
Well,
here it is. This is one of the "holy grails" of the
Warhammer world, the first of the two volume Realm of Chaos
books, and when it was published, the chaos in the Warhammer
milieu became standardized and took its current and persistent
form. It's a thick, densely illustrated book with a lurid and
somewhat trashy cover.
So what is it like? Straight from
the Table of Contents the book leaps into depth on the subject
matter with its rather imposing list of contents. You need look
no further than the table of contents to sort out what this
book is about: "Chaos Crunchy Bits". It is in fact,
"Ye Olde Book of Chaos Tables", and a person's enjoyment
out of this book determines whether they want chart after chart
of chaosy goodness or whether they were more interested in exploring
the background, details, nature and philosophy of Chaos. If
you're into background and atmosphere, this book has much less
to offer than one would think. But if you want to do a lot of
die rolling, then this book can't help but appeal to you.
Background?
There is a page on the Spread of
Chaos, each chapter begins with the ongoing tales of two brothers,
seduced by chaos, and then a blurb on an area in the Realm of
Chaos (with accompanying Miller illustrations). The Chaos Pantheon
gains a meager page describing the entire pantheon. However
only two of the gods are really covered in any detail in this
book: Slaanesh and Khorne, who each get a single page write
up on the nature of that chaos power. And that's about it for
the background, except for the continuing aforementioned chapter
introductions on the brothers and chaos locales.
Crunchy Bits?
That's about all there is. The book
launches into rules on Daemons: their types, daemon pacts, allies,
servitors, magic, the "death" of daemons, a list of
daemonic abilities, daemon names, and then onto the daemons
of Khorne and Slaanesh (in WFB and WFRP stats). It's a little
light on atmosphere, heavy on detail. Even with the illustrations,
the book packs the information in.
However the book doesn't stop there.
"Followers of Chaos" provides a brief introduction
to those who follow the powers of chaos before launching into
the "system" to govern the followers of chaos. Essentially
it introduces us to the "Chaos Champion", either a
Chaos Warrior or Chaos Sorcerer who, with their loyal band of
flunkies battle for the honor of their gods as well as for the
blessings their gods bestow upon them. Their is even a flowchart
which, rather than simplify the process, seems to make it even
more byzantine and chaotic. When one is bestowed a blessing
by the god, they receive a reward of chaos, thus rolling on
the "Chaos Rewards Table". From there they can gain
a "Chaos Attribute" (essentially a mutation) in which
case they roll on the "Chaos Attribute" table, gain
armor, weapons, steeds, hounds, or spawn as servants, or the
gain a "Gift of the Gods" result which entails rolling
on the "Gift of the Gods" table. Of course, the rest
of the chapter is taken up by the long "Rewards of the
Gods" tables (one for Slaanesh and one for Khorne), rules
on the fate of champions (includes a Chaos Spawn table), ascendance
to daemonhood, or death and service as a Skeletal Champion.
There are also tables for the retinue of the champion ("Retinue
Table") and of course a table for the rewards of the followers
(Follower's Reward's Table). A section on "Instant Daemon
Princes and Chaos Spawn" predictably provides tables for
generating these things on the "Chaos Spawn Creatures Table".
There is, at the very end of this chapter, a single page on
integrating Chaos Champions into WFRP.
The Magic of Chaos does start off
with an introduction on Magic, so maybe I've been a bit harsh
in my assessment of the book's background value, and it does
provide a nice introduction to the magic of chaos. It provides
two new spells, "Dispel Daemonic Presence" and "Summon
Daemon Pack", provides details on Pentagrams and summoning,
and then goes onto daemonic abilities and magic (with a complicated
daemon saving throws table). Then again the chapter turns to
the magic of the chaos powers and goes into more detail on magic
and spells, introducing four Slaaneshi spells. This chapter
does have its table, in this case the "Chaos Weapons"
table which details close to 80 chaos properties for chaos weapons.
Not to be outdone, Daemon Weapons follow, which are not merely
weapons bestowed with the power of chaos, but are weapons composed
of the bound body of a daemon. Like Michael Moorcock's "Stormbringer",
these weapons are extremely powerful and drain the vitality
of their foes. The chapter continues on with a few "Chaos
Magic Items" and rules for familiars (there are six types
described in the book). As I stated, the book is quite dense
with content, and this chapter is no exception.
The Mark of Chaos is no less dense,
as the entire chapter is comprised of one huge table: the "Personal
Attributes Table" which has over 120 individual mutations
for Champions of Chaos. It is accompanied by a smaller "Dominant
Attribute Table" that has some 60 or so results to determine
the most frequent mutations among chaos creatures. This table
is one of the more useful, allowing one to quickly determine
results for beastmen, mutants, and chaos warriors without any
of the unbalancing results so common on the "Personal Attributes
Table".
What is a Games Workshop publication
without Miniatures? The "Colours of Chaos" chapter
provides us with 16 pages of coloured pictures of miniatures
and drawings of banners, interspersed with a painting guide
and sample warbands.
Hordes of Chaos is primarily the
army list for Warhammer Fantasy Battle 3rd edition, although
it also details how to run truly epic battles in the Chaos Wastes
amongst Daemon armies. This section takes up close to 30 pages
in the book.
Dark Millenium section takes up
the remainder of the book and deals with the forces of Chaos
in Warhammer 40,000. Initially, this may seem of little value
to those interested in the worlds of WFRP, WFB, and Mordheim,
but in truth it is one of the more useful chapters in the book!
Its treatment of the chaos powers and Warpspace is more useful
than the earlier material, and for those with any interest in
40k the material is exceptional since it provides a wealth of
detail. Of additional use are rules for "Intrusions",
daemons breaking through the fabric of reality and some details
on possession, the latter proving quite useful for WFRP. The
remainder of this section and book details chaos renegades,
traitor legions, the daemon-hunting Ordo Malleus and 40k Army
lists.
Is all the detail in the book worth
hunting the book down? If one is a collector then the answer
is "yes!" but for everyone else the answer varies.
Overall I recommend this book to everyone, but for those who
want to really plumb the depths of the nature of chaos this
book offers very little, it is primarily a collection of tables
and the like. However the descriptions of daemons, rules for
the magic of chaos, and the sheer number of mutations and weapons
makes this book useful to those who really enjoy lots of detailed
technical information. If it can be purchased for a reasonable
price, then acquire it, but take note, this book is rare and
often sells for anywhere between 50 and 100 US dollars (equivalent
to 30 to 60 pounds sterling). I must state though that this
book really focuses on just one vision of what Chaos is in the
world and does little to expand it beyond the stereotypes that
this book first fabricates. For those seeking something ground
breaking and/or mind blowing, this book may very well disappoint
you. I personally found this book to be full of information
and well worth the investment.