Tzeentch

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Tzeentch
Tzeentch Mark.png
Titles Changer of the Ways, Master of Fortune, Great Conspirator and Architect of Fate.[2]
Aspect Magic, guile, schemes, plots, machinations, sorcery, deceit, anarchy[2], change, hubris, magic, mutation, prophecy, fate, unpredictabilityNeeds Citation
Power source Hope, ambitionNeeds Citation
Traits Sorceror, conspirator, manipulator, vulture/raven, many colours, fireNeeds Citation
Sacred number IXNeeds Citation
Opposing God NurgleNeeds Citation
Adjective TzeentchianNeeds Citation


Tzeentch the Changer of Ways
Tzeetch the Great Mutator
Tzeentch the Great Sorcerer

Tzeentch, the Changer of the Ways, is one of the four Great Chaos Gods and represents the vitality and volatility of change. Needs Citation

Overview

Tzeentch is closely associated with sorcery and magic, as well as dynamic mutation, and grand, convoluted schemes. It is said that Tzeentch knows the fate of everything, and all events transpire according to some great plan beyond mortal reckoning. The mortal champions of Tzeentch are especially dangerous, as they wield awesome sorcerous power on top of their considerable physical prowess.Needs Citation

All Chaos Gods derive their power from essential and driving aspects of mortal nature. In Tzeentch's case, this is the will and desire for change. The desire to accumulate forbidden lore, change and manipulate our surroundings, as well as intrigue, evolution, and sorcery; these are the tools used to enact change, benevolent or malevolent. Through subtle manipulation and the use of sorcery, Tzeentch's followers further the aims of their patron. His diametric opposition is Nurgle. Where Tzeentch's power is derived from the will to change and to forge one's destiny, Nurgle's comes from the defiance of despair and the inevitable decay of all things.Needs Citation

Among the gods he is the undisputed master of the arcane arts, as it is the most potent of all agents of change. While he prefers to win battles and war through guile and sorcery he is not above using brute force. As such he favour the cunning and the manipulative over the violent and the strong.[2]

Tzeentch takes great joy in the never-ending struggle of the Chaos Gods to gain dominion over the other which he calls it the Great Game. This game provides him with boundless opportunities and endless amusement, doing his best to manipulate or counteract the plans of is rivals, to great success. Not only are his plans complex, but they also appear contradictory to few observers that can detect his influence. He revels in complication and is fickle, adding elaborate intricacies or obstacles to his own plots, rejoicing in both their construction as well as their unravelling.[2]

Appearance

Tzeentch is often visualised as the serpent that writhes and twists to represent constant change, or as a large bird with feathers of everchanging colour.Needs Citation

In his true shape, he takes the most outlandish appearance of the Dark Gods. He is ever shifting and nothing about him feels definitive. Any that gazes upon him see his skin crawling with constantly changing faces. Each of these faces leer and mock those who observe them and when Tzeentch speaks, they appear and disappear repeating his words with subtle different or proving mocking commentary that casts doubt upon his original words.[2]

History

It was Tzeentch that beguiled Skarbrand, Khorne's greatest Bloodthirster into attacking his patron. It was his magic that crystallised the cycles of Nurgle's Garden.[2]

Age of Myth

It was due to the Tzeentch's plotting that led to Slaanesh's absence.[2]

Age of Sigmar

Tzeentch began to ascend in power after Sigmar's return to the Mortal Realms and his victory over the Realmgate Wars, for his plans had long nursed to fruition. His mortal cultists had embedded themselves in the Cities of Sigmar, working in secret to advance his unknowable goals. Tzaangor tribes raid the ancient places of the realms in search lost treasures and esoteric knowledge. And if it was ever needed Tzeentch would send his daemonic hosts to burn the land with the flames of change.[2]

Mortal followers

Many worshippers of Tzeentch are sorcerers, who are also among the most ambitious and the most hungry for power. Scholars and other educated elites who desire unearthly knowledge and power are often drawn to the service of Tzeentch. The cults of Tzeentch are easily the widespread and firmly established of all the Chaos cults in The Empire, and all are devoted to its subversion and overthrow. One of the largest of these cults is the Purple Hand.[1] His worship elsewhere is widespread and found in far Cathay.Needs CitationNorthmen warriors in the northern Chaos Wastes tend to wear elaborate mask helmets that conceal their faces to their opponents and are renowned schemers amongst the other people of the northern tribes. All Champions of Tzeench become at least powerful wizards, that learn to use the Winds of Magic.Needs CitationBeastmen that are dedicated to Tzeentch are also not unknown, and his special breed of Bestigors are called Tzaangors.Needs Citation

Daemons

Tzeentchian daemons tend to be bird-like in appearance, or mutated to the point of indescribably.Needs Citation

  • Horrors are the most prolific Daemon, an ever-shifting mass of flesh, limbs, and flame-spewing orifices. Original Horrors are described as short neck-less creature with long, multi-jointed arms. Realm of Chaos: The Lost and the Damned originally had two types of Horrors, Pink and Blue variants. Pink Horrors were jovial and childish, and when slain they would split into two smaller Blue Horrors, which were angry and sullen spirited.Needs Citation
  • Flamers are slightly more powerful, with numerous gaping maws that produce the searing flames which give these daemons their unsubtle name. Realm of Chaos: The Lost and the Damned described them as inverted mushrooms, with a trunk that split into two arms. Needs Citation
  • Screamers are ray-like creatures that swoop down on foes and cut them apart with their sharp tusks, but prefer to emit an unholy scream, that damages and terrifies most mortals.Needs Citation
  • Lords of Change are the most powerful Tzeentchian Daemon, typically an avian, winged humanoid Daemon of vast intelligence and massive magical and psychic power. They are described as large winged creature bipedal creatures with snake-like necks and avian heads. The creatures often are multi-colored (especially their wings). Needs Citation
  • Discs of Tzeentch are melds of magic, metal, and daemon, and are often used as transports for mortal champions. Various descriptions and models have been created, varying from metal surfboard looking creatures4 to the spiked organic variants of today. Needs Citation

Sources

Uncited

Deities of the Mortal Realms
Incarnates Alarielle - Gorkamorka (Gork and Mork - Spider-god - Sun-eater) - Grimnir - Grungni - Malerion - Nagash - Sigmar - Teclis - Tyrion
Zodiac Godbeasts Argentine - Behemat - Chimerac - Dracothion - Hydragos - Ignax - Nyxtor - Vulcatrix - Vytrix - Ymnnog
Chaos Gods Great Horned Rat - Hashut - Khorne - Necoho - Nurgle - Slaanesh - Tzeentch
Other Bad Moon - Khaine - Kurnoth - Y'ulea