Lizardmen

From BelegarthWiki

Revision as of 22:20, 30 October 2011 by DarklingBark (Talk | contribs)

Jump to: navigation, search
A Saurus Lizardman

Contents

General Info

Lizardmen, also known as Children of the Old Ones, are bi-pedal Reptilian humanoids hailing from the jungle continent known as Lustria. The three classes of Lizardman are the Slann, the Skinks, and the Saurus.

History

Long before the time of the Elves and Dwarves, there were only the Old Ones. What is known of them now is very little, but what we do know is that they came to Earth 15,000 years before the prophecy of Sotek. During this period Elves were still swinging from trees, and it wasn't until the Old Ones jumpstarted the Elves evolution that they learned the ways of masonry and magic. The Old Ones also brought with them the great Slann Mage-Priests that they would use to shape this World to their pleasing. But the Old Ones needed a manual labor force to construct great temples and also defend said temples from potential invaders. The Slann certainly weren't up to the task, so the Old Ones pulled the local crocodiles from the primordial soup and thus the Saurus were born. Then came another problem; these creatures were far too inept to make decisions for themselves. However immense their physical strength and endurance was, their lack of intellect provided a speed bump. The Old Ones needed a group of quick-witted beings to guide these brutes in the right direction. They looked between the nooks and crannies of the vast jungles and discovered the wily skink lizards, and thus the Skinks were born. These much smaller, but also much more intelligent Lizardmen would serve as the social standard of the society. Not only as the architects, but also the political leaders and military commanders. And so it was that the Old Ones had their defenders of this new planet -- free to roam and spread as need be. But not all was well in this new World.

For whatever reason yet to be discovered, a great evil followed the Old Ones to this new found planet. The great power known only as Chaos was unleashed shortly after the Old Ones arrival and a great war ensued. For centuries the war raged until Chaos was finally purged from Lustria, but not before heavy losses were inflicted. All remnants of the Old Ones, as well as the majority of the Slann Mages, were destroyed. With the majority of their temples leveled and no guiding force, the Lizardmen rebuilt as best they could. The Slann continued to shape the lands as the Old Ones had instructed, while the Skinks gathered up the ravaged Lizardman population and continued their expansion. A side effect of spawning pools makes for an extremely slow reproduction rate, and so the Lizardmen went centuries before a reasonable population was once again achieved. With the Old Ones gone, the Lizardmen turned to new entities of inspiration. A cult was formed around a new God, a great serpent known as Sotek. Sotek is said to have come to the Skinks and laid upon them the prophecy of the Horned Rat. This Rat God would journey to Lustria, bringing his plague and disease in an attempt to wipe the slate clean of the Lizardmen. Sotek proclaimed that this war between the Serpent and the Rat would rage for many centuries, and would only end at his arrival to this World. Sotek's coming would signify a brand new age not only for Lizardmen, but the World as well.

Many doubted this new found prophecy, namely the Slann. The Skinks stuck to their guns for many years and remained unfaltered in the eyes of adversity. With almost clock-like precision, Clan Pestilens of the Skaven began digging a network of tunnels under the great temples of Lustria. The prophecy came to full fruition when the Rat-men burst from underneath the temples and released their warpstone-fueled concoctions upon the unsuspecting Lizardmen. The Skinks, however, weren't so unsuspecting. However, it was hardly the time to gloat as the sickness was spreading and fast. For centuries the war raged on, and many more Lizardmen were lost in the conflict that came to be known as The Serpent and The Rat. As with the nature of serpents and rats, the usual result was no different. Sotek, as prophecized, released his onslaught of serpentine creatures into the tunnels which the Skaven had made their home. With their ranks thoroughly trounced, Clan Pestilins were left with no choice but to stick their tails between their furry legs and retreat back to Skavenblight. With Lustria once again at peace, there was no doubt anymore as it pertained to Sotek and his power. With faith in the almighty renewed once again, Lizardmen enjoyed a period of spirituality and enlightenment. With this came more Gods and cults that followed them. But never was Sotek forgotten, or his display of great power in driving the vermin from Lustria. Sotek was forever dubbed the Savior of the Lizardmen.

Over the next few centuries the Lizardmen enjoyed a time of peace while they once again bolstered their numbers and rebuilt their temples. However, the drums of war pound once again as new encroachers make their presence known in the land of the Old Ones. In the last few centuries the Lizardmen have made new enemies in the form of treasure-seeking Dwarves, Dark Elves, "Honorable" Knights from the Human lands, and even the ravenous Undead forces. With their forces once again at full capacity, the Lizardmen stand ready to strike with Cobra-like quickness on any foe that threaten their ancient and sacred lands.

Allegiance

Lizardmen have currently found a home within the Horde of Monsters, a military force consisting of like-minded creatures from all over the Globe led by the cunning Goblyn High General Izareth. Whether the Horde is considered organized or not is irrelevent, the Lizardmen only seek to preserve the World which they consider theirs. A mutual understanding has been made between the Horde and Lizardmen so that all parties may obtain their goals, however small said goals may be. Ultimately the Horde seek to crush the supposedly "good" races of the World. The Lizardmen cannot bring themselves to disagree considering no green, blue, or purple skin has ever attempted to encroach on the sacred grounds of Lustria. They are well aware that Children of the Horned Rat are among the ranks, but thankfully not from Clan Pestilens, which is tolerable. Lizardmen can work with Skaven as long as they line up on opposite sides of the field. Save for a few Rat-men, Lizardmen generally feel quite at home amongst the tribal and shamanistic races of the Horde. As of now they aren't going anywhere.

Some Undead Lizardmen have opted to ally themselves with more kindred groups.

Foes/Friends

(In order from most hated to least hated)
Skaven: Vilified
Chaos: Abhorrence
Knights/Humans/Dwarves/Elves: Hatred
Undead/Vampires: Skeptical
Goblyns/Bugbears/Hat Trolls: Liked
Ogres/Hobgoblynz: Esteemed
Yuan-Ti: Honored

Appearance

  • Slann

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. Slaan are so fat, in fact, that they are pretty much immobile and have to be carried around by Saurus guards.

The last spawning of Slann took place many centuries ago as they live for very long periods of time.

Current Slaan: Kabibbles, Bo

  • Saurus

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 Skinks. They are the greatest athletes in Lizardman society, far exceeding most humanoids in strength, fighting prowess, and natural instinct. A saurus always wins, even when one loses.

Current Saurus: None

Slann Mage
Saurus
Skinks
  • Skinks

The Skinks make up the majority of the Lizardmen race. The Skinks 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.

Current Skinks: Mekoot Lob'o, Mekoot Darvax

Skink & Saurus Coloration

Skinks are Blue

Saurus are also blue.

Allthough younger saurus may be darker blue and their skin grows lighter throughout the years, as the skin is hardening into nearly rock

Some skinks are green but they are a subspecies. They are more chameleon like and like to blend in and use ranged weapons and such.

Slann Coloration

  • Yellow:

Yellow Slann wield fire and water magic. Whenever the time comes to wash away a fleet of ships with a tsunami, or roast the earth with a rain of fire, Yellow Slann are called to the scene. It has been noted that these Slann typically have more spring in their step than others and display more of a leadership type role. They croak orders across the battlefield with great fervor and have been known to belch fire on those unlucky enough to get close.

Current Yellow Slann: Bo

  • Orange:

Orange Slann wield earth and wind magic. Having the power to make a volcano erupt and a tornado to touch down with the snap of a finger is certainly nothing to scoff at. The only problem with Orange Slann is that their earthly demeanor leaves for slow reaction times when it comes to pressing matters. Being far more meditative than other Slann, Orange are more in touch with their magiks and easily the most powerful of the sorcerers. It is best to keep Orange Slann happy, however, because the ground quakes at the slightest annoyance.

Current Orange Slann: None

  • Purple:

Purple Slann wield the ever mysterious shadow magic. Often feared for their ruthlessness and sometimes reckless use of magic, Purple Slann make up a minority among the Slann councils. However dark their outward appearances may seem, Purple Slann wish for prosperity among all Lizardmen just as much as the most devoted follower of Sotek. Purple Slann make up the "means to an end" mentality and are often seen raising fallen enemies from the dead en masse and mortally cursing entire armies into oblivion. Perhaps the most mysterious of all Slann colors.

Current Purple Slann: Kabibbles(what the fuck that is not a lizardmen name.

Garb

  • Coloration

A Lizardman's color makes up most of his garb. However, they can be liberal with shades of said color. A Blue Lizardman wearing teal is not out of the question. A general and overall theme is kept as it pertains to color. A Lizardmen is well aware of his position and prefers to flaunt it.

  • Headgear

There remains no standard for Lizardmen in this department. Naturally, anything that covers up hair and/or looks tribal is welcome.

  • Shirts/Tunics

Lizardmen are not uniform in this area outside their prospective color. Lizardmen typically don't wear much clothing above the waist.

  • Pants/Loincloths

Loin cloths are a requirement for all Lizardmen. Much work, care, and detail goes into the construction of a loin cloth meaning no two loin cloths are ever the same. Lizardmen immerse themselves into their loin cloths--they view them as blue prints for their existence and the source of their power. Naturally, wearing clothing underneath the loin cloth is a good idea--no commandos.

  • Accessories

This is highly encouraged in Lizardman society. Anything tribal, Mayan, Aztec, lizardly, etc. is acceptable and encourgaed. Accessorizing to the point of inconvenience is welcome.

Physiology

A Lizardmans various strengths and weaknesses will differ between his breed and status within the Lizardman culture.

Reproduction

Lizardmen do not reproduce. They spawn fully matured out of Spawning pools. These pools can be found in their ancient cities.

Religion

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


Lizardman2.jpgRedSaurus.PNG Lizardman3.jpg Lizardman6.jpg Lizardman7.jpg

Personal tools
For Fighters
For Craftsman
Leadership