Lizardmen (Warhammer)

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The Lizardmen are fictional reptilian humanoids from the Warhammer Fantasy setting. The term covers a range of different creatures who inhabit the continent of Lustria, and the Southlands, which are roughly analogous to South America and Africa respectively.

The Lizardmen were created by godlike figures known as the "Old Ones". The purpose of the Lizardmen is to carry out the plans of the Old Ones and to oppose their masters' antithesis - Chaos. In earlier versions of the setting (up to the 3rd edition of Warhammer Fantasy Battle and the 1st edition of Warhammer Fantasy Roleplay), the Old Ones were called the Old Slann, and were the ancestors of the current Slann. In these earlier versions there were warrior slann and "lizardmen" referred to enslaved creatures which are more like Saurus, their civilisation having been conquered by the Slann. Creatures called "Troglodytes" resemble the later Kroxigor.

A Lizardmen Hero model, Kroq-gar
A Lizardmen Hero model, Kroq-gar

Contents

[edit] History of the Lizardmen

The history of the Lizardmen began before the Old Ones arrived at the warhammer world; some of the Slann travelled among the stars with their godlike masters. When the Old Ones arrived on the warhammer world, they settled in Lustria where they used the amphibious creatures already living there as bases for races that would serve the Slann. Out of this the first spawnings of Saurus, Kroxigars, and Skinks were formed. During this time, the Slann spawned on the earth as the world was being shaped to how the Old Ones wanted it to be shaped. Armies of Saurus destroyed unwanted races as the Old Ones created the races of High Elves, Dwarfs, and Men. Later, in the coming of Chaos, the Old Ones left the world as armies of Daemons invaded the world. Every race formed by the Old Ones fought against the threat of Chaos, including the great armies of the Lizardmen which consisted of millions of Saurus. However, it was because of the mages of the High Elves (with the help from the Slann) that the Daemons could be defeated. After the wars, the Slann immediately put up defences to keep the threat of Chaos at bay. Eventually, the Lizardmen become isolated, and the younger races (except for the Elves) forgot about them and the Old Ones. About 3,000 years after the great war on Chaos, the Skaven of Clan Pestilens invaded Lustria, marking the start of a thousand year war that ended with the Serpent God Sotek destroying almost all of the Skaven on Lustria. Dark Elves make raids on Lustria as does the Vampire Luthor Harkon of the Vampire Coast who wages war against the Slann. Eventually, Lustria is "discovered" by the Tilean merchant Marco Columbo of the [[Old World (Warhammer}|Old World]] who witnessed the defeat of a Dark Elf raid on Tlaxtlan.

[edit] Species

Each sub-species of Lizardman was bred for a particular role in the Old Ones' plan, with their particular racial traits chosen and adapted for to ensure a smooth, functional and organized society.

[edit] The Slann

The magic-wielding Slann 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 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 Slann: Venerable Lord Kroak, Lord Mazdamundi

[edit] The Saurus

The Saurus were bred by the Old Ones' in response to the physical frailty of the Slann, and the subsequent requirement for a strong and numerous warrior breed to protect them for the more numerous Younger Races. It is unknown when exactly, or how, the Saurus were conceived, but it is believed they were adapted from the native lizard species of Lustria and their sturdy construction is a testament to such an heritage.

Standing slightly taller than a man, the slow-minded and brutish Saurus are the backbone of the Lizardman societies armies. Exceptionally strong, and covered in a thick, horny scales, the Saurus are brutal and savage foot-soldiers, with a formidable ability to both take and deal damage. However, they are confined to using only hand-to-hand weapons, as their primitive brains have proven largely incapable of mastering more complicated tools, like bows.

Saurus live for thousands of years - and it is unknown for one to die of old age - if they are not killed in combat, and never cease growing, becoming larger and tougher as the centuries elapse. Many of the heroes and leaders of the Saurus have risen to prominence by being essentially unkillable in combat.

There are several roles a Saurus can be spawned to accomplish:

  • Saurus warriors: They are the backbone of the Lizardman army, savage warriors that can sometimes emerge blessed by a particular Old One, and become unit champions.
  • Temple Guards: They are the elite, either spawned to defend the temples of the Slann or Saurus warriors who have proved themselves in battle. They guard the Slann both in peacetime and in the heat of battle. They wear the distinctive skulls of young Stegadons they have slain into battle as helmets and are also armed with a halberd. Unlike normal Saurus, the Temple Guard are allowed to wear ceremonial armour, hewn from precious gems and metal.
  • Cold One Riders: Spawned to ride Cold Ones into battle, they display an unusually large crest and excrete an odd smelling musk due to their sacred spawning of Itzl (one of the Old Ones) which calms the Cold Ones native blood-lust and allows them to be mounted.

Notable Saurus: Kroq-Gar

[edit] The Skinks

Skinks are the artisans of the Lizardmen. Gregarious and talkative, they do jobs like metalworking and temple organization in addition to being the personal adjutants of the Slann. Some Skinks can use magic, though not so effectively as their ancient masters. In times of war, the skinks take up weapons such as blowpipes and javelins and march to battle with their warrior cousins, lead by stronger Skink Chiefs.

There is also a sub-species of skinks, the chameleon skinks. They are slightly more aggressive creatures, and resemble Chameleons in the way they have bulging eyes that can look independently. They can also change skin color to blend in with their surroundings, and are patient hunters, sitting unmoving for hours waiting for an opportunity to strike.

One relatively common Chief, known as the Flying Skink of Doom, wears a cloak of feathers and flies bravely behind enemy lines to take out enemy war machines and wizards.

Notable Skink: Tehenhauin the Prophet of Sotek, Tichi-Huichi

[edit] The Kroxigor

Kroxigor are heavy labourers in Lizardman cities, and can also be used to terrible effect in battle. Cousins of the Saurus, they are large, but fairly simple-minded, with their gigantic weapons typically chained to their wrists to keep them from dropping them during battle, due to their natural instinct to use their razor sharp claws and teeth.

In earlier editions of Warhammer, Kroxigors were able to join ranks with a unit of skinks, increasing the ferocity of the regiment while swinging their great weapons above the heads of their smaller kin, but as of the sixth edition of Warhammer Kroxigors are unable to form units with skinks, although they can charge through them to reach their enemies.

Notable Kroxigors: Nakai the Wanderer. Nakai is an albino Kroxigor with unusually thick skin, even for a Kroxigor. In the siege of one of the temple cities, Nakai held off five legions of daemons by himself until the arrival of reinforcements.

[edit] Beasts of War

The reptiles and dinosaurs that inhabit the jungles surrounding the ancient temples of the Old Ones are captured (usually collected as eggs), and are trained by skinks as beasts of burden or ferocious creatures ridden or prodded into battle. Such creatures are:

  • Salamanders: Lizards that can spray a burning, corrosive acid, they are used as living war machines, but are highly temperamental, and are known to eat their handlers on occasion.
  • Carnosaurs: Large dinosaurs which are ridden by Saurus lords, they resemble a Tyrannosaurus rex. They are the dominant predator in the dense, harsh, jungles of Lustria.
  • Stegadons: A kind of hybrid of a Ankylosaurus, a Stegosaurus and a triceratops, they are vicious omnivores who will eat everything in their way, from tree trunks to Skinks that stands too close. Used by Skinks in a manner similar to tanks. A howdah is attached to the backs of these beasts, and the Skink rider can use a giant crossbow as well as javelins to rain death down upon the enemy as they smash through the battle lines.
  • Cold Ones: Thick-skinned, vicious, but stupid animals, they are used by both Saurus and Dark Elves as mounts.
  • Horned Ones: Cousins to the cold ones who are swifter, smarter and not as strong. They are found in the southlands and are ridden by skinks not saurus.
  • Terradons: Based on the pterodactyl, they are a canopy dwelling species ridden into battle by Skinks. They are used for hit-and-run tactics, and the Skinks on top can hurl javelins down at those below.

[edit] Trivia

Many of the Lizardmen special characters ride Dinosaurs into battle. In a nod to the Transformers, each of their rides is named after one of the Dinobots, albeit with an Aztec-inspired respelling.

The Lizardmen are also in the Warhammer 40,000 universe; known as the Loaxatl. They have yet to make a major appearance and are rarely used.

The Old Ones also make an appearance in the Warhammer 40000 background; they are described as the original creators of all civilised races there also. The Slann are given an illustration in the 4th edition rulebook as well, wielding some form of Flamethrower

[edit] The Blessed Spawnings

On some rare occasions some skinks or saurus are spawned under the influence of one of the Old Ones.

  • Tzunki: Tzunki is associated with water and the spawned under his influence may have sea green coloured skin and have gills and webbed hands.
  • Sotek: Although the Great serpent Sotek isn't an Old One, he is infact the only true lizardmen "God" in the conventional sense (a being created by the sub-consience of those who beleve in him) , skinks and saurus are still spawned under his influence. Those who are can be very furious fighters and have red skin, scales or crests.
  • Quetzl: Those who are spawned under the warrior and protecter have more bony crests and they are harder than that of others.
  • Tlazcotl: Those skinks who have yellow crests or scales are blessed by Tlazcotl. Those who are, are just impassive as he is.
  • Chotec: Those who are blessed by the solar one have an uncommon amount of energy that makes them keep going while other cold-blooded creatures would stop. They also have a fiery orange hue to their bodies.
  • Haunchi: The jaguar one of the earth and night passes on the ability to pass through the thickest growth with ease.
  • Tepok: Those who are blessed by the winged serpent have purple coloring and high resistance to magic.
  • Itzl: Itzl's spawning is recognized by a large bony crest and they produce a musk that calm's Cold ones.
  • Xhotl: Those ones who are watched over by Xhotl have a magic field protecting them that also strikes all those who harm the marked warrior.
  • Blessed mark of the Old Ones: The rarest of all spawnings it is recognised by white or albino colouring. The are highly respected, for their fate must be important.

[edit] External links

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