Tzeentch
From Lexicanum
Tzeentch1 is a god of Chaos who represents the vitality and volatility of change.
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Basics on Tzeentch
Tzeentch is represented by a greater daemon known as the Lord of Change. 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.
Tzeentch's sacred number is nine. As with all the Chaos gods, Tzeentch is derived from a passionate part of the human psyche, in this case, the drive to change and evolve. 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 uses evolution and change to achieve his goals, it is Nurgle who disrupts Tzeentch's plans through his random diseases, decay and entropy.
Tzeentch is often visualised as the serpent that writhes and twists to represent constant change. Allthough it is often visualised as a large bird with feathers of permanently changeing colour.
Daemons of Tzeentch
Tzeentchian daemons tend to be bird-like in nature, or mutated to the point of unrecognizability.
Horrors are the most prolific Daemon, an ever-shifting mass of flesh, limbs, and flame-spewing orifices. Original Horrors are described as short neckless creature with long, multi-jointed arms. Realms 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.2
Flamers are slightly more powerful, with numerous gaping maws that produce the searing flames which give these daemons their unsubtle name. Realms of Chaos: The Lost and the Damned described them as inverted mushrooms, with a trunk that split into two arms.
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. 3
Lords of Change are the most powerful Tzeentchian Daemon, typically an Avian-like 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).
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.
Changebringers are Flamers mounted on Discs of Tzeentch.
Chariots of Tzeentch are composed 2 Flamers on flying chariots, pulled by two Screamers of Tzeentch.
Cults of Tzeentch
Worshippers of Tzeentch tend to be sorcerers, wizards, scholars and other educated elites who desire greater knowledge and power. As such their are many cults of Tzeentch within the realms of the Empire as well as in far Cathay. One of the largest of these cults is The Purple Hand.
Chaos Marauders, Chaos Warriors and Chaos Knights in the northern Chaos Wastes tend to wear elaborate Mask helmets that dosn't show their faces to their opponents and are renown schemers amongst the other people of the northern tribes. All Champions of Tzeench become at least powerfull wizards, that learn to utilisize the Winds of Magic.
Beastmen that are dedicated to Tzeentch are also not unknown, and his special breed of Bestigors are called Tzaangors.
Thoughts & Remarks
1 in Games Workshop's Warhammer Fantasy and Warhammer 40,000 fictional universes.
2 The most recent version of Warhammer ended the "splitting" mechanism and no longer has a distinction between Blue and Pink Horrors.
3 These daemons are new (2002) additions to the Warhammer and Warhammer 40.000 chaos bestiary.
4 thought primarly for Warhammer 40.000
