Tzeentch

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In the fictional universes of Warhammer 40,000 and Warhammer Fantasy, Tzeentch is one of the four major Chaos gods. Tzeentch is the Chaos god of change, sorcery, Machiavellian scheming and subtle manipulation; his nicknames thus include the Changer of Ways, the Grand Schemer, and the Lord of Sorcery. As a being representing change, he has no single form, but in Warhammer Fantasy he is described normally appearing as a cloud of light which constantly changes color.

Where Tzeentch represents change, evolution and manipulation, his archenemy Nurgle is a god of decay, disease and destruction, opposing all that Tzeentch seeks to build. This relationship has an effect on the nature of the armies that follow Tzeentch, in both game settings. The Chaos god Khorne also has a deep distrust of Tzeentch. However, Tzeentch's description in Warhammer 40,000: Codex Chaos Space Marines (Chambers et al, 2002) states that it is he who wields the most influence over his brethren. When the armies of Chaos march together for war, it is usually Tzeentch who instigates these brief alliances, for whatever unfathomable goal he happens to have planned.

Contents

[edit] Cult of Tzeentch

[edit] Mortals

Mortal followers of Tzeentch drastically vary by game setting:

[edit] Warhammer 40,000

In Warhammer 40,000, the followers of Tzeentch, which are primarily Chaos Space Marines of the Thousand Sons legion, are described as having had problems with their god's tendency to cause them to mutate. A powerful sorcerer named Ahriman, with the aid of his fellow sorcerers (and, as it would later be revealed, with the blessing of Tzeentch himself), then cast a powerful spell called the "Rubric of Ahriman" which had a drastic effect upon his fellow Thousand Sons- those who were sorcerers found their sorcerous abilities enhanced, while those who were not sorcerers were turned into animated suits of armor, forever trapping the souls of the Chaos Marines who wore them.

Tzeentch's sacred number is nine; as such, his Thousand Sons followers frequently take to the battlefield in squad made up of multiples of nine. Thousand Sons Chaos Marines also tend to wear dark blue, gold and yellow on their armor.

[edit] Warhammer Fantasy

Mortal worshippers of Tzeentch in the Warhammer Fantasy setting tend to be sorcerers, wizards, scholars and other educated elites who desire greater knowledge and power. These worshippers then become very powerful sorcerers, but Tzeentch has a tendency to mutate his followers, and the highest levels of power are said to be difficult for his followers to reach, as they frequently find themselves mutated into mindless beasts; but those who do attain great power in service of Tzeentch are extremely powerful foes who are mighty sorcerers as well as great warriors.

[edit] Daemons

The following is a list of Tzeentch's daemons, with a brief in-universe description. Tzeentch's 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. In both settings, Horrors are capable of unleashing magical powers upon their foes, although the nature of these attacks varies between settings.
  • Flamers are slightly more powerful, with numerous gaping maws that produce the searing flames which give these daemons their unsubtle name. They frequently fight alongside Horrors; like Horrors, they are able to unleash magical blasts of energy upon their foes.
  • Screamers are flying creatures which resemble rays. In battle they swoop down on foes and cut them apart with their sharp tusks; they also prefer to attack and move away before their foes can strike back.
  • Lords of Change are the most powerful daemon of Tzeentch, typically a large bird-like winged daemon of vast intellect and massive sorcerous power. They are described as large winged bipedal creatures with snake-like necks and avian heads. The creatures often are multi-colored, especially their wings.
  • Discs of Tzeentch are disc-like melds of magic, metal, and daemon, and are often used as transports for mortal champions. They are capable of lashing out upon nearby foes utilizing short ranged lightning blasts or magically manifesting tentacles for attacking.

[edit] References

  • Thorpe, Gavin, Priestley, Rick; Reynolds, Anthony and Cavatore, Alessio (2002). Warhammer Armies: Hordes of Chaos. Nottingham: Games Workshop. ISBN 1-84154-222-9.
  • Chambers, Andy, Haines, Pete; Hoare, Andy; Kelly, Phil, and McNeill, Graham (2002). Warhammer 40,000: Codex Chaos Space Marines, 2nd Edition, Nottingham: Games Workshop. ISBN 1-84154-322-5.
Warhammer 40,000 Articles
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Imperial Guard - Space Marines - Witch Hunters - Daemonhunters

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Chaos - Chaos Space Marines - The Lost and the Damned

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