| Lizardmen (warhammer) |
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The Lizardmen are fictional Reptilian Humanoid s from the '' Warhammer Fantasy '' setting. They 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. SUB-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. 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 diminshed 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 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 confined to using only hand-to-hand weapons, as their primitive brains have proven largely incapable of mastering more complicated tools, like bows. Saurus can live for thousands of years, 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:
Notable Saurus: Kroq-Gar 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. 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 . A variant of the Skink is the stealthy Chameleon Skink, who like their namesakes are capable of changing their colors to blend in with their surroundings. Notable Skink: Tehenhauin the Prophet of Sotek, Tichi-Huichi The Kroxigor Kroxigor are heavy laborers 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 weapons in battle typically chained to their wrists to keep them from dropping them. 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. Kroxigors are like a tank nowadays and because of this you can only have a maximum of six in your army. Notable Kroxigors: Nakai . Nakai was a 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 he was slain himself. 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 ) are trained by skinks as beasts of burden or ferocious creatures ridden or prodded into battle. Such creatures are:
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 BLESSED SPAWINGS On some rare occasions some skinks or suarus are spawned under the influence of one of the Old Ones.
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