle's power rises the boundaries of his realm swell and collapse. When this happens, all his fetid, nasty shit (probably literally) spills into the other Chaos Gods' realms to ruin their day.

Varanspire

Archaon's giant middle finger to the mortal realms, the Vanaspire is built on the literal doorstep of the eight other realms on the Allpoints. So confident is he in his ownership that he renamed them to the 'Eightpoints,' because Chaos is nothing if not thematic. It's so massive that its walls encroach into the mortal realms, and can be seen with the naked eye from the other realms. This angers Khorne.

The creatively named Varanguard, Archaon's personal minions, also make their pilgrimage to the Varanspire when they hear Archaon's call. Those who get an A+ in these tests earn a special spot at the big kid's table in one of Daddy Archaon's eight circles, and receive a horrific pet/horse blob/war mount thing.

On the Tabletop

While you can't fight in the actual Realm of Chaos, you can set the game in the Blasted Wastes. These are parts of the mortal realms where Chaos has taken hold and twisted the landscape, creating something not unlike the domains of the Chaos Gods. Presumably this is so Chaos players can also have a "home-ground" realm to use rules for, since playing in the "actual" Realm of Chaos would probably start with rolling a d6, and losing that many units to the eddies of the warp.

Foundry of Rage

Or is it the Foundry of Blood? The supplement seems confused. Everything is on fire, the acrid smoke and loud noises hurting your wizards' delicate eyes and ears, making it harder to cast. Khorne loves this place, and his armies do too. Seriously, if you're playing against a Khorne army on this field then you may as well concede defeat before you even start.

Blood, Brass, and Toil

After rolling to see who goes first, the two turn rolls are added together and if they total 8 or more, Khorne starts the barbecue and the forges on the board alight. Any unit within 1" of a terrain feature suffers a mortal wound, and it gets worse from there as the match progresses. With every passing round, the proximity to take a mortal wound from a terrain feature doubles and your army becomes less effective at a distance. Unless you're playing a Khorne army, in which case you can ignore basically all of this while you pound your opponent into a fine paste. All of these effects are applied before modifiers, and last until the end of the battle:

  • 2nd Round: Units within 2" of a terrain feature suffer a mortal wound. Command abilities reduced to a max of 8".
  • 3rd Round: Units within 4" of a terrain feature suffer a mortal wound. Units can't shoot or cast spells at targets more than 8" away.
  • 4th Round: Units within 8" of a terrain feature suffer a mortal wound. Units can't shoot or cast spells at targets more than 4" away.

Call to Chaos: Path to Glory

Khorne warbands playing in the Foundry of Rage in "Path to Glory" campaigns gain one additional Favour Point if they claim a victory but lose D3 Favour if they lose. One would assume Khorne also screams at them until the flesh flies from their bones, but this isn't specified in the rules.

Foundry of Rage Triumphs

  1. Brazen Skull: Equipped to a "HERO" in your army, can be "used" by shattering it at the start of any of your Hero phases. Forces your opponent to cast with only one die until your next Hero phase. Weirdly, this isn't specified as a "once per battle" use item, and could theoretically be used all the time, forever, to irritate the hell out of Tzeentch players.
  2. Bloodforged Standard: Choose a unit standard, banner, or icon bearer, or a model with the keyword TOTEM. As long as that model is alive, re-roll saves of 1 for its unit.
  3. Phial of Forgefire: Choose a "HERO" in your army to carry this. It can be opened once per battle and inflicts D3 mortal wounds on an enemy unit within 8".
  4. Call of the Forge: Once per battle, after rolling for turn order, pick a terrain feture on the field. Every unit within 8" of it suffers a mortal wound.
  5. The Crimson Watch: Once per battle, at the start of your Hero phase, roll three dice. Up to that many Bloodletters can be added to your army as a unit. Must be setup within 8" of a "HERO", and not within 3" of an enemy unit.
  6. Mark of the Molten Brass: Applied to a General in your army. Each time the General piles in, roll a dice before attacking. On a 4+, each enemy unit within 3" suffers a mortal wound.

Mount Hedon

Putrefax Sump

Crystalline Shores