war race:Lizardman  

Lizardman
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Mobs Bestiary

The Lizardmen are one of the most ancient races in the world, created by the Old Ones to be servants and guardians of the Slann. Their primary habitat is among the steaming jungles of Lustria, although there are scattered smaller Lizardman cultures throughout the world including notable populations in the The Southlands and the Hinterlands of Khuresh.

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Overview

The Lizardmen live in vast temple-cities which rise above the surrounding tree line and are imposing bastions of strength and history. These are the homes of the huge Slann Mage Priests, who constantly attempt to divine the will of the Old Ones. Unfortunately, the Great Plan is only revealed in omens and portents, but the Slann Mage Priests do their best to interpret the signs and give guidance to their fellow Lizardmen on how best to proceed. The average Lizardman is just slightly taller than a man but the army makes use of a wide variety of creatures, including mounted units, artillery and even flying troops. The Lizardmen are cold-blooded and somewhat slow to react to battlefield situations (if they react at all), meaning a Lizardman army rarely flees when they see their fellows being slaughtered, while at the same time they are less likely to push the attack on to cause the most damage possible.

Types

Kroxigors

Kroxigors are large Troll-sized Lizardmen with less intelligence than a Saurus or Skink. Kroxigors are used as shock troops in brutal frontal assaults in warfare or as heavy lifters in construction. Kroxigors will often have their weapons chained to their hands, as they will naturally attempt to fight with their claws and teeth. In battle, Kroxigors and Skinks work hand in hand a lot. This has enable the Kroxigors to move through Skinks in what is called a Skirmish Screen.

Even for their size Kroxigors are excellent swimmers and are able to keep up with the more nimble Skinks in the water. This enables the Kroxigors to coordinate surprise attacks with the Skinks in the swampy mires and bogs of the Jungles.

Saurus

Created by the Old Ones when realizing that the Slann were physically frail, it is unknown exactly when the Saurus were created but it is believed that they were adapted from the native lizard species of Lustria. The Saurus are slightly taller than a human. Exceptionally strong and covered in thick, horned scale, Saurus can live for thousands of years - and no Saurus has ever died of old age.

If a Saurus is lucky enough to survive battle, it will never stop growing. Because of this they will, as time passes, become larger and tougher. The Saurus do not wear any armour, their natural bony and horned covered scales are just as strong. The Saurus are also well known for being rather simple minded, thus they are given only hand-to-hand weapons, their intelligence having proven that it is impossible for them to master more complicated weapons, like bows or guns.

There are several types of Saurus that be spawned to accomplish different tasks:

  • Saurus Warriors

They are the backbone of the Lizardman army, savage warriors with enormous strength. They wield basic hand-to-hand weapons, a shield, and wear no armour. Saurus attack with their hand weapons and their shields giving them two attacks instead of one.

  • Temple Guards

The elite Saurus, defending temples and acting as the personal armies the Slann, guarding them both in peacetime and in the heat of battle. Unlike other Saurus, the Temple Guard are allowed to wear armour created from the bones of mighty beasts from the jungles of Lustria. These are often ornamented with precious gems and leafed in gold.

  • Cold One Riders

Cold One Riders are Saurus that have the Blessed Spawning of Itzl, allowing them to ride Cold Ones into battle. This is primarily because they excrete a very odd smelling musk which calms the Cold Ones enough to be mounted.

Skinks

Skinks are smaller, more social and more intelligent Lizardmen which were created by the Old Ones to serve the Slann. Skinks are used primarily as scouts and skirmishers on the battlefield. However, their small stature has afforded them time away from war as artisans and shamans, creating a sub species of Lizardman more diverse than any other.

Skinks are aquatic enabling them to track down prey or enemies through the Jungle swamps and rivers of Lustria without being noticed. This affinity to water allows them to stay underwater for several hours before launching a surprise attack and then disappearing before the enemy can make any counter attack.

In battle Skinks can be given blow pipes allowing them to shoot multiple poisonous darts; Skinks also coat their javelins in poisons as well. The poisons from the darts are derived from the venomous tree frogs and serpents that live in the Lustrian Jungles.

Skinks are also found to tame some of the wild beasts of Lustria, these beasts include Salamanders, Terradons, and Stegadons. Skinks use Salamanders to help hunt down large prey or to roast down enemy combatants in battle. Some Skinks have mastered riding the Terradons and use them for fast hit and run strikes against warmachines or vital points in the enemy's formations. The Stegadons have a giant Howdah attatched onto their backs where Skink ride in. From atop the mighty Stegadons the Skinks can fire mighty bolts from a great bow or throw poisonous javelins at the enemy. The Stegadon itself is used much like a chariot to ram the enemy.

Slann

The magic-wielding Slann (occasionally misspelt as Slaan or Slaann) mage-priests act as the mouthpiece of the Old Ones, and are the rulers of Lizardman society. These bloated, ancient creatures resemble giant frogs and are extremely adept at using magic, though their bodies are frail and weak. Powerfully telepathic, the Slann race shares the task of carrying out the Old Ones' final plan and direct their considerable mental and magical energies towards it. The other Lizardmen races in Lustria, the Skinks, Saurus and Kroxigors show them a cold, alien reverence.

The Slann, under the direction of the Old Ones separated the continents and changed the orbit of the world to be closer to the sun, thus heating it and helping to bring forth the other races. When the Old Ones vanished from the world, during the coming of Chaos, much of the Slann's knowledge and wisdom was lost forever, recalled only by the oldest among them.

There were five generations of Slann spawned by the Old Ones, though their powers have been much diminished with extreme age. There are no Slann of the first generation alive today, but even their mummified remains are still powerful enough to aid the other Slann in battle. Particularly the body of the Venerable Lord Kroak, who was among the most powerful Slann of the first generation, is still brought forth in battle when great danger arises for Lizardman race. Even the most junior Slann rank among the most powerful magic users in the Warhammer world - by comparison, the powers wielded by the elder Slann are unimaginably more powerful.

Notable Lizardmen

  • Venerable Lord Kroak

A deceased Slann of the first generation. It is said that even though Lord Kroak had been slain his spirit still remains in the material realm for it refuses to leave. In times of great need Lord Kroak can give great advice to any of the other Slann through telepathy or he can posses one the many Skink Priest and use his awe inspiring powers through the Priest. Even though Lord Kroak is dead, he is still one of the most powerful (if not the most powerful) magic users in the Warhammer World, comparable with other heavyweights such as Teclis, the High Elf Loremaster of the White Tower, Malekith, the witch king of the Dark Elves and Nagash, the greatest Necromancer of all time.

  • Lord Mazdamundi

Literally "light of the world" from "Mazda" and Latin: "Mundi". The oldest Slann still living, he is of the second generation and resides in Hexalotl in Lustria. Lord Mazdamundi's powers in magic are unequal for it was he who made the Red Mountains erupt and destroy the lands around them and that the resulting earthquake destroyed many of the Dwarf's strongholds. In battle Lord Madamundi is said to ride upon a Stegadon and control it only by using sheer force of will.

  • Scar-leader Kroq-Gar

Kroq-Gar is an ancient Saurus, he was alive and active in the first major conflict between the Lizardmen and the forces of Chaos. In battle Kroq-Gar is ussually seen riding his Carnosaur Grim-Loq and causing terror and destruction upon the enemies of the Lizardmen. Kroq-Gar also wields the mighty Hand of Gods, which creates balls of searing light that shoot contorted energy at his enemies; and the mystical Revered Spear of Tlanxla, which causes fear itself each time it bites into the flesh of Kroq-Gar's enemies.

  • Nakai, Sacred Kroxigor of the First Spawning

Known as Nakai the Wanderer for this Kroxigor seems to appear where he is needed and then disapear once the need is over. Nakai has been spotted all over Lustria and throughout the century where his strength and power turned the tide of the battle. It is said that he was spawned under Tlanxla during the First Spawning, this gave him a more heavier tougher scaly hide than other Kroxigors of later spawnings. It is true that his hide is much harder to puncture and that even killing blows do not seem to even phase him because of his incredible scaly skin.

This page last modified 2008-10-04 15:47:23.