Tzeentch (WAR Lore)  

Tzeentch, the Lord of Change, is the god of sorcery and manipulation. Within the Realm of Chaos his domain covers the chaotic Winds of Magic, scheming and manipulation of all kinds, mundane as well as arcane. He is known under many other names, among them the Changer of Ways, the Grand Schemer and the Lord of Sorcery, and in the Chaos Wastes he is known as the Great Eagle. In the Age of Reckoning, the Northmen tribes that make up the army of Chaos worship him as the Raven God.

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Manifestation

Tzeentch is the incarnation of change, he has no single form. Some times, however, he lets himself be seen as a daemonic figure; his face is puckered, and peaks out from his upper torso, such that his head is directly connected to his chest. Two great horns rise from his head, and he stands in a perpetual swirling mist. His skin constantly changes and is covered with always-morphing faces which mock those upon whom they look. When Tzeentch speaks, these faces repeat every word, but often with subtle and important differences in meaning. Other times, he may look completely different, or appear simply as a cloud of energy that constantly changes color and shape.

Cult of Tzeentch

Mortal followers of Tzeentch

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. In fact, many more mortals serve him than are aware of it, his scheming and many names often obscuring the true force behind events.

Mortal worshipers of Tzeentch tend to be sorcerers, wizards, scholars and other educated elites who desire greater knowledge and power. Some of these worshipers 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. Those who do attain great power in service of Tzeentch, however, are extremely powerful foes who are often mighty sorcerers as well as great warriors.

Additionally, while Khorne frowns upon sorcery and subtlety in all its forms, Tzeentch has no such qualms about using and manipulating brutish might when it strikes his fancy. As such, while Khorne has no sorcerer followers, Tzeentch assembles armies 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.

Daemons of Tzeentch

As with any chaos lord, a host of daemons follow the Lord of Change. Tzeentch's daemons tend to be bird-like in nature, or mutated to the point of unrecognizably.

  • Horrors are the most prolific daemon, an ever-shifting mass of flesh, limbs, and flame-spewing orifices. Horrors are capable of unleashing magical powers upon their foes.

  • Flamer 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.

  • Screamer 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.

  • 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.

  • Flying Discs 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.

Miscellaneous

There exists a permanent state of rivalry among the Chaos Gods. Where Tzeentch represents change, evolution and longterm planning, his enemy Nurgle is a god of decay and destruction, opposing all that Tzeentch seeks to build. This relationship has an effect on the nature of the armies that follow Tzeentch. Khorne also has a deep distrust of Tzeentch, and will not allow his followers to become sorcerers. 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. WAR is no exception.

Tzeentch's sacred number is nine; as such, his followers frequently take to the battlefield in squads made up of multiples of nine. The colors used to represent Tzeentch are generally blue, yellow and gold.

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This page last modified 2009-09-30 18:25:28.