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.

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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 ruled Lustria in a great empire with an Inca/Aztec feel whose fallen empire left behind a legacy of high-tech/magical items called Power Weapons, made of a mysterious black substance. The idea of ancient alien presence on earth resembles many of the ideas of Erich von Däniken.

In the third edition the warrior slann were separated into various totem warrior groups eg "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 an entirely separate race who inhabited the deep caverns underneath Goblin lairs and Dwarf strongholds. No explanation was given how a cold-blooded creatures such as bipedal lizards existed underground out of sunlight.

In later versions the Slann had conquered the civilisation of another non-mammalian race, the "lizardmen" which resemble the Saurus of the Lizardmen army and their were giant bipedal lizard creatures in their service called "Troglodytes" which in appearance and description resemble the later Kroxigor.

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

The history of the Lizardmen began before the Old Ones arrived 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 used the amphibious creatures already living there as bases for races that would serve the Slann. Out of this the first spawnings of Saurus, Kroxigors, and Skinks were formed. During this time, the Slann spawned on the earth as the world was being shaped to how the Old Ones wished it. 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 were destroyed in a cataclysmic explosion after the collapse of the polar gate and immense 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 aid of the Slann) that the Daemons were defeated. 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 (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 who witnessed the defeat of a Dark Elf raid on Tlaxtlan.

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 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' final plan, and direct their considerable mental and magical energies 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.

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. Lord Kroak in particular can destroy entire cities with a single gaze.

Notable Slann: Venerable Lord Kroak (the first Slann spawned in the world: one of the most powerful wizards in the game; his corpse is carried into battle, but his soul does all the fighting), Lord Mazdamundi (literally "light of the world" from Mazda and Latin: "Mundi")

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 slightly taller than a man, the slow-minded and brutish Saurus are the backbone of the Lizardman society's armies. Exceptionally strong, and covered in 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. Although, with the exception of Temple Guards, Saurus do not wear armor, their thick, scaly hides are functionally equivalent, in game terms, to light armor.

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.
  • Temple Guards: They are the elite, spawned to defend the temples and the Slann. They guard the Slann both in peacetime and in the heat of battle. They wear the skulls of young stegadons as helmets, and are armed with halberds. 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.

As mentioned before, All Saurus are capable of being spawned with the blessing of one or more of the Old Ones. These few privileged Saurus are physically different from the norm, being stronger, faster, having more ability, or any combination of two or three. There are also an even rarer breed of Blessed Spawnings: the Mark of the Old One. These Albino Saurus are seen as prophets, chosen by the Old Ones for their grand scheme.

Notable Saurus: Kroq-Gar Kroq-Gar is an ancient Saurus, possibly among the first spawned, as he was alive and active in the first major conflict between the Lizardmen and the forces of Chaos.

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.

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

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 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. He disappeared after the battle and was believed dead, but has reappeared numerous times since then, often arriving at a temple-city shortly before it is attacked. Unofficial material released by GW implies that he may actually be an avatar of Quetzl.

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. Tactically, their ability shoot on the move without penalty and good fighting characteristics lead many Lizardman generals to deploy them in the front line so they can fire while supporting advancing troops.
  • Carnosaurs
Large dinosaurs which are ridden by Saurus lords, they belong to the family Carnosauria. They are the dominant predator in the dense, harsh, jungles of Lustria.
  • Stegadon
The stegadon is a large dinosaur used with a howdah fitted on its back. The howdah is either used as a carriage for a leader or, more often, fitted out with a massive crossbow similar to a "bolt thrower". The skink crew can also throw javelins from the howdah at the enemy. In appearance stegadons have features common to many herbivorous dinosaurs; it resembles a Triceratops, but has horns along its neck frill like a Styracosaurus and its tail has a thagomizer on the end, like a Stegosaurus. They are vicious omnivores who will eat everything in their way, from tree trunks to Skinks that stand too close and a fight between two Stegadon is usually to the death, the winner eating the loser. A fight between a Carnosaur and a Stegadon would also be to the death, though the survivor would probably be so torn up that it would probably die, too.
Stegadons often function as flankers in Lizardman battle plans, where their high speed and substantial combat abilities allow them to defeat most enemy flanking units and threaten the center. Some generals alternately deploy them in the center, using their high-impact charge to support the main regiments.
  • Cold Ones
Thick-skinned, vicious, but stupid animals, they are used by both Saurus and Dark Elves as mounts. The Cold Ones also separate into two species, although the only difference is cosmetic(Lustria Cold Ones are more raptor shaped, with a head resembling a Saurus head). Only saurus that are sacred to the Old One Itzl can ride these beasts properly.
  • 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 tree 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.
  • Arcanadons
Mighty beasts that are born with powerful artifacts called Engines of the Gods. This artifacts release strong bolts of energy as a weapon.

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 most obvious being Kroq-Gar's Carnosaur steed, Grymloq.

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

In 3rd edition of Warhammer Fantasy, the Slann were their own army with little mention of other lizardmen. Some old models may still be found on websites such as ebay

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; those spawned under his influence may have sea-green skin, gills and webbed hands.
  • Sotek: Although Sotek is not an Old One, he is a Lizardman "God" in the conventional sense (a being created by the subconscious of those that worship him). Skinks and Saurus are still spawned under his influence. These are invariably furious fighters and have red skin, scales, or crests.
  • Quetzl: Those spawned under the warrior and protector have bonier crests and are hardier than other Lizardmen.
  • Tlazcotl: Those who have yellow crests or scales are blessed by Tlazcotl.
  • Chotec: Those blessed by the Solar One have great reserves of energy that them keep going while other cold-blooded creatures stop. They have a fiery orange hue to their bodies.
  • Haunchi: The Jaguar One of the earth and night passes on ability to pass through the thickest foliage and undergrowth with ease.
  • Tepok: Those blessed by the Winged Serpent have purple coloring and are resistant to magic.
  • Itzl: Itzl's spawning is recognized by the large bony crest and the musk that calms Cold ones.
  • Xhotl: Those 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 given only to saurus: recognised by white or albino colouring. Lizardmen possessing this are believed to be destined for greatness.

Kroq-gar: the greatest of all Saurus warriors. He was spawned in Xhotl and fights from atop the back of a mighty Carnosaur.

Lord Mazdamundi: The most powerful Slann alive, who saved the world from Chaos after recovering the mythical Staff of Jade from the Crusader City of Antoch.

Lord Kroak: The oldest mortal being in the world. Even though he is dead, his mighty soul endures within his mummified corpse, and still has the power to crumble a mountain.

Nakai the Wanderer: A Kroxigor from the first spawning, known to have killed legions of Chaos worshipers and Daemons as well as Dwarfs in the battles of Itza and Albion.

Zlathûl-Itza Tehe His existance is shrowded in mystery, he is Rumored to be the leader of the Saurus caste and supposedly is to be the one to rid the world of chaos, but by now this is heavily questioned due to his unexplained self-imprisonment deep within the temple-vaults of teh great city of Tlaxtlan.

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