The Great Ocean of the Warp is a sea of madness and insanity, and Tzeentch's realm is the concentrated essence of such things given form. Horror of Tzeentch Flamer of Tzeentch Screamer Strangely, many versions of the story posit that this individual appeared in the guise of a young girl who was accompanied by a small black dog. Others can spend years wandering the insane corridors of Tzeentch's maze without drinking, eating, or resting -- their metabolism apparently slowed by Chaos influences. cultist of tzeentch - chaos - tm by jimjimjimmyjim is licensed under the Creative Commons - Attribution license. Such a form is more akin to metaphor than reality, and perhaps suits this Ruinous Power to a greater degree than eyes of flesh or metal could possibly capture. Tzeentch is the Chaos god of change, sorcery, scheming, and manipulation, earning him nicknames such as the "Changer of Ways" and the "Great Conspirator". 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. 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. Chaotic Deity Tzeentch is the name given to a malevolent chaos deity who represents the vitality and volatility of change in the Warhammer Franchise. The Crystal Labyrinth, the ever-changing realm of Tzeentch. The Changer of Ways The Lord of Change Architect of Fate Necromunda - The Council of Crows, Tzeentch Chaos Cult built! Imperial nobles and politicians are often drawn into Tzeentch's web through the edge over their rivals he offers in the form of knowledge and the power it can provide. As such, whether one's goal is to remain loyal to the Emperor of Mankind, to serve the purpose of a xenos race, or to explore the ways of Chaos for purposes scholarly or dark, one may best be served by considering the Architect of Fate only at the periphery of one's mind's eye, for even those who knowingly sail upon the Shifting Breeze of Tzeentch can never see the true face of the Chaos God who wears a Thousand Masks. As the anecdote above suggests, in what seems like a few solar minutes spent gazing into the depths of the crystals of Tzeentch's labyrinthine realm, days or even standard years can pass. Not a bad conversion but come on! As with so many things associated with the Changer of Ways, few things are always as they seem. Horrors serve as grotesque librarians and work tirelessly to re-shelve the works, catalogue the collection, and maintain what passes for order in the Impossible Fortress, though as the concept itself is anathema to the Great Mutator, no mortal could possibly fathom such a design. In spite of the constantly changing nature of the domain of the Architect of Fate and the limited capacity of the mortal mind to perceive and comprehend it, certain common views have emerged from the extant descriptions of Tzeentch's realm. Under Magnus' guidance, the Thousands Sons rebuilt their Legion, recruited new Battle-Brothers from the population of Prospero, and reorganised themselves. His own need to manipulate and control, and his desire to increase his own power in the Warp, mean Tzeentch is eternally playing the Great Game waged amongst his brother Chaos Gods. Beneath each of those most exalted are nine hundred and ninety-nine legions, each divided into nine hosts. Take your favorite fandoms with you and never miss a beat. Imperial records show that all three of these individuals met with tragic ends: suicide, insanity, and execution at the hands of the Inquisition, respectively. Leaders of the Imperium became concerned and many argued that the Legion should be disbanded and removed from Imperial history. While many perceive these motivations as healthy, wholesome, and perhaps even necessary to mortal existence, Tzeentch, the Great Conspirator, works to corrupt the aspirations and ambitions of Mankind and xenos alike, and to leverage these hopes and dreams for his own nefarious ends. 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. Tzeentch embodies mortals' tendency towards mutability and change, the drive to evolve and manipulate. The raw psychic energy that empowers the psykers of the mortal realm is the actual fabric of the Realm of Chaos, the same fabric that makes up the Chaos Powers, their daemon servants and the shadow-selves of mortals that flicker in the Warp and that Mankind calls souls. Many visitors "momentarily" transfixed by some curiosity in Tzeentch's realm have died of dehydration or starvation. 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. 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. 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 half naked thugs are sick! Everything related to the master of change shifts, mutates, evolves, and transmogrifies. This ended with the Council of Nikaea and the Emperor's decree to abolish the use of sorcery and other psychic powers in the Imperium and amongst the Space Marine Legions, as well as the tragic and terrible events that led the Thousand Sons to turn their back on the Imperium forever. 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. 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. It is a hierarchy that moves often, but the nine most favoured daemonic legions are each granted control of one of the Fractal Fortresses that tower over the Crystal Labyrinth, an honour all Tzeentch's servants desire to attain. 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. 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. 57 votes, 19 comments. Some observers claim that an enormous crystalline labyrinth dominates the landscape, a luminescent plane shimmering like a polished, mottled opal. However, the daemons of Tzeentch do have certain features in common. 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. Many are the followers of Tzeentch. 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. Many checks and restraints exist to prevent the influence of Warp creatures on the minds of Imperial psykers, but any security system and the individuals who maintain it are fallible, capable of errors in judgement, and themselves subject to temptations and dark influences. Some descriptions posit that Tzeentch's skin is covered in faces and mouths that whisper secrets dark and terrible, or comment upon and subvert the words uttered by the entity's primary or natural mouth. Daemons of Tzeentch pour out of the Warp. Tzeentch is known by a hundred thousand titles across the galaxy, amongst them the Weaver of Destinies, the Great Conspirator, and the Architect of Fate. "Created from the raw energy of the Warp, Tzeentch's Realm is one of constant flux and shifting structures hewn spontaneously from every material imaginable. isolated warbands and individual warriors. The Mark of Tzeentch is the cheaper of the two options though. To many students of the Ruinous Powers, the (however speculative) ideological descriptions of the Changer of Ways make better sense when juxtaposed against those of Nurgle, Tzeentch's seeming antithesis amongst the Dark Gods. The unwashed hordes, Helot Cultists are a Chaos gang’s bread and butter. Some serve Tzeentch devoutly, others begrudgingly, and others as mindless conduits for the devastating sorcerous power of the Warp. Tzeentch's true power is sorcery, and as all sorcery flows from the font of the Immaterium, so too is Tzeentch the master of that twisted, chaotic medium of psychic energy. The psychic entity or sentient Warp force known as Tzeentch is perhaps the most enigmatic of the so-called Chaos Gods or Ruinous Powers. Yet in reality Tzeentch has no grand plan, no ultimate goal to fulfill. He takes great delight in the plotting and politicking of others and favours the cunning over the strong. Even with these safeguards in place, Imperial Commissars operate under strict orders to execute Sanctioned Psykers at the first sign of possession or daemonic influence. He is flux embodied, a daemon-god who alone truly embodies the terrible energies and momentum of Chaos. Some of the Thousand Sons, including Magnus the Red, managed to escape with the help of their new patron, Tzeentch, and sided with Horus against the Emperor to seek vengeance for all that had been lost on Prospero. Mortal worshippers of Tzeentch tend to be Sorcerers, psykers, scholars and other educated elites who desire greater knowledge and power. "I am Tzeentch and you are the puppet that dances to my tune...". Here my Lv4 Wizard on the Disc with a Spell Familiar, he has 5-6 chance to get the dreaded Gateway spell! 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. At each gate, the mouth ponderously speaks, asking those seekers of knowledge one of the nine hundred and ninety-nine Riddles of Tzaratxoth. Deep inside the Impossible Fortress, according to some profane accounts, lies Tzeentch's fabled Hidden Library. 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. Cultists are what happens when Heretics come together and the Chaos Gods notice them. These plastic models are complete and in good condition. Typically, the Changer of Ways stands in opposition to Nurgle, the Lord of Pestilence, just as Khorne, the god of blood and skulls, opposes Slaanesh, the prince of decadence and depravity. I was actually hoping they would show a way to tzeentch-fy the existing cultists models and not buy this completely unrelated kit to do it. 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. The air fills with kaleidoscopic bursts of magical energy as the convocations of the Great Conspirator materialise for battle. Others have suggested that observers interpret Tzeentch's realm subjectively, filtering their perception of structured Warp energy through their own expectations and experiences. Imperial scholars have determined that the incidence of the psyker mutation among the human population increases with each generation. He is constantly building, even as his devices unravel under their own complexity. Despite Tzeentch's rivalry with Grandfather Nurgle, he is nonetheless the Chaos God with the most influence over the other Ruinous Powers. In Tzeentch's eyes, mortal creatures are immeasurably steeped in ambiguity, yet they somehow wage their personal wars completely unaware of the countless contradictions in their souls. 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. 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. 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. The flesh change, which had been held in check by Magnus' intervention, began to take hold once again due to their exposure to the power of the Warp within the Eye of Terror where they had taken refuge on the Daemon World known as the Planet of the Sorcerers, and many of the Thousand Sons experienced radical mutations. The domains of history, destiny, intrigue and plots are his chief interests, and in pursuit of these aspects he listens to the dreams and hopes of all and watches their plans take form. Yet the lower classes also provide fertile ground for the Lord of Sorcery. 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. Although the Crystal Maze, the Impossible Fortress, and the Hidden Library often appear (or at least are often perceived) as delineated above, by no means are these descriptions consistent with every narrative provided by those unfortunate souls who have visited Tzeentch's domain. Rival God For some time, they fought with distinction and were nearly indistinguishable from the other Space Marine Legions. What seems like a few seconds spent admiring the beautiful refraction of light on the crystalline structure of the maze can take days. They developed the most powerful Librarians of that era of Imperial history as well as unconventional tactics that involved sorcery and diplomatic trickery. 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. Tzeentch's head hangs low, beneath his shoulders, and his arms are long and spindly. 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. Cookies help us deliver our Services. From above Tzeentch's burning eyes spring two sweeping horns, the spiralling extremities of which crackle with arcane fire. In spite of the instability of their presence in the Materium, daemons can be remarkably resilient to most forms of physical damage; poisons and disease do no harm to these creatures of the Warp though many Force Weapons, holy relics, and psychic attacks can harm them with comparative ease due to their psychic component and resonance within the Empyrean. 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. I love some Duncan ! By offering the power of knowledge and sorcery, he can recruit influential Chaos warlords and magi to his cause, affecting the lives of many more at a single stroke. The firmament surrounding Tzeentch is heavy with magic; it weaves like liquid smoke about his head, forming subtle and interwoven patterns. At the start of the Horus Heresy in the early 31st Millennium, the Thousand Sons' Primarch Magnus the Red tried to warn the Emperor of Horus' treachery by using sorcery to reach across the vast interstellar distances between the Thousand Sons' homeworld of Prospero and Terra, but the Emperor rejected the sorcerous warning as a deception perpetrated by Chaos against his beloved son Horus.