Greater Daemon These portals, three times the height of a man, appear as golden arches wreathed in the blue and pink Warpfire of Tzeentch. Mutated Battle-Brothers were placed in stasis to await an eventual cure, and the ranks of the Thousand Sons grew thin. Not a bad conversion but come on! The machinations of Ahriman, the Chief Librarian of the Thousand Sons and Magnus' second-in-command, led to the horrific spell known as the Rubric of Ahriman, which permanently solved the issue. Two individuals might enter Tzeentch's realm in the same instant in time; one might exit moments later and report that years had passed, whereas the other could spend centuries of real time in Tzeentch's realm but swear that he had been gone only minutes. Khorne's followers favour close combat and melee weapons, abhorring wizards (in Warhammer Fantasy) or psykers (in Warhammer 40,000 ), considering them to be below a true warrior and gaining undue advantages from their spells. Others can spend years wandering the insane corridors of Tzeentch's maze without drinking, eating, or resting -- their metabolism apparently slowed by Chaos influences. This spirit is present in the essence of every living creature from the first division of cells in the womb to the ultimate craving for survival. However, few of Tzeentch's plans are ever simple; some span aeons with their complexity, whilst many appear contradictory to others, or even against his own interests. Observers human, xenos, and daemon perceive and interpret this territory in a wide variety of ways. Imperial scholars have determined that the incidence of the psyker mutation among the human population increases with each generation. Pure Tzeentch list will be a mono combat force, lead by Chaos Lord on Disk. As Cultists, you can either devote to one God, or all of them (Chaos Undivided). In fact, some scholars and a few of the more coherent first-hand witnesses who have survived contact with Tzeentch's realm have suggested that neither mortal nor daemon, save perhaps the most powerful Lords of Change, can grasp the true nature of Tzeentch's shifting realm. "All seek their master's favour, and those in ascendancy rule the nine fractal fortresses. Couple that with the gang’s access to Reclaimed Autoguns and Autopistols, and you’ve got a cost-effective horde that even Cawdor would be jealous of. While this ætheric edifice is in constant flux, many have described it as a crystalline castle composed of the same sort of material as the labyrinth that surrounds it. Politicians and leaders, magisters and Chaos Cultists, all find themselves drawn along the convoluted paths of fate, using Tzeentch to achieve their dreams and aspirations, though ultimately all are led to play their part in Tzeentch's own eternal schemes. https://warhammer40k.fandom.com/wiki/Tzeentch?oldid=367790. The Legiones Astartes were create… An excerpt from the works of the Chaos Sorcerer Ahriman explains much about the significance of Tzeentch's sacred number. In fact, many commentators rely on paradoxical metaphors even to describe the process of perceiving Tzeentch's realm itself: sculpting with fog, describing a dream as it occurs, singing silently, painting with mist, and the like. As such, organisations such as the Inquisition, the Adeptus Astra Telepathica, the Adeptus Astronomica, and the Scholastia Psykana must remain forever vigilant and prosecute any trace of the influence of Chaos with extreme prejudice. The Chaos God's masterly comprehension of time, history and intrigue allows his ploys to intertwine seamlessly, forming a web of causality that spans the stars. The reach of the Architect of Fate is long, stretching across the galaxy with special attention to regions such as the Eye of Terror and the Screaming Vortex where the Warp and reality become one. He has his own plans -- schemes that are so complex and closely woven that they touch the lives of every living thing, whether they realise it or not. Upon learning of the failure of the Rubric, Magnus banished Ahriman. Tzeentch's sacred number is nine, his colours are typically seen as blue and gold but an ever-changing rainbow of colour is appropriate as well, given that he is the Lord of Change. Warhammer 40,000 Grim Dark Lore Part 10 – Gods and Daemons, Warhammer 40,000 Grim Dark Lore Part 23 – Folly of Magnus, Change, Evolution, Intrigue, Ambition, Knowledge, Sorcery. They became Traitor Marines and fought alongside the Warmaster Horus and his forces in the failed attempt to overthrow the Emperor and His servants. He watches over the plans of his playthings as they unfold into history, toying with fate and fortune; both for his own entertainment and to further his unfathomable schemes. Such descriptions often reveal Tzeentch as a thin, lanky Sorcerer, either male or female, in robes that continually change colour. He was the second of the Chaos Gods to come to full sentience within the Warp, sometime during Old Earth's Western medieval period in the 2nd Millennium. I could go Alpha Legion on all my Chaos stuff, swap to cultists, and call it a day as well. I was curious how Neophytes would look when prepared like this. Each of Tzeentch's daemonic legions is divided into nine hosts, and these are directed in battle by Daemon Princes and Heralds such as Changecasters, Fluxmasters and Fateskimmers. He is constantly building, even as his devices unravel under their own complexity. While Tzeentchian corruption is the least common form of Chaos perversion found across the Imperium, it is also the most feared by the Inquisition, for its adherents are the most powerful of Chaos servants and the best at concealing both themselves and their complex schemes from the light of the Emperor. On innumerable occasions Tzeentch's intricate plots have been foiled by Nurgle's malign influence, and the two Chaos Gods' daemonic and mortal servants clash as often with each other as with their mutual enemies in the Imperium. For instance, Tzeentch's most powerful followers, his Greater Daemons the Lords of Change, resemble giant humanoid birds; his Screamers and the Discs that carry his Champions to battle often appear as flying aquatic manta rays, tirelessly hunting through both the Great Ocean of the Empyrean and the air of realspace like the legendary carcharodons of primordial Terra. A single footstep may seem to take hours to complete. Those who fail to answer correctly are doomed to wander the labyrinth for all eternity wracked with insanity and regret over the infinite knowledge that might have been theirs. Portfolio However, the daemons of Tzeentch do have certain features in common. It therefore follows that the risk Tzeentch poses to humanity has increased commensurately. Chaos Cults are horrific secretive organizations that seek to topple the civilizations of the world. "Do not ask which creature screams in the night. Now and forever aligned with the Changer of Ways, the Thousand Sons use their powers to pursue knowledge and glory for themselves and their patron god. Here my Lv4 Wizard on the Disc with a Spell Familiar, he has 5-6 chance to get the dreaded Gateway spell! All are mere puppets to be manipulated by the Architect of Fate, and few, if any, even consider the nature of the strings controlling their actions. Scholars and other educated elites who desire unearthly knowledge and power are often drawn to the service of Tzeentch. There is no end to his scheming for he desires no end to the creation of change. Tzeentch can never achieve any ultimate aim for to do so would be the end of ambition and thus the end of the Lord of Destiny. Bock Sammaelle, dubbed the "Lunatic Scrivener of Hamclov Prime" by the hive city princes who acted as his patrons, claimed to have travelled to and returned from Tzeentch's realm in the early 41st Millennium. Nurgle. For Tzeentch the mere act of plotting and entwining the brief fates of mortals is purpose enough. No mortal and few daemons can visit the realm of the Raven God and survive with sanity intact.". Forms of places and people appear in the smoke as Tzeentch contemplates their fate. Any attempt to fix this Dark Power in words, images, or ideas, no matter for what purpose, scholarly, tactical, self-serving, or unholy, will fail. Fewer individuals and Chaos Cults fall to the temptations offered by Tzeentch than to the other Ruinous Powers, as the benefits the Lord of Sorcery offers are less tangible and immediate than the sensory pleasures of Slaanesh, the diseased immortality of Nurgle or the bloodthirsty strength of Khorne. At the end of each of these threads lays the ensnared soul of a human puppet; those of his mortal servants and agents who believe they serve the Lord of Sorcery in mutually beneficial pacts. Like all the Dark Gods, Tzeentch has a vast number of minions of a variety of types at his command, ranging from the daemons created as condensations of his will to the mortals who serve his whim, whether they know it or not. Necromunda - The Council of Crows, Tzeentch Chaos Cult built! Tzeentch: Not specified Not specified Destroyed by the Nurgle Chaos Lord Glottox: Codex: Death Guard (8th Edition), pg. Deep inside the Impossible Fortress, according to some profane accounts, lies Tzeentch's fabled Hidden Library. Just as Tzeentch manifests and appears in many different guises, many of them fluid and shifting, so too, the domain of the Changer of Ways within theRealm of Chaos constantly adapts to its master's whims, desires, moods, and, of course, the demands of his Thousand and One Plots. cultist of tzeentch - chaos - tm by jimjimjimmyjim is licensed under the Creative Commons - Attribution license. Check out the pictures for the best possible detail. Yet in reality Tzeentch has no grand plan, no ultimate goal to fulfill. Each model is armed with an autogun. By using our Services or clicking I agree, you agree to our use of cookies. Some serve Tzeentch devoutly, others begrudgingly, and others as mindless conduits for the devastating sorcerous power of the Warp. It may be most probable that Tzeentch himself determines how each mortal or daemonic individual perceives his realm to suit the needs, whims, and conspiracies of the Master of Lies. The skin of Tzeentch crawls with constantly changing faces, leering at and mocking onlookers. Leaders of the Imperium became concerned and many argued that the Legion should be disbanded and removed from Imperial history. This infinite collection of tomes, scrolls, and parchments of every kind contains every scrap of knowledge and thought ever recorded in Creation; stories written and unwritten; histories true and alternate; and accounts of futures potential, actual, and imagined. There, the only constant is change. He is flux embodied, a daemon-god who alone truly embodies the terrible energies and momentum of Chaos. Tzeentch is aware of the visions and plans of all mortals in the galaxy. Such is the Changer of Ways, and such is his control over the foolish efforts of all mortals. All people dream of prosperity, freedom and a better tomorrow. To mortal eyes, the different daemonic legions of Tzeentch are impossible to distinguish, each one as bizarre as the next, yet there is method within the madness -- although none save the Architect of Fate himself could truly comprehend it. 20 Luckham's Lost Boys: Not specified Not specified Pyrus Reach Sector: Dark Millennium (game system): Hope's Twilight — List of Chaos Cults, card description They are the most mystical of the Chaos cults, seeking out forbidden knowledge regardless of the cost it exacts on the mind, body, and spirit. Tzeentch feeds upon the need and desire for change that is an essential part of all life in the universe. Most who visit the domain of the Great Mutator quickly go mad; those of exceptionally strong mind and strong will can perhaps interpret but one facet of the often crystalline landscape that, like Tzeentch himself, has an infinite number of faces. The Mark of Tzeentch is the cheaper of the two options though. For one, daemons are creatures of the Sea of Souls that can normally only exist for short periods of time in realspace under certain strict conditions, as the material realm is not their natural element. Thus are Tzeentch's daemon legions deployed, armies unlike anything seen in realspace. Sacred Colours He is the Master of the Thousand and One Plots, each more intricate and devious than the next, and none save for Tzeentch himself can possibly imagine, let alone fathom, them all. When Tzeentch deigns to speak to other beings, these faces repeat his words, often with subtle but important differences of intonation and meaning. He takes great delight in the plotting and politicking of others and favours the cunning over the strong. To follow this path, the inquisitive pilgrim must travel through nine gates. The Thousand Sons who did possess psychic powers found these abilities greatly enhanced and now lead their phantom Battle-Brothers into war against the Imperium of Man and the Corpse Emperor they believe betrayed them so long ago. Lesser Daemon(s) Cultists are what happens when Heretics come together and the Chaos Gods notice them. The faces and mouths that cover the daemonic form shift, slide, emerge, and are subsumed back into the unnatural flesh. The firmament surrounding Tzeentch is heavy with magic; it weaves like liquid smoke about his head, forming subtle and interwoven patterns. In many ways, Tzeentch is both the best and least understood of the Dark Gods. While not as numerous or as obvious as the followers of Khorne, Tzeentch nevertheless has a strong and firm hold on the hands and minds of mortals. Tzeentch's head hangs low, beneath his shoulders, and his arms are long and spindly. Chaos cultists, demons & rogue AI ... Cult of the Golden Throne. The Lords of Change, the greatest servants of Tzeentch and commanders of his convocations, are ordered within nine levels of trust. Hedge wizards, ex-priests, and those who dabble in the occult are the most likely candidates to be drawn into a cult of Tzeentch. It is likely that Tzeentch's realm is all of these things and many more. Sacred Number They changed their Legions' colours from crimson to blue and gold and added elaborate headdresses to their helmets. Many of the volumes are so weighty with knowledge that they gain a sentience of a kind and spend centuries chattering to passersby, arguing with one another, rewriting themselves, and then reorganising their placement accordingly. Those who follow the teachings of Tzeentch are dedicated to change in all its forms. To remain unbroken, a summoning symbol must contain nine sequential rings -- each perfectly executed in a nine-fold process. Ahriman's horrifying Rubric did prevent further mutations in those of his brethren adept at sorcery, but forever changed his other, non-psychic brothers into dust, their souls forever encased in their ensorcelled suits of Power Armour, transforming them into undead Rubric Marines. Blue and Gold or ever-changing rainbow These dreams are not just the preserve of the impoverished or the powerless -- even Imperial Planetary Governors and Imperial Navy battlefleet admirals dream of further riches, or perhaps even an end to their responsibilities to the Emperor. Warhammer 40k Wiki is a FANDOM Games Community. The other Dark Gods tend to act upon mortal society more directly: Khorne with bloodshed and slaughter, Nurgle with disease and decay, and Slaanesh with the allure of ecstasy and decadence. Tzeentch is not content to merely observe the fulfillment and disappointment brought by the passage of time. The Architect of Fate is not above sullying his clawed hands with the bloody business of war, though he much prefers to win his battles through guile and sorcery than brute force. Perhaps the best way to characterise Tzeentch is not to describe him at all, as over time, he differs from himself more than he does any other being. Others, deceived by the Father of Lies and his servants, believe themselves to be advancing their own agendas, while, in actuality, they blindly serve the Changer of Ways. They may catch glimpses of fears, miseries, and hopes made visually manifest; dreams and nightmares; histories real and imagined; potential futures; images of torment, ecstasy, and despair; and abstract thoughts made momentarily concrete as pictures in the crystals. Everything related to the master of change shifts, mutates, evolves, and transmogrifies. They are part painted as shown; each has been neatly converted with a shield, weapon or head from a Tzeentch kit (Tzaangors etc.). Some observers claim that an enormous crystalline labyrinth dominates the landscape, a luminescent plane shimmering like a polished, mottled opal. Tzeentch is one of the four major Chaos Gods, and his areas of influence include sorcery, scheming, change, and knowledge. The leaders of the hosts compete to attract more praise from the Lord of Change that commands them, and even between the legions, there is no end to the machinations as rival Lords of Change plot against one another and sabotage each other's plans. Russ attacked and ultimately, the XV Legion's homeworld burned during the terrible campaign remembered as the Fall of Prospero. It is my cry that wakes you in the night, and my body that crouches in the shadow. https://1d4chan.org/wiki/Age_of_Sigmar/Tactics/Chaos/Disciples_of_Tzeentch is … Through some unknown and possibly arcane process gained through interaction with the entities of the Warp, Magnus stabilised the gene-seed, but by then, the numbers of the Thousand Sons were small indeed. They’ve got the same basic stat-line as an average House’s ganger, while costing anywhere from 10-20 credits less! This was the first of many schisms that split the Thousand Sons, divisions that eventually caused estrangement from their own Primarch. As such, while Khorne has no Sorcerer or psyker followers, Tzeentch assembles armies of warriors from all walks of life; anyone who inflicts or incurs great change, in himself or his surroundings, is likely to fall under the gaze of the Lord of Change. Those who gaze into the crystalline substance that composes this maze may see more than light reflected and refracted in the fluctuating facets of the shining surfaces. Most are at least decent, and a couple are pretty good. Rumours tell of a path through Tzeentch's realm that, in theory, anyone, mortal or daemon, may follow to discover infinite knowledge. Many rogues, Renegades, Heretics and Chaos Space Marines also serve Tzeentch. It is in the hearts of those with the strongest desire to prevail that Tzeentch whispers his insidious promise; offering a means of life eternal to those unwilling to accept death and oblivion as inevitable. No mortal can fully comprehend the full nature of the intricately-woven, multi-layered plots of Tzeentch and to attempt to do so can only lead to insanity. It is another game within the Great Game, and one beloved most by the Great Schemer himself, who frequently weighs the tributes paid to him and proclaims his judgement. While the other Dark Gods adopt fixed forms much of the time, Tzeentch manifests in a multitude of guises. Gates, doors, and portals slowly open, as if yawning with the ennui of ages, only to slam shut like mouths of terrible beasts and then disappear. Take your favorite fandoms with you and never miss a beat. Mortals shackled by the psychological manacles forged by a lifetime of habit and enculturation in the material realm cannot fathom the perverse design of Tzeentch's home. Tzeentch is closely associated with sorcery and magic, as well as dynamic mutation and grand scheming. If some truth lies in this line of reasoning, then perhaps mortal minds have come to associate Tzeentch with birds and fish, creatures of air and water, respectively, because both of these animals inhabit fluid environments. The daemons of Tzeentch include: A Lord of Change Greater Daemon of Tzeentch. All these dreams create a powerful impetus for change, and the ambitions of nations create a force that can challenge history. Chaos Space Marines. Sammaelle attested that he saw nothing but a bleak hill on which a single, leafless tree stood. Others have suggested that observers interpret Tzeentch's realm subjectively, filtering their perception of structured Warp energy through their own expectations and experiences. Tzeentch's daemons vary greatly from one type to another in terms of their appearance, their morphology, their level of intellect and autonomy, and their function in their master's schemes.