The Lizardmen

Long before Chaos entered the Warhammer World, before the age of Men, Elves and Dwarfs, a race of god-like beings now only known as the Old Ones came from the stars in silvered ships. Wise and powerful beyond mortal comprehension, predicting this world would be pivotal in the events to come, the Old Ones modified the its orbit, ending an everlasting ice age and allowing life to bloom, and built massive portals at both poles that allowed them to connect with the other worlds of their star-spanning empire.

To aid them in their task, they created a race of servants, the Slann Mage-Priests. These were creatures of high intellect and enormous magical power, to whom the Old Ones taught part of their plan and gave the task to guide the lesser races they planned to create. As the Old Ones looked at the world, they saw races – the ancestors of Elves, Men and Dwarfs – with the potential to rise and fulfil their plan, while others didn’t fit their agenda at all, or were even seen as an obstacle to it. That’s why the Old Ones and the Slann bred two races, one, the Saurus, were loyal warriors whose task was to eradicate all threats and bring order to the world, and the others, the Skinks, were ingenious technicians which helped the Slann build their fabulous temple-cities in Lustria and in the Southlands.

As the Old Ones’ plan was unfolding, however, something unexpected happened. Struggling to contain and channel the powerful magical energies of the realm beyond, the two polar gates eventually collapsed, and the daemons of Chaos entered the world. It is not known if they fled or were cut off from this world because of the collapse, but as soon as the catastrophe happened, the Old Ones disappeared, and it was only thanks to the sacrifice of the most ancient and powerful Slann that the rips in the fabric of reality were contained and reduced in size, albeit not sealed entirely. Though left without the guidance of their gods, the few surviving Slann and their Lizardmen servants still take care of their masters’ plan, and are one of the most tenacious adversaries of Chaos.

LZH001_ChakaxOnly most trusted and experienced warriors of the Temple Guard are granted the sacred task to protect a Slann Mage-Priest when he is most vulnerable: during his meditations in the Eternity Chamber. In the city-temple of Xlanhuapec is  Chakax who bears the title and responsibilities of Eternity Warden. In many years of service, no Slann has ever died while under his protection and countless enemies have fallen under the heavy blows of his Star-stone Mace. He is a tireless, unyielding warrior, and has become an expert in discerning even the most subtle threat and quickly dispatching it with a mighty swing.

LZS001_Skink_SkirmishersThough their primary task in the Lizardmen society is that of workers and overseers and not of soldiers, Skinks are often employed in battle as scouts and ambushers. Their agility and high aptitude for teamwork making up for their lack of physical strength, Skink Skirmishers are a dangerous foe: their weapons and darts – which they can shoot with incredible precision from their blowguns – are soaked in lethal poison, extracted from the deadliest insects, amphibians and snakes of Lustria.

LZM001_SalamanderSalamanders are large aquatic predators that stalk the swamps and estuaries of Lustria’s jungles. Their favourite hunting technique consists of swiftly closing in on their pray while remaining underwater or hidden in the brushes, and then spit a spray of of volatile, corrosive liquid, which bursts into flame when in contact with the air and burns the prey alive while starting the digestion process. Guided by groups of Skink handlers, these vicious creatures are employed in Lizardmen armies as a sort of living flamethrowers, their guardians continuously prodding them and making sure they are angry enough to spit their deadly burning acid on the enemy. Needless to say this is a very dangerous task, as many a Skink has found himself burned or eaten by an out-of-control Salamander.

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