Church of Tzeentch: Difference between revisions
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Revision as of 03:00, 7 May 2009
Inactive Group | |
Church of Tzeentch are no longer active. Its group page is preserved for archival purposes. Please do not edit this page. This group was reported inactive on 06:34, 31 December 2008 (UTC) Not Inactive? |
Church of Tzeentch | |
Abbreviation: | Tzeentch |
Group Numbers: | Unknown |
Leadership: | Unknown |
Goals: | Further our master's grand scheme. |
Recruitment Policy: | Ritual |
Contact: | In game |
"Do not ask which creature screams in the night, do not question who waits for you in the shadow, it is my cry that wakes you in the night, and my body that crouches in the shadow. I am Tzeentch and you are the puppet that dances to my tune."
Tzeentch
Tzeentch (pronounced "zeen-ch" is one of the four major Chaos gods. Like his brother gods, Tzeentch grew from a single survivalist emotion: in his case, the emotion was ambition. 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 he is described normally appearing as a cloud of light which constantly changes color.
As Tzeentch represents ambition, change, optimism, and adaptation, this makes him the antithesis of his brother Nurgle, god of despair, stagnation, pessimism, and destruction. This relationship has an effect on the nature of the armies that follow Tzeentch. The Chaos god Khorne also has a deep distrust of Tzeentch, due to the heavy use of psykers and sorcerers. However, Tzeentch's description 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. The correct adjective to indicate individuals and events related to this God is "Tzeentchian".
Group Goals
The Church of Tzeentch's main goals are manipulation, deception and espionage. Its member maneuver other groups where they will be most useful, make and break alliances, and colect intelligence on our enemies. As enemies of Nurgle, they also participate in the Maltonian science of "Revival".