Lizardmen
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The cold blooded Lizardmen are the oldest nation of the Warhammer world, servants of the enigmatic Old Ones. Most Lizardmen dwell in the southern part of the New World known as Lustria, a tropical continent which is mostly covered in jungles and dotted with their monolithic Temple-Cities.
Contents
Overview
The Lizardmen are not a single race but actually four: the powerful and enigmatic Slann; the disciplined, warlike Saurus; the clever and agile Skinks; and the large, brutish Kroxigor. [2a][3a]
Lizardmen are not born, and they do not reproduce in the normal manner. Instead they are birthed from ancient Spawning pools deep within their Temple-Cities. Lizardmen emerge from the Spawning Pools fully grown and with instinctual knowledge. [2a] Often, in times of need, special spawnings will produce Lizardmen with unusual abilities, such as Saurus with an instinctual ability to tame and ride Cold Ones.
The Lizardmen serve the Old Ones, enormously powerful beings who sailed across the stars on silver ships to reach this world. When their polar Warp Gates collapsed, the Old Ones disappeared, and the first generation of Slann - those who had communicated directly with their godlike masters - all perished. Thus the remaining Lizardmen were left to interpret the Great Plan through deep meditation and lost tablets. The Lizardmen do not even know the names of many Old Ones.
Most vestiges of the unlimited power and technology of the Old Ones have been lost, although the Lizardmen still guard a few objects such as the Device of the Great Beyond, through which voices will occasionally speak from across the stars. Notably the Solar Engine operated on Bastiladons by Skinks has a slot for a 5-digit hand, while Skinks only have 3.
The Lizardmen often ride the reptilian beasts of Lustria, such as Stegadons, into battle. Being servants of the Old Ones, the Lizardmen seek to enact the Great Plan and bring order to the world. As such, they are staunch opponents of Chaos and the forces of destruction. Lizardmen particularly hate Skaven after many long campaigns fought against the children of the Horned Rat.
However in spite of this, the Lizardmen are not necessarily friendly towards younger races like Elves and Humans, whom they refer to as "warmbloods". Any warmbloods who set foot in Lustria that are not killed by the dangerous fauna and flora may find death or worse at the hands of the Lizardmen.
Appearance
Most have blue-green scales and skin but those marked by the Old Ones have sacred coloured scales and skin. Albinos are the most celebrated - being blessed by all of the Old Ones. [2a]
As Lizardmen grow older, their back scales become harder with some ossifying completely - often taking on a brown, white or yellow tinge. This improves their natural resilience and in contrast, newly spawned lizardmen tend to have glistening skin. [1b]
Artefacts
The Lizardmen do not use iron preferring to cold hammer copper and gold into objects with bronze being the only metal they forge and only used for equipping elite regiments. The purest gold is sued for sacred artefacts. They create weapons from stone including jade, yellow quartz, red carnelian and obsidian with the skinks being highly skilled in their creation making them as effective as metal blades. [1c]
Head-dresses and helms are often festooned with vivid feathers whilst leaders wear bangles, trinkets and carry stone daggers in the shape of the tongue of Sotek as well as ceremonial gemstone maces. [1c]
History
Around -15,000 IC,[1d] before the ancestors of the Dwarfs and Elves could speak or sing, the Old Ones visited the world via inter-dimensional gates in silver ships. Their chief servants - the Slann came with them. Architects, organisers and techno-mages they created the great cities for their masters, shaped the world itself as required. They also created and maintained permanent portals at the poles and even shifted the orbit of the world to move it closer to the sun. [1a][3a]
Itza, the first city is completed around -10,000 IC[1d] and other vast and wonderous cities (Quetza, Tlax, Tlaxtlan, Xlanhuapec and Zlatlan[1d] are created on the newly warmed and separated continent of Lustria which suited the Old Ones and their servants best. In time, the ancestors of the Dwarfs and Elves were discovered and nutured - although secretly and at arms length - appearing as creator gods to those races. [1a]
The Saurus were created to make war on creatures whose existence would not fit with the plans of the Old Ones and they marched across the war, seeking to eradicate them. Skins were in contrast moulded to be overseers and technicians, directing the beasts of burden to create the temples cities. [3a]
The Slann of the Fourth Spawning correct the Polar Gate and then create the cities of Axlotl, Chaqua, Hexoatl Oyxl, Pahuax, Tlanxla, Xahutec and Xhotl. They then widened the world pond separating the continents but still worried about the Warp gate, brought forth the Fifth Spawning to assist them. [1d] It may be that the Old Ones had seen dangerous portents as they began to shape the Elves, Dwarfs and men before finally, it seems in haste, creating the Halflings and Ogres. [3b]
Coming of Chaos
However before they could accomplish their task, in -5600 IC[3h] something went wrong with the gateway which not only collapsed, laying waste to its surroundings but also opened a portal into the Realm of Chaos. [1a][1d] Warpstone meteors streaked across the sky and the planet shuddered under their impacts, a layer of mutating dust thrown up into the sky. A new moon, formed of pure warpstone was born in the sky where the northern gateway had once been. [3b]
It is not known what happened to the Old Ones, but their most powerful Slann servants managed to seal off much of the tear in reality - but it cost the lives of more than half their number. Although they managed to shrink the intrusion, they could not close the portal or stop the magical energy sweeping across the planet. [3b]
Legions of Daemons now manifested from the madness of the portal, against which the remaining Slann railed once more, mustering vast armies to face their foes for several centuries. At first, no Daemon was a match for the Slann, who used the magic to shape vastly powerful spells but the flow of Daemons was unending. [3b]
The Winds of Magic began to sap energy from the Slann, spells became harder and harder to form and control - a slight error resulting in massive destruction or even the death of the Slann. Magical supremacy began to be gained by the children of Chaos and as the fell legions advanced, the Lizardmen were forced to retreat to the temple-cities. Once more the minions of the dark Gods were forestalled, but they continued to assault the fortresses. [3b]
Xahutec was the first city to fall followed swiftly by Huatl, Tlanxla and Xhotl and only the Slann of the last city were able to survive long enough to send their kin warnings and counterspells. Yet the Daemons would not be resisted - plague overcame Chaqua, Zarmuda was dragged down into the depths of the sea where its shield cracked and Quezotec was destroyed by the combined screams of a billion slaughtered souls. After a thousand years of war, only a few cities still stood. [3b]
Itza was attacked but it was protected by Lord Kroak whose energy barrier turned Daemons to dust a mere touch. Finally in -4450 IC[3h], unable to sustain the dome any longer he exploded it outwards and banished a 100,000 Daemons in a instant. Yet, there were plenty left to swarm into the city, the Temple Guard defending their lord as he prepared his final incantations. A dozen Bloodthirsters tore the first of the Slann apart but he fought on in spirit form and destroyed the horde with his radiant will, which bloomed like a second sun. [3b]
Age of Isolation
Emerging from the remaining cities, the Lizardmen found themselves within a smoking, blasted wasteland. The Slann gave orders for reconstruction to begin even as they considered how to continue without the guidance of the Old Ones. Lustria still benefited from the many defensive spells that had been cast in the war against the Daemons as well as much deadly flora and fauna that had survived. [3c]
The Slann themselves discovered that their designs seemed flawed and error-prone, details slipped from their minds and they had lost knowledge of the ritual that had performed routinely before the coming of Chaos. To make matters worse, all the First Generation Slann had been killed, although a number of them were made into Relic Priests by their loyal attendants including Lord Kroak. [3c]
Although the Great Vortex had been established by the Elves, Chaos still controlled the poles and the Slann moved to reinforce the Vortex with the Geomantic Web, some spending whole millennia to strengthen the Great Warding. With the Slann focusing on forging a new Great Plan and the Warding, the skink priests became the day to day leaders of the Lizardmen and under their energetic commands the cities were rebuilt and joined by roads, focusing on agricultural plans to which they had access. [3c]
The Old Ones were regarded more and more as gods and called upon by the Skinks in times of need, making bloody sacrifices to draw their attention. Technological relics were collected but much understanding of their function was lost or transformed into ceremony and ritual. [3c]
A High expedition arrives on the isthmus of Pahuax in -4419 IC[3h], the skinks rousing Mage Priest Huinitenuchli who had been recovering from the Battle of Xuhua Lake. Irritated by his slumber being disturbed he returned to his healing after a number of indecipherable but obviously offensive orders. Twenty days later, the Elves who had survived the jungle were brought into his presence and he uttered a single sentence which was translated as They should not be here. Violence quickly erupted but a few Elves did escape to bring word to the Phoenix King and it would be many years before they would return to Lustria. [3c]
Others also expeditions into Lustria and the Slann could see that entropy had crept into the workings of the Great Plan itself.[3c] In -1500 IC, Lord Quex realigns the continents causing various areas of the world to suffer devastating earthquakes and badly damages the Dawi Karaz Ankor. [3h]
Sotek and the Skaven
Much worse was to come with the plagues that heralded the arrival of the Skaven - the sacred plaques of Chaqua had predicted an invasion of two-legged vermin - the Time of the Rodent. The prophecy continued that Sotek would appear and bring to and end their plagues and ruination. Soon enough plagues spread across Chaqua, corrupting the spawning pools before the source was discovered - the Skaven of Clan Pestilens who were inhabiting the ruins of Quetza. [3d]
All too soon, even the Mage Priests fell sick and were sealed away into the pyramids by the Temple Guard, leaving the ruling to the remaining Skink Priests. Tehenhauin, the greatest of them and who had recovered the plaques of Sotek led the survivors away, seeking to warn all of the Lizardmen of the new peril in 1 IC[3h]. For the next century, war raged between the two races with Tehenhauin claiming that millions of ratmen must be sacrificed to the serpent god so he could manifest and save them - many Skinks joining his new cult. [3d]
Finally after the Battle of Gwakmol Crater, Tehenhauin's forces captured so many Skaven that the River Amaxon turned red with the blood of the sacrificed. The power of Sotek coursed through the lands as Lord Nurglitch sought to escape and[3d] eventually Clan Pestilens retreated to the South Lands pursued by the wrath of the Serpent God. [1d][3d][3h]
The Slann finally recognised the new Skink god at a Great Convergence in Itza - a physical meeting of all the remaining Mage Priests and the first since the Coming of Chaos. Although Chaqua was reclaimed, Quetza was declared too tainted to be redeemed but would instead be watched in case the enemy returned. [3d]
Age of Blood and Sacrifice
The younger races now seemed to be drawn to Lustria, seeking cities of gold with the most prolific raiders being from Naggaroth - the Dark Elves. At first they had been unopposed, as the Lizardmen saw them as just more Elves, to be dealt with by the jungle itself. This all changed after the desecration of the Monument of Izzatal, an attempt to capture Mage Priests of Chotec and the theft of the Star Stela of Quetli in 315 IC. [3e][3h]
In 535 IC the first Skink Oracles are spawned in the pools of Itza, the only lizardmen able to approach and ride a Troglodons. [3h]
Tepec-Inzi awoke and swiftly mustered an army, transporting it to the Ashen Coast to intercept the plunderers as they exited the Black Way. Commanded by Gor-Rok, the Lizardmen army defeated the Druchii and the Stela was returned to Itza where it was thereafter protected by the cities Temple Guard. Further raids were met in force by the Lizardmen who also dispatched Skink patrols to scout within the Black Way. [3e]
The Norse colony of Skeggi was established in 888 IC, but was only saved from destruction when Losteriksson]] ordered stolen treasure thrown over the walls. Taking a single plaque, the Lizardmen retreated back into the jungle. [3e] Mage Priests from Xlanhuapec, prompted by the swallowing of the Xaki Star by the Chaos Moon begin the rebuilding city of Huatl in 901 IC.[3h] Chaos also began to seep into their realms once more with Lord Zhul perishing whilst fighting against a Daemon Prince but his death alerted the other Slann to the growing peril. [3e]
Irritated and awakened by repeated attempts by El Cadavo to establish settlements on the Isthmus of Pahuax, Lord Mazdamundi invokes an earthquake to destroy Cadavo but is unable to return to full contemplative slumber. The Daemon Slaa'Ulaan returns to Lustria and defeats the army of Lord Tenuchli but Chakax holds off the enemy, destroys Slaa'Ulann and escorts his charge back to the City of Mists. [3e]
Awakening
Headed by Lord Mazdamundi, the Slann committed themselves fully to opposing Chaos, with up to half of their number battling the great enemy in spirit form. They also reduced the influence of the Dark Gods, stopping Daemons from manifesting in the Old World during the Great War Against Chaos. Detecting a weakness in the Great Vortex, the Slann reinforce it with their own power.[3f]
Tetto'eko predicted the return of the Skaven to Quetza, leading a force to the Defiled City and after a hard fight and calling down a celestial object onto the enemy, defeating the ratmen. He scry's that the Skaven stars are in ascension and that their tunnels stretch across the world. A force is dispatched to the Turtle Isles where a great forgotten nexus of power was threatened by Marauders of the far north. A Skink Oracle removes the Golden Ziggurat from the Geomantic Web, removing the threat, but weakening the web. More and more points of power were assailed by the servants of the Dark Gods and Vashnaar the Tormentor led a army of mercenary Dark Elves into Lustria. [3f]
Tiktaq'to spots the army and harries them with this aerial army as they approach Hexoatl but the subsequent siege lasts for sixty three days until Lord Mazdamundi and Kroq-Gar return and shatter the forces of Chaos. Not only is the city relieved but pressure on the Great Vortex reduces a little. [3f]
Magic
The Slann are all powerful mages, undisputed masters of High Magic. Even the lowest of the Slann outclasses the most potent wizards of most other races. Only the most learned and highly trained of High Elf Archmages can hope to compete with the Slann for raw power.
While Saurus and Kroxigors are incapable of being wizards at all, Skink Priests are magically adept, and wield magic quite effectively. However, they are often outclassed by the most powerful wizards in other races.
Society and kinds of Lizardmen
The Lizardmen live in a caste society, which each kind having its own specific role in society.[3a]
Slann Mage Priests
Slann are ancient, bloated toad-like creatures who serve as the rulers and priests of the Lizardmen. The Slann were the original servants of the Old Ones, but none have been spawned since that time. Unable to replace their numbers, the Slann are a dying race. Slann are physically weak, but command immense magical power.[3a] Even the lowliest of Slann is a match for the mightiest wizards of other races. Essentially immortal, Slann spend centuries in deep meditation, rousing only to murmur half-spoken prophecies. When in battle Slann are born aloft on floating Palanquins. Other Lizardmen obey the orders of the Slann unquestioningly and protect them with their lives.
Saurus
Saurus are the warrior-caste of the Lizardmen. Saurus possess hard, scaly skin that acts as natural armour, and are ferocious fighters in battle. Saurus train their entire lives and fight in well-disciplined ranks. Saurus can live for thousands of years, and it has never been known for one to die of old age. Though not stupid, Saurus have a single-minded focus on warfare.[3a]
Skinks
Skinks are small, nimble aquatic reptiles who serve as the artisans and bureaucrats of the Lizardmen. The Slann spend most of their time meditating, so the magical Skink Priests run Lizardmen society. During wartime, Skinks complement the legions of Saurus as auxiliary forces, direct the Kroxigor and act as scouts using poisoned darts and javelins as their primary weapons.[3a]
They also capture and train an array of the great beasts that live in the jungles surrounding the temple cities.[3a] The strange spawning of Chameleon Skinks are excellent scouts who have the ability to camouflage themselves.
Kroxigor
Kroxigors are huge, brutish crocodilians who walk upright and are roughly the size of a troll or ogre. Kroxigors do most of the heavy lifting and hard manual labour in lizardmen society.[3a] Quite stupid, but extremely loyal, the Kroxigor were responsible for laying the stones in most of the Lizardmen's temple cities. During wartime the Lizardmen use Kroxigors as shock troops, although the savage creatures must have weapons chained to their hands, otherwise they may drop their weapons and attempt to rip the foe apart with tooth and claw alone.
Spawning Pools
Created by the Old Ones they are filled with a primordial soup that can produce leathery yellow eggs that hatch into hungry carnivorous larvae. When they are fully grown they emerge from the waters. [2b]
The Empire of the Lizardmen
Most of the Lizardmen live in Lustria, a tropical continent covered mostly in dense jungle and full of dangerous (often poisonous) flora and fauna.The Lizardmen are primarily gathered in towering Temple-Cities which tower above the Lustrian landscape, monolithic step-pyramids dwarfing the surround jungle. Four of these cities, Hexoatl, Tlaxtlan, Xlanhuapec and Itza, are located in Lustria and are able to help and support each other. Itza was the first city founded by the Lizardmen and Old Ones, and indeed is the oldest city in the world. Zlatlan, the fifth inhabited city, lies hidden in the jungles of the Southlands and is completely isolated from all the others, its Slann unable to re-establish contact with those in Lustria.[3g]
There are also several abandoned ruined cities such as Chaqua, Xhotl and Quetza. The city of Chupayotl sunk beneath the waves without any invasion at all. There are also many seemingly abandoned holy places and temples, however most of these places are guarded by a suitable garrison or watched over by occasional patrols.[3g]
No Slann live in the Dragon Isles, and, lacking their guidance, the local Saurus and Skinks have devolved, becoming savage barbarians.
Forces of the Lizardmen
When the Lizardmen march to war, they bring with them to many reptilian beasts of Lustria. In addition, there are many special varieties of Skinks and Saurus, spawned to have a specific role in battle.
Leaders
- Saurus Oldbloods and Saurus Scar-Veterans, who may be mounted on a Carnosaur
- Slann Mage Priests
- Skink Chieftan
- Skink Priests
Core units
Special units
- Bastiladons equipped with an Ark of Sotek or a Solar Engine
- Cold One Cavalry
- Chameleon Skinks
- Kroxigor units
- Ripperdactyl Riders
- Stegadons, with a howdah full of Skinks
- Terradon Riders
- Temple Guard
Rare units
- Ancient Stegadons, which can be mounted with an Engine of the Gods
- Salamander Hunting Packs
- Razordon Hunting Packs
- Troglodons ridden by Skink Oracles
- Dread Saurian
Human Allies
Lizardmen have a tense alliance with the Amazon Sisterhood and often field the warrior-women in battle.
- Serpent Priestess, powerful human priestesses of the Old Ones.
Notable Lizardmen
Slann
Saurus
Kroxigor
Skinks
Gallery
Sources
Sources
- 1: Warhammer Armies: Lizardmen (5th Edition)
- 2: WFRP Lustria
- 3: Warhammer Armies: Lizardmen (8th Edition)
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Attention, Scribe of the Lexicanum!
This article needs some improvement on its citations. |