The Warhammer Fantasy universe is built on the premise that its disparate races -- be they man, elf, dwarf or something even more outlandish -- are in a state of constant battle. However, even as the races of the mortal plane war against one another, they all share a common foe from beyond: Chaos. The realm of Chaos is the antithesis of the natural world. Rather than following the laws of nature, Chaos is composed of pure magical energy and its corruption causes both physical and spiritual mutations. There are four major aspects of Chaos, each influenced by one of the Dark Gods and their daemonic followers.

For the first time, players can visit these twisted dimensions in Total War: Warhammer III. To claim victory in a campaign, players will need to claim a Daemon Prince soul from each of the four Chaos realms, overcoming the challenges put forth by the Chaos Gods themselves. For newer players who are already struggling with the other aspects of a campaign, this can be a tall order, but understanding how to survive each of the realms will give the edge needed to conquer them.

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The Realm of Khorne

A battle in the realm of Khorne.

The most straightforward of the Chaos Gods, Khorne is the embodiment of rage and violence. He cares not from whence the blood flows, only that it flows. As such, conquering his realm is relatively simple, since Khorne's only desire is to witness combat. Challenge the daemonic armies that are present, and each victory will fill a meter of blood. Once the meter is full, players can confront Khorne's Daemon Prince at the Brass Citadel and claim its soul.

Be warned, though: If players end their turn within range of an enemy force, they will be attacked during the enemy turn. This could be potentially devastating when fighting consecutive battles, so players should keep a close eye on their positioning and the movement range of their foes to fight on their own terms and avoid being overwhelmed by Khorne's forces.

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The Realm of Nurgle

Nurgle's Chaos realm.

Nurgle is the Plague God of disease and decay, so setting foot in his realm is enough to cause even the forces of Chaos to wither. Players attempting to claim a soul in his putrid domain will find that their army will quickly lose health to attrition. To combat this, enter the Encamp army stance, which grants unit replenishment regardless of territory. The main downside with encampment is that it lowers an army's movement and prevents them from engaging in battle, making it all too easy to overstay one's welcome and accumulate Nurgle's horrible "gifts."

Players should remain in Normal stance to attack the armies that will block their path while reserving Encamp stance for traversing the map between battles. Switching between these two stances should allow an army to survive until they arrive at Nurgle's tree and receive a cure that protects them from the realm's attrition. With that accomplished, all that's left is to challenge the Daemon Prince.

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The Realm of Slaanesh

The Chaos realm of Slaanesh.

As the God of excess, Slaanesh exists to take every mortal pleasure to the extreme. His realm is a series of rings that lead towards the Daemon Prince at the center, but upon entering each ring, the Dark Prince will try to entice the player with lavish gifts. While these offerings would be a boon to any campaign, claiming the Daemon soul is far more important for victory. The hardest part of this realm is turning down Slaanesh's offers since it's relatively easy to avoid combat until confronting his chosen Daemon Prince.

The Realm of Tzeentch

The Chaos realm of Tzeentch.

Tzeentch is the Changer of Ways, the lord of sorcery and manipulation. Fittingly, his realm is a confusing labyrinth of floating islands that are connected by a series of portals. To navigate this twisted space, players need to keep track of which portals connect to each island, no easy task when they are constantly set upon by Daemons. It's not uncommon to be attacked twice in a row when Tzeentch takes his turn, so it's best to move quickly from island to island and prevent more foes from spawning in.

If players find their army is too weak to continue, the boons in Tzeentch's realm include full army replenishment, which can be just the boost needed to make it to the end of the maze. Boons in any realm should be taken only when necessary since they prevent additional movement for the turn. This can lead to the player being forced into more battles than they need to fight, which seems fitting when these boons are offered by the Dark Gods themselves. As long as players can keep track of Tzeentch's portals, they should find themselves one Daemon Prince soul richer.

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