Lustria
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Geography & Culture
Lustria is a continent in the Warhammer World of Warhammer Fantasy Battle. It is a rough analogue to South America; tellingly, it is primarily inhabited by the Lizardmen, a race of Aztec/Inca-styled, reptilian humanoids, as well as unintelligent dinosaurs and snakes. Led by giant intelligent frog-men called the Slann, who spend all their time dozing or playing mental chess with each other, the Lizardmen seek to restore order to their broken world the only way Warhammer Fantasy will allow; by sending in armies of giant killing man-lizards and their pet dinosaurs. Their neighbors up to the north are murderous spastic asshole pirate elves.
To be fair the Slann do do more then just sit around discussing the weather. They spend a lot of time and effort holding the power of chaos at bay that would otherwise flood into the Warhammer world from the realm of chaos and corrupt everything, making the current grimdark state of things look like a summer picnic. The Slann though, being of 'higher intelligence' don't seem to understand the need to get a move on with things. They spend a lot of time carefully trying to figure out everyone minor point of the great plan of their lost Old One masters that they can waste centuries worrying over an exact sentence, all the while Chaos is invading the house, stealing the tea and making off with the biscuits.
Lustria for the most part is a vast jungle, full of deadly plants and creatures. The fluff states that the Lizardmen weren't satisfied with traditional defences to protect their cities, and so made the entire continent a green hell of painful death to protect them instead. The Lizardmen cities are vast temple complexes resembling a mash of Mesoamerican and Inca cultural aesthetics. Being crammed full of relics made of gold and gems the men of the old world go quite crazy over them and regularly expeditions set out to steal everything not bolted down....ummm explore the realm for the good of mankind. Of course the psychic frogs and their minions don't take too kindly to this and most expeditions end up as sacrifices or, worse, lost in the jungle hell of Lustria. As it happens the Lizardmen don't care for the commercial value of their gold, valuing it more for its longevity and thus making it mighty handy for inscribing information for future spawnings.
It is not just Lizardmen that inhabit Lustria. There are tells of lost colonies of wild women, the Amazonians, who compete with the lizardmen for the sacred spaces. All sorts of other fun creatures inhabit the land and it is hinted that there are many secret beings left undiscovered in the jungles (oh Games Workshop you shy little strumpet, leaving the door open to include a new race from out nothing if needs be are we?).
The east coastline of the country is known as the Vampire Coast. Centuries before the modern day Warhammer world the vampire Luthor Harkon was shipwrecked on the Lustrian coastline after the ship carrying him was destroyed. This vamp though was a moody emo loser like certain vampires we all know and despise, but a hardcore psycho who saw opportunity in his situation. Using his necromantic arts he raised the crews of the ships shipwrecked along the coast and made them into his own Pirates of the Carribean inspired zombie navy, complete with pimping zombie parrots! Now Luthor rules over a realm that is the terror of the seas and a thorn in the side of the Slann, who Luthor has been trolling ever since he first stepped foot on the continent. Considering they are meant to be the most powerful mages on the world and control huge armies of powerful lizards, that is a hell of an accomplishment.
A whole tribe of the dreaded skaven even arose in Lustria. The forebearers of Clan Pestilens somehow ended up in Lustria and were dying from all the tropical diseases around there. In the end they turned to Nurgle the Horned Rat (in a new aspect) to give them succor from the diseases and it worked! Soon the merry band of disease loving rat monks we all love were doing what they do best; spreading disease and destroying several lizardmen cities. But then the Lizardmen did something rather unsporting and create a new snake god to fight back against them. The cheek! Of course Clan Pestillens didn't retreat from this crude threat, they just decide it would be nicer back in the colder, murkier old world, where they could have all the colds they wanted.....
Generally speaking, if something in WFB isn't set in the Old World or Ulthuan, it's probably set in Lustria.
In 2005 Lustria got its own supplement because the environment is so different from the other Warhammer continents, but that was a few editions ago. Rumor has it that Forge World is working on a new version, however knowing their devotion to 40k this will probably never see the light of day.
The End Times
With the release of the fourth book of The End Times, The End Times: Thanquol, new rules for Lustria-based scenarios were released. New, as in lifted from the previous Lustria campaign supplement and slightly edited.
While for the first few books the Lizardmen were lucky, this shouldn't be mistaken for idleness. During the events leading to Nagash's resurrection, Lord Mazdamundi realized that the Old Ones' plan had failed and began ordering to pack up shop everywhere. To this end, Skinks with golden crests were spawned, who began working on the pyramids.
Fluff-wise, the apocalypse reaches Lustria when the Slann realise that a Daemon incursion is imminent, one even greater than the initial Chaos Incursion (somehow, despite the Polar Warpgates not changing and the Elven Vortex still happily sucking up all the Magic), and set about booby-tapping their already deadly rainforest especially for Daemon-kind. Unfortunately, whilst the Lizardmen do a stellar job at keeping the Daemons at bay, the entirety of the Slaven Clan Pestilens take this opportunity to revenge upon the reptilian folk. The booby traps being bespoke for Daemons, the Skaven manage to slip by with only a few of the rats being blinded here and there. This coincides with all the Slann being knocked comatose in an effort to stop the Skaven Grey Seers from bringing the the bloomin' CHAOS MOON closer to the planet. Cue rampant swarms of rat-men spreading plague, burning forests, and killing Lizardmen like it's going out of fashion.
This all culminates with the Skaven Clan Skyre getting all jealous about the Grey Seers messing with the moon, and decide to just blow it up with a giant cannon. Yep, that happened. Most of the Lizardmen flee in their temple-pyramids-now--spaceships as continent-sized moon fragments rain down. The Slann blow up these fragments with their mind powers whilst blowing up their brains in the process (Which also includes Mazdamundi), and even the mighty Lord Kroak could only barely stop the huge chunks of warpstone meteor before being burned to bits. Following this, what few Slann remained began the process of activating the Exodus Engines (otherwise known as making their pyramids and major cities float) and buggering off to the stars.
Yet again, the Slann save the world and get no credit for it. Only this time they lose their homes in the process. Rude.
The Age of Sigmar release reveals a re-named Lizardmen, now known as Seraphon, that managed to escape the destruction of the world. Little fluff has yet been developed for the new Lizardmen, although it's safe to say Lustria is no more.