The Lizardmen are an army in Warhammer Fantasy Battle
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In earlier versions of the setting (up to and including the 3rd edition of Warhammer Fantasy Battle and the 1st edition of Warhammer Fantasy Roleplay) there was a separate Slann army based in Lustria. The background story of the Warhammer world described its creators as the "Old Slann" or "Old Ones" interchangeably. These were the ancestors of the current Slann, froglike creatures who once ruled Lustria in a great empire with an Inca, Aztec and Maya feel, leaving behind a legacy of high-tech/magical items called Power Weapons, made of a mysterious black substance. Forces available to this army as allies or enemies included humanoid pygmies with blowguns[1] and Amazonian warrior-women,[2] as well as lobotomised slave-soldiers.[3]
In the third edition the warrior Slann were separated into various totem warrior groups, e.g. "Jaguar" and "Alligator," wearing the skins of their totem animals. Slann warriors rode Cold Ones into battle (as did Dark Elves) - a role taken by the Saurus in the current Lizardmen army.
Lizardmen were a race entirely unrelated to the Slann, and who inhabited the deep caverns underneath Goblin lairs and Dwarf strongholds in the mountains east of the Old World. They were described one of the native creatures of the Warhammer world before the coming of the Old Ones. The Slann had no use for the Lizardmen and they were driven underground.
In the current version, the Old Ones created the Slann as their servants, and created the Saurus as their bodyguards from the creatures already living on the World. The Skinks were created as craftsmen and leaders of the temple cities.
The history of the Lizardmen as described in the current edition begins with the arrival of the Old Ones in the Warhammer world; some of the Slann traveled among the stars with their godlike masters. When the Old Ones arrived on the warhammer world, they settled in Lustria where they created the Sub species of the Lizardmen (Saurus, Skinks and Kroxigors) from creatures already living there as servants that would help the Slann to fulfill the Plan of the Old Ones. During this time, generations of Slann were spawned on the earth as it was being shaped to how the Old Ones wished it. Armies of Saurus destroyed unwanted races, and the Old Ones created the races of Elves (powerful magicians), Dwarfs (magic resistant), and Men. Sometime during the earliest days of the Warhammer world, the Orcs and Goblins came into being, probably the result of some interstellar spore or parasite that had hitched a ride on the Old Ones' ship. They were not part of the Old Ones Plan, but despite many attempts to exterminate this parasitic race, the Greenskins survived, and to this day, they are the bane of the civilised races.
The Old Ones created two massive gates at the poles that allowed instant transport between the Warhammer world and wherever the Old Ones came from. Later, in the coming of Chaos, the Old Ones either went missing, or sacrificed themselves to try to destroy the polar gates and halt the never-ending tide of Chaos in a cataclysmic explosion. Every race formed by the Old Ones fought against the threat of Chaos, including the great armies of the Lizardmen which consisted of billions of Saurus. After the wars, the Slann immediately put defences and wards in place to better contain the threat of Chaos.
Eventually, the Lizardmen become isolated, and the younger races forgot about them and the Old Ones. The High Elves barely remember them, sometimes stumbling into Lustria and being attacked because according to the Slann "They should not be here." according to the great plan of 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. They appeared in the caves of Lustria, where they fell victim to the tropical diseases that were in Lustria. As a last resort they pleaded to the horned rat to help them. The foul deity did just that and thus the plague monks were created. They were foul Skaven feared by all, for they had immunity to disease as well as the unholy skill to create new ones. This war ended with the Serpent God Sotek destroying almost all of the Skaven on Lustria. Dark Elves also began to make raids upon on the Lizardmen, as did the Vampire Luthor Harkon of the Vampire Coast, who constantly wages wars against the Slann, yet has always been defeated. The Lizardmen do not tolerate such raids in the slightest and react violently to any "warmbloods" who invade their realm, always recovering the stolen relics. Once the army of Hexoatl even invaded Naggaroth to recover the Star Stela of Quetli from Clar Karond. Eventually, Lustria is "discovered" by the Tilean merchant Marco Columbo of the Old World who witnessed the defeat of a Dark Elf raid on Tlaxtlan. This started a new age of exploration in Lustria (called the New World of Gold by men) who started to probe the borders of the continent. The Lizardmen put up with their settlements on the coast but if there was any looting the perpetrators were hunted down and mercilessly exterminated.
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.
In early versions of Warhammer the Slann was an army of amphibians with a culture reminiscent of the Aztec. In the current version the Slann only appears as fat toad-like creatures ruling over the Lizardmen. In the game Blood Bowl you can play with a Slann team based on the early nimble slann.
The Slann priests act as the custodians of the Old Ones, and rule the Lizardmen. 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 share the task of carrying out the Old Ones' Plan, and direct their considerable mental and magical energies as well as the massive armies they command towards this goal.
The Slann, under the direction of the Old Ones, separated the Warhammer World's continents and altered the world's orbit to bring it closer to the sun, warming the planet 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 with them and it was left to the Slann to divine the full extent of the Old Ones' Plan.
The Old Ones spawned five generations of Slann. All Slann of the First Spawning are dead, but their mummified remains are powerful enough to aid other Slann in battle. The remains of Venerable Lord Kroak, most powerful of all the Slann, is still brought forth in times of great need. Even the most junior Slann rank among the most powerful magic users in the Warhammer world, and the powers wielded by the elder Slann are unimaginably powerful. Venerable Lord Kroak in particular can destroy entire cities with a single gaze.
It is the Slann who maintain the invisible magical barriers around the Northlands and the South Pole which keep the legions of Daemons at bay.
Most of the Slann race was either killed during the war against Daemons or has gone missing. Only a few of them are left to continue to serve the Old Ones' plans.
Venerable Lord Kroak: The first Slann spawned in the world and the most powerful wizard in the game. His corpse is carried into battle, but his soul does the fighting, and is helped by his loyal mummified skink attendant that helps him fight in close combat. He was the ruler of Itza, the first city, during the Great Cataclysm and defended it for nearly a year before being destroyed by a host of greater daemons of Khorne, and yet his spirit lived on and continues to fight the forces of Chaos to the present day.
Lord Mazdamundi: Literally "light of the world" (from Mazda and Latin "mundi") The oldest living Slann and the most powerful living practitioner of magic in the Warhammer World, Mazdamundi is solely responsible for the downfall of the Dwarven empire by causing a massive continental shift that caused many of the holds of the Dwarves to be flooded by lava, and many of the others were overwhelmed by the Greenskins that invaded in the aftermath of the disaster. Through sheer domination of will power he rides a mighty Stegadon into battle and his gaze humbles all but the mightiest of warriors.
Adohi-Tehga Lord of Tlaxtlan: A second generation Slann and second only in power to Mazdamundi.
Lord Xltep of Itza: A third generation Slann. One of the most aggressive of all the Slann of his generation, Xltep employs numerous incantations and bas-reliefs inspired by Sotek to draw energy from the Snake God and wage endless war on the invaders of Lustria.
Lord Ulha'up: A Slann who went missing to explore the world. He believed the world was corrupted by Chaos and is therefore trying to heal the world once again.
Lord Chuqa-Xi of the Moon City: The very first Slann to use humans or "warm-bloods" as slaves. They capture them first, bring them to the City of the Moon and lobotomise them.
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 from 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 a heritage.
Standing taller than any man, the Saurus are the backbone of the Lizardman society's armies. Exceptionally strong, and covered in thick, thorny 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. Although (with the exception of Temple Guards) Saurus do not wear armour, their thick, scaly hides are functionally equivalent, in-game terms, to light armour. In the 7th edition army book, Saurus scaly skin is equivalent to heavy armour.
Saurus live for thousands of years - they have never been known 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. Oldbloods have lived for a very long time and are instinctive but savage fighters who make great generals, while Scar-Veterans have fought in many battles.In fact the scales of a Saurus became thicker and stronger throughout the ages.
There are several roles a Saurus can be spawned to accomplish:
There is a very rare breed of Saurus that are marked by the Old Ones, indicated by the fact their scales are pure white. These Albino Saurus are seen as prophets, chosen by the Old Ones for their Grand Scheme. A good example of one of these albino Saurus is Gor-Rok.
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, led by stronger Skink War 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.
Kroxigor are heavy laborers in Lizardman cities, and can also be used to terrible effect in battle. Although they resemble gigantic, broad-shouldered Saurus, they have a lot more in common with the skinks, for the two are spawned from the same pools, frequently at the same time, & they frequently perform different tasks together. 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.
Kroxigors are giant crocodilian creatures whose bodies consist of slabs of sinewy muscle and a massive jaw bristling with razor-sharp teeth. They are exceptionally resilient and can survive a score of blows that would fell a lesser being. Kroxigors are devastating on the battlefield - unleashed as shock troops to break the back of an enemy battleline, they plough into enemy regiments with blood-curdling roars and massacre all before them.
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 goaded into battle.
Note: not all of these creatures are models and many are just stories
Such creatures are:
Lizardmen live in massive Temple Cities like The Aztecs. Some of them are still intact, while others are decayed and broken. The list is as follows:
Lustria:
Southlands:
Albion:
These cities are connected by lines of magical power, making transportation and communication between them instantaneous.
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