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==Subspecies== Like Orcs and beastmen, Lizardmen are divided into a number of distinct subspecies, each fulfilling a distinct role in society and in battle. ===Slann=== The '''Slann''' are the THICCCCC, magic frogs we were talking about above. They're among the most powerful wizards in the entirety of the Warhammer World, and taught the High Elves most of what they know about magic. In previous Lizardmen army books, they had a more active role in leading the species, but apparently they are now more sleepy. Slann are perhaps most known for their extremely lazy appearance. While it is true that their nap time is often spent pondering incredibly important problems with the scraps of instructions they have been left to save the world, and thanklessly channeling raw magical power so the rest of the world doesn't collapse on a daily basis, they are still obese toadmen known for sleeping their way through periods of global catastrophe, and showing up on mobility scooters that run on magical energy when one finally gets annoyed enough by its Skink attendants to get shit done. When Slann decide to get shit done as a group, the results can quite literally change the face of the world in short order, such as the time a bunch of Slann decided to rearrange some tectonic plates to improve the world's feng shui, and accidentally fucked the Dwarfs over for the rest of time in the process. Slann are sorted by generation, with the oldest generations being the strongest, and that power diminishing with each successive generation. The first generation is all dead at this point (with one only sorta dead exception that is a testament to just how powerful the OG frog sumbitches were), and the defacto leader of the Lizardmen is a second generation, which is also considered quite rare. Also, there are no longer any more Slann being spawned, so the ones still alive are part of a dying species... welp, [[grimdark]]. [[The End Times|End Times]] spoiler: All the Slanns are dead or gone. Many were killed by Skaven after being rendered unconscious from stopping the moon from falling, and the rest either left in their pyramid ships or died blowing up continent sized pieces of the chaos moon that the Skaven blew up with Mazdamundi sacrificing himself to blow up like 60% of the Chaos moon fragments by himself and buying the planet a few more years. Even Lord Kroak joined the party. In Age of Sigmar it's revealed some Slann survived, but their numbers dwindled until only five were left. [[Lord Kroak]] is back too. It's uncertain whether he is one of the five survivors or whether it's Kroak and five other Slann. Honestly not that surprising for Lord Kroak, death is probably just a mildly irritating inconvenience to him. Kroak now serves as racial leader in Age of Sigmar. ===Saurus=== [[File:AwesomeLizardmen.png|400px|right|thumb|SURAS ITZ]] '''Saurus''' are the main footsoldiers of the Lizardmen and, by and large, the "face" of the army. A "face" that could rip a man in half. The average Saurus is a semi humanoid scaled therapod 2.5 meters long with a bite that can take off a grown man's arm, a tail strong enough to smash their ribcage and scales as hard as chainmail. On top of that, they carry at least a huge Macuahuitl and a bladed shield. They may seem slow and dimwitted, but don't let that fool you, it's not that they're dumb, they just only care about warfare. Saurus that manage to survive for a very long time do begin to pick up other skills and overall intelligence, eventually becoming good enough at things besides biting people's faces off that they can serve as agents, commanders, or other more unusual roles, though a Saurus growing away from something directly related to combat or warfare is all but unheard of. Saurus themselves have a few variations, depending on their spawnings. Most of them are regular warriors with colour variations (some of which are taken as signs of greatness, like albinism for Gor-Rok). The two main variations of Saurus are: * '''Temple Guard''': An elite group of Saurus, spawned to instinctively guard the temples and Slann, their spawning has ingrained this purpose so much they've been know to kill a Skink helper just because he looked at a Slann funny. * '''Cold One Riders''': Saurus with the ability to get near, control and ride Cold Ones into battle. They produce the same smell as their mounts and have adapted for their feet's claws to grip Cold One' scales more efficiently, [https://www.youtube.com/watch?v=Nd9D_7f7zCM you know you want them]. Additionally, during sixth edition the Saurus could be spawned under the blessing of one, and sometimes two or even three for oldbloods, of the Old Ones (which were also named and detailed as having certain portfolios). This granted these Sacred Spawning with some benefits as well as recognizable visual clues: *'''Tzunki''': Saurus blessed by Tzunki, Old One of water, have green colored scales and show quicker reactions than the regular model, while also being adapted to a semi acquatic lifestyle like skinks. *'''Itzl''': this blessing somewhat survived in fluff, as newer editions state that cold one riders are a specialized breed with a dinosaur-like smell and hooks for grabbing on scales and that some lizardmen like Kroq-gar are instinctively able to attune to Carnosaurs. All Saurus characters who wanted a mount had to pick this. *'''Quetzl''': this blessing from the divine Old One warrior manifests as additional bone spurs and hardened scales, which grants added protection. Kroq-gar had this as well. *'''Huanchi''': no canon look for the Saurus chosen by the jaguar-god Old One of earth and night, but we can assume they are supposed to be more drab or camouflaged as it makes them more stealthy and able to get through harsh terrain without breaking a sweat. *'''Sotek''': blood for the serpent god! Unsurprisingly, this is for Skinks as well as Saurus, cause Sotek cares not whence the blood flows, and it makes lizardmen even more aggressive, as well as red-crested. *'''Tlazcotl''': Saurus are already near unflinching, but the yellow-scaled chosen of Tlazcotl took a page of 40K and ran with it as they Know No Fear- as well as no Terror and no other psychology effect. *'''Chotec''': the Old One of the Sun also makes his orange-scaled Saurus less sluggish, filling them with the power of the sun, except it tranlsates to sprinting speed more than fighting reactions. *'''Tepok''': the lizardmen apparently had a Coatl themed Old One, and their color was purple and they made Saurus highly resistant to magic. *'''Xhotl''': only Kroq-gar had this, and he kept it throughout the editions as it is the blessing that provides him and his mount with a magical forcefield and zaps with magic anyone who manages to get through. As this blessing only showed up in Saurus from the lost city of Xhotl (named after the Old One Xhotl, which clearly was not the god of creativity), Kroq-gar is the last recipient of it. *'''Blessed Mark of the Old Ones''': this was the only one who could not manifest together with any other spawning, as it meant that the Saurus (or Skink!) character bearing it was marked for greatness by all the old ones. It made the chosen lizard albino, a concept that got folded into the character of Gor Rok. And the two commander ranks of Saurus are: * '''Oldbloods''': The oldest, strongest, and most cunning of the Saurus caste. They are the Generals of the Lizardmen, and got the rank by being the meanest kids on the block through millennia of fighting just about everyone. * '''Scar-Veterans''': Saurus Champions who are exactly what it says on the tin: veterans who got through their fair share of battles and are on their way to Oldblood status. They either travel the world alone, seeking lost relics or battle, or lead their fellow lizardmen as secondary commanders. ===Skinks=== '''Skinks''' are the smallest type of Lizardmen and the smartest save for Slanns. They are about Skaven sized and a bit leaner and while not particularly strong they are quick, dexterous and nimble. They act as the farmers, administrators, priests and artisans of Lizardmen society. They are the most versatile and flexible of Lizardmen and probably the one which would be best suited to have a friendly conversation with a Human. Despite their small size, they can be a formidable military force, as they have highly-accurate poisoned blowpipes (<strike>they used to have bows and arrows which got retconned for some reason</strike>). A few of them can use magic, not at Slann levels of course, but still. They are also the caretakers for most of the dinosaurs used by the Lizardmen, and thus are [[Awesome]]. Awesome enough to get their own [[meme]] (that didn't really survive through the newer editions): "remove X, replace with Skinks." They are also cute. *'''Skink Priests''': Born to manipulate the winds of magic and attend to the prophecies of events yet to occur, Priests are the highest-ranking members of the skink caste and can lead entire armies as well as cast spells with devastating precision. They occasionally have to take the reigns and make the hard decicions for the Lizardmen when a Slann won't wake up. Unsurprisingly, they are the most vulnerable in close combat. They historically come in Heavens and Beast flavors. *'''Skink Chiefs''': Born to lead with exceptional cunning and tenacity, Chiefs are responsible for overseeing patrols, construction, message delivery, and commanding armies in battle. Skink Chiefs usually fight atop a dinosaur and with blowpipes but when the situation boils down to close combat, they can run circles around the enemy with their speed and agility in a dance of death. *'''Skink Braves''': Veterans who have survived several battles and display more combat aptitude than regular skinks. Braves will fight alongside each other in their own cohorts or command regular skink cohorts. *'''Chameleon Skinks''': An extraordinarily rare subspecies that is dedicated to scouting, infiltration, ambush, and hunting. They have the unique ability to manipulate the color and texture of their skin which is the biological equivalent of an integral cloaking device, allowing them to blend in flawlessly with the surrounding area. More badass than the moniker of stealth specialists may have you believe. *'''Red Crested Skinks''': The alpha variation of the Skink species is blessed with being faster, stronger, sharper and brighter than their peers. Much better warriors than the average Skink as a result. The Temple-City of Chaqua was known for a spawning of Red Crested Skinks before being depopulated and ruined by a terrible plague. *'''Skinks''': The basic Skink is a workhorse of the Lizardmen, filling light combat roles or as riders and support gunners to the various dinos the Lizardmen bring to battle, but much more so filling out the vast majority of crafting, managerial, logistics, and other work that a society needs done to function. As mentioned, besides the Slann, the basic Skink is far more intelligent, skilled, and flexible in role than any other class of Lizardman. If you can think of something necessary to a society or war engine that hasn't been mentioned, rest assured that a Skink somewhere is scampering along doing it. By far the most numerous member of the Lizardmen, or of the various Skink castes outlined here. Also known for being one of the most adorable things in Fantasy that are absolutely worth the mauling you'd get trying to hug one. ===Kroxigor=== '''Kroxigor''' are to Skinks what Ogres are to [[Halfling]]s (at least in the Warhammer World): giant powerful but dumber versions. They're essentially giant bipedal crocodiles who spawned at the same time and in the same ponds as skinks. They're the main workers and builders of the Lizardmen, which also means they are the least bright as they were literally created with menial labor as their purpose. As such they rely on skinks for direction in almost about everything, and if left by their own devices they will act based on their animal insticts: when marching to war the Skinks tie heavy clubs to the wrists of Kroxigors, so that they do not throw the weapons away in the attempt to [[RIP AND TEAR]] the enemy barehan- ehm clawed, and in battle they often work together with Skinks, forming units termed "Skrox" by the fans. '''HOWEVER''', in a cooperative collaboration between GW and CA, Kroxigors have been given something of a sanctioned lore rework in Total War: Warhammer 2 in which they become smarter and stronger with age like the Saurus, meaning that they're not so dependent on skinks for directions and can finally lead Lizardmen armies in battle (also, [[Awesome|they death roll motherfuckers like actual crocodiles]]). The capacity to lead still seems to be a rarity amongst the Kroxigor, but they are much less likely [[Derp|to have an aneurysm out of sheer idiocy if left to their own devices]]. This change has been positively welcomed as a breath of fresh air and goes a long way to explaining the backstory of Nakai, the Wanderer. * '''Kroxigor Ancients''': These Kroxigors have lived for several millennia and are much stronger and more intelligent than their younger kin, making them significantly more dangerous.
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