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Nerror
06-18-2006, 06:41 PM
Consider this page an inspiration and guide to creating your own unique character for WAR. Most of the background information is taken from the Liber Chaotica (http://www.blacklibrary.com/product.asp?prod=60040281005&type=Book), a highly recommendable read.


Who are the Chaos Gods and what is Chaos?

Tzeentch is one of four Chaos gods known as the Ruinous Powers: Khorne, Nurgle, Slaanesh and Tzeentch. Khorne is a warrior god, known as the Blood God to his followers, usually portrayed as a large, dog-like creature in brass armour, seated upon a throne of skulls. Slaanesh is the god of pleasure, excess and hedonism, portrayed as a beautiful hermaphrodite, while Nurgle, the patron god of resilience, contagion and despair, is usually seen as a gigantic green pustulous creature. Tzeentch is the god of magic, hope, change and deceit, and has innumerable different appearances.

The Chaos gods dwell in the Aethyr alongside other beings of power and consciousness of near infinite proportions. The Aethyr is sometimes known as the Sea of Souls because of its spiritual reflection of life, but it is also known as the Realm of Chaos, the Warp or the Empyrean. It is a non-place that both exists as its own reality and has no physical dimensions or scales. It is pure energy without boundaries (Chaos), and as such is neither good nor evil, and yet it is linked to life and the physical universe in ways that cannot be severed. It is the same place as all the various heavens and afterlives of every religious and cultural tradition in the Warhammer world. The Aethyr is affected by psychic energy generated by the thoughts, emotions and intellectual activity of living beings.

All living things exist in the Aethyr as much as they do in the Mortal Universe, although by far the vast majority of all living beings are unaware of - or at best have a very cloudy understanding of - this fact. Just as the body is part of the Mortal Universe and made of physical matter, so the soul is part of the Aethyr and is made from the stuff of raw Chaos. In fact, souls could be seen as a coherent pocket of Aethyric energy, maintained as a separate whole by its anchor to the physical body of a mortal within the Mortal Universe.

All emotions (and their related concepts) converge together within the Aethyr. It is a case of like attracting like, with every scrap of anger or every scrap of ecstacy, slowly being drawn to one another until they create what could be described as a kind of of vortex of psychical energy within the Chaos Realm - a vortex of emotion and thought. That vortex creates such a disturbance across the Chaos Realm (and therefore our own psyche) that whatever emotions or concept the Chaos-vortex is made from, is then reflected back into the Mortal Realms once more.

This has the effect of further promoting within our mortal psyches the emotions that the vortex itself is made from. This process is cyclic and never-ending, and in time the Aethyr's vortices become so powerful that they cease to accidentally promote in mortal minds the emotions they embody, but actually begin to do so deliberately - although perhaps subconsciously before they do so consciously.

Khorne, Tzeentch, Slaanesh and Nurgle were all created by the thoughts and emotions of intelligent creatures coming together, especially humans. However, by becoming self-aware, they are also more than just the sum of their parts.

It's perhaps a common misconception that Khorne, Tzeentch, Slaanesh and Nurgle are the only Chaos Gods, but in fact, all the gods in the warhammer world dwell in the Aethyr. That includes Sigmar, Shallya and Asuryan and all the other more benign and orderly gods.


Tzeentch

Tzeentch is a god of many names: The Changer of the Ways, The Great Sorceror, The Great Conspirator, The Great Schemer, Father of Lies and Deception, Architect of Fate and many more. To some tribes in the north he is known as Tchar: The Great Eagle. In the east, the horsemen of the Man-Chu, Kuj and Khazags know Tzeentch as Chen Chi-En: Lord of the Shifting Breeze. In the jungles to the far south he is simply known as Shunch. Tzeentch is the god that more than any other embodies the energy and momentum of Chaos. Tzeentch is change, personifying every mortal's recognition of, and desire to and for, change.

Tzeentch represents civilization’s constant curiosity and discontent gone too far, changing and creating until reason and law are dissolved in an ever-shifting mass of change. He feeds upon the need and desire for change that seems to be a natural and elemental part of human life. Tzeentch also represents the temptation to use knowledge and power to manipulate others. To follow Tzeentch is to surrender to subtle, inner corruption.

Tzeentch is closely associated with sorcery and magic, as well as dynamic mutation, and grand, convoluted schemes. It is said that Tzeentch knows the fate of everything, and all events transpire according to some great plan beyond mortal reckoning. Others believe he with his almost limitless knowledge of the past and present, added to his omniscient intellect, can predict with amazing (although not complete) accuracy the most likely course of future events.

Tzeentch is not content to merely guess at the future, though. The subtle skeins of probability and chance are his to manipulate. He is the master and personification of plot and intrigue, and he has desires and purposes of his own. Some believe Tzeentch's plans and schemes are so vast and complex, and so tightly woven across time and space that they touch the lives of almost every being in existence, whether they know it or not.

His diametric opposition is Nurgle. Where Tzeentch uses evolution and change to achieve his goals, it is Nurgle who disrupts Tzeentch’s plans through his random diseases, decay and entropy.


The Servants of Change

Throughout the kingdoms of men exist cults and covens worshipping Tzeentch. While the cults of Slaanesh are the most populous, the highly secretive cults of Tzeentch tend to hold greater power, having an influence over the affairs of the Empire far greater than the relatively few numbers suggest. This is probably a product of Tzeentch's ability to attract educated men and women of great drive and ambition.

By merit of Tzeentch's apparent omniscience and presidency over the highly complext arts of sorcery, many scholars have turned to his worship, perhaps in an effort to attain even deeper knowledge about their chosen subject. Yet Tzeentch, at his core, is the embodiment of the desire for change, and any being who wishes to alter their own or other's state are targets. Especially people who possess a revolutionary spirit, or visionaries who dream of, or actively try, changing the world will attract the attention of Tzeentch.

The followers of Tzeentch aren't only interested in promoting the needs and goals of their own deity, they have a much wider agenda that often involves the active participation of the followers of other gods, whether those followers know they are participating in Tzeentch's machinations or not.

As an example, if a particular Tzeentchian magus is seeking to undermine the political infrastructure of a particular region, he or she would be far less likely to take the risk of direct action, preferring instead to form a cult or organisation that would slowly infiltrate and destabilise the infrastructure in question. If it happens that the magus considers that his target group would be more susceptible to the seductions of Slaanesh than Tzeentch's own blandishments, then that magus would set a plan in motion to form a Slaaneshi cult to do the work for him.

Therein lies the secret of the unparalleled power of Tzeentch's cults - there are countless cults of other gods and daemons that are puppeted, albeit unwittingly, by the few known and named Tzeentchian cults. The cults of Tzeentch are wholly comitted to the goal of overthrowing the civilisation of men, and subverting all other religions and magical organisations to the worship of their master.

There are three well-known Tzeentchian cults: The Cult of the Red Crown, The Cult of the Purple Hand and perhaps the most dangerous of all, the Cabal.

The Cult of the Red Crown
The Red Crown is thought to be the third most influential Chaos cult within the Empire. Where other Tzeentchian cults tend to favour blackmail, intrigue and quiet subversion to attain their goals, the Red Crown is said to favour more direct and overtly militant methods to destabilise the lands of men. The red Crown's seat of power is suspected to be in Altdorf, the capital city of the Empire. The cult has close ties with the numerous bands of beastmen and mutants that exist just beyond the patrolled borders of the Empire's great forests, and the Red Crown's leader can call on these considerable resources whenever the need arises.

The Cult of the Purple Hand
The Purple Hand is the largest of the Tzeentchian cults within the Empire, but only second in power. Like other Tzeentchian cults, all the resources and endeavours of every branch of the Purple Hand are bent towards the subversion of whatever legitimate social organisation they are based within. Agents are often found within, or even directing, the various crime syndicates that stretch across the Old World. Despite their near omnipresence, they are quite disorganised, as communications between the prospective cells of the Empire are patchy at best, and this proves to be their weakest point. The sheer bulk of communiqués passing between the numerous magi and acolytes of the cult means that it is inevitable that some of them are intercepted by agents of the military or Sigmar's Holy Church. The witch hunters have managed to foil several plans this way.

The Cabal
The Cabal of Egrimm van Horstmann, a former patriarch of the College of Light, came into being a long time after the Cult of the Red Crown and the Cult of the Purple Hand, but it has, by merit of the frightening power of its magi and it's master's dark genius, become the most feared and influential of all Tzeentchian cults. Its members are almost to a man powerful sorcerers and daemonologists. It is rumored that through their flawless machinations and subtle manipulations, the Cabal holds indirect control over both the Red Crown and the Purple Hand. The Cabal resides in Silver Towers that cannot be seen at daylight, and are wrapped with powerful enchantments. At night they shift and travel across the landscape, vanishing and reappearing at random. The Cabal's agents are everywhere, and it is said that nearly two thirds of all the Chaos cults in the Empire were either created indirectly by their agents, are controlled in some tenuous and roundabout way by them, or indeed owe direct allegiance to the Cabal.


The Footsoldiers of Change

Despite his position as a god of magic and conspiracy, Tzeentch, like his brother gods, indulges frequently in warfare, and he has vast armies that obey his every whim. The aspects of war that seems to interest Tzeentch and his servants most can be found in the arts of strategy, espionage, politics, and of course, sorcery.

Where the armies of Khorne comprise of supremely powerful and savage warriors intent only on acts of unbounded violence and the venting of their endless rage, the armies of Tzeentch seem to be more interested in planning and executing complex strategies. The armies are renowned for plotting their militaristic engagements to such a degree that it appears that almost every eventuality in battle has been planned for in advance. Even should an army of Tzeentch be destroyed or scattered, it's not always possible to discern whether that is a defeat, or simply another step in some unfathomably long plan by the Lord of Change.

A large majority of the warriors of Tzeentch adopt a style of armor that evokes the appearance of giant insects, crabs or scorpions, and they seem to favor curving, curling designs and elaborate headdresses, with helmet adornments of flowing crests or dramatically sweeping horns. Many have a fascination with odd trinkets and fetishes, be they small chiming bells, twisting bangles and torques, or even tiny cages containing chirping crickets or dancing dragonflies.

By far the majority of mortal warriors who fight in Tzeentch's armies are the savage barbarians from the cold lands that lie in the shadow of the Chaos Wastes.

Slumber now, Child of mine,
Until they come with torch aflame,
But do not run,
Your time has come,
The men of the North stake claim.

They come to claim, Child of mine,
They come to claim your life,
With hearts of stone,
And splitting bone,
Their wake is deadly strife.

So sleep tonight, Child of mine,
For tomorrow morn, the sun won't shine,
So stay aware,
And offer prayer,
For the men of the North march time.

(Traditional lullaby from northern Kislev)

The Norse

Norsemen means literally 'men of the north', and as such is not the name by which they call themselves, but rather a moniker their victims have given them. They live in Norsca, a harsh and cold land, that borders Kislev to the south, the Sea of Chaos to the west, and a vast glacial shelf to the north. The Norse are made up of many different families and tribes, with little to connect them but a similar tongue and way of life. Thus such a warrior would never call himself a "Norseman", but instead a "Bjornling" or a "Varg", for their only loyalty is to their families and their kin.

They are constantly in bloody strife and war amongst themselves, pausing only to launch raids by land or sea upon the people to the south, slaughtering, defiling their holy places and enslaving their children.

Blood feuds are common among the Norse and can last for many years between tribes and settlements. Feuds can also occur within towns and villages as well as between different groups of close kin. When these take hold, they are settled quickly and bloodily. But it is unto their gods that the Norse owe their highest fealty. They care only for the material advantages that their Lords can bestow.

For the Norse there is no kingdom of Morr, there is nothing after death except for the realm of their gods, and they will only travel there to be lauded and praised as true and strong warriors, or to be reviled and tortured as betrayers and cowards. Thus every Norseman fights with an insane fervour driven by this belief.

The Kurgan

The Kurgan live on the Eastern Steppes, massive plains with seemingly endless stretches of dry, tree-less grassland. The Empire could fit many times over in the lands the Kurgan control. In truth, however, not even this expanse gives proper extent to their dominion, for the Kurgan recognise no borders or boundaries. No obstacle can stop them; their driven mounts carry them like the wind over high mountains, great deserts and gushing rivers.

The Kurgan live in tribes and families like the Norscans do, but these are not settled towns or villages, but rather travelling groups that wander the vastness of the Steppes and the Wastes with their livestock. They are led by chieftains who claim a special connection with their gods, who dictate to them the direction they ride.

They travel with their entire families, so that it is literally the case for many of them to be born in the saddle. Most of these show some taint of Chaos upon them, whether it be benign or otherwise, and these marks are flaunted and displayed to show the interest the lords of darkness have already shown them.

The Kurgans are constantly on the move, and it is this fluidity that allows them the greatest favour when the dark legions march forth. For them there is nothing but advantage in attaching themselves to a larger horde, for they may ride ahead as scouts and take the easiest of the plunder, and when the horde is reversed and gain stayed, they may always escape the forces of retribution that move against them.

The Hung

Further even than the lands of the Kurgan lie the lands of the Hung. Like the Kurgans, the Hung are a roving people, and thus their tribal boundaries cannot be marked by a simple frontier on a map. While they pay more regard to their greater tribe over and above their itinerant kin, these tribes hold no compunction about merging with others and form great alliances, or devolving and reforming as the winds of circumstance change. This ever-shifting loyalty does lead them to consider as irrelevant bonds and bargains made with other races. They feel no dishonour in breaking these pacts, or indeed in killing the other parties.

Hunting forms a major part of the Hung existence. At the lowest level it provides them their food and sustenance in the form of game, at its highest it is a challenge to their champions and heroes to venture north into the desolate mountains and hillsides of the wastelands, and there prove their worth to their gods by bringing down fierce mutated creatures and ferocious spawn.

Priests and shamans hold positions of great influence among them. They claim to be able to commune with the gods and relay their messages to their leaders, as well as seeing into the world of the dead, where according to them the lives of the Hung are very similar to that in this world.

The ultimate belief of all Hung is that they have been sent to conquer the world for their dark masters, and they fight as though victory and domination is their birthright.

The Tribes of the Great Eagle

Beyond the lands of Norsca, the people who eke out their existence upon the icepacks and in the shadow of Chaos, worship the Chaos gods quite openly. Amongst them are those who worship Tzeentch in the form of Tchar.

To these people, Tchar is the Great Eagle who soars high over the world with his all-seeing eyes. Air is Tchar's element, and his shaman from amongst the tribes believe that by entering into a trance they can ascend to the heavens and fly with their Lord, communing with him and learning his will. It is he, they maintain, who understands the hearts and minds of men better than any other of his brother Chaos gods.

The tribes that dedicate themselves to the Great Eagle are renowned for their cunning and treachery. Yet despite that reputation, the Great Eagle's tribes are most active and successful when it comes to establishing alliances or negotiating treaties with the other tribes in the far north. The Great Eagle's tribes are second in strength and prestige only to those tribes who have sworn themselves to Khorne.

Shamans of the tribes of the Great Eagle are both numerous and powerful - far more so than all the other tribes put together. These shamans are said to be the most powerful magic-users of their kind, able to spirit-walk to commune with demons and their gods. The most successful of Tchar's shamans go on to become some of the most dangerous Chaos sorcerers ever to have pitted themselves against the lands of men, and pose one of the greatest threats to the Empire.


W.A.R specific information

W.A.R is set outside the timeline of the rest of the Warhammer universe. The official W.A.R site has a backstory (http://www.warhammeronline.com/english/gameInfo/gameBackstory/) I recommend everybody reads.

Paul Barnett from Games Workshop explains the Chaos faction briefly in this video (http://www.youtube.com/watch?v=fWvAznIRVLA&search=paul%20barnett%20):
Chaos is humans that have been totally corrupted. Tentacles, crab-claws, extra eyes, horns. Some people get confused and say; 'so chaos is like the devil'. No, no, no it's not fire and brimstone, it's Chaos. It's custard falling from the sky, it's an arm that turns into a sword, it's the ability to cut open your arm and mice pour out instead of blood. It's Chaos, it's corruption.


Creating a Tzeentch Follower

Details regarding the Chaos Warhost (http://www.warhammeronline.com/english/gameInfo/armiesofWAR/Chaos/Chaos.php) in W.A.R are starting to get fleshed out; we know we'll only be able to play humans, and we know the four classes: Chosen (http://www.warhammeronline.com/english/gameInfo/armiesofWAR/Chaos/Careers/Chosen.php), Magus (http://www.warhammeronline.com/english/gameInfo/armiesofWAR/Chaos/Careers/Magus.php), Marauder (http://www.warhammeronline.com/english/gameInfo/armiesofWAR/Chaos/Careers/Marauder.php) and Zealot (http://www.warhammeronline.com/english/gameInfo/armiesofWAR/Chaos/Careers/Zealot.php). Fortunately there are many choices we can make with humans:

Where do I come from?
First, decide where you are born. Do you come from the Empire? Perhaps you're from Norsca? Or from the lands of the Kurgan and the Hung? Or from one of the Great Eagle tribes north of Norsca? The choices are many, so many that I can't describe all the different human cultures and regions here. I suggest searching the web for background information on the various human cultures in the Warhammer universe, if you don't already have an idea of who you want to be.

How did I become a Tzeentch follower?
Was I born into the worship by growing up in one of the northern cultures where worship is overt? Or did something happen while growing up that made me worship him, like a tragedy, or I stumbled across a cult of Tzeentch? Is it lust for more magical knowledge? Whatever you choose, just keep in mind what Tzeentch embodies, as described above.

Personality and traits
Apply some personality to your character. This can be hard to do convincingly. You can perhaps get inspiration from a movie or book character that can fit into the Tzeentchian values and go from there. Or take your own personality and warp it to fit the Tzeentchian values. Keep in mind that the gods are very real in Warhammer, and they demand complete devotion to them and their goals. Willingly or not, you will become a religious fanatic.

Goals and Motivations
This one is harder because we know so little of the game yet. There are of course the over-all goals of any Tzeentch follower, like doing Tzeentch's bidding and overthrowing civilisation as we know it, but the more personal goals of improving your magic skills or battle tactics, are also both important and apt. Perhaps you are a member of a Tzeentch cult and aim to increase the numbers and strength of that cult. There can easily be more obvious goals becoming apparent as we get more information about the game.

But I wanted to play a Khorne follower!!
I have seen several people wanting to play a follower from one of the other Chaos gods. Unfortunately for them this will not be possible. The Chaos classes Mythic have revealed are very iconic and most definitely followers of Tzeentch, and should be roleplayed as such too. Mythic left no room for interpretation in that matter.

v2.62 January 2008

Robjamysan
06-18-2006, 09:09 PM
Wow man, nice research! I read through all of that (aka I was entertained). I guess you could say I'm not so bummed about maybe not being able to play Khorne anymore. :cool:

Wulfen
06-19-2006, 01:58 AM
Good job, indeed...you're instilled the daemon of Doubt in the heart of an old, faithful imperial. Probably the first character I'll create in an english RP server will be a chaos worshipper :D



EDIT: I can find only one minor flaw in the post. Try to describe shortly some of the cultures mentionated, like kurgans and norse tribes. That could boost the interest of non-warhammer fans that want to go chaotic

Ralzar
06-19-2006, 02:11 AM
Mmm, a very good guide. Gotta agree with Wulfen though, it could use a bit more on who the Norse, Kurgan and Hung are. Are there any cultural differences between them or are they all just generic northern barbarians?

Defektunge
06-19-2006, 02:26 AM
Nice, although I can't recall having seen the Realm of Chaos being referred to as the warp in any Warhammer (non-40k) lore.

Deathstroke
06-19-2006, 05:10 AM
I always figured that being an qualifies you as chaos.

spirit
06-19-2006, 06:43 AM
I always figured that being an qualifies you as chaos.

No, in Warhammer that qualifies you to be an Elf.

Nerror
06-19-2006, 08:46 AM
Mmm, a very good guide. Gotta agree with Wulfen though, it could use a bit more on who the Norse, Kurgan and Hung are. Are there any cultural differences between them or are they all just generic northern barbarians?

There are some differences, yes. Those three cultures don't seem to be the biggest followers of Tzeentch, they're more into Khorne it seems, but I am sure there are some Tzeentch followers, so I can add a short intro to them np.

Nice, although I can't recall having seen the Realm of Chaos being referred to as the warp in any Warhammer (non-40k) lore.

You are probably right. I'll check tonight and change as applicable.

Excommunicate
06-19-2006, 09:21 AM
There are some differences, yes. Those three cultures don't seem to be the biggest followers of Tzeentch, they're more into Khorne it seems, but I am sure there are some Tzeentch followers, so I can add a short intro to them np.

There's fluff in the Hordes of Chaos codex that talks about a Tzeentch-worshipping warband comprised of northmen.

Kampfer
06-19-2006, 01:04 PM
I hope they center it around the Norscan Tribes. I like being the size of a Space Marine in Warhammer Fantasy. And yes Tzeentch has as large of a presence in the Northtribes as much as the other gods. The Northtribes usually worship all of the gods plus thier own (which usually are Daemon Princes.) so yes thier are Norscan/Kurgan tribes and what have you that follow Tzeentch. The Dolgan tribe is a good example of a Northtribe dedicated to Tzeentch. Its only in the South that the cults of Tzeentch usually come from the more educated and magically favored instead of the low level soldiers and Farmers.

Always remember that Mutations on Tzeentch warriors aren't always visable. Once a warrior gets Chaos Armor they pretty much have no other look since they can never take off the armor (which then asks how the hell have so many champions taken off thier Chaos armor...).

Also to remember is Tzeetchian warriors are VERY frightening. Something a lot of people forget is while Tzeentch is a patron god of Magic and such his Sorcerors are Chaos Champions that are FRIGHTENING in hand to hand. Forget the idea of the army lead by a physically fragile Dark Wizard as Tzeentch armies are lead by towering Armor Clad Chaos Lords that wield magic as proficiently as they wield thier Swords and shields.

Nerror
06-19-2006, 01:18 PM
Ok I changed the name of the Warp to Aethyr, since that seems to be the commonly used word in the liber chaotica.

I also added intros to the Norse, the Kurgan and the Hung. And yes, after rereading the chapters on them, it does indeed seem they fit with Tzeentchian values very well as well.

Check out that lullaby from Kislev too. I sure am glad my mom didn't sing me that one when I was a child. :shock:

Shaggy
06-19-2006, 04:14 PM
I must very nice. Only thing that might hamper RPing a truen Tzeentchian follower would be lack of impact on the political side but I'm sure you RPers can find a way around that.

Defektunge
06-19-2006, 04:52 PM
... but instead a "Bjornling" or a "Varg", for their only loyalty is to their families and their kin. Gotta love the pretty obvious references to Nordic culture.

I'm getting some interresting ideas about roleplaying as a follower of Tzeentch as a human citizen of the Empire. The fact that I'd be fighting against other followers of Tzeentch isn't really a problem with Chaos. Fools, all of them... :twisted:

Karthos
06-19-2006, 05:57 PM
Very helpful, and overall good information. I didn't know that Tzeentch's rival is Nurgle! It used to be Khorne.

Nerror
06-19-2006, 11:04 PM
Very helpful, and overall good information. I didn't know that Tzeentch's rival is Nurgle! It used to be Khorne.

Khorne doesn't like magic, that's certainly a source of some dislike between the two, but Khorne dislikes Slaanesh even more, and vice versa. So it's mostly Khorne vs Slaanesh and Tzeentch vs Nurgle, but that doesn't stop Tzeentch from covertly using the other god's followers for his own purposes.

Nerror
06-19-2006, 11:12 PM
Gotta love the pretty obvious references to Nordic culture.

Yep, the references to real world cultures are pretty common overall.
I think it's the Kurgan or Hung who are modelled after the Mongolians, for example.
The Empire after the Prussians, etc.

Nerror
07-03-2006, 05:29 PM
I updated the section on the Norse a bit thanks to Hiply, who kindly pointed out this following section didn't make much sense:

Blood feuds are common among the Norse and can last for many years between tribes and settlements. When these take hold, they are settled quickly and bloodily.

I changed it to the more correct:

Blood feuds are common among the Norse and can last for many years between tribes and settlements. Feuds can also occur within towns and villages as well as between different groups of close kin. When these take hold, they are settled quickly and bloodily.

Bolg
07-03-2006, 06:27 PM
I enjoyed that immensely I can't wait for the next installment. Do you roll dice in deciding who to do or do you decide mostly? Can I make a request for Nurgle to be next and save Khorne and Slaanesh to be the best for last?

Do you use Liber Choatica? what are your references?

Nerror
07-03-2006, 06:45 PM
I enjoyed that immensely I can't wait for the next installment. Do you roll dice in deciding who to do or do you decide mostly? Can I make a request for Nurgle to be next and save Khorne and Slaanesh to be the best for last?

Ah, well, I was only planning on doing Tzeentch actually, unless Mythic changes its mind and let players play characters following other chaos gods than Tzeentch in WAR.

Do you use Liber Choatica? what are your references?

Yes, my main reference is the Liber Chaotica.

nurgleman
07-03-2006, 07:10 PM
Very nice writeup.

Here's some write-ups on the other gods by the guild leader of the white flame if your interested. (I hope you don't mind Nerror)
http://only-war.com/phpBB2/viewtopic.php?t=3880 Slaanesh
http://only-war.com/phpBB2/viewtopic.php?t=3879 Khorne
http://only-war.com/phpBB2/viewtopic.php?t=3865 Grandfather Nurgle

Nerror
07-03-2006, 07:13 PM
Very nice writeup.

Here's some write-ups on the other gods by the guild leader of the white flame if your interested. (I hope you don't mind Nerror)
http://only-war.com/phpBB2/viewtopic.php?t=3880 Slaanesh
http://only-war.com/phpBB2/viewtopic.php?t=3879 Khorne
http://only-war.com/phpBB2/viewtopic.php?t=3865 Grandfather Nurgle

Not at all. :D

Nerror
08-14-2006, 12:26 AM
Mainly updated and expanded the first section about the Chaos Gods and Chaos.

Grork BoneChompa
08-22-2006, 02:53 PM
Vey good! We need one of these for evry race. Not only will it help people learn about the Warhammer World, it will help veteran roleplayers roleplay this world well and newbies to learn how to roleplay better by focusing them on their character, like you posted "Where am i from" and such

Markio
08-22-2006, 03:23 PM
Really nice write up there full of interesting stuff. Thanks a lot.

Bishop
08-28-2006, 07:06 PM
Very interesting write-up. Thank you.

(Knowing your enemy is the first step. The iron and the torch is the second.)

Oak
10-18-2006, 04:39 AM
Nerror,

This has been the most infromative post I have read to date, thank you for being such a constructive member of the Warhammer Alliance Forums :D Bloody brilliant!

Also, to Nurgleman, thank you for linking the other pages that regard the other Chaos gods. My knowledge of the Chaos faction has been sketchy, and I have always liked and felt most akin to the Blood God, Khorne. I was so disappointed to hear that followers of Khorne wouldn't be included as playable in Warhammer Online, but now in reading what Alluvian_Est-Endrati (on Only-WAR.com) had to say about the Khornites it makes perfect sense that they wouldn't be.

"If the combined hosts of Khorne were ever to march under a single banner, they would easily overthrow the balance of the world and usher in a new Realm of Chaos."

Posting in the best thread ever -

~Oak.

Lakvar
10-18-2006, 06:07 AM
I'm on the "run", that is, I do not have a long enough chunck of free time to sit down and throughly enjoy this.

However, I want to thank you for this, as it somewhat lessens my frustration on being unable to get Liber Chaotica! Such effort to present something to the community should always be applauded... and lets hope copyrighters do not chase you down the street ;)

~Lakvar, A Thankful

Zarnax
10-18-2006, 07:58 AM
Good work!

For my part, I've never been partial to the thug/marauder bit. I always led my Chaos Army with a very nasty, very well equipped Sorcerer on a Disc of Tzeentch!

I hope there is a chance to get a warpshark mount in the game. I really do.

For my part, my character will almost surely be an Imperial sorcerer from the Colleges of Light who seeks TRUE power at the right hand of The Changer of Ways...

:chaos:

Enide
10-18-2006, 04:19 PM
Very nice read.
I am new to War Hammer and plan on playing Chao. Planning on purchasing Liber Chaotica book.

KyanMehwulfe
10-19-2006, 12:16 AM
Tagged for further reference.

Crooked
10-19-2006, 06:11 AM
Thanks for the post Nerror, checked out the link in your sig a while back, but its nice to see this posted for all to see and potentially contribute too. Cheers!

Bluddsport
10-19-2006, 06:29 AM
Man that was some great information there.

Nerror
10-20-2006, 06:01 AM
Glad you guys are enjoying it. :)

Was thinking I should get the thread moved to the Chaos Army Discussion, now that we have that. I'll contact a mod about it.

drunkmime
11-03-2006, 08:53 PM
Amazing write-up!

Nerror
11-05-2006, 06:08 AM
Was looking for more info on Norsca, since I am going to base my character's origin there, and ran across this awesomeness: http://gunnar_gerdenwald.tripod.com/norsca.zip 72 pages! :cool:

If you get an error, try copying the URL straight into the browser. Tripod doesn't like links.

It's extremely similar to how real life norse culture was, and I think all scandinavians can recognise many things in it, but still good info.

For general roleplaying tips, look at Liber Fanatica (http://www.liberfanatica.net/index.html) in Volume 1. (just click the picture of volume 1 on that page). There's a good section on how to create a character/persona.

MageLite
11-05-2006, 06:24 AM
Tzeentch cyb0ring:

/Zarkon moves forward to kiss Zarkana on the lips
/Zarkons mouth spontaneously mutates into a squid and accidentally rips Zarkanas face off

Ralzar
11-05-2006, 10:51 AM
Was looking for more info on Norsca, since I am going to base my character's origin there, and ran across this awesomeness: http://gunnar_gerdenwald.tripod.com/norsca.zip 72 pages! :cool:


Hm, glanced through it and it doens't seem very... official. Seems to have been made by private individuals to besically turn Norsca into scandinavian vikings. I realize they allready are that to a large degree, but it feels a bit like a copy-paste job of scandinavian viking society over the "official" lore of the land. For example how chaos is suddenly completely forbidden and anyone caught following chaos is put to death, when other warhammer supplements describe Norsca as one of the main sources of the hordes of chaos.

Nerror
11-05-2006, 11:59 AM
Hm, glanced through it and it doens't seem very... official. Seems to have been made by private individuals to besically turn Norsca into scandinavian vikings. I realize they allready are that to a large degree, but it feels a bit like a copy-paste job of scandinavian viking society over the "official" lore of the land. For example how chaos is suddenly completely forbidden and anyone caught following chaos is put to death, when other warhammer supplements describe Norsca as one of the main sources of the hordes of chaos.

Oh yes it's "homemade", but I was using it more for inspiration for a character than an accurate source of cannon. I haven't read it all yet, and quite possibly they deviate from the liber chaotica and the tome of corruption and the like.

Zeratul
11-08-2006, 11:41 AM
This was a great read man.. thanks for taking the time for us :)

looking foward to seeing you out there brother

Nerror
12-22-2006, 09:38 PM
Ok updated the post a bit by deleting the excerpts from the back story, which was a little redundant, and to reflect Mythic's and GW's decision to make the Chaos classes undeniably Tzeentchy, leaving little room for roleplaying them as anything else.

.Stalker.
12-23-2006, 11:20 AM
Ah man, that was quite a lot... But thx a lot, now I have some background I can make a character of...

Maybe we can extend this or open a new thread in which you can post your characters infos, like an intruduction thread, but with your made up char. I wont open it, cause I don't have any idea, the threadstartet should introduce "himself" first, maybe....

Nerror
12-23-2006, 11:48 AM
Ah man, that was quite a lot... But thx a lot, now I have some background I can make a character of...

Maybe we can extend this or open a new thread in which you can post your characters infos, like an intruduction thread, but with your made up char. I wont open it, cause I don't have any idea, the threadstartet should introduce "himself" first, maybe....

I do have a backstory actually. :) It's linked in my sig, called A Prayer to Tzeentch (http://www.warhammeralliance.com/forums/showthread.php?t=7663).

.Stalker.
12-23-2006, 12:37 PM
Allright, forgott there is an Roleplaying Forum :oops:
I just had the idea from another Forum where there was this kind of intruductory thread, but for a RP story we made up there.... Not that long, only about 50 lines with keywords or a short text about your character...

Ralzar
09-12-2007, 01:21 AM
You kow... this deserves a bump.

Gaazruk
09-12-2007, 01:47 PM
Yeah this was very informative.

Fusko
09-13-2007, 05:20 PM
I think it deserves a sticky. Newcomers to WAR will find this very informative, since the entire WH world is set around Chaos, and this explains much.

Loekii
10-25-2007, 01:41 PM
Something I don't quite understand is it seems Tzeentch stands for a lot of things, but Paul's comments and some of the WAR stuff seems to narrowly define him as simply 'Evil Chaos'.

One thing I was looking for, from an RP perspective, is how Tzeentch is only 'evil' when viewed from the side of Order -- but seen as 'good' or 'natural' when viewed from the side of Destruction (I see that as a name, not as a goal).

From my reading of your OP, it looks like followers of Tzeentch could be 'anti-establishment' and/or revolutionaries fighting the 'evil' conservatives or oppressive forces of Order -- seeing the Empire as an oppressive xenophobic regime run by a fanatical Inquisition and persecution.

Nightmare
10-25-2007, 03:35 PM
http://home1.stofanet.dk/mmorpgnut/tzeentch.html

Does this happen to be your website? I was looking for Tzeentch stuff the other day and found that, so it was a surprise to see it here today.

Ralzar
10-26-2007, 01:15 AM
Oooh, here's a thread I haven't seen in a while. And it's richly deserving of this bump :D


Something I don't quite understand is it seems Tzeentch stands for a lot of things, but Paul's comments and some of the WAR stuff seems to narrowly define him as simply 'Evil Chaos'.

One thing I was looking for, from an RP perspective, is how Tzeentch is only 'evil' when viewed from the side of Order -- but seen as 'good' or 'natural' when viewed from the side of Destruction (I see that as a name, not as a goal).

From my reading of your OP, it looks like followers of Tzeentch could be 'anti-establishment' and/or revolutionaries fighting the 'evil' conservatives or oppressive forces of Order -- seeing the Empire as an oppressive xenophobic regime run by a fanatical Inquisition and persecution.

A big part of the charm of Warhammer is that every faction is "right" when you view it from their perspective. And "wrong" when you wiev it from other factions perspective. I think it's perhaps a bit unfortunate that WAR works so hard to present Destruction as the "bad guys". Not that they're not the bad guys mind you, but I feel the richness of the world is a bit lessened by making the sides more black/white instead of "lighter grey"/"darker grey".

Remember when it comes to the motivations and views of humans on both side of the Order/Chaos split has a lot to do with the environment they grew up in. Most chaos worshippers are barbarians who live in an extremely harsh land where the reality of life is that you're either hunter or prey. Might makes right. And the chaos gods are obviously the mightiest of all, which makes them right.
The Empire on the other hand is a culture based on the ideas put forth by Sigmar. That there's strength in numbers. That diplomacy can be a better way to solve problems than combat. That structure and order can defeat savage rage.
Chaos is a threat to the Empire on all levels.It's a threat to the Empire religions. It's a threat to the structure of the Empire and it's a threat to the powerbase of the ruling class. It's a threat to the day-to-day life of its citizens. And ultimately, it's threat to reality itself.

A thing to remember about the followers of chaos is that they come from all backgrounds. The biggest bulk of them live up north as nomadic tribes, but all people can begin worshipping chaos and have very different reasons for doing so. Ideas of revolutions and anti-establishment is a level of intellectualization that your general marauder would never bother with. While an imperial scholar that turns to chaos might see it as joining a resistance army fighting against the imperial chains of oppression.

Zeetchmen
10-26-2007, 07:16 AM
Kewl stuff, try asking a Mod for a sticky :cool:

Loekii
10-26-2007, 08:37 AM
A big part of the charm of Warhammer is that every faction is "right" when you view it from their perspective. And "wrong" when you wiev it from other factions perspective.

I guess I would like to see more of the 'Chaos is right' view, empire is 'wrong' view -- rather than seeing the Chaos storyline being played out by an Empire story writer.

From my standpoint, I can see the Empire like a mixture of Fascism, xenophobia, and the Spanish Inquisition -- basically the typical 'We are right -- no matter what evils we do -- because Sigmar is on our side' --- rather than simply being the 'Good' side.

I would like to see Chaos from a more in depth perspective of 'Change and revolution', and an opposition to the Fascists and Oppression of the Empire, fighting for the freedom to thnk freely rather than how the empire tells you to think -- rather than simply being the 'bad' side.

Are there any novels that tell stories from a Chaos 'right' point of view?

And on a side note - is there any talk about Chaos reflecting the diversity, or are they all going to simply be Northmen? No wander tribesmen, etc?

Ralzar
10-26-2007, 09:40 AM
Well, for books in the chaos perspective, the only one i can remember at the moment is the "Slaves To Darkness" trilogy by Gav Thorpe, consisting of "The Claws Of Chaos", "The Blades Of Chaos" and "The Heart Of Chaos". I thought that was one of the better books I've read when it comes to representing the Chaos followers.

Other than that, I'd strongly reccomend Liber Chaotica, which is a huge compendium of all the chaos powers, and The Tome Of Corruption, which is a WFRPG source-book with a lot of background info and texts about RPing chaos worshippers.

Edit:


And on a side note - is there any talk about Chaos reflecting the diversity, or are they all going to simply be Northmen? No wander tribesmen, etc?

The faction is besically designed as all being part of the Raven Host

http://www.warhammeronline.com/english/gameInfo/armiesofWAR/Chaos/Armies/RavenHost.php


But you cna say your character comes from just about any background. Particularly the Magus and Chosen career lends istelf to this, as you're completely covered in armour anyway.

Taurth
10-26-2007, 10:09 AM
Beyond the lands of Norsca, the people who eke out their existence upon the icepacks and in the shadow of Chaos, worship the Chaos gods quite openly. Amongst them are those who worship Tzeentch in the form of Tchar. I've read this in my copy of Liber Chaotica, and so in my characters background I've said that my character lives near the borders of these icecaps, however I can't seem to find them on any maps of Norsca, could anyone point them out to me?

Kinski
10-26-2007, 10:38 AM
If you want Chaos fiction from a Chaos perspective, also give "Palace of the Plague Lord" a try. It's a fun read, about a band of Norscans raiding Nurgle's territory for Tzeentch's favour and phat lewtz. :D

Ralzar
10-26-2007, 01:27 PM
If you want Chaos fiction from a Chaos perspective, also give "Palace of the Plague Lord" a try. It's a fun read, about a band of Norscans raiding Nurgle's territory for Tzeentch's favour and phat lewtz. :D

Wow, I have to read that.

Ralzar
10-26-2007, 01:30 PM
I've read this in my copy of Liber Chaotica, and so in my characters background I've said that my character lives near the borders of these icecaps, however I can't seem to find them on any maps of Norsca, could anyone point them out to me?

There's a flash-based map on the GW homepage somewhere, but I'll be damned if I can find it. People have linked it before. Anyway, the Icecaps isn't really ice caps in Warhammer. The ruptured warp gates are at the poles, so the area around them isn't of this world anymore. The closer you come to the poles, the less effect laws of time and space have on you.
I'll see if i can't dig that damn map up. I know it's been posted on this forum before.

Edit: Bingo!

http://us.games-workshop.com/games/warhammer/hordesofchaos/extras/map/default.htm

Krulgar Neckripper
10-26-2007, 02:24 PM
I guess I would like to see more of the 'Chaos is right' view, empire is 'wrong' view -- rather than seeing the Chaos storyline being played out by an Empire story writer.

From my standpoint, I can see the Empire like a mixture of Fascism, xenophobia, and the Spanish Inquisition -- basically the typical 'We are right -- no matter what evils we do -- because Sigmar is on our side' --- rather than simply being the 'Good' side.

I would like to see Chaos from a more in depth perspective of 'Change and revolution', and an opposition to the Fascists and Oppression of the Empire, fighting for the freedom to thnk freely rather than how the empire tells you to think -- rather than simply being the 'bad' side.

Are there any novels that tell stories from a Chaos 'right' point of view?

And on a side note - is there any talk about Chaos reflecting the diversity, or are they all going to simply be Northmen? No wander tribesmen, etc?


Pawns of Chaos is an interesting read, about a low tech, fantasy style world in the 40k universe. Populated by tribes and people that worship Tzentch and fight the evil empire (The 2/3rd, I forget which, generation survivers from an Imperial fleet.)

Taurth
10-26-2007, 02:30 PM
Cheers for the link Ralzer. There seems to be a sea between the ice pack's and Norsca which I'd kinda expected, so I guess my character couldn't have been born bordering where Norsca meets the ice pack's, because it doesn't.

He could be from the other side of The Frozen Sea, but that gives me the impression that he'd be stronger than he's supposed to have been straight after he left his tribe. In my guilds current RP I've portrayed him as being slightly intimidated by the other members of his newly joined tribe, which if he were stronger (as he would be if he were from the other side of The Frozen Sea, closer to the gates) he probably wouldn't come off as intimidated, although he is reasonably young...

:?

Loekii
10-26-2007, 03:39 PM
I was sort of hoping to see some of the Hung, tribes from the Eastern stepps, as well as Empire citizens fleeing the oppressive foot of the Fascist Empire., instead of just norsemen.

And judging from how those links read, it looks like it is being written by an Empire Writer.

Chielz0r
10-26-2007, 03:59 PM
I would have loved to roleplay Slaanesh. :P

Blood Orgy!!

Ralzar
10-26-2007, 04:49 PM
Cheers for the link Ralzer. There seems to be a sea between the ice pack's and Norsca which I'd kinda expected, so I guess my character couldn't have been born bordering where Norsca meets the ice pack's, because it doesn't.


If I'm not completely mistaken, that area of the sea is frozen in the winter. Can't remember where I read it though.

Loekii
10-28-2007, 11:21 AM
So being based around the Norseman, does that mean that Chaos is just a bunch of crazy and frienzied barbarians, rather then intelligent followers of Tzeentch?

Ralzar
10-28-2007, 11:56 AM
Yeah, but nothing says norsemen are any less intelligent than imperials. They're just less civilized ;)

Besides, many imperial followers of chaos eventually get drawn northward towards the chaos wastes, where they often join tribes or warbands of marauders. So it's not like you're locked into playing a born and bred tribesman.

Loekii
10-28-2007, 01:38 PM
I mean more specifically, where the avatar options reflect that variety?

Ralzar
10-29-2007, 02:55 AM
I mean more specifically, where the avatar options reflect that variety?

Well, if you look at the screenshots from the game, everyone looks pretty much the same. Because they're all still using placeholder graphics for character appearance. We've had next to no info on the character customization system yet, as it's probably still under development. So we just don't know what you can make your character look like.

Allthough I wouldn't be very surprised if most customization options for Chaos were barbaric tribesman stuff like facial tatoos, ritual scarring, shaggy hair and so on.

Chilltouch
10-29-2007, 05:06 AM
To me, the Chaos Magi seem like they could be nobles and cultists from the Empire in the South. The same could be applied to the Chosen, seeing as they are mostly covered in armour.

However, the other two classes take on the barbaric aspect of Chaos - noblemen don't wear loinclothes or shoulderpads of bird feathers.

Loekii
10-29-2007, 07:47 PM
I was thinking about this.

Could one draw parallels to the Myth of Promethus and Zeus?

Zeus is simular to the 'empire'/establishment/order/control, and Promethus's action of giving 'Fire/knowledge' to man as a direct action against Zues is simular to the concepts of 'change' and temptation?

I still see 'Order' as the overbearing Parent, and 'Chaos' as the overly liberal parent -- with neither necessarily being the 'best' or 'altruistic'.

Nerror
12-09-2007, 11:06 PM
Oh hey, I didn't even see the new replies to the thread. :)

http://home1.stofanet.dk/mmorpgnut/tzeentch.html

Does this happen to be your website? I was looking for Tzeentch stuff the other day and found that, so it was a surprise to see it here today.

Yeppa that's mine. :) Both that page and this thread are linked in my sig.

I was thinking about this.

Could one draw parallels to the Myth of Promethus and Zeus?

Zeus is simular to the 'empire'/establishment/order/control, and Promethus's action of giving 'Fire/knowledge' to man as a direct action against Zues is simular to the concepts of 'change' and temptation?

I still see 'Order' as the overbearing Parent, and 'Chaos' as the overly liberal parent -- with neither necessarily being the 'best' or 'altruistic'.

There are certainly some parallels that can be drawn to real world mythology, but I don't think the myth of Prometheus and Zeus is the best parallel really. Sure, Prometheus is wily and intelligent, but that's really the only resemblence to Tzeentch I think.

There's nothing in real world mythology that's exactly like Tzeentch, but one that may come close to Tzeentch in the WAR setting is Odin (http://en.wikipedia.org/wiki/Odin), at least in his aspect as the raven god. Odin's two ravens, Hugin and Munin, represent "thought" and "memory" respectively. However, Odin lacks that drive for constant change that Tzeentch embodies, but many of the other characteristics match.

Anyhoo, it's been a while since I updated the post. Let me know if any of you think it needs to change to reflect any new info.

Ralzar
01-09-2008, 12:37 PM
Now what's this doing on page two? If anything should be stickied in the chaos section, it's this thread.

*bump*

Nerror
01-11-2008, 11:32 PM
Thanks for the bump. :)

I added and updated the links to all four classes.

EDIT: On a sidenote, I just realised that most of the US presidential candidates must be followers of Tzeentch, what with all their cries for Change. :rolleyes:

Tyurion
01-13-2008, 12:16 PM
Consider this page an inspiration and guide to creating your own unique character for WAR. Most of the background information is taken from the Liber Chaotica (http://www.blacklibrary.com/product.asp?prod=60040281005&type=Book), a highly recommendable read.


Who are the Chaos Gods and what is Chaos?

Tzeentch is one of four Chaos gods known as the Ruinous Powers: Khorne, Nurgle, Slaanesh and Tzeentch. Khorne is a warrior god, known as the Blood God to his followers, usually portrayed as a large, dog-like creature in brass armour, seated upon a throne of skulls. Slaanesh is the god of love, pleasure and excess, portrayed as a beautiful hermaphrodite, while Nurgle, the patron god of resilience, contagion and disease, is usually seen as a gigantic green pustulous creature. Tzeentch is the god of magic and change, and has innumerable different appearances.

The Chaos gods dwell in the Aethyr alongside other beings of power and consciousness of near infinite proportions. The Aethyr is sometimes known as the Sea of Souls because of its spiritual reflection of life, but it is also known as the Realm of Chaos, the Warp or the Empyrean. It is a non-place that both exists as its own reality and has no physical dimensions or scales. It is pure energy without boundaries (Chaos), and as such is neither good nor evil, and yet it is linked to life and the physical universe in ways that cannot be severed. It is the same place as all the various heavens and afterlives of every religious and cultural tradition in the Warhammer world. The Aethyr is affected by psychic energy generated by the thoughts, emotions and intellectual activity of living beings.

All living things exist in the Aethyr as much as they do in the Mortal Universe, although by far the vast majority of all living beings are unaware of - or at best have a very cloudy understanding of - this fact. Just as the body is part of the Mortal Universe and made of physical matter, so the soul is part of the Aethyr and is made from the stuff of raw Chaos. In fact, souls could be seen as a coherent pocket of Aethyric energy, maintained as a separate whole by its anchor to the physical body of a mortal within the Mortal Universe.

All emotions (and their related concepts) converge together within the Aethyr. It is a case of like attracting like, with every scrap of anger or every scrap of ecstacy, slowly being drawn to one another until they create what could be described as a kind of of vortex of psychical energy within the Chaos Realm - a vortex of emotion and thought. That vortex creates such a disturbance across the Chaos Realm (and therefore our own psyche) that whatever emotions or concept the Chaos-vortex is made from, is then reflected back into the Mortal Realms once more.

This has the effect of further promoting within our mortal psyches the emotions that the vortex itself is made from. This process is cyclic and never-ending, and in time the Aethyr's vortices become so powerful that they cease to accidentally promote in mortal minds the emotions they embody, but actually begin to do so deliberately - although perhaps subconsciously before they do so consciously.

Khorne, Tzeentch, Slaanesh and Nurgle were all created by the thoughts and emotions of intelligent creatures coming together, especially humans. However, by becoming self-aware, they are also more than just the sum of their parts.

It's perhaps a common misconception that Khorne, Tzeentch, Slaanesh and Nurgle are the only Chaos Gods, but in fact, all the gods in the warhammer world dwell in the Aethyr. That includes Sigmar, Shallya and Asuryan and all the other more benign and orderly gods.


Tzeentch

Tzeentch is a god of many names: The Changer of the Ways, The Great Sorceror, The Great Conspirator, The Great Schemer, Father of Lies and Deception, Architect of Fate and many more. To some tribes in the north he is known as Tchar: The Great Eagle. In the east, the horsemen of the Man-Chu, Kuj and Khazags know Tzeentch as Chen Chi-En: Lord of the Shifting Breeze. In the jungles to the far south he is simply known as Shunch. Tzeentch is the god that more than any other embodies the energy and momentum of Chaos. Tzeentch is change, personifying every mortal's recognition of, and desire to and for, change.

Tzeentch represents civilization’s constant curiosity and discontent gone too far, changing and creating until reason and law are dissolved in an ever-shifting mass of change. He feeds upon the need and desire for change that seems to be a natural and elemental part of human life. Tzeentch also represents the temptation to use knowledge and power to manipulate others. To follow Tzeentch is to surrender to subtle, inner corruption.

Tzeentch is closely associated with sorcery and magic, as well as dynamic mutation, and grand, convoluted schemes. It is said that Tzeentch knows the fate of everything, and all events transpire according to some great plan beyond mortal reckoning. Others believe he with his almost limitless knowledge of the past and present, added to his omniscient intellect, can predict with amazing (although not complete) accuracy the most likely course of future events.

Tzeentch is not content to merely guess at the future, though. The subtle skeins of probability and chance are his to manipulate. He is the master and personification of plot and intrigue, and he has desires and purposes of his own. Some believe Tzeentch's plans and schemes are so vast and complex, and so tightly woven across time and space that they touch the lives of almost every being in existence, whether they know it or not.

His diametric opposition is Nurgle. Where Tzeentch uses evolution and change to achieve his goals, it is Nurgle who disrupts Tzeentch’s plans through his random diseases, decay and entropy.


The Servants of Change

Throughout the kingdoms of men exist cults and covens worshipping Tzeentch. While the cults of Slaanesh are the most populous, the highly secretive cults of Tzeentch tend to hold greater power, having an influence over the affairs of the Empire far greater than the relatively few numbers suggest. This is probably a product of Tzeentch's ability to attract educated men and women of great drive and ambition.

By merit of Tzeentch's apparent omniscience and presidency over the highly complext arts of sorcery, many scholars have turned to his worship, perhaps in an effort to attain even deeper knowledge about their chosen subject. Yet Tzeentch, at his core, is the embodiment of the desire for change, and any being who wishes to alter their own or other's state are targets. Especially people who possess a revolutionary spirit, or visionaries who dream of, or actively try, changing the world will attract the attention of Tzeentch.

The followers of Tzeentch aren't only interested in promoting the needs and goals of their own deity, they have a much wider agenda that often involves the active participation of the followers of other gods, whether those followers know they are participating in Tzeentch's machinations or not.

As an example, if a particular Tzeentchian magus is seeking to undermine the political infrastructure of a particular region, he or she would be far less likely to take the risk of direct action, preferring instead to form a cult or organisation that would slowly infiltrate and destabilise the infrastructure in question. If it happens that the magus considers that his target group would be more susceptible to the seductions of Slaanesh than Tzeentch's own blandishments, then that magus would set a plan in motion to form a Slaaneshi cult to do the work for him.

Therein lies the secret of the unparalleled power of Tzeentch's cults - there are countless cults of other gods and daemons that are puppeted, albeit unwittingly, by the few known and named Tzeentchian cults. The cults of Tzeentch are wholly comitted to the goal of overthrowing the civilisation of men, and subverting all other religions and magical organisations to the worship of their master.

There are three well-known Tzeentchian cults: The Cult of the Red Crown, The Cult of the Purple Hand and perhaps the most dangerous of all, the Cabal.

The Cult of the Red Crown
The Red Crown is thought to be the third most influential Chaos cult within the Empire. Where other Tzeentchian cults tend to favour blackmail, intrigue and quiet subversion to attain their goals, the Red Crown is said to favour more direct and overtly militant methods to destabilise the lands of men. The red Crown's seat of power is suspected to be in Altdorf, the capital city of the Empire. The cult has close ties with the numerous bands of beastmen and mutants that exist just beyond the patrolled borders of the Empire's great forests, and the Red Crown's leader can call on these considerable resources whenever the need arises.

The Cult of the Purple Hand
The Purple Hand is the largest of the Tzeentchian cults within the Empire, but only second in power. Like other Tzeentchian cults, all the resources and endeavours of every branch of the Purple Hand are bent towards the subversion of whatever legitimate social organisation they are based within. Agents are often found within, or even directing, the various crime syndicates that stretch across the Old World. Despite their near omnipresence, they are quite disorganised, as communications between the prospective cells of the Empire are patchy at best, and this proves to be their weakest point. The sheer bulk of communiqués passing between the numerous magi and acolytes of the cult means that it is inevitable that some of them are intercepted by agents of the military or Sigmar's Holy Church. The witch hunters have managed to foil several plans this way.

The Cabal
The Cabal of Egrimm van Horstmann, a former patriarch of the College of Light, came into being a long time after the Cult of the Red Crown and the Cult of the Purple Hand, but it has, by merit of the frightening power of its magi and it's master's dark genius, become the most feared and influential of all Tzeentchian cults. Its members are almost to a man powerful sorcerers and daemonologists. It is rumored that through their flawless machinations and subtle manipulations, the Cabal holds indirect control over both the Red Crown and the Purple Hand. The Cabal resides in Silver Towers that cannot be seen at daylight, and are wrapped with powerful enchantments. At night they shift and travel across the landscape, vanishing and reappearing at random. The Cabal's agents are everywhere, and it is said that nearly two thirds of all the Chaos cults in the Empire were either created indirectly by their agents, are controlled in some tenuous and roundabout way by them, or indeed owe direct allegiance to the Cabal.


The Footsoldiers of Change

Despite his position as a god of magic and conspiracy, Tzeentch, like his brother gods, indulges frequently in warfare, and he has vast armies that obey his every whim. The aspects of war that seems to interest Tzeentch and his servants most can be found in the arts of strategy, espionage, politics, and of course, sorcery.

Where the armies of Khorne comprise of supremely powerful and savage warriors intent only on acts of unbounded violence and the venting of their endless rage, the armies of Tzeentch seem to be more interested in planning and executing complex strategies. The armies are renowned for plotting their militaristic engagements to such a degree that it appears that almost every eventuality in battle has been planned for in advance. Even should an army of Tzeentch be destroyed or scattered, it's not always possible to discern whether that is a defeat, or simply another step in some unfathomably long plan by the Lord of Change.

A large majority of the warriors of Tzeentch adopt a style of armor that evokes the appearance of giant insects, crabs or scorpions, and they seem to favor curving, curling designs and elaborate headdresses, with helmet adornments of flowing crests or dramatically sweeping horns. Many have a fascination with odd trinkets and fetishes, be they small chiming bells, twisting bangles and torques, or even tiny cages containing chirping crickets or dancing dragonflies.

By far the majority of mortal warriors who fight in Tzeentch's armies are the savage barbarians from the cold lands that lie in the shadow of the Chaos Wastes.

Slumber now, Child of mine,

Until they come with torch aflame,

But do not run,

Your time has come,

The men of the North stake claim.


They come to claim, Child of mine,

They come to claim your life,

With hearts of stone,

And splitting bone,

Their wake is deadly strife.


So sleep tonight, Child of mine,

For tomorrow morn, the sun won't shine,

So stay aware,

And offer prayer,

For the men of the North march time.


(Traditional lullaby from northern Kislev)
The Norse

Norsemen means literally 'men of the north', and as such is not the name by which they call themselves, but rather a moniker their victims have given them. They live in Norsca, a harsh and cold land, that borders Kislev to the south, the Sea of Chaos to the west, and a vast glacial shelf to the north. The Norse are made up of many different families and tribes, with little to connect them but a similar tongue and way of life. Thus such a warrior would never call himself a "Norseman", but instead a "Bjornling" or a "Varg", for their only loyalty is to their families and their kin.

They are constantly in bloody strife and war amongst themselves, pausing only to launch raids by land or sea upon the people to the south, slaughtering, defiling their holy places and enslaving their children.

Blood feuds are common among the Norse and can last for many years between tribes and settlements. Feuds can also occur within towns and villages as well as between different groups of close kin. When these take hold, they are settled quickly and bloodily. But it is unto their gods that the Norse owe their highest fealty. They care only for the material advantages that their Lords can bestow.

For the Norse there is no kingdom of Morr, there is nothing after death except for the realm of their gods, and they will only travel there to be lauded and praised as true and strong warriors, or to be reviled and tortured as betrayers and cowards. Thus every Norseman fights with an insane fervour driven by this belief.

The Kurgan

The Kurgan live on the Eastern Steppes, massive plains with seemingly endless stretches of dry, tree-less grassland. The Empire could fit many times over in the lands the Kurgan control. In truth, however, not even this expanse gives proper extent to their dominion, for the Kurgan recognise no borders or boundaries. No obstacle can stop them; their driven mounts carry them like the wind over high mountains, great deserts and gushing rivers.

The Kurgan live in tribes and families like the Norscans do, but these are not settled towns or villages, but rather travelling groups that wander the vastness of the Steppes and the Wastes with their livestock. They are led by chieftains who claim a special connection with their gods, who dictate to them the direction they ride.

They travel with their entire families, so that it is literally the case for many of them to be born in the saddle. Most of these show some taint of Chaos upon them, whether it be benign or otherwise, and these marks are flaunted and displayed to show the interest the lords of darkness have already shown them.

The Kurgans are constantly on the move, and it is this fluidity that allows them the greatest favour when the dark legions march forth. For them there is nothing but advantage in attaching themselves to a larger horde, for they may ride ahead as scouts and take the easiest of the plunder, and when the horde is reversed and gain stayed, they may always escape the forces of retribution that move against them.

The Hung

Further even than the lands of the Kurgan lie the lands of the Hung. Like the Kurgans, the Hung are a roving people, and thus their tribal boundaries cannot be marked by a simple frontier on a map. While they pay more regard to their greater tribe over and above their itinerant kin, these tribes hold no compunction about merging with others and form great alliances, or devolving and reforming as the winds of circumstance change. This ever-shifting loyalty does lead them to consider as irrelevant bonds and bargains made with other races. They feel no dishonour in breaking these pacts, or indeed in killing the other parties.

Hunting forms a major part of the Hung existence. At the lowest level it provides them their food and sustenance in the form of game, at its highest it is a challenge to their champions and heroes to venture north into the desolate mountains and hillsides of the wastelands, and there prove their worth to their gods by bringing down fierce mutated creatures and ferocious spawn.

Priests and shamans hold positions of great influence among them. They claim to be able to commune with the gods and relay their messages to their leaders, as well as seeing into the world of the dead, where according to them the lives of the Hung are very similar to that in this world.

The ultimate belief of all Hung is that they have been sent to conquer the world for their dark masters, and they fight as though victory and domination is their birthright.

The Tribes of the Great Eagle

Beyond the lands of Norsca, the people who eke out their existence upon the icepacks and in the shadow of Chaos, worship the Chaos gods quite openly. Amongst them are those who worship Tzeentch in the form of Tchar.

To these people, Tchar is the Great Eagle who soars high over the world with his all-seeing eyes. Air is Tchar's element, and his shaman from amongst the tribes believe that by entering into a trance they can ascend to the heavens and fly with their Lord, communing with him and learning his will. It is he, they maintain, who understands the hearts and minds of men better than any other of his brother Chaos gods.

The tribes that dedicate themselves to the Great Eagle are renowned for their cunning and treachery. Yet despite that reputation, the Great Eagle's tribes are most active and successful when it comes to establishing alliances or negotiating treaties with the other tribes in the far north. The Great Eagle's tribes are second in strength and prestige only to those tribes who have sworn themselves to Khorne.

Shamans of the tribes of the Great Eagle are both numerous and powerful - far more so than all the other tribes put together. These shamans are said to be the most powerful magic-users of their kind, able to spirit-walk to commune with demons and their gods. The most successful of Tchar's shamans go on to become some of the most dangerous Chaos sorcerers ever to have pitted themselves against the lands of men, and pose one of the greatest threats to the Empire.


W.A.R specific information

W.A.R is set outside the timeline of the rest of the Warhammer universe. The official W.A.R site has a backstory (http://www.warhammeronline.com/english/gameInfo/gameBackstory/) I recommend everybody reads.

Paul Barnett from Games Workshop explains the Chaos faction briefly in this video (http://www.youtube.com/watch?v=fWvAznIRVLA&search=paul%20barnett%20):



Creating a Tzeentch Follower

Details regarding the Chaos Warhost (http://www.warhammeronline.com/english/gameInfo/armiesofWAR/Chaos/Chaos.php) in W.A.R are starting to get fleshed out; we know we'll only be able to play humans, and we know the four classes: Chosen (http://www.warhammeronline.com/english/gameInfo/armiesofWAR/Chaos/Careers/Chosen.php), Magus (http://www.warhammeronline.com/english/gameInfo/armiesofWAR/Chaos/Careers/Magus.php), Marauder (http://www.warhammeronline.com/english/gameInfo/armiesofWAR/Chaos/Careers/Marauder.php) and Zealot (http://www.warhammeronline.com/english/gameInfo/armiesofWAR/Chaos/Careers/Zealot.php). Fortunately there are many choices we can make with humans:

Where do I come from?
First, decide where you are born. Do you come from the Empire? Perhaps you're from Norsca? Or from the lands of the Kurgan and the Hung? Or from one of the Great Eagle tribes north of Norsca? The choices are many, so many that I can't describe all the different human cultures and regions here. I suggest searching the web for background information on the various human cultures in the Warhammer universe, if you don't already have an idea of who you want to be.

How did I become a Tzeentch follower?
Was I born into the worship by growing up in one of the northern cultures where worship is overt? Or did something happen while growing up that made me worship him, like a tragedy, or I stumbled across a cult of Tzeentch? Is it lust for more magical knowledge? Whatever you choose, just keep in mind what Tzeentch embodies, as described above.

Personality and traits
Apply some personality to your character. This can be hard to do convincingly. You can perhaps get inspiration from a movie or book character that can fit into the Tzeentchian values and go from there. Or take your own personality and warp it to fit the Tzeentchian values. Keep in mind that the gods are very real in Warhammer, and they demand complete devotion to them and their goals. Willingly or not, you will become a religious fanatic.

Goals and Motivations
This one is harder because we know so little of the game yet. There are of course the over-all goals of any Tzeentch follower, like doing Tzeentch's bidding and overthrowing civilisation as we know it, but the more personal goals of improving your magic skills or battle tactics, are also both important and apt. Perhaps you are a member of a Tzeentch cult and aim to increase the numbers and strength of that cult. There can easily be more obvious goals becoming apparent as we get more information about the game.

But I wanted to play a Khorne follower!!
I have seen several people wanting to play a follower from one of the other Chaos gods. Unfortunately for them this will not be possible. The Chaos classes Mythic have revealed are very iconic and most definitely followers of Tzeentch, and should be roleplayed as such too. Mythic left no room for interpretation in that matter.

v2.61 January 2008
Im awed. How long did this take?!

Nerror
01-14-2008, 03:53 AM
Im awed. How long did this take?!

Heh, well the whole thing has undergone a few revisions, and I never kept track of time. Maybe a couple of days total for the writing (and rewriting), and a of course longer if you take into account all the reading prior to that.

Mauldred
01-30-2008, 11:01 AM
Very good job, Nerror ;)

Reminder : french translation is here (http://war.mondespersistants.com/?article=113).

Ralzar
01-30-2008, 12:09 PM
Wow, I had no idea it was translated to other languages. Pretty cool :D

And nice to see it's properly credited to Nerror, some sites would probably just have posted it without it.

Martinus
02-14-2008, 12:39 AM
Thanks for posting all this extremely useful knowledge. :D

Having read that, I can't help to think how right Mythic was in choosing Tzeentch as the patron god of the playable Chaos faction - the Changer of Ways is the most versatile of gods, and you can pretty much play his followers in a lot of ways, some of them "good" some of them "evil".

Galain
03-27-2008, 10:53 PM
Awesome guide! I was wondering, though, rather than just linking to the WAR info pages for the classes, could you give a RP breakdown of each class? Most of the WAR site info is about how the class will work in the game, which is great, but means that the lore aspect is very broad and generalized.

Ontamalta
09-01-2008, 02:15 PM
Excellent guide! My Warhammer lore is very limited, as I'm rather new to the whole series. But this helped a great deal. This has driven me to start planning my Chaos character. I'm thinking of making him either be from the Kurgan lands or the Hung lands. I was wondering if there were any maps that show these places in relation to Norsca and the region that W.A.R. inhabits.

Ralzar
09-01-2008, 11:51 PM
Dammit, I know there is a map of Norsca, Kurgan, Hung and the Chaos Wastes. I just couldn't find it online atm. I'll see if I can't find it on my comp when I get home from work.