Mark Of Tzeentch

The Mark of Tzeentch.

Tzeentch, also known as the Changer of Ways, is the Chaos God of Change, Evolution, Intrigue and Sorcery in Games Workshop's Warhammer and Warhammer 40k tabletop games. It is he who weaves the threads that connect every action, plot and subtle intrigue in a world/galaxy-wide game of manipulation and subterfuge. At the end of each of these threads lies the ensnared soul of a human puppet; those of his servants and agents who believe they serve the Lord of Sorcery in mutually beneficial pacts. The truth is that Tzeentch's every action is planned with its ultimate goal as his own establishment as the pre-eminent Chaos power in the Immaterium. Of course, the very nature of the Tzeentch is such that, were he to attain this triumph, he would still strive for turmoil and change. In many ways, Tzeentch is both the best and least understood of the Dark Gods. Almost everyone knows he is the God of Fate, plots, and schemes, as well as the God that exemplifies the ever-changing nature of immaterial realm. However, Tzeentch does not plot towards some end (at least none that can be comprehended); he schemes simply to scheme. He is constantly building, even as his devices unravel under their own complexity. At the same time, he is the God of knowledge and comprehension, and his devotees may be those who seek a deeper understanding of an often enigmatic universe.

Tzeentch (or possibly one of it's Scribes), by Paul Blanche

Tzeentch was once the most powerful of the Chaos Gods, until his brothers, Khorne, Nurgle and Slaanesh, who were jealous of his powers, joined forces to defeat him. Knowing victory was lost, he surrendered, shattering his staff, the source of his power, into millions of pieces, one for every spell in the universe. However, he also sent two Blue Horrors, known as P'tarix and Xirat'p, to list every spell so he could rebuild his staff and take his position of power once again. Some would question in sending one unpredictable lesser daemon, let alone two, on such an important errand, but the two horrors constant arguing keeps them from turning the powers they've discovered against their master.