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The '''Lords of Change''' are the Greater [[Daemon]]s of [[Tzeentch]]. Massive bird/human hybrids, Lords of Change are unparalleled sorcerers and plotters, capable of outwitting (almost) any mortal. [[Just as Planned]].
{{Heresy}}
[[File:Lord_of_Change_by_Clint_Langley.jpg|380px|right|thumb|Change we can all believe in.]]
The '''Lords of Change''' are the Greater [[Daemon]]s of [[Tzeentch]]. Massive bird/human hybrids, Lords of Change are unparalleled sorcerers and plotters, capable of outwitting ([[Creed|almost]]) any mortal. [[Just as Planned]].


The only way for something to go [[Not as planned]] for a Lord of Change is if Tzeentch himself wills it to by concealing information from his minions ''(or if [[Creed]] is involved)''. Genuinely though, [[Cypher]] and [[Nagash]] know how to [[Not as Planned]] a Lord of Change, though whether this is due to their [[Awesome|awesomeness]] or the machinations of [[Chaos]] has not entirely been confirmed yet.
The only way for something to go [[Not as planned]] for a Lord of Change is if Tzeentch himself wills it to by concealing information from his minions ''(or if [[Creed]] is involved)''. Genuinely though, [[Cypher]], [[Oxyotl]], [[Shas'O Kais]], [[Nagash]] and Doomguy know how to [[Not as Planned]] a Lord of Change, though whether this is due to their [[Awesome|awesomeness]] or the machinations of [[Chaos]] has not entirely been confirmed yet.


On the flip side, while they can apparently tell the future better than most [[Eldrad|Farseers]] and can [[Robin Cruddace|supposedly]] fling spells better than alpha-plus level psykers or level 6 Wizards, they are not invincible, and they cannot sense all things at the same time and can be vulnerable in the middle of a battlefield due too processing too much information, so they prefer to manage things from afar and [[Chess|use mortals as their pawns]].
On the flip side, while they can apparently tell the future better than most [[Eldrad|Farseers]] and can [[Robin Cruddace|supposedly]] fling spells better than alpha-plus level psykers or level 6 Wizards, they are not invincible, and they cannot sense all things at the same time and can be vulnerable in the middle of a battlefield due to processing too much information, so they prefer to manage things from afar and [[Chess|use mortals as their pawns]].


Also, they look a lot like the Skeksis from "The Dark Crystal", which is probably not a coincidence considering that that movie came out in 1982, while Warhammer first appeared a year later. Goddammit, GW.
Also, they look a lot like the Skeksis from "The Dark Crystal", which is probably not a coincidence considering that that movie came out in 1982, while Warhammer first appeared a year later. Goddammit, GW. Lords of Change also have a [[Just As Planned|suspiciously]] large number of thing [[Counts As|in common]] with [[Heresy|angels]]. They are flying superhumans with feathery wings and great strength. Bringers of hope, they wield tremendous mystical power in faithful service to [[Tzeentch|God]]. In fact, Aetaos'Rau'Keres sometimes even gives [[Chaos Spawn|boons]] to lucky people nearby!


==Noted Lords of Change==
Usually carry around a massive and choking huge staff called the [[Daemon Weapon#Staff of Tzeentch|Staff of Tzeentch]], but if they are forced to get into melee, they will pull out a [[Daemon Weapon#Baleful Sword|Baleful Sword]] out of their proverbial ass.
*'''Aetaos'rau'keres''': An insane(r) Lord of Change, Aetaos'rau'keres is a paranoiac who manically hunts down anyone or anything that knows his true nature, and is so damn good at it that even other daemons are afraid of him. As a result, only apocalypse cults summon him, for he'll kill all the cultists and the rest of the planet for good measure. He's the Daemon Lord of Tzeentch who shows up in Imperial Armour: Apocalypse II. While he costs a flat 999 points, he has all sorts of powers that can ruin somebody's day, the most infamous of which is a pretty reliable ability to bounce psychic powers aimed at him and template Boon of Chaos: everybody hit has to pass a toughness test into Chaos Spaw- ohgodNOASDJSALFHSAUIRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH


*'''Kairos''': The Oracle of Tzeentch. Also known as "Fateweaver", Kairos was the Vizier of Tzeentch, until Tzeentch, desiring to know the future from Well of Eternity but unwilling to enter it himself, cast Kairos there in his place... <s>where he got half beaten to death and was horribly disfigured by Sly Marbo.</s>{{BLAM|INVERSE-HERESY!}}{{BLAM}} Kairos survived, but emerged incredibly aged ''(which for a creature of the warp immune to the passage of time is saying something)'' completely insane (for a daemon) and with a second head. He knows everything from the past and the future (except the origin of Dr. Insano) and when asked a question, one head will tell the truth, and the other will tell an equally believable lie. It's possible that the Imperial Aquila is a representation of Kairos.
==Notable Lords of Change==
**To get a straight answer from Kairos is <s>easy,impossible</s> tricky but possibly doable. Karios head's work much like the [https://en.wikipedia.org/wiki/Knights_and_Knaves Knights and Knaves] logic puzzle made famous in the Labyrinth. Typical versions of the puzzle have you try to figure out if your talking to a "knight" (truth), or "Knave" (liar), often with a single question. However such puzzle have well thought out solutions and are not considered even 'puzzles' to the lords of changes. The issue with Kairos is that which head lies and which one tells the truth likely vary from moment to the next so that even if you did ask the golden question and managed to figure out which head was the Knight and which was the Knave, it would not even apply from one question to the next. This actual makes the puzzle closer to the [https://en.wikipedia.org/wiki/The_Hardest_Logic_Puzzle_Ever The Hardest Logic Puzzle Ever] where there are three gods, one truth, one lies, and one random who you don't know which words they say are yes and which are no. Effectively with Karios you have a truth head, a lies head, and then the heads may randomly swap, but you don't know if they have done that meaning over the course of two or two hundred questions you still can't be sure which head, and oh he might not even be speaking a [https://1d4chan.org/wiki/Troll language you understand.] The solution is that you need one question which both gives you the answer to what your looking for, and Identify's which head is the "knight" and which is the "Knave". The more open ended the question the harder it is to figure out which head is truth and which is lies. If your just looking for confirmation of a item's location you could ask something along the lines of "would your other head say the magguffin was on earth?" (If the magguffin was on earth) the 'lie' head would say no as the 'true' head knows the maggufin's on earth. The 'true' head would say no as the lie head would deceive you and lie about the position. So when both heads say no, the magguffin is there. But if you have the Maggufins location down to just a handful location out of the billions of planets in the galaxy there's no reason to resort to Fateweaver to figure it out since you could just spend a few more dollars and scout the locations out your self rather then the much larger risk of consorting with the most conniving type of daemons. The case where things that you must resort to Fatewaver for a solution are so rare, and would require questions of such sufficient complexity makes wording the question to both answer what you want to know and to figure out the truth head from the lieing head incredibly tricky. Further if you are such a tricky smart person, then Tzeentch may just not even let you talk to Fateweaver, or just kill you the second you do figure out because, [https://1d4chan.org/wiki/Troll of course he would.]
*'''[[Aetaos'Rau'Keres]]''': An insane(r) Lord of Change, Aetaos'rau'keres is a paranoiac who maniacally hunts down anyone or anything that knows his true nature, and is so damn good at it that even other daemons are afraid of him. As a result, only apocalypse cults summon him, for he'll kill all the cultists and the rest of the planet for good measure. He's the Daemon Lord of Tzeentch who shows up in [[Imperial Armour]]: Apocalypse II. While he costs a flat 999 points (1500 in FAQ for 8th!), he has all sorts of powers that can ruin somebody's day, the most infamous of which is a pretty reliable ability to bounce psychic powers aimed at him and template Boon of Chaos: everybody hit has to pass a toughness test into [[Chaos Spawn|Chaos Spaw- ohgodNOASDJSALF]]
*'''[[Amon 'Chakai]]''': The first and greatest of the Lords of Change, capable of changing and creating destinies.
*'''[[Kairos Fateweaver]]''': Schemed himself his own page. [[Just as Planned|Just as he foresaw]]. [[TTS|Hates capitalism and possibly loves]] [[Skarbrand]]. Also has two heads, one of which lies and one of which tells the truth.
*'''Marabas''': Lord of Change who tried to convert the Calixis Sector to Tzeentch. Got pwned by the [[Inquisition]].
*'''Marabas''': Lord of Change who tried to convert the Calixis Sector to Tzeentch. Got pwned by the [[Inquisition]].
*'''M'Kachen''': Lord of Change who has the hots for Brother-Captain Stern of the [[Grey Knights]]. Feelings are reciprocated, and Stern will never accept <s>his manhood</s> the post of Grand Master until they finally sleep together.
*'''M'Kachen''': Lord of Change who has the hots for Brother-Captain Stern of the [[Grey Knights]]. Feelings are reciprocated, and Stern will never accept the post of Grand Master until they finally sleep together.
*'''Sarthorael the Everwatcher''': The secret boss of every faction campaign in the [[Total War: WARHAMMER]] game. Like his title implied, he observe your armies movement by disguising as a white bird accompanied by his human slave, your old advisor ( possibly the guy from the trailer). Why would anyone hired an mysterious old man with a bird is beyond anyone's mind (especially for grimgor or mannfred von carstein). He appears with Archaon's army when any faction reach at least 100 turns in the campaign. He is a powerful combat monster who is immune to psychology and caused fear in combat. Combine with his already powerful chaos army with Archaon by his side, he is hard to beat unless you assassinated him with your maxed out hero campaign agent, or just bring 3 armies in front of him for auto-resolve. In Chaos Campaign, he challenges Archaon after a cutscene where Sarthorael chew out his human slave's eye ball and reveal himself as the lord of change. Regardless the outcome, he will always fail because Tzeentch hate his servant and because this happened in a video game.
*'''Sarthorael the Everwatcher''': The secret boss of every faction campaign in the [[Total War: WARHAMMER]] game. Like his title implies, he observes your army's movements by disguising as a white bird accompanied by his human slave, your old advisor (possibly the guy from the trailer). Why would anyone hire a mysterious old man with a bird is beyond anyone's mind (especially for Grimgor or Mannfred von Carstein). He appears with Archaon's army when any faction reaches at least 100 turns in the campaign. He is a powerful combat monster who is immune to psychology and causes fear in combat. Combined with his already powerful Chaos army with Archaon by his side, he is hard to beat unless you assassinate him with your maxed out hero campaign agent, or just bring 3 armies in front of him for auto-resolve. Alternatively, a strong gun line can chew through anything, when in doubt, just bring more artillery and steam tanks. In the Warriors of Chaos campaign, he challenges Archaon after a cutscene that shows him killing the advisor and revealing himself as a Lord of Change. Regardless of the outcome, he will always fail because Tzeentch hates his servant and because this happened in a video game. It's also worth noting that he is playable in multiplayer and is hilariously broken with his terror trait and his constant charge disruption against anything that's not a lord character, which most players would use him to take out enemy range units.
*'''F'tanax''': A patient and insidious daemon with a preference for misdirection and illusionary tactics. His schemes have seen the downfall of many ancient empires in [[Age of Sigmar]], as well as the boundless hatred and rivalry of the Bloodthirster Kazarkos. Both greater daemons were summoned and bound to the will of the even greater manipulator [[Be'lakor]], who needed F'tanax‘s arcane mastery in his assault on Topek’s Eye, a mystical Old One artifact that helped the Slann Starmasters determine the future of the Great Plan. F'tanax led his daemons along the outskirts of the Seraphon territory while Kazarkos and his brutes garnered the most attention. However once the two greater daemons did see each other again, they quickly flew into a violent rage and destroyed Topek’s Eye while they tried to destroy each other. Although still in the service of the first prince, F'tanax is certain this is all part of Tzeentch’s own grand scheme and is willing to play the part of dutiful lackey...for now.
 
<gallery>
<gallery>
Image:Lord of Change.jpg
Image:Lord of Change.jpg
Image:Lord of Change 2.jpg|The £148.00 Lord of Change model.
Image:Lord of Change 2.jpg|The £148.00 Lord of Change model.
Image:Lord of Change 3.jpg|The cheaper model.
Image:Lord of Change 3.jpg|The cheaper model.
Image:Lord of Change 4.jpg|The new model.
</gallery>
</gallery>


{{Template:Chaos-Daemons}}
{{Template:Chaos-Daemons}}
[[Category: Age of Sigmar]]
[[Category: Disciples of Tzeentch]]

Latest revision as of 12:13, 21 June 2023

Change we can all believe in.

The Lords of Change are the Greater Daemons of Tzeentch. Massive bird/human hybrids, Lords of Change are unparalleled sorcerers and plotters, capable of outwitting (almost) any mortal. Just as Planned.

The only way for something to go Not as planned for a Lord of Change is if Tzeentch himself wills it to by concealing information from his minions (or if Creed is involved). Genuinely though, Cypher, Oxyotl, Shas'O Kais, Nagash and Doomguy know how to Not as Planned a Lord of Change, though whether this is due to their awesomeness or the machinations of Chaos has not entirely been confirmed yet.

On the flip side, while they can apparently tell the future better than most Farseers and can supposedly fling spells better than alpha-plus level psykers or level 6 Wizards, they are not invincible, and they cannot sense all things at the same time and can be vulnerable in the middle of a battlefield due to processing too much information, so they prefer to manage things from afar and use mortals as their pawns.

Also, they look a lot like the Skeksis from "The Dark Crystal", which is probably not a coincidence considering that that movie came out in 1982, while Warhammer first appeared a year later. Goddammit, GW. Lords of Change also have a suspiciously large number of thing in common with angels. They are flying superhumans with feathery wings and great strength. Bringers of hope, they wield tremendous mystical power in faithful service to God. In fact, Aetaos'Rau'Keres sometimes even gives boons to lucky people nearby!

Usually carry around a massive and choking huge staff called the Staff of Tzeentch, but if they are forced to get into melee, they will pull out a Baleful Sword out of their proverbial ass.

Notable Lords of Change[edit]

  • Aetaos'Rau'Keres: An insane(r) Lord of Change, Aetaos'rau'keres is a paranoiac who maniacally hunts down anyone or anything that knows his true nature, and is so damn good at it that even other daemons are afraid of him. As a result, only apocalypse cults summon him, for he'll kill all the cultists and the rest of the planet for good measure. He's the Daemon Lord of Tzeentch who shows up in Imperial Armour: Apocalypse II. While he costs a flat 999 points (1500 in FAQ for 8th!), he has all sorts of powers that can ruin somebody's day, the most infamous of which is a pretty reliable ability to bounce psychic powers aimed at him and template Boon of Chaos: everybody hit has to pass a toughness test into Chaos Spaw- ohgodNOASDJSALF
  • Amon 'Chakai: The first and greatest of the Lords of Change, capable of changing and creating destinies.
  • Kairos Fateweaver: Schemed himself his own page. Just as he foresaw. Hates capitalism and possibly loves Skarbrand. Also has two heads, one of which lies and one of which tells the truth.
  • Marabas: Lord of Change who tried to convert the Calixis Sector to Tzeentch. Got pwned by the Inquisition.
  • M'Kachen: Lord of Change who has the hots for Brother-Captain Stern of the Grey Knights. Feelings are reciprocated, and Stern will never accept the post of Grand Master until they finally sleep together.
  • Sarthorael the Everwatcher: The secret boss of every faction campaign in the Total War: WARHAMMER game. Like his title implies, he observes your army's movements by disguising as a white bird accompanied by his human slave, your old advisor (possibly the guy from the trailer). Why would anyone hire a mysterious old man with a bird is beyond anyone's mind (especially for Grimgor or Mannfred von Carstein). He appears with Archaon's army when any faction reaches at least 100 turns in the campaign. He is a powerful combat monster who is immune to psychology and causes fear in combat. Combined with his already powerful Chaos army with Archaon by his side, he is hard to beat unless you assassinate him with your maxed out hero campaign agent, or just bring 3 armies in front of him for auto-resolve. Alternatively, a strong gun line can chew through anything, when in doubt, just bring more artillery and steam tanks. In the Warriors of Chaos campaign, he challenges Archaon after a cutscene that shows him killing the advisor and revealing himself as a Lord of Change. Regardless of the outcome, he will always fail because Tzeentch hates his servant and because this happened in a video game. It's also worth noting that he is playable in multiplayer and is hilariously broken with his terror trait and his constant charge disruption against anything that's not a lord character, which most players would use him to take out enemy range units.
  • F'tanax: A patient and insidious daemon with a preference for misdirection and illusionary tactics. His schemes have seen the downfall of many ancient empires in Age of Sigmar, as well as the boundless hatred and rivalry of the Bloodthirster Kazarkos. Both greater daemons were summoned and bound to the will of the even greater manipulator Be'lakor, who needed F'tanax‘s arcane mastery in his assault on Topek’s Eye, a mystical Old One artifact that helped the Slann Starmasters determine the future of the Great Plan. F'tanax led his daemons along the outskirts of the Seraphon territory while Kazarkos and his brutes garnered the most attention. However once the two greater daemons did see each other again, they quickly flew into a violent rage and destroyed Topek’s Eye while they tried to destroy each other. Although still in the service of the first prince, F'tanax is certain this is all part of Tzeentch’s own grand scheme and is willing to play the part of dutiful lackey...for now.
Daemonic Forces of Chaos
Gods Greater Daemons Lesser Daemons Daemonic Beasts Daemonic Steeds Cavalry of Chaos Chariots of Chaos
Bloodthirster Bloodletter Flesh Hound
Slaughterbrute
Juggernaut Bloodcrushers Blood Throne
Skull Cannon
Great Unclean One Plaguebearer
Nurgling
Beast of Nurgle
Plague Toads
Molluscoid
Battle Fly
Rot Fly
Plague Drones
Pox Riders
Palanquin of Nurgle
Keeper of Secrets Daemonette Fiends of Slaanesh Steeds of Slaanesh Seekers of Slaanesh Hellflayer Chariots
Seeker Chariots
Lord of Change Flamers of Tzeentch
Gaunt Summoners
Horror
Screamers
Mutalith Vortex Beast
Disc of Tzeentch Burning Chariots
Verminlord
K'daai Great Taurus
Lammasu
Bull Centaur
Daemon Prince Fury
Daemon Brute
Infernus Abomination
Chaos Beast
Chaos Hound