The Chaos god Tzeentch holds the keys to such terrible knowledge.
These terrible weapons then have the essence of another Greater Daemon bound into them. Passages in this maze appear, dissolve, merge, split, and change direction seemingly at random.
The Changer of Ways delights in revolt and anarchy, toppling the old order and heralding a new one, only to bring that crashing down as well. These convocations go to war in a capering, bounding, spell-wielding carnival of violence, obliterating foes with hellfire and change-magics. His sacred number is nine, and his rune resembles a flame or perhaps a writhing snake. Yet whatever his mien and whomever his people, the Changer is ever viewed as the Great Schemer, a fickle, politicking god who should be feared as much as he should not be trusted. However, few of Tzeentch's plans are ever simple; some span aeons with their complexity, whilst many appear contradictory to others, or even against his own interests. The Daemons of Tzeentch are inherently magical creatures, even more so than the other daemons of chaos; they appear ephemeral, transparent or as if made of light.
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. Lords of Change are the Greater Daemons of Tzeentch, the Master of Change and Sorcery, and typically manifest as large, bird-like winged Daemons of vast intellect and mighty sorcerous power, which is combined with a surprisingly childlike personality to make a dangerous foe. Magical chains of Warpflame help to protect the books and bind them in place. Though weary scholars of Daemon lore know this god by the name of Tzeentch, in truth, he exceeds all the other Ruinous Powers in his number of facets and aspects. Tzeentch is the embodiment of that force within the Warp. Tzeentch, like his endless schemes, constantly shifts, morphs, and transforms. Typically, the Changer of Ways stands in opposition to Nurgle, the Lord of Pestilence, just as Khorne, the god of blood and skulls, opposes Slaanesh, the prince of decadence and depravity. At the end of each of these threads lays the … Mankind fascinates Tzeentch, and he is intrigued by humanity’s capacity for deceit, ambiguity, and contradiction. Despite Tzeentch's rivalry with Grandfather Nurgle, he is nonetheless the Chaos God with the most influence over the other Ruinous Powers. 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.". Whereas the Changer of Ways delights in incessant chaotic renewal, the Plaguelord is content to wallow in stagnation, corrupting by means of gradual atrophy and ruin. No two descriptions are alike. An excerpt from the works of the Chaos Sorcerer Ahriman explains much about the significance of Tzeentch's sacred number. As with so many things associated with the Changer of Ways, few things are always as they seem. Perhaps not even Tzeentch himself can say for sure. The Waystones of Ulthuan draw magic to the island, to be dissipated by the vortex. Tzeentch's sanctum sanctorum, the Impossible Fortress, is said to lie at the centre of the crystalline maze, if indeed geographical descriptors such as "centre" apply with any accuracy to this inconstant realm. They usually carry a titanic rusted blade into battle. 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. As a result of internal strife, the Thousand Sons effectively no longer function as a true Legion. He is constantly building, even as his devices unravel under their own complexity. Such is the Changer of Ways, and such is his control over the foolish efforts of all mortals. Tzeentch stares for eons into the Well of Eternity for clues from the past and the future that will help him fulfil his schemes.
As the greatest daemonic manifestation of the Blood God, the dreaded Bloodthirster is one of the most powerful warriors that can be found on the battlefields of the Warhammer 40,000 universe. Among the many buildings destroyed by the inferno was Grunburg’s ancient Temple of Sigmar that housed a collection of sacred relics, many of which had been borne into battle with great effect during the Great War Against Chaos. His skin crawls with constantly changing faces that leer at and mock all who look upon him. They typically have bovine faces, two female breasts and four arms: two which end with Human-like hands and two which end with large crab-like claws. Even nobles who hate Chaos, and would give their dying breath to defend the Empire from the Ruinous Powers, may become innocent pawns in Tzeentch’s game. As such, organisations such as the Inquisition, the Adeptus Astra Telepathica, the Adeptus Astronomica, and the Scholastia Psykana must remain forever vigilant and prosecute any trace of the influence of Chaos with extreme prejudice.
Some initiating incident usually occurs for the daemons to broach the barrier between the soft, shifting realms of the Immaterium and realspace. Tzeentch, also known as Tchar[3], The Wind-lord[3], The Raven God, the Changer of Ways and the Great Conspirator is the Chaos God of Magic, Change, Evolution, Destiny, Lies and Trickery. For every name by which the Master of Deceit is known, he has a thousand guises and plots. Horrified, Flieser fled deeper into the woods, ashamed of his affliction. He is rightly apprehensive of sybaritic Slaanesh, and enjoys baiting unsophisticated Khorne. Others have suggested that observers interpret Tzeentch's realm subjectively, filtering their perception of structured Warp energy through their own expectations and experiences. One can go mad, and many have, trying to study even the smallest threads of the Great Schemer and to perform the impossible: to describe him and to fix him to one shape, one form, one motive, one truth. Some of the Ordo Malleus' daemonhunters, however, realise that these perceived consistencies, like so many things associated with the Great Deceiver, may constitute a ruse of one kind or another.
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" that can only be learned from interaction with the dark powers of the Immaterium. From above Tzeentch's burning eyes spring two sweeping horns, the spiralling extremities of which crackle with arcane fire. Over the ensuing days, the itch turned into a lump, which grew into a fleshy protuberance the size of his head. To follow this path, the inquisitive pilgrim must travel through nine gates. Many of the greatest Chaos Sorcerers among the forces of Chaos have been apprenticed at one time or another to a Lord of Change Daemon. Great Unclean Ones can take enormous amounts of physical damage before being banished back to the Warp, making them perhaps the most difficult of the Greater Daemons to kill. The gate’s mechanisms failed, and Chaos exploded into the world, warping the north and south poles into desolate wastes of Chaos. Though it will likely cost them their immortal souls, they will at least have boundless power to show for it while they live; this is in stark contrast to the poor wretched psykers of the Imperium of Man, who are corralled by the Inquisition's Black Ships and brought to Terra where many of them feed the dying Emperor's boundless hunger for psychic energy. Ahriman's horrifying Rubric did prevent further mutations in those of his brethren adept at sorcery, but forever changed his other, non-psychic brothers into dust, their souls forever encased in their ensorcelled suits of Power Armour, transforming them into undead Rubric Marines. Some observers claim that an enormous crystalline labyrinth dominates the landscape, a luminescent plane shimmering like a polished, mottled opal. Another recounted her experiences in Tzeentch's realm as one of exultation and ecstasy as she witnessed reflected representations of what she took to be her possible futures, each more joyful and successful than the last. https://warhammer40k.fandom.com/wiki/Tzeentch?oldid=367790. Tzeentch, the Changer of Ways, within his domain in the Realm of Chaos. 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. Great Unclean Ones are massive, bloated disease carriers, whose decaying flesh bulges with corpulent cancers who are the chief servants of Nurgle, the Lord of Plague. Only the Lords of Change, Tzeentch's most powerful servants, and those with the trenchant insights of the irrevocably mad can hope to understand the design of Tzeentch's deranged maze and to navigate its corridors. At its heart, protected by a crystal labyrinth of inconceivable geometry, is the Hidden Library, a hall of eternal dimensions that stores all the knowledge of the universe. Everything related to the master of change shifts, mutates, evolves, and transmogrifies. The psychic entity or sentient Warp force known as Tzeentch is perhaps the most enigmatic of the so-called Chaos Gods or Ruinous Powers. Strangely, many versions of the story posit that this individual appeared in the guise of a young girl who was accompanied by a small black dog. Of all the Daemons, they bear the greatest resemblance to the stereotypical Judeo-Christian demons of ancient times, having a Human body, cloven hooves instead of feet, leathery bat-like wings and horned canine or humanoid heads. Yet another claimed to observe nightmare imagery in the mirrored surface of the labyrinth: daemons rending flesh from friends and loved ones, the destruction of his home by dark Sorcerers wielding Warpfire, and worst of all, the transformation of his own body into a tentacled, writhing mass. Legend tells of one being -- the only one in all history, who answered all nine of the questions correctly. They may not be far wrong. Others, deceived by the Father of Lies and his servants, believe themselves to be advancing their own agendas, while, in actuality, they blindly serve the Changer of Ways. Tzeentch's ultimate personification is that of Change and Deception. Keepers of Secrets love to use their sorcerous powers to invade the minds of their enemies with thought of pleasure. Tzeentch's tangible form, when he chooses to manifest physically, is a mass of constantly shifting flesh. 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. These Daemons share Nurgle's essentially paternal nature and display emotions like sentimentalism and gregariousness, especially towards their fellow Daemons, who are Nurgle's "children", and towards Nurgle's mortal servants like its Plague Marines and Chaos Cultists. In Tzeentch's eyes, mortal creatures are immeasurably steeped in ambiguity, yet they somehow wage their personal wars completely unaware of the countless contradictions in their souls. While many perceive these motivations as healthy, wholesome, and perhaps even necessary to mortal existence, Tzeentch, the Great Conspirator, works to corrupt the aspirations and ambitions of Mankind and xenos alike, and to leverage these hopes and dreams for his own nefarious ends.