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Fateweaver [Discussion]

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Fateweaver [Discussion]

Postby Matapiojo » Wed Dec 15, 2010 10:00 am

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Fateweaver is a relative newcomer in the 40k landscape since his introduction in the new Chaos Daemons Codex in 2008. Since his inclusion into the franchise's lore, 40k has had a great new tool for discussions, particularly in the case of universe battles, due to the Oracle's knowledge of all possible futures, ability to determine the right outcome, and the rest of the daemonic tools and abilities available to him as one of the greatest Daemons ever created by Tzeentch.

Feats
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Endurance

- Survived the journey into the Well of Eternity, where other powerful Greater Daemons failed.
Spoiler
“The need to overcome this one weakness took the Lord of Mutation to the very centre of reality, to the mystic Well of Eternity, where space and time originate and end. But even Tzeentch himself was afraid of entering the Well. Instead, he sent his most powerful and trusted Greater Daemons, but none of the Lords of Change ever returned from the roiling currents of the Well.

Exasperated, Tzeentch grabbed his vizir, Kairos, the first among his Greater Daemons, and cast him into the Well. To Tzeentch's delight, the Daemon survived, just.”
4th Ed. Codex: Chaos Daemons, p.49 - ”Fateweaver”, paragraphs 1-2.


Intelligence

- Knows everything there is to know.
Spoiler
“This is a great boon indeed, for the Oracle knows the answer to all questions and one of the two heads will always answer the truth.” 4th Ed. Codex: Chaos Daemons, p.49 - ”Fateweaver”, 3rd paragraph.

- Knows how to reach the Hidden Library of Tzeentch for infinite knowledge.
Spoiler
“These, the Greater Daemons of Tzeentch, can tread the secret paths that lead to the inner sactum within the Impossible Fortress; the Hidden Library where Tzeentch concocts his eternal plots.

The Hidden Library itself contains every scrap of knowledge, every thought of every creature across space and time.”
4th Ed. Codex: Chaos Daemons, p.11 - ”The Maze of Tzeentch”, 6th & 7th paragraphs.

- Has natural prescience in addition to his gift after being cast to the Well of Eternity
Spoiler
“The mind of a Lord of Change is an inexhaustable well of information, so much so that to mortals these Daemons appear omniscient. The most unnerving of their abilities, however, is their prescience. Their Great Master, who knows all, has granted them the boon of seeing into the near future, a power that makes them almost impossible to defeat.” 4th Ed. Codex: Chaos Daemons, p.31 - ”Lords of Change”, 4th paragraph.


Magic

- His magical might is near-infinite
Spoiler
“Lords of Change are the most powerful sorcerers in the galaxy, gifted with unparalleled psychic abilities and a near-infinite skill and expertise in the arcane sciences.” 4th Ed. Codex: Chaos Daemons, p.31 - ”Lords of Change”, 4th paragraph.

- Works with Khornate spawn, and tears reality to open a portal for the other daemons to enter the material realm
Spoiler
“Chattering and growling filled the great dome of the Ring of Eternal Delights, a deep bowl that seemed hewn from marble yet whose pastel coloured veins constantly from blue to purple to deep red. Here in one of the great wings of the Court of Covenant, a rabble of Daemons all stared up at the apparition hovering in the air above the amphitheatre. Red armoured warriors stalked through the ruins of some strange mortal factory. The Daemons recognized these foes for they were Space Marines and the stench of the Emperor, the Carrion-Man, hung about them, cloying and filthy.

'Silence!' boomed Anarkh'ad'nron, a huge Bloodthirster who strode through the millingthrong, shoving aside Daemons of all shapes and sizes. He cleared a path for a wizened figure, twisted and two-headed, its plumage glistening with magical sparks. Once at the front of the crowd, Fateweaver pulled himself up to his full height.

'Kill them,' the Lord of Change said, both heads speaking at once; one spoke in a cackling laugh, the other a sinister whisper. Having made his proclamation, Fateweaver gestured towards the vision of the mortal plane. The edges of the image began to burn with blue fire, growing in strength, opening the gateway to the physical world.

The Daemons jostled forwards in their enthusiasm, a cohort of bestial Bloodletters led by the Herald Deathrender pushing their way to the front. The Space Marines suddenly became aware of the tear in reality and readied their weapons. Deathrender raised his blade above his head and howled a challenge, leading his warriors through the breach into the material universe.”
4th Ed. Codex: Chaos Daemons, p.19 - ”The Warp Unleashed”, paragraphs 1-4.


Other

- Is the first Lord of Change created by Tzeentch.
Spoiler
“Exasperated, Tzeentch grabbed his vizir, Kairos, the first among his Greater Daemons, and cast him into the Well.” 4th Ed. Codex: Chaos Daemons, p.49 - ”Fateweaver”, 2nd paragraph.
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Re: Fateweaver [Discussion]

Postby Matapiojo » Wed Dec 15, 2010 1:23 pm

Profiles
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Codex: Chaos Daemons - 4th Ed.
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    - Fateweaver, The Oracle of Tzeentch, p. 49
    Image
    Spoiler
    Lore Excerpt
      Tzeentch's gaze encompasses all of the past and all of the present. The future, however, is a different matter. There are infinite futures, fragmented into uncountable threads, ever changing, ever twisting. Events in the present generate a new thread, which instantly interwines millions of others, ctreated by the actions of creatures in all corners of the universe. Not even the Great Sorcerer can hold all of the threads in his mighty intellect. This limit has always unnerved Tzeentch. The need to overcome this one weakness took the Lord of Mutation to the very centre of reality, to the mystic Well of Eternity, where space and time originate and end. But even Tzeentch himself was afraid of entering the Well. Instead, he sent his most powerful and trusted Greater Daemons, but none of the Lords of Change ever returned from the roiling currents of the Well.

      Exasperated, Tzeentch grabbed his vizir, Kairos, the first among his Greater Daemons, and cast him into the Well. To Tzeentch's delight, the Daemon survived, just. When Kairos resurfaced, his body was now hunched and wizened, unnaturally aged for such an immortal creature. His mighty pinions were reduced to feeble vestigial remains. The stragest change was Kairos's head and neck had split along their length and now the vizir had two separate heads, which shared both the knowledge of the future and the resulting insanity. Now Kairos sits on Tzeentch's right as his Oracle, mumbling madly and suddenly bursting into rambling tirades about events still to happen. Nine times nine Lords of Change are tasked with recording every word of the Oracle, every fragment of mysterious knowledge.

      A few mighty individuals, Daemon and mortal alike, are granted an audience with the Oracle as a reward for the completion of the most challenging of quests for the Lord of Mutation. This is a great boon indeed, for the Oracle knows the answer to all questions and one of the two heads will always answer the truth. Sadly, the other head simultaneously delivers a contradictory answer, false but equally believable. The resulting riddle leaves the petitioner invariably baffled, and often in total despair.

      On rare occasions Tzeentch sends the Oracle to a battlefield in the mortal world, where kairos is known as the Fateweaver. There the Oracle uses his great magical powers and infallible prescience to influence the course of the battle. Torrents of warping energy are unleashed upon the enemy, twisting and changing the very battlefield. Mortal warriors shoot and slash in vain against Fateweaver and his daemonic bodyguard, foes that know exactly how to move in order to not be hit before the gun is fired or the blade is drawn. This gift, however, has a critical consequence; if any unexpected harm comes to him, Fateweaver often retreats back to the Warp, afraid that his treacherous Master might have intentionally concealed that future from him.
    Profile
    Code: Select all
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     4   5   5  5  3  4  2  9   3+

    Unit Type: Monstrous Creature.

    Daemonic Gifts: Daemonic Flight, Master of Sorcery, We are Legion, Soul Devourer, Bolt of Tzeentch, Boon of Mutation, Daemonic Gaze, Breath of Chaos

    Special Rules: Daemon.

    Oracle of Eternity: Because of the incredible prescience of the Oracle of Tzeentch, Fateweaver and all friendly units within 6" may re-roll all failed Armour, Invulnerable and Cover saves. However, for every unsaved wound suffered by Fateweaver, take an Ld test. If the test is failed, he retreats in shock and is removed as a casualty.
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    - Lords of Change, Tzeentch's Supreme Mutators, p. 31
    Image
    Spoiler
    Lore Excerpt
      The Lords of Change, Grater Daemons of Tzeentch, often appear as tall and slender humanoids, with a long neck and a bird-like head. They are attired in a high wizard's robe and ornaments, and carry a sorcerer's staff in their taloned hands. They have mighty wings with multi-coloured feathers, which allow them to soar high in the sky to carry out their god's orders. Tzeentch's areas of influence are magic, deception and knowledge. His Greater Daemons are the personification of all of these.

      Magic. Lords of Change are the most powerful sorcerers in the galaxy, gifted with unparalleled psychic abilities and a near-infinite skill and expertise in the arcane sciences. They can turn scores of mortals to boneless spawns with a mere glance, destroy an armoured vehicle with the flick of a finger or wrench the soul out of the mouth of the mightiest of warriors with a simple word, only to devour it with the delight of a connoisseur. Magic is the power to change - to change matter into energy, unliving into living, lead into gold, and the opposite of all these. Magic is change and change is magic, and both are boons from their Master, the Changer of the Ways.

      Deception. To cheat, scheme and manoeuvre in order to gain an advantage over one's enemies, or peers, is one of the most practiced activities in the entire galaxy. From the corridors of the Administratum on Terra, to the high spires of the Eldar Craftworlds, from the bridges of battle barges in the Eye of Terror, to the palaces of planetary governors, mortalsa re always busy plotting against one another, striking deals with so-called allies only to then stab them in the back when their usefulness has come to an end. Lords of Change revel in these activities. They fuel them, nurture them, concoct them with all of their unmatched guile. They often assume the guise of mortals only to lead these ambitious, influential individuals to lose their soul, often together with the rest of the home world.

      Knowledge. The mind of a Lord of Change is an inexhaustable well of information, so much so that to mortals these Daemons appear omniscient. The most unnerving of their abilities, however, is their prescience. Their Great Master, who knows all, has granted them the boon of seeing into the near future, a power that makes them almost impossible to defeat. How can one fight against an enemy that knows in advance every move and every trick you are going to attempt? A Lord of Change can be brought down by the weapons of mere mortals, but only when its demise is part of Tzeentch's schemes, and the Ultimate Deceiver tricks his own Daemon by sending it false visions of the future. Because of this, the destruction of a Lord of Change should bring no joy to the enemy, as they are only helping the Changer of Ways to move his pawns on the board of the Great Game.
    Profile
    Code: Select all
    WS  BS  S  T  W  I  A  Ld  Sv
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     5   5   6  6  4  5  3  10  3+

    Unit Type: Monstrous Creature.

    Daemonic Gifts: Daemonic Flight, Soul Devourer, Bolt of Tzeentch, Daemonic Gaze

    Special Rules: Daemon.
    "Curiosity begets knowledge.
    Knowledge begets curiosity.
    Only great Tzeentch sates both."
    The Teachings of Tz'Kul'Anak
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    - Daemonic Gifts, p. 73-76
    Spoiler
      Boon of Mutation (p. 73):

      Bolt of Tzeentch (p. 74): A solid beam of multi-coloured light strikes out of the Daemon's fingers and annihilates anything it touches, melting metals and vapourising flesh.

      Bolt of Tzeentch is a ranged weapon with the following profile: "Range - 24" / Strength - 8 / AP - 1 / Type - Assault 1"

      Breath of Chaos (p. 73):

      Daemonic Flight (p. 73): Great pinioned wings or unfathomable arcane powers enable the Daemon to make great bounding leaps across the battlefield and swiftly race into close combat. Models with Daemonic Flight move like Jump Infantry, as described in the Warhammer 40,000 rulebook.

      Daemonic Gaze (p. 73): Rays of pure unholy energy burst from the eyes of the Daemon, incinerating its enemies. Daemonic Gaze is a ranged weapon with the following profile: "Range - 24" / Strength - 5 / AP - 3 / Type - Assault 3"

      Master of Sorcery (p. 74): The Daemon has unparalleled magical knowledge, a true master of the arcane arts.

      The model can use one extra ranged weapon in its Shooting phases (but not the same one twice, as normal).

      Soul Devourer (p. 74): The Daemon can reach into an enemy's body, wrench out its soul and devour it. The Daemon counts as armed with a power weapon. In addition, if a model suffers any unsaved wounds from the Daemon's close combat attacks, it must immediately take a Leadership test for each wound suffered (on its own Leadership value, the model cannot use another model's Ld for this test). If any of these tests are failed, the victim suffers instant death.

      We are Legion (p. 74): The Daemon is host to many tortured souls, and different limbs, heads, eyes and leering faces continuously appear and vanish on every part of its ever-mutating body.

      During the Shooting phase, the Daemon does not have to target all of its ranged weapons against the same target. Instead, it may fire any of its weapons at a different target (declare all targets before rolling to hit). It can then choose to assault any of the enemies it has fired against.

      If the Daemon is an Independent Character and joins a unit, it can choose different targets from its unit's. Note that the unit is not affected by the shooting of the character in regards to which enemy they can assault in the ensuing Assault phase.
Daemons of Chaos: Character Focus
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    Kairos Fateweaver, p. 2
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    Spoiler
    Lore Excerpt
      Amongst the multi-coloured hosts of the Lord of Change there are few as well-known as Kairos Fateweaver. A Lord of Change that has himself been warped and twisted, Kairos is a sorcerer without equal, able to scry the skeins of time and fate, predicting outcomes and plotting the past with seamless ease. He is the right hand of Tzeentch when one of the great Changer of Ways requires his plans enacted, a servant that can be relied upon to see that the mysteries of past and future are ushered into being correctly.

      Kairos was a Lord of Change amidst the coterie of Tzeentch when the almighty Changer of Ways grew frustrated at his inability to comprehend the Well of Eternity. In anger and frustration Tzeentch cast the startled Kairos deep into the well. An eternity within the swirling currents of infinity took its toll upon Kairos, who clawed his way from its treacherous depths to serve his master again.

      The toll upon his physical frame was terrible, Kairos was now both hunched and twisted, a second head joining the first. One perceives only the past while the other plots the future - to the present, both are fully blind.

      Crippled and blind though he might be, Kairos understands better than any the plots and scheming of his master now though, and so he shrewdly enacts the will of the Great Sorcerer in all things. His mastery of magic is unparalleled by either Daemon or mortal and his ability to see the future, and thus avoid harm even before it is planned, makes him all but invincible.
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Re: Fateweaver [Discussion]

Postby mike » Wed Dec 15, 2010 5:48 pm

so is fateweaver the guy that has to have all those guys disect what he said to figure out the true one?
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Re: Fateweaver [Discussion]

Postby mike » Wed Dec 15, 2010 5:56 pm

ok, i was retarded, i didnt register and make an account first.....
fateweaver is the guy who has to have all those other guys disect what he said to find the true one right?
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Re: Fateweaver [Discussion]

Postby Matapiojo » Wed Dec 15, 2010 6:01 pm

Yes and no. Fateweaver already KNOWS the true one. The Lords of Change disect what he mumbles in order to relay the true one to Tzeentch, who in turn already saw the same outcome, but just needs a bit of reassurance I suppose.

Somewhat different.

Tzeentch in general is all about knowledge, and there are a lot of elements in canon that promote that fact.
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Re: Fateweaver [Discussion]

Postby mike » Wed Dec 15, 2010 6:08 pm

are the lords of change always succesfull in finding the true one?

fateweaver must be the daemon that tzeechan threw into the well of eternity that i read about then.
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Re: Fateweaver [Discussion]

Postby Matapiojo » Wed Dec 15, 2010 7:19 pm

I included Fateweaver's etry above. Simply hit the "spoiler" button below his picture and you'll be able to read all of it as it is on the Codex.

All Lords of Change have prescience. His cohort of 81 just document what says, but the fact is that they already know the right answer as soon as Fateweaver says it. If you ask a question of a being that knows the answer, but gives you a false one at the same time as the right one, and you have the ability to see into the near future, I am pretty sure you'll be able to discern the right one from the 50/50 chance put in front of you. Increase the chances of that by 80, and it's a safe bet the true outcome of any question will be properly documented.

Not that it matters. Fateweaver is not babbling mad. Since he wants to defeat his oponents, and he knows all the answers, he can just effectuate whatever is needed himself.
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