Tzeentch

Tzeentch, the Changer of Ways, is the Chaos god of sorcery, change, and manipulation. Tzeentch is closely Mark of Tzeentch associated with sorcery and magic, as well as dynamic mutation, and grand, convoluted scheming. 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. He is not content to merely observe, however, and chooses to interfere in the skeins of fate in order to fulfill his own, unknowably complex schemes. Tzeentch is known by an endless multitude of names, but the chief titles he bears are the Changer of the Ways, the Master of Fortune, the Great Conspirator and the Architect of Fate. ==Description==



Tzeentch has no physical description, for as The Changer of Ways is in constant change, reshapen, and mutation. His power comes from the many things that change in the universe. Most of his power also comes from the many speices of the universe who strive for a better tommorow, hope, dreams, and ambition or a strive for change. However his most favored race in all the universe is mankind, for mankind in Tzeentch eyes are the most violent and ambitious races in the universe, from which the power and drive of the human spirit uniquely ties to Tzeentch intrest. Tzeentch is widely accepted by all as the greatest magician in the Warp, and those under his domain and worship is considered as sorcerers, magicians, or people gifted with magical powers.

Tzeentch is also called the Manipulator, for it is said he has the ability, to predict, and alter history, to his grand highly complex scheme. It is said that he is the one that writes history, and everything that happens, happens because of him, both directly or indirectly. His intentions are unkown, his plan is insanely complex, and his ultimate, goal is soo long-term, that neither god nor mortal, shall ever understand it, only Tzeentch himself will know how it will end.

Tzeentch has as many depictions as he has names. His skin is said to constantly shift and roll with faces, faces that leer and express mockery. As Tzeentch speaks, these faces repeat what he says, but with different inflections, or a word different here and there, or in fact provide running commentary or analysis on what he is saying; this makes it almost impossible to be certain what meaning Tzeentch is actually expressing. While these skin-faces come and go very quickly, Tzeentch's actual body is said to be constant; his head is low on his chest as if he had no neck and horns project from his shoulders. Raw magical energy surrounds him like smoke, with the faces and bodies of those whose fates he is considering manifesting before him in subtle and complex patterns.Tzeentch's opposite force in the Chaos pantheon is Nurgle, who stands for despair and the acceptance of one's fate. Such a form of existence is anathema to Tzeentch, who derives power from the will to change one's destiny.Tzeentch is often visualised as the serpent which writhes and twists to represent constant change and this is mirrored in his symbol with curves and points to represent change and conclusion

Followers
Those that follow Tzeentch are those of great pyshic power, great sorcerers, magicians, and chaos lords who all follow him are bestowed with unimaginable magical might, and power. However, these "gifts" comes at a price, for those that recieve these gifts, mutant the bearers flesh, mind, and soul. These gifts, can give a warrior or sorcerer, power beyond those of mere mortals, but if one has too much of these gifts, it would alter his ownself, and will become nothing more then a mere chaos spawn. Wizards and sorcerers, are the most favored of Tzeentchs warriors, for they are the stronger and more knowledgable then all of the other sorcerers of the many other gods. Since Tzeentch is the Chaos God of Knowledge and magic, his followers, will also have great knowledge in lorecraft, witchcraft, sorcerery, and any other magical lore and teaching. Like other Chaos Gods, Tzeentch has an array of demons who are the manifestation of mortals emotions, and magic. Great hordes of Horror, roam the lands of Tzeentch domains, while packs of Flamers stalk the dreaded lands, just as the Greater Demons of Tzeentch, The Lords of Change , forever, watch, record, and scheme in the name of Tzeentch to bring is great plan into reality.

Deamons
The Daemons of Tzeentch are inherently magical creatures, even more so than the other daemons of chaos; they appear ephemeral, transparent or as if made of light. Their very presence can alter the rules of reality, and they can leave trails of multi-coloured fire and mist behind them as they move. *Lords of Change - Are the greater deamons of Tzeentch. They are typically an avian-like winged humanoid Daemon of vast intelligence and massive sorcerous and psychic power, although less so in physical strength at least compared to othe Greater Daemons. However, they are the master of magic, and can conjure up many magical spells that could devastate whole armies, bring nothing but destruction in his wake.




 * Horror's - are the most common amongst Tzeentch deamonic ranks. Arguably the most bizarre of all daemons in appearance, Horrors of Tzeentch manifest as an ever changing mass of shifting, gangly limbs with a central torso that normally sports a cackling or leering face in the centre - though the Horror's face can vanish and randomly reappear elsewhere on their body. There are two classification by color, Pink Horror, and Blue Horrors.


 * Flamers -  Daemonic servants of Tzeentch with numerous gaping Tzeentch-flamer-flamers-chaos-daemons-demons-warhammer-40k-40000.jpg that produce the searing flames which give these daemons their name. Flamers excel at leading assaults on defensive positions, since there is no fortification that can offer protection against their magical fire. They attack by unleashing roaring gouts of alchemical fire from their arms. These fires are highly unpredictable, and can have a wide variety of effects - sometimes burning anything that they come in contact with to ashes in a multi-hued conflagration, sometimes turning them into frozen crystal, or even spraying surprised enemies with an iridescent cascade of sweet-tasting liquor
 * Screamers -  ray-like creatures that swoop down on foes and cut them apart with their sharp claws before retreating and charging again. Screamers are very agile due to their ability of flight and possess a feral but cunning intellect. Though they are able to use magic-based attacks, their greatest weapons are their so-called Warp Jaws which allow them to chew through all kinds of solid matter, even the armor of knights.
 * Disc of Tzeentch - a meld of magic, metal, and daemon; often used as a transport for a mortal or Daemonic champion, they are said to be bound forms of Screamers. Screamers that are chosen to serve as mounts for a Champion of Tzeentch are bound in magnificent bands and blades and turned into Discs of Tzeentch. These flying Daemonic Steeds are tied to the will of their masters, combining great mobility and calculated thinking.

The Maze of Tzeentch
The Maze of Tzeentch, also known as the Crystal Labyrinth, is Tzeentch's realm within the Warp. This maze is woven from the raw fabric of magic, threaded upon deceit and conspiracy. Of all the landscapes of the Warp, this domain is by far the most bizarre and incomprehensible, for its crystalline structures force travelers to view all nine dimensions simultaneously. This effect not only distorts the senses of any who intrude, but will also pulls apart their purpose and aspirations and turns them to insanity and despair. Unlike the realms of the other Gods of Chaos, it is not defended by Daemonic warriors, allowing instead for any intruder to become inevitably lost within its confines.Interchanging, shifting avenues made of pure crystals of every colour crisscross Tzeentch's realm. Hidden pathways built from lies and schemes lead out from the maze and infiltrate the dominions of other gods, binding together the fractious Realms of Chaos. The maze itself has no daemonic defenders. Its own illusory passages are enough of a barrier to any intruder not possessed of the strongest mind imaginable[Needs Citation]. Its glittering corridors reflect not only light but also hope, misery, dreams and nightmares. The labyrinth does not merely reflect but also distorts, pulling apart hope and purpose turning them into insanity and despair. Driven by Tzeentch's unconscious schemes, the labyrinth constantly moves and rearranges. Those lost within the maze's reaches will wander for eternity with their minds shattered, their dreams broken upon the wheel of their own failed ambition. At the centre of the maze, hidden from those who have not the insane insight to find it, stands the Impossible Fortress. The architecture of the bastion is constantly replaced by new and ever more maddening spires, gates and walls. doors and other entrance points yawn open like starving mouths, before clamping for eternity moments later, barring all access. Within the Fortress time and space does not exist at all and gravity shifts and changes, or disappears all together. Lights of every colour, some even unknown in the real universe, springs from the shifting walls. For mortals, who are so locked in their physical ways, the fortress is impenetrable. Men are driven insane, while their bodies might implode or be pulled apart by the forces unleashed by Tzeentch's passing thoughts. Even immortal daemons cannot easily endure the twisted horror of the Impossible Fortress and only the Lords of Change can safely navigate its corridors, and tread the secret paths that lead to the inner sanctum of the fortress, the Hidden Library, where Tzeentch, the puppet master himself resides, eternally plotting.