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Khorne medio sin fondo

Cerberus el Rebañacráneos, mascota de los Poderes Ruinosos, patrocina este espacio para honrar a sus demoníacos señores. Pulsa sobre él y te introducirá en los misterios del Caos.

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Tzeentch1

Tzeentch, El Que Cambia Los Caminos, el Gran Mutador, el Gran Hechicero.

Tzeentch, also known as the Changer of Ways, is the Chaos God of Change, Evolution, Intrigue and Sorcery, he who weaves the threads that connect every action, plot and subtle intrigue in a galaxy-wide game of manipulation and subterfuge. At the end of each of these threads lies the ensnared soul of a human puppet; those of his servants and agents who believe they serve the Lord of Sorcery in mutually beneficial pacts. The truth is that Tzeentch's every action is planned with its ultimate goal as his own establishment as the pre-eminent Chaos power in the Warp. Of course, the very nature of the Lord of Entropy is such that, were he to attain this triumph, he would still strive for turmoil and change. In many ways, Tzeentch is both the best and least understood of the Dark Gods. Almost everyone knows he is the God of Fate, plots, and schemes, as well as the God that exemplifies the ever-changing nature of the Warp. However, Tzeentch does not plot towards some end (at least none that can be comprehended); he schemes simply to scheme. He is constantly building, even as his devices unravel under their own complexity. At the same time, he is the God of knowledge and comprehension, and his devotees may be those who seek a deeper understanding of an often enigmatic universe.

Tzeentch exerts his influence in the mortal realm through subtle manipulation and devious ploys. The victims of his corruption are Sorcerers drawn by the promise of forbidden knowledge; scholars who seeks knowledge at all costs; politicians lured by the power knowledge provides to outmaneuver their opponents. 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. Tzeentch embodies mortals' tendency towards mutability and change, the drive to evolve and manipulate. 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. 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. 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.

El Culto de Tzeentch

Tzeentch is known by many titles across the galaxy, including the Changer of the Ways, the Master of Fortune, the Great Conspirator and the Architect of Fate. He is the Great Sorcerer, the God of Sorcery and Change and master of the mutable stream of destiny and time. Tzeentch is, without question, the most disturbing and least comprehensible of all the Chaos Gods. His skin crawls with constantly changing faces that leer at and mock all who look upon him. When Tzeentch deigns to speak to other beings, these faces repeat his words, often with subtle but important differences of intonation and meaning. Plotters and schemers find themselves drawn to Tzeentch, especially those who crave psychic or sorcerous power to achieve their goals. Politicians and leaders, magisters and Chaos Cultists, all find themselves drawn along the convoluted oaths 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. No man 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. Yet in reality Tzeentch has no grand plan, no ultimate goal to fulfill. For Tzeentch the mere act of plotting and entwining the brief fates of mortals is purpose enough. 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.

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 worshippers of Tzeentch tend to be sorcerers, psykers, scholars and other educated elites who desire greater knowledge and power. Some of these worshippers 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 the mindless beasts called Chaos Spawn before they can unlock the most potent mysteries offered by the Lord of Change. Those who do attain great power in the service of Tzeentch, however, are extremely powerful foes who are often mighty Chaos Sorcerers as well as great warriors. Additionally, while Khorne frowns upon sorcery, intrigue 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 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. The Thousand Sons Chaos Space Marine Traitor Legion serves Tzeentch exclusively. At the start of the Horus Heresy, 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. He sent Leman Russ, the Space Wolves' Primarch, along with his Legion to bring Magnus back to Terra for trial for violation of the Council of Nikaea's proscription on the use of sorcery, but Russ' orders were maliciously modified by Horus to get the Space Wolves to attack the Thousand Sons outright instead and force them to turn to Chaos. Russ attacked and ultimately, the world of Prospero burned. 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. However, following the casting of the potent sorcery known as the Rubric of Ahriman, the Battle-Brothers of the Thousand Sons who had little or no psychic powers were reduced to dust and those with psychic potential had their disembodied souls sealed within their suits of ancient Power Armour. The Thousand Sons who had psychic powers found these powers 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.

Aspecto

Como corresponde al que Cambia los Caminos, la apariencia de Tzeentch está en constante cambio. A veces, sin embargo, se deja ver como una figura demoníaca, su cara es arrugada, y los picos de la parte superior del torso, de tal manera que la cabeza está conectada directamente a su pecho. Dos grandes cuernos levantarse de su cabeza, y se encuentra en una bruma perpetua. Su piel cambia constantemente y siempre está cubierta de cambia caras que se burlan de aquellos sobre los que se ven. Cuando Tzeentch habla, estas caras se repiten cada palabra, pero a menudo con las diferencias sutiles e importantes en el significado. Otras veces, puede ser completamente diferente, o simplemente aparece como una nube de energía que cambia constantemente de color y forma. Tzeentch se suele visualizar como la serpiente que se retuerce y se retuerce para representar el cambio constante

Rivalidades

La rivalidad primaria del Señor de la Hechizeria es Nurgle, Señor de la Plaga. Donde Tzeentch trata de construir y constantemente evolucionar, el Señor de la Decadencia desea solo disolver, disrumpir y destruir. En numerosas ocasiones los planes intrincados de Tzeentch han sido frustrados por la influencia maligna de Nurgle, y las fuerzas demoniacas de los dos Dioses del Caos y sirvientes mortales chocan con tanta frecuencia entre sí como con sus enemigos comunes en el Imperio. A pesar de la rivalidad que tiene con el Abuelo Nurgle, Tzeentch es no obstante el Dios del Caos con mas influenzia con los otros Poderes de la Ruina. Y en ocasiones, los Dioses del Caos deben unirse y actuar en concierto si sus planes individuales para llegar a buen término, y siempre es Tzeentch que organiza esas raras alianzas del Caos indivisible. Sin embargo, Tzeentch nunca actua altruisticamente, se puede garantizar que cada vez que se mueve para unir a los poderes del Caos, lo hace en última instancia con sus propios objetivos en su mente insondable.

Demonios de Tzeentch

As with any Chaos God, 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 unrecognizability.

  • Horrors are the most prolific Lesser Daemon of Tzeentch, an ever-shifting mass of flesh, limbs, and flame-spewing orifices. Horrors are capable of unleashing potent psychic powers upon their foes.
  • Flamers are slightly more powerful Lesser Daemons, 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 manta ray-like daemonic beasts 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 Greater Daemons of Tzeentch, typically taking the form of a large, bird-like winged daemon of vast intellect and potent sorcerous power. They are described as large winged bipedal creatures with snake-like necks and avian heads. The creatures' bodies, especially their wings, are usually multi-colored and they shoot powerful blasts of lightning and Chaos fire.

Discs of Tzeentch are disc-like melds of psychic energy, metal, and Lesser Daemon, and are often used as transports for mortal Champions of Tzeentch. They are capable of lashing out upon nearby foes with short-ranged lightning blasts or magically manifesting powerful tentacles for attacking. They are known as Changebringers if they are ridden by a Flamer.

  • The Blue Scribes of Tzeentch are two Horrors, named P'tarix and Xirat'p, who have been tasked by the Great Sorcerer to learn every spell in existence, for in each spell lies a lost fragment of Tzeentch that he wishes to reclaim. The Scribes ride their Disc of Tzeentch through the realms of mortal and daemon, binding the lost fragments of their God in parchment and ink. Tzeentch bestowed the extra intelligence of the Scribes with safeguards against betrayal; P'tarix can transcribe the syllables of magic spells into profane Chaos runes and glyphs, but cannot read his own writings. Xirat'p can read his brother's scrawls, but cannot understand them. Beause of this, Xirat'p is able to cast spells by reading from P'tarix's writings, but cannot predict which spell he is going to cast; thus, the Blue Scribes create havoc in combat as they unleash a barrage of random psychic effects on any who threaten them.
  • The Changeling is a daemon that personifies the part of Tzeentch's psyche that is the meddler, the deceiver, the trickster. He can take the form of other beings, from the tiniest of insects to the most massive of Greater Daemons. None, save perhaps Tzeentch himself, know the Changeling's true form, for he goes cowled and cloaked when in his own shape - perhaps even the Changeling himself has forgotten it. Not only can the Changeling mirror the form of another, he can adopt mannerisms and personalities in so flawless a fashion that even the Dark Gods can be deceived. In all of Creation there is only one entity that the Changeling cannot duplicate: the Great God Tzeentch himself. The Grand Schemer will not suffer any being to steal his identity, even for a moment.

Máquinas Demoníacas de Tzeentch

A Daemon Engine is a part-technological, part-daemonic vehicle, those dedicated to Tzeentch include:

  • Señor del Fuego.
  • Torre Plateada de Tzeentch.
  • Ala de Condenación.

Fuerzas dedicadas a Tzeentch

Marines Espaciales del Caos

  • The Thousand Sons Chaos Space Marines Legion serves Tzeentch exclusively.

Seguidores destacados de Tzeentch

  • Magnus el Rojo - Primarch of the Thousand Sons, now a powerful Daemon Prince.
  • Kairos Tejedestinos - one of the mightiest of Tzeentch's Lords of Change.
  • Blue Scribes - A pair of Blue Horrors of Tzeentch.
  • Ahzek Ahriman - One of the most powerful Sorcerors of the Thousand Sons.

Corrupción de Tzeentch

Tzeentch is the Changer of Ways, the Chaos God of Sorcery and Intrigue who perhaps most directly embodies the heart of what Chaos itself represents as a universal force. 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. Instead, the worship of Tzeentch appeals most to those who value knowledge, especially secret, forbidden knowledge and the power that it brings. Of course, the individuals most likely to be tempted into the service of Tzeentch are psykers, who already possess the secret and feared ability to tap the limitless power of the Warp to reshape reality. Tzeentch offers psykers the knowledge required to achieve unlimited heights of psychic ability through the practice of the powerful arcane psychic techniques known to the Imperium of Man as "sorcery." For many, the forbidden knowledge Tzeentch offers is just too tempting to pass up and before they know it, they have been ensnared within the Grand Schemer's tangled webs and find themselves as just another unwitting pawn in his Chaotic plots. No less a personage than the Primarch Magnus the Red found it impossible to steer clear of Tzeentch's tempations as his overwhelming desire to protect his Thousand Sons Legion's precious knowledge of the Warp and sorcery ultimately led him into the embrace of the Changer of Ways.

Even non-psykers can find themselves pawns in Tzeentch's endless games of intrigue when they discover that if they make use of the heretical knowledge offered by the Chaos God, just this once, they can perhaps better their station in life or that of their loved ones. 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. Yet the lower classes also provide fertile ground for the Lord of Sorcery. In a society that is as difficult and repressive as that of the Imperium, it can be all too easy to give in to the blandishments of a charismatic heretical preacher who promises salvation and prosperity if one will just agree to follow a particular path towards "enlightenment." It is in just this way that many Tzeentchian Cults are begun across the galaxy. Many normally pious and good-hearted subjects of the Emperor, tired of the mindless, back-breaking labour and elite disdain that dominates life on so many Imperial worlds, are easily swayed to join various "mystery cults." These cults slowly draw these folk ever tighter into a web of Tzeentchian corruption until too late they discover they have become the corrupt servants of Chaos. While Tzeentchian corruption is the least common form of Chaotic perversion found across the Imperium, it is also the most feared by the Inquisition, for its adherents are the most powerful of Chaotic servants and the best at concealing both themselves and their complex schemes from the light of the Emperor.

El Laberinto de Tzeentch

The Maze of Tzeentch 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. The Maze's presence is felt across all of the daemonic realms. 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. 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.

Fuentes

Extraído y traducido de Lexicanum y Wikihammer 40K UK.

Codex: Marines Espaciales del Caos (2º de III Edición, y IV Edición).

Codex: Demonios del Caos (IV Edición).

Realm of Chaos - Slaves to Darkness.

Realm of Chaos - The Lost and the Damned.

Liber Chaotica.

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