Lizardmen

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Orignally posted on May 7th, 2007 on the HordeWin.com forums:  
 
Orignally posted on May 7th, 2007 on the HordeWin.com forums:  
  
Please direct any questions concerning Lizardmen my way. I've got a fairly good grip on things eventhough there is no written lore to speak of other than the Warhammer manuals on Lizardmen -- which is the sole basis for this race. I have made some tweeks to the Warhammer Lizardmen, so the books aren't complete gospel. I've had ideas in the past that I have since abandoned, such as the Lizardman "Superior" you may have seen on Belegarth Wiki. Just ignore that. It was my attempt at creating something unique like Hat Trolls but didn't quite materialize as I expected.  
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Please direct any questions concerning Lizardmen [[Lobo|my way]]. I've got a fairly good grip on things eventhough there is no written lore to speak of other than the Warhammer manuals on Lizardmen -- which is the sole basis for this race. I have made some tweeks to the Warhammer Lizardmen, so the books aren't complete gospel. I've had ideas in the past that I have since abandoned, such as the Lizardman "Superior" you may have seen on Belegarth Wiki. Just ignore that. It was my attempt at creating something unique like Hat Trolls but didn't quite materialize as I expected.  
  
 
Lizardmen have been a difficult undertaking for some reason. I've never suffered from such writer's block in all my life. It was before my second big break this past Winter that I feel I had most of everything worked out to my satisfaction. I feel that the Warhammer Lizardman is satisfactory. When I first became a Lizardman it was with the belief that I could conjur up something original and thought provoking, but it just ended up being a mess. I had no real concrete base for anything even up to, and past, my Headhunter trials. I'm just glad everyone's been as patient as they have been.  
 
Lizardmen have been a difficult undertaking for some reason. I've never suffered from such writer's block in all my life. It was before my second big break this past Winter that I feel I had most of everything worked out to my satisfaction. I feel that the Warhammer Lizardman is satisfactory. When I first became a Lizardman it was with the belief that I could conjur up something original and thought provoking, but it just ended up being a mess. I had no real concrete base for anything even up to, and past, my Headhunter trials. I'm just glad everyone's been as patient as they have been.  

Revision as of 08:36, 19 May 2008

Orignally posted on May 7th, 2007 on the HordeWin.com forums:

Please direct any questions concerning Lizardmen my way. I've got a fairly good grip on things eventhough there is no written lore to speak of other than the Warhammer manuals on Lizardmen -- which is the sole basis for this race. I have made some tweeks to the Warhammer Lizardmen, so the books aren't complete gospel. I've had ideas in the past that I have since abandoned, such as the Lizardman "Superior" you may have seen on Belegarth Wiki. Just ignore that. It was my attempt at creating something unique like Hat Trolls but didn't quite materialize as I expected.

Lizardmen have been a difficult undertaking for some reason. I've never suffered from such writer's block in all my life. It was before my second big break this past Winter that I feel I had most of everything worked out to my satisfaction. I feel that the Warhammer Lizardman is satisfactory. When I first became a Lizardman it was with the belief that I could conjur up something original and thought provoking, but it just ended up being a mess. I had no real concrete base for anything even up to, and past, my Headhunter trials. I'm just glad everyone's been as patient as they have been.

I believe I'm now ready to present my core foundation for Lizardmen. The Warhammer vision of Lizardmen turned out to be fairly perfect to be honest. It's a unique theme, with lots of loose ends to tie up and make my own. I feel I can finally move forward and present something for people to reference on.

For starters we can start with the Gods. Really there's only one God, and that is Sotek, the Savior of the Lizardmen. He prophecized both the coming of the Skaven, and the erradication of the Skaven in Lizardman territory. Lizardmen hail from a jungle continent known as Lustria, which gains it's influence from South America with the rainforests, and Lizardman culture resembling Aztec culture. The three classes of Lizardman are the Slann, the Skink, and the Saurus. The Slann are the Elders of the society. They are highly intelligent and powerful, considered by some to be the most powerful sorcerers and most intelligent beings on the planet. They resemble Humanoid Frogs, except really fat. Slann are so fat, in fact, that they are pretty much immobile and have to be carried around by Saurus guards.

The Saurus are the shock troops of the Lizardmen. Having evolved from crocodiles, they aren't very far from their ancestors in the intelligence department. They are basically big, strong, stupid slaves that take orders from Skink. The Skink make up the majority of the Lizardmen race. It is believed they evolved from the smaller, more wiley lizards such as Newts. The Skink follow the orders of the Slann, but make most of the decisions by their lonesome. They maintain authority over the Saurus, and also serve as the architects of the cities. Their intelligence is roughly on par with the rest of the Humanoid races such as Humans and Dwarves, although they are physically superior and far sexier as well.

All Lizardmen, save for Saurus, are born in spawning pools, which only activate once every century or so. One spawning can yield numerous Skink, although there have been exceptions before. The last spawning of Slann took place many centuries ago as they live for very long periods of time. Saurus are born of eggs beneath the temples much like their crocodile ancestors. Spawning pools really are a mystery, as they were put on Earth back in the time of the Old Ones, whose history has since been lost. Most yield packs of blue-skinned Skink, however there are instances of spawning pools yielding a very small number of Skink, and sometimes even just one.

Usually, a single spawning of a Lizardman means that this particular Lizardman is imbued with great power and intelligence, far more than your average Skink. Single spawnings tend to give birth to the Lizardman Priests that take position as philosophical and spiritual leaders, but most importantly zealots for Sotek. The allegience of a Lizardman is known from the very moment he is spawned. The color of a Lizardman's hide indicates his position in the society. Most Skink and Saurus are blue-skinned, with black markings, signifying that they will be another vertebrae in the backbone of Lizardman society, ultimately serving those above them and never achieving higher status than that of a drone.

Red hides indicate that a Lizardman will be a direct servant of Sotek and serve as a military leader or guardian of Slann. Red markings indicate a Lizardman will achieve greatness on the battlefield and achieve stature as a warrior. A White hide indicates that a Lizardman is a prophecy set forth by the Old Ones to serve as a guiding light for all other Lizardmen. A Skink with a white hide is held in high regard, is thought to one day bring greatness to the Lizardmen. White markings indicate a spiritual guardian or a Lizardman imbued with power. I'll post an actual chart later as I don't have all the colors figured out yet. It's a work in progress.

The style of garb is still somewhat a work in progress. As any fan of Warhammer would already know, Lizardman don't wear much. Save for some jewelry and a loin cloth, a Lizardman is basically naked. And as much as I'd love to be running around wearing nothing but a loin cloth, I must consider the rest of the fighters on the field. So, coming up with garb ideas has been a bit of a challenge, but I'm getting there. I've narrowed it down to wanting Lizardmen to look as sleek and clean as possible while still looking like a monster. It's not as easy as it sounds. Hopefully my armor will remedy this, but I also plan to work on some garb ideas I have running through the noggin'.

That's basically it for now. I'll post more information later, as this is merely a foundation. Send all questions about Lizardmen to me, and on this forum. I'll be prompt with my answers.


Posted at April 30th, 2008 on Nan Belegorn Horde forums:


Now, most of this is still valid, however I've made my final tweaks at this point. My main two points in this final write-up are going to be Lizardman colors and garb. Anyone choosing to be a Lizardman must also choose a color. This color is going to represent not only the color of the Lizardman's skin, but also a characteristic/trait the Lizardman possesses. 90% of the Lizardman's garb is going to be this color and/or shades of the color. The colors and descriptions are as follows:

White: This is the color of spirituality and zealousness. Those marked with this color are said to be prophetic and touched by the very hand of Sotek himself. White Lizardmen usually go on to be tribal chieftains, priests, soothsayers, and spreaders of the divine word of Sotek. Think of them as Lizardman evangelists. They have been known to work other Lizardmen into a wild frenzy with their words.

Current White Lizardmen: Mekoot Lo'bo

Red: This is the color of battle and ferocity. The Lizardman born with this color already has his destiny laid out before him. He is a soldier - a cold-blooded, merciless killing machine. He is always on the front lines with whatever weapon he can get his scaly hands on. Red Lizardmen have no fear and only have the will to destroy the enemy. They are the chosen warriors of Sotek, protectors of Lustria, and the guardians of the Slann.

Current Red Lizardmen: None

Blue: Blue is the color of masonry and stoicalness. Blue Lizardmen are the most common, and serve as the backbone of Lizardman society. Their duty is to protect the sanctity of Lustria, if that means maintaining the society or taking up arms in battle. Typically Blue Lizardmen are the masons of the society, which also makes them the weapon masters. There isn't a single weapon the Blue Lizardmen can't use effectively, making him a valuable asset on the field of battle.

Current Blue Lizardmen: None

Green: Green Lizardmen are the more scholarly type, seeking to know everything there is to know about Lizardman society and lore. They are the masters of all things ancient and are privy to all Lizardmen gods, not just Sotek. It is they that relay Slaan messages to the rest of the Lizardmen. Although their interests mainly lie in matters pertaining to lore, they aren't exactly uncommon on the battlefield. While they aren't front line fighters, they are very crafty and quick-witted on the battlefield. They move in and out of lines when using melee weapons and are usually the archers of the society.

Current Green Lizardmen: None

Black: Black Lizardmen are warriors under the God of stealth, Huanchi. They are typically the hunters and gatherers of society. They tend to be even more cold-blooded than your standard Lizardman, which is hard to grasp, I know. They are notorious trackers and the same goes for the battelfield. Black Lizardmen never, ever fight on the front lines, and are always looking for an opportunity to catch someone flat-footed and off their guard. No emos allowed.

Currect Black Lizardmen: None


Garb:

Ok, this has been a subject of great debate amongst Horde members. I finally have it finalized.

Coloration: A Lizardman's chosen color must make up most of his garb. However, one can be liberal with shades of said color. I won't be pissed if someone is a Blue Lizardman wearing teal. Just try and keep a general overall theme of your color.

Headgear: Durags, or some other form of a headwrap or bandana, are the standard for Lizardman. We are hairless and should look as such. The color of the headwear must match the chosen color of the Lizardman.

Shirts/Tunics: Try and keep it tight, boys. I want our unsightly bodies for all to see. This goes for Skink and Saurus. Slann can do whatever they want in this department - no one wants to see that. If you choose to wear Under Armour as garb, do try and cover it up in some way so not to make it your only chest garb. I do encourage folks to craft durable, skin-tight shirts much like the one I wear. I'm not a Nazi in this department, just try and keep the overall theme.

Pants/Loincloths: My only requirement here is just staying with your color. I think baggy pants look good with the overall package. A loin cloth over the pants is optional, but it helps. Painting symbols and Lizardman artwork is encouraged - helps drive the point home that you are indeed what you say you are.

Accessories: This is highly encouraged. Anything tribal, mayan, aztec, lizardly, etc. I personally hope to make armbands with plumes coming out of them. There is no limit in this area. You can accessorize to the point of being an inconvenience to yourself for all I care.

Basic overall theme: Stay with your color and seek to form a racial identity. If you begin to look too much like other monsters, then you might want to reassess your garb.


Lizardmen Pantheon:

Sotek: Father God, Savior of the Lizardmen, God of anger

Chotec: God of fire, Sun/light Quetzl: God of war, protection Huanchi: God of night, shadow Tzunki: God of water, life Tlazcotl: God of Earth, stolidness Tepok: God of Air, mystery

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