Filed under: Games, thoughts | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
Wow, this went way longer than I thought. At least I post other things.
Seriously, the next peaks from the Lost Works are going to be shorter. Still, we are now at the end of this tour of Lustria. I still love the setting, and would love to do more with it. I have a ton of notes, but alas, other things are more pressing. Like? Well Rogue Games.
Why Travel to Lustria
“Why go to Lustria? Why not! Yet if you want to know the reasons here they are: money, trade, money, adventure, and did I mention money.”
- conversation overheard between two merchants in Marienburg
The man reason to travel to Lustria is for adventure. For some, especially those who live in coastal towns or the educated, Lustria is a land that is dying to be explored. The call to brave uncharted waters and uncharted land is an opportunity to good to pass up. There are different ways to get there. They can be a hired hands on a ship bound for the colonies, as guards for a research expedition, or by joining the Skeggi colony. Sailing to Lustria should be filled with perils from storms, to pirates and the Elven Navy, the players should be kept challenged.
Once arriving in Lustria players will find many challenges awaiting them. The first challenge is the elves. The elves view all Old Worlders as pirates and thieves who want to strip the land of everything valuable. PCs who are working for merchants will find themselves quickly under attack. This is not because they are on Lustria, but because they are stealing goods that belong to the elves. Even though scholars interests are somewhat innocent, they still steal items from the land. Many explorers have found themselves in trouble for stealing items from ruins or bringing sample of plants and animals back to the Old World for study.
Another challenge the players will face are the slann. The slann and lizardmen are a race totally foreign to Old Worlders. They do not speak the same language, and they view all races, even the elves, as lesser beings. Slann rarely, if ever, speak to anyone, and if they do it is generally the slann of the fifth spawning. Players who attempt to seek an audience with the slann will be ignored and ridiculed. Language is a major barrier between the lizardmen and other races. Very few skinks know how to speak the languages of the warm bloods, and generally this is either Elven or Norse. If the PCs do not know either of these languages, they will find negotiations next to impossible. Though explorers to the ruins are generally left alone, they are constantly watched. Any sign of stealing from the ruins will lead to a war party being assembled and the stolen items retrieved. Many explorers have lost their lives at the end of a skink arrow for removing even a simple statue from the ruins.
The major challenge for a GM when basing adventures in Lustria is where do the PCs fit in. The simple answer is: they don’t. Unlike the Old World, in Lustria the PCs are outsiders. The elves do not want them there, and the same would hold true for the slann if they noticed them. Even the land itself is against the PCs. Lustria is a hot and humid land and PCs who wear armor find it extremely hard to move and act in the jungle. The climate quickly tires you out and even if you are not wearing armor.
The one place PCs can find acceptance is in the Norse colonies. Skeggi, though small in comparison to many of the major Old World cities, is a busy place. Merchants who manage to get past Elven ships arrive here to trade and buy Lustrian goods. Skeggi is a sore spot for the elves and claim that the Norse are in violation of their territory. Skeggi maintains that they are not in violation, because the colony is built on the isthmus and not on the landmass known as Lustria. The slann of Hexoutl tolerate Skeggi, and an uneasy truce exists between the two. This is one reason why the elves have not pressed their point on the isthmus. The Norse are not a major threat, but the military might of Hexoutl is.
The Norse trade regularly for gold and other items with Hexoutl, and in return Hexoutl receives iron and steel. This has proven very profitable for both parities, however it has caused some problems. The other slann are jealous of Hexoutl’s wealth in iron and steel. Iron is not found in Lustria, and as a result bronze is the major metal used. Hexoutl refuses to share the wealth with the other cities, and this has caused tensions to arise. Lately slann from other cities have sent raiding parties to the isthmus to attack Skeggi and claim the iron and steel for themselves. All these raids have been unsuccessful, and now it is rumored that Lord Tepec is aiding the humans in defending the outpost. This is flatly denied , but the fact that skinks and humans can be found regularly in both areas can not be denied. It also can not be denied that Lord Tepec keeps certain parts of his mind closed off from the other slann. What will happen next is anyone’s guess, but according to scribes in Hexoutl, The Great World Plan hints at a major conflict between the slann. What no one knows is that with the aid of the elves on Tlencan island, Lord Brupt of Xlanhuapec is in the early stages of dealing with the problem. He feels that Lord Tepec needs to be taught a lesson, and that lesson is that the heart of the Empire is Xlanhuapec. Hexoutl is a threat to the order of things, and will need to be dealt with.
Iquitos is another center of Norse activity, and with its prime location has turn into a major center for trade. Though younger then Skeggi, Iquitos has become the focal point in Norse trade. Merchants come here to buy and sell goods, and with the constant stream of laden barges from Vastervik, Iquitos is very wealthy. This wealth has attracted the attention of not only the elves but pirates as well. Besides this Tlaxtlan has been a constant thorn in the side of the colonist since their arrival. Lord Brutz, views the humans as a threat to not only the land but to The Great World Plan as well. Lizardmen raids are a constant threat to Iquitos and despite all attempts of negotiating with the slann, the raids continue.
Vastervik as a result of its location, is considered the frontier of the Norse colonies in Lustria. Located on the slow moving Ljunger River, the colony is isolated from the activities in Iquitos and Skeggi. This isolation is due to the colony being seven days north of the shore. Barge traffic is regular on the river, and at least once a week one arrives seeking new goods for shipment. Vastervik is a fortified farming village, and great areas of the jungle has been cleared to make room for fields. Yet due to the village being located deep within the jungle, it is a wild unsettled area. The region is plagued by the native cats of Lustria in addition to wild cold ones and stegadon’s.
Add to all this is the threat of the skaven and the dark elves. The skaven though driven from the land by Sotek have sent small bands into the jungles. Based in the Mosquito Swamp, the skaven are starting the long process of avenging their losses many years ago. Currently only a small outpost is in the swamp, but there are plans underway to expand the outpost and prepare for war. The dark elves also pose a threat to Skeggi and the Hexoutl. Raiding parties continually harass ships sailing to the port, and raiding parties have ambushed the occasional wagon train returning from Hexoutl. Also the dark elves have started to locate within the jungle as well. A outpost has been built in the Gwakamol Crater, and this outpost serves not only as an observation post, but as a future base for future military action in the jungles.
The Gwakamol Crater is also the home of tribes of lizardmen that can trace their origins to a time before the arrival of the Old Ones. These lizardmen view the Slann and the above ground lizardmen as enemies, and the warm bloods as a source for slaves and food. The lizardmen have started a campaign to harasses and raid the above ground slann. These raids are designed to raise tensions between the slanns and warm bloods. Recently the lizardmen have come into contact with the dark elves and the two groups have started to war with one another.
Still more change is about to come to Lustria and it will be a change that no one expects. Deep within the ruins of Axlotl lies numerous breeding pools that are about to usher in a race of skinks that many thought were long gone from the jungles. These skinks are the mythical chameleon ones, and they will bring the toughest challenge to the slann. The slann are corrupt and have squandered the gifts of the Old Ones. Worse is that the slann have done nothing but debate the warm bloods while they dig into the jungle and corrupt the land. All are an enemy to this tribe and when they emerge from the ruins they will inherit the gifts of the Old Ones.
The Colony of Skeggi
The best place to set adventures in Lustria is the colony of Skeggi. Founded in 2410 this colony has become a well built and prosper trading city. Skeggi and the isthmus of Lustria is the perfect place for a GM to set adventures in Lustria. It offers role-playing opportunities with the slann and lizardmen of Hexoutl, as well as the challenges of dark elf raids, pirate fighting, and the hostilities from the slann located in the jungles of Lustria to the south. This section describes the colony and the dynamics of the isthmus.
Skeggi is a melting pot of customs and people. Old World merchant ships can be seen docked here at all time. It is also not uncommon to see merchants from Arby, Inda, Cathy and Marienburg walking the streets. Yet a visitor to Skeggi quickly notices that the predominate residence of the town are the Norse.
The town has a population of just under 1000 and the majority live within the walls of the town. It is a sea side community, and was built on the site of where the original settlers first built their homes. A large stone wall surrounds all but the east end of the town. Starting at the docks and running directly west is Losteriksson’s Way. This is the major road on the isthmus and leads directly to Hexoutl, which is a three day journey by foot.
There are very few buildings made of stone and brick in Skeggi. Due to the warm temperatures buidings tend to be made of wood, have large windows and flat roofs. Unlike in the Olw World where buildings are tightly packed next to each other, the buildings in Skeggi have open speaces between them. This is doen to help circulate the ari and helps in keeping the buildings cool during the height of the noon sun.
The east side of the town is dominated by the docks and warehouse. Known as the Warehouse District this spot is the busiest area in the town. Ships can be seen docked here loading and unloading goods at all hours. The warehouses are owned by the colony and are rented to merchants in the Old World to store trade goods. Many trading companies have their headquarters here as well. The North end of the town is the Residential Area and the small houses are tightly packed together. The residential area is made up of predominately the Norse but sailors and their families live here as well. Directly south of the Residential Area and next to the Warehouse District is the Market Place.
The Market Place is the center of the town’s life. Numerous restaurants are here as well as numerous stores selling both Old World and Lustrian goods. The Market Place is also the section where foreigners typically call home. There are numerous boarding houses and inns that serve as home to non-Norse residence. One interesting business is Bitz Itz Basket’s. Bitz is a skink who settled in the area a few years ago. Bitz was tired of life in Hexoutl and wanted something different. He came to the village and began to make and sell excellent quality baskets. He is tolerated by the town, but a few consider him an example of the promise that this colony has.
To the south of the Market Place is the residence of Jarl Kutenson Mayor of Skeggi. Jarl was born and raised in the colony and he has seen much in his forty years of life. Jarl has been the mayor of Skeggi for twenty years and inherited the position when his father died. Jarl’s twenty-year reign has seen much advancement in the town. It was Jarl who opened negations with Hexoutl and forged the new age of cooperation between the two races. It was Jarl who welcomed Bitz to the town and assisted him in opening his business. Jarl is a fair ruler but also heavy handed. He ensures the peace and safety of his town by funding the Watch
The Watch enforces Jarl’s laws and ensures the peace of the colony. They are a constant presence in the warehouse district, and in the Market Places inns and taverns. Rowdy sailors are quickly dealt with and lawbreakers are jailed and tried with in days. The Watch also patrol the walls of Skeggi and watch the jungles for signs of troubles. The Watch is also responsible for patrolling the waters in and around Skeggi searching for pirates. The Watch is respected, though some consider them over zealous in their enforcement of the laws. Mayor Kutenson has taken steps to keep the Watch in line, but also admits that the Watch protects Skeggi from numerous threats. Currently the Watch numbers 200 members and they are always looking for new recruits to join their ranks.
Outside the town walls is a large plan that runs up to the jungle. There are a few buildings built on this plan and they are devoted to smelting and tanning. Also located here are a few skinks that have located in the area. These skinks arrived and try to make a living by selling pots and other hand made goods for sale. What no one knows is that these skinks are spies and were sent her from Xlanhuapec to keep an eye on the Norse and on Hexoutl.
Skeggi is home to a few Old World Trading Companies and this is the easiest way for a PC to get hired. All trading companies seek new workers and once a month there is a ship bound for Skeggi with new workers. Trading companies are always looking for skilled adventures to serve as guards and protect their interests in Lustria. This is the best way for a GM to bring his players over to Lustria. By signing up with a Trading Company the players are given a place to stay and an opportunity to see the region. They also agree to work for the company for a total of two years, and once the term is over they are free to return back to the Old World. For most, after the term of service is complete, they choose to stay in Skeggi. The colony welcomes all productive people with open arms, all they have to do is get there. The colony always seeks farmers, craftsman, and other skilled people. Adventures are welcomed and can quickly find work in the Watch.
Filed under: Games, thoughts | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
New Monsters
The jungles of Lustria are a lush tropical paradise. It is a land that time has forgotten and many strange and unique creatures can only be found here. Table 3 lists the monsters from the Warhammer Fantasy Roleplay Book that can be found living in Lustria. The following are new monsters that are native to the land.
Table 3: Existing Monsters
| Giant Leech | WFRP, page 240 |
| Giant Spider | WFRP, page 245 |
| Griffon | WFRP, page 238 |
| Hippogriff | WFRP, page 239 |
| Lizardmen | WFRP, page 222 |
| Swarms | WFRP, page 228 |
| Troglodyte | WFRP, page 228 |
Coatl
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
2 |
57 |
0 |
4 |
5 |
3 |
60 |
3 |
0 |
43 |
43 |
43 |
43 |
29 |
Physique: The Coatl, or Flying Serpent, is a strange, Lustrian creature that figures in the legends of the Slann. The Slann associate the creature with the God Sotek, and treat it as a sacred animal. Coatl are intelligent creatures, and may be magical. They speak their own sibilant language. Adults can reach 20′ in length, and may be magical in nature. Coatl’s resemble as large snakes, with the head of a dragon and feathered wings. Sometimes their whole body can be covered in feathers. The Coatl can shed and regrow plumage in any color it chooses. Coatl’s live in the tropical rain forests of Lustria, and avoid contact with other races.
Alignment: Neutral
Special Rules: Bite attacks are venomous. They fly as swoopers, the movement allowance given is for ground movement only. Coatl’s cause fear in living creatures under 10′.
Cold Ones
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
8 |
33 |
0 |
4 |
6 |
17 |
10 |
2 |
0 |
10 |
5 |
15 |
10 |
0 |
Physique: Probably the direct descendant of a prehistoric creature the cold ones have remained basically unchanged. They are found all over the continent of Lustria and as far North as Naggaroth. Cold ones are large monsters with long sharp claws and a mouth filled with sharp teeth. Colds ones get their names from the fact their bodies are cold to the touch. Their bodies are covered in thick scales, and a foul smelling slime oozes from their pores. Cold ones are also known for one thing: their lack of intelligence. These are creatures that need to be goaded into action. Among the great crest skinks (the only group who is known to handle the cold ones effectively), it is joked that kroxigors are smarter than these beasts.
Alignment: Neutral
Psychological Traits: Due to their size cold ones cause fear in all living creatures under 10′. Cold ones are also immune to fear and terror, mainly because they are too stupid to know the difference.
Special Rules: Cold ones are subject to stupidity, and each time the rider wants the cold one to do anything the rider must make a Ld test. Failure indicates that the cold one does nothing for 1d6 rounds.
Culchan
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
6 |
33 |
0 |
4 |
4 |
11 |
30 |
2 |
0 |
14 |
10 |
24 |
24 |
0 |
Physique: The Culchan is a huge, flightless, carnivorous bird that lives on the Culchan Plains. It is prized by the slann for its multi-colored plumes and flesh, which is considered a delicacy by humans and slann alike. The creatures are extremely fierce, but can be used as riding beasts if hand-reared. Consequently, eggs or hatchlings are very valuable. These unusual birds have strong legs and necks, and their head is similar to that of a parrot. Their beaks are exceptionally strong and can easily crack a man’s skull. Plumage is usually brown, but males in good condition grow a completely new set of colorful red and blue plumage, as well as long tails and crests. They can reach 8′ to 9′ in height.
Alignment: Neutral
Psychological Traits: Subject to stupidity.
Special Rules: 1 bite from beak and 1 stomp attack from the legs.
Giant Frog
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
3 |
33 |
0 |
3 |
3 |
11 |
30 |
1 |
0 |
24 |
6 |
43 |
43 |
0 |
Physique: The giant carnivorous frog lives in the Mosquito Swamps and along the Amaxon River where it preys on all forms of life. They are solitary hunters, and very territorial. Skinks very fond of the flesh of this creature, which is said to taste like chicken, as much as giant frogs are very fond of skinks. Giant frogs resemble normal frogs, except that they can grow up to 5′ in length. They have long, razor sharp teeth (also prized by skinks), and are usually green with yellow and black eyes.
Alignment: Neutral
Special Rules: Giant frogs can use their long sticky tongues to deliver a combat attack at up to [10'] distance. They cannot use their tongue and bite during the same round.
Giant Tick
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
2 |
33 |
0 |
3 |
3 |
6 |
30 |
1 |
0 |
24 |
2 |
24 |
24 |
0 |
Physique: The giant tick is a tropical parasite and is native to the jungles of Lustria. They are large but rarely grow larger then 10′ in length. Ticks are blob shaped, bloated, and white in color.
Alignment: Neutral
Special Rules: Bite attack, fears fire but immune to psychology.
Jaguar
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
9 |
41 |
0 |
4 |
3 |
6 |
30 |
3(5) |
0 |
10 |
14 |
43 |
43 |
0 |
Physique: The Jaguar is one of the Lustrian big-cats; others include animals such as the cougar. They are very similar and the same profile can be used for both. The Lustrian jaguar is a large animal, larger than any living cat found in the Old World. They cannot be ridden, but if captured young and carefully hand-reared they can be kept as pets, guards, or animals of war. The Norse are particularly skilled at this, and the jaguar has become companion animal to the leader of the Skeggi Colony. Jaguars are large feline creatures, a orange/brown or sand colored fur marked in black or dark brown spots or broken spots. They are under 10′ – usually 6′ long.
Alignment: Neutral
Special Rules: 1 bite and 2 claw attacks. If attack from ambush and with surprise all four claws and bite attack simultaneously. Tame animals must have a handler within 20′, and will test reaction on handler’s characteristics.
Saber-Toothed Tiger
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
6 |
41 |
0 |
5(7) |
4 |
11 |
40 |
3 |
0 |
14 |
14 |
43 |
43 |
0 |
Physique: A remnant of the prehistoric inhabitants of Lustria, the saber-toothed tiger is still found deep in the jungles of that lush continent. Saber-toothed tigers are the largest cats in the world, often standing more than six feet at the shoulder. They are powerfully muscled creatures, capable of moving quickly and delivering mighty blows with their front paws. The most distinctive features of these tigers are their overgrown canine teeth. Up to nine inches long, these teeth hang over the tiger’s bottom lip in a fearsome ivory curve. These teeth can inflict the most horrendous damage as they rip through the flesh of the tiger’s prey. Saber-toothed tigers have also been known to be able to stalk and successfully kill the thick-skinned stegadon. Skinks fear these great cats, and even the slow-witted kroxigors realize the danger in facing this cat.
Alignment: Neutral
Special Rules: 2 claw (S5) and 1 bite (S7) attack.
Salamander
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
6 |
33 |
43 |
4 |
4 |
10 |
20 |
3 |
0 |
24 |
15 |
10 |
15 |
0 |
Physique: Salamanders live in the jungles and swamps of Lustria, and they are viscous lizards who spit corrosive venom. This venom is so strong that it can bring down prey and be used against enemies. The skinks have trained the salamander to act as weapons of destruction, but this is still dangerous due to salamanders enjoying skink snacks. Salamanders are large and measure 15′ in length. Along their back is a large dorsal fin, and their long snouts are filled with sharp teeth.
Alignment: Neutral
Special Rules: 1 claw, 1 bite, and can spit corrosive venom 15 yards. The venom is so powerful that it does 1d6 points of damage. Salamanders are also cold blooded and thus they are immune to fear and terror.
Stegadon
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
6 |
35 |
0 |
8 |
6 |
35 |
20 |
5 |
0 |
24 |
15 |
20 |
15 |
0 |
Physique: Stegadons are large, ferocious and aggressive reptiles with long beaks filled with rows of blunt teeth. Protruding from their nose is a single horn, and two more horns protrude from their head. Racing down their back are bony spines, and their tails ends in a set of spikes, and their bodies are also covered with thick bone plates. Despite their appearances stegadon’s are herbivores, and the lizardmen use these creature as earth moving machines and beast of burdens. In times of war these large lizards are used as war mounts. Skinks fit them with a large basket called a howdah, and a crew of four skinks control these large beasts.
Alignment: Neutral
Physical Traits: Due to their great size stegadons cause fear in living creatures under 10′ tall. Since they are cold blooded, stegadons are immune to terror and fear. The skin and bone plates that cover the stegadon are very thick, and give them 1 AP to all body areas. In combat stegadon’s bite, gore, stomp, tail lash and gore in that order.
Terradon
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
2 |
33 |
0 |
4 |
4 |
5 |
20 |
1 |
0 |
10 |
35 |
15 |
15 |
0 |
Physique: Terradons are found only in the jungles of Lustria. Terradons are flyers and live in the high trees of the jungles. Unlike the cold ones, terradons are very intelligent and are easy to train. Terradons have a wingspan of 10′, and a large beak filled with razor sharp teeth.
Alignment: Neutral
Psychology: Terradons are cold blooded and as a result are immune to fear and terror.
Special Rules: Terradons fly as swoopers.
Filed under: Games, thoughts | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
Lizardmen Religion
I sit and ponder much about the ramifications of my research. Ever since these gold plates came into my possession I have striven to translate their cryptic symbols.
Now I have succeeded.
These plates mention the gods of the lizardmen! This is truly a great find.
Seven ‘Old Ones’, as they called them, came to this world and gave birth to them. These ‘Old Ones’ were named and it was they who created all, even the races of human, elf, dwarf, halfling and gnome.
Could it be that the gods we worship today are in fact these same ‘Old Ones’? If this is the case was Sigmar an ‘Old One’ who lived among us?”
- from the Journal of Sharon Widener, priestess of Verena
Before the collapse of the warp gates and the Old Ones disappeared they walked among the lizardmen. It was the Old Ones who created the world and if it was not for them The Great World Plan would not have been created. It is these gods that made it possible for the slann and the lizardmen to live. When the Warp Gates collapsed the Old Ones disappeared. Yet now many have stopped worshipping them, and have flocked to a new god-Sotek. Sotek is seen as a rival by some, but for many he is the race’s salvation.
When the Warp Gates collapsed the Old Ones disappeared. Though gone, the slann and skink priests still feel that the Old Ones watch over them. After all Sotek was seen by many and it is hard to disprove his power. The priest and slann hold the Old Ones in a place of honor, and view The Great World Plan as scared. The slann see themselves as the caretakers of the Old Ones world. The Great World Plan is more than just a list of things to do-it is a way of life. The plaques that the plan is inscribed on gives the teachings of the Old Ones and lays down the order of the world. The plan is to be obeyed at all times, but each slann interprets the plan differently. This has lead to many conflicts, and for some it is a reason why the slann have lost much of their power.
Sotek God of Battle and Protection
Description: The Cult of Sotek is slowly becoming the major religion of the lizardmen. The rise of the Cult of Sotek is due to the history of the lizardmen. This is a culture that fought a war with the skaven that nearly led to the total destruction of the entire race. Sotek saved the lizardmen from the skaven threat and he is seen as the one true protector of the lizardmen. There is no account of Tepoc being seen aiding the lizardmen during the war with the skaven, but there are numerous accounts of Sotek being seen driving the skaven off Lustria.
Alignment: Neutral
Symbol: A comet with two tails shaped like the tongue of a serpent. Sotek’s clerics wear the color red on all their clothing, and the symbol of Sotek is sewn or embroidered on all clothing.
Area of Worship: Lustria. There are no known cases of any other races worshipping this god.
Temples: Every city regardless of size has a temple to Sotek. Each of these temples has a sacred pit located in the center of the temple. This pit is 25′ deep, and at the bottom are numerous snakes which sacrifices are thrown to.
Friends & Enemies: Sotek is on good terms with the Original Seven, though they are jealous of his rise of prominence with the lizardmen. Sotek is the enemy to the Great Horned Rat, and the two are in constant battle. No mercy is shown to any rodent or skaven.
Holy Days: No fixed days.
Cult Requirements: none
Strictures: Initiates and clerics must adhere to the following:
- Destroy any skaven or their agents.
- Protect your fellow lizardmen.
- Protect and defend the temple cities from outside threats.
- Serve live sacrifices to Sotek’s children.
Spell Use: Clerics to Sotek can use all Petty Magic and Battle Magic spells. In addition clerics can cast Elementalist spells dealing with earth and water
Trials: The trials set to a follower deal with attacking the enemy of the slann or recovering a object sacred to the slann.
Blessings: A blessing is most likely to take the form of a enhanced effect to a skill that the worshiper already has. Another trial would be to retrieve live sacrifices for Sotek.
Bonus Skills: All Initiates get Cure Disease as a bonus.
Filed under: Games, thoughts | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
The Races of Lizardmen
As already mentioned, the Old Slann created the races of Lizardmen to aid the Slann in fulfilling The Great World Plan. A total of three races were created, and as the years advanced there has been very little change in their genetic make-up. The spawning of the Lizardmen happens naturally even in the temple cities that lay in ruin.
All spawned Lizardmen have the same markings and coloring, but on occasion one is spawned with a different color or pattern. These Lizardmen are thought to be marked by the Old Ones, and are given a position of importance in the hierarchy of the Lizardmen. There is a 10% chance that a Lizardman is marked; refer to Table Two to see the marks available.
| Table 2: Marked by the Gods | ||
| Mark | God | Favor |
| Vermilion | Chotec | Vision lighted by the sun
- Receives the skill Night Vision |
| Blood Red | Sotek | Furious in battle
- Receives the skill Frenzied Attack |
| Yellow | Tlaxcotl | Determined in life
- Receives the skill Orientation |
| Purple | Tepec | Deep Understanding
- Receives the skill Palmistry |
| Black | Hunanchi | Unworldly stealth
- Receives the skill Lighting Reflex |
| White | Xapati | Destined fro greatness
- Receives a +10% to Leadership |
| Mottled | Tzanki | Very agile
- Receives a +10% o Dexterity |
| Great Crest | Quatl | Very strong
- Receives the skills Very Strong and Very Resilient |
Lizardmen society, much like Slann society, is caste-based. At the highest rung are the Skinks. Though smaller and weaker then the others, Skinks are the smartest and perform all tasks requiring intelligence and skill. Skinks fill the ranks of scribes, craftsmen, and gatherers; and the work they do supports not only the Slann but also the empire. The second rung of the society is filled by the Saurus. Though stronger and more skilled in combat, Saurus are less intelligent then the Skinks. The Saurus make up the bulk of the Slann’s armies and it is through their strength that the empire is protected and defended. The final rung of Lizardmen society is filled by the Kroxigors. These tall, very strong Lizardmen are also the dumbest, and perform all the manual labor required to keep the cities running.
The Lizardmen and the Slann have their own forms of written and verbal communication. The Slann have an eloquent spoken language, though they rarely use it. Most of the Slann depend on their telepathic methods of communication since it conveys not only the message but also the speaker’s emotions. Typically the Slann of the Fifth Spawning, and some of the Fourth, verbally communicate with the Skinks and Saurus. This is done in short, direct and simple word phrases.
Skinks are able to understand and talk in Slann, but use their own language the Norse has dubbed Skinkian. This is a long, slow, croaking language, which also employs physical gestures. Intruders in the jungles often mistake this language as the croaking of frogs. This has often proved fatal when a group of Skink archers emerge from cover. The Skinks written language is glyph-based. These glyphs can be seen decorating the sides of the pyramid temples. Saurus speak Saurian, a crude roaring language.
Lizardmen dress simply avoiding wearing armor of all types. Scribes and clerics wear simple robes decorated with intricate geometric patterns. These patterns show the Skinks position and Slann they are associated with. Saurus wear simple loincloths and when fighting rely on their scaly skin for protection. Saurus temple guards are the only group to wear armor. This armor consists of a bone breastplate and a helmet made from the skull of a cold one. Kroxigors wear simple loincloths as do Skink who are not clerics or scribes.
Diet among the Lizardmen is similar to Slann: insects, reptiles and mammals. In addition Skinks also roam the jungles gathering numerous roots, fruit, vegetables and plants that grow there. Skinks know the art of brewing and a variety of drinks are brewed and consumed. Lizardman cuisine tends to be spicy, and those explorers who have had the honor of eating with a Skink testify to the food being so spicy that it brought tears to their eyes. Flame peppers are a common ingredient in most meals. This pepper has a mild taste, but the real heat comes from eating the seeds. Many strong men have been known to be brought to tears when biting into one of these peppers.
Not all Lizardmen have unwavering loyalty to the Slann. There are some Skinks that have fled the shackles of temple city life and sought a life away from the Slann. These Skinks come to a realization that the Slann are wrong and their policies are causing destruction to their way of life. These Skinks generally flee to the jungle and live out the rest of their lives in isolation. Yet there are a few Skink colonies among the ruined temple cities. Rather then destroy the current system these Skinks ban together and create a new way of life.
Skinks
The Old Slann used newts when creating them, so they are the most agile of the Lizardmen. Skinks breed in the many ponds that surround the pyramid cities, and thus are the most aquatic of Lizardmen. Of all the Lizardmen, Skinks are the most numerous and reproduce the quickest. They are not known for their strength and are the weakest of all Lizardmen.
Skinks are not very good in combat, preferring to use missile weapons. However, they are the most vocal and serve as leaders, scribes and craftsmen in Lustria. Like their fellow Lizardmen, Skinks have a tail and their scaly skin provides some protection from damage. In combat Skinks use spears and short bows, and rarely use any form of melee weapon. They have an average height of 4′.
Skinks
|
M |
WS |
BS |
S |
T |
W |
I |
|
6 |
25 |
25 |
2 |
2 |
5 |
40 |
|
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
1 |
40 |
24 |
34 |
43 |
43 |
12 |
Alignment: Neutral
Psychology: Because they are cold blooded Skinks are immune to fear and terror. They are subject to animosity toward Skaven.
Special Rules: Skinks scales act as armor and offer 0/1 AP to all body areas. Skinks also receive the skill swimming as a bonus.
Saurus
Slow moving and slow-witted the Old Slann adapted the Saurus from the prehistoric Lizardmen who lived underground. The Saurus were bred to serve as soldiers, a job they perform very well. Though they are stronger than Skinks, they are not smarter. Like all Lizardmen Saurus have tails and their scaly skin offers very good protection from damage. Saurus spawn in the tunnels beneath the pyramid temples, and unlike the Skinks the Saurus reproduce very slowly. Saurus do not possess the dexterity to use bows or missile weapons. Instead they use clubs, bronze swords, or bronze bladed hand axes. Saurus reach an average height of 6′.
Saurus
|
M |
WS |
BS |
S |
T |
W |
I |
|
4 |
43 |
0 |
3 |
3 |
8 |
20 |
|
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
2 |
20 |
43 |
20 |
43 |
43 |
12 |
Alignment: Neutral
Psychology: Because they are cold blooded Saurus are immune to fear and terror. They are subject to animosity toward Skaven.
Special Rules: Saurus thick skin acts like armor and offers 1 AP to all body areas.
Kroxigors
The largest of all Lizardmen; Kroxigors are strong and powerful. Yet Kroxigors are the least intelligent of all Lizardmen, and often need to be goaded into action. Kroxigors love to lift and smash things, and they amuse themselves by finding new ways to smash things. They are the rarest of all Lizardmen and it takes many years for them to spawn. Like the others, Kroxigors have tails and their scaly skin acts as a form of armor.
Like the Skinks, Kroxigors are spawned in the marshes and ponds on the outskirts of the pyramid cities, and like the Skinks are aquatic and able to swim. Kroxigors are too slow-witted to use any form of missile weapons, and generally use large heavy clubs in combat. Kroxigors can reach an average height of 10′.
Kroxigors
|
M |
WS |
BS |
S |
T |
W |
I |
|
6 |
33 |
0 |
6 |
5 |
17 |
10 |
|
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
3 |
15 |
66 |
10 |
53 |
53 |
12 |
Psychology: Because they are cold blooded Kroxigors are immune to fear and terror. Due to their low intelligence Kroxigors are subject to stupidity. They are subject to animosity toward Skaven.
Special Rules: The Kroxigors scales act as armor and offer 2 AP to all body areas. Kroxigors receive the swimming skill as a bonus.
Filed under: Games, thoughts | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
Slann and their role
Lizardmen society is strictly caste based, and the most powerful are the Slann. It is the Slann who know The Great World Plan, and lived during the time of the Old Ones. They are the most intelligent of all Lizardmen and are the guiding force in Lizardmen life. From atop their pyramid temples they guide the race and ensure that The Great World Plan is followed. Slann, even those of the Fifth Spawning, are older then the Elfs. Slann resemble large bloated toads, and all but the Fifth Spawning are unable to move on their own. When they need to move, their Saurian temple guards carry them on large ornate palanquins.
When the Old Ones arrived they initiated four separate spawnings of Slann. The current spawning, the Fifth, is the last to emerge from the breeding pools. No new spawning has taken place since the warp gates collapsed and none ever will. This is because the Old Ones never shared the creation process with the Slann, and when the Old Ones died, so did the Slann breeding process. The First Spawning of Slanns came when the Old Ones traveled to Lustria. Known as the Old Slann, it was they who created the other races of Lizardmen. The Old Slann were also the ones who taught the younger Slann The Great World Plan. When the Slann of the First Spawning died out, the Second Spawning took the role of leadership among the Lizardmen.
Slann of the Second Spawning are still alive, and they rule from the largest pyramid cities. Slann of the Third Spawning are a thousand years younger then the Second, and rule the smaller cities of the Lizardmen empire. The Slann of the Fourth Spawning serve as generals of the armies and as administrators in the pyramid cities. Slann of the Fifth Spawning are the youngest of all Slann, but still lived before the rise of the Elfs and Dwarfs.
Though the Slann do not have a cast system there are rivalries based on a Slann’s regional location. Slann from the four main cities (Tlaxtlan, Xlanhuapec, Itza and Hexoutl) consider themselves the most important in Lustria, and they are always obeyed. Among the four cities another layer of status exists which is based on the age of the city. Xlanhuapec was the first city that the Old Ones and the Old Slann built, thus the Slann of this city see themselves as the most important. Followed next in the social order is Hexoutl, Tlaxtlan and Itza.
Only the Slann of the Fifth and Fourth Spawning speak, so they act as the go-betweens for the older Slann and the Lizardmen. The older Slann rarely speak and they spend much of their time either in mediation or telepathically communicating with their fellow Slann in other cities.
Slann are also able to tap the ley lines that encompass the globe. By doing this they can create a gate and send troops to anywhere a nexus point exists. There are limits to this. Only Slann of the Second Spawning can create gates, and it takes weeks for the Slann to mentally prepare themselves. Once ready, the Slann can send up to ten Lizardmen through the gate before it closes.
I sit and you ask what I think. I am Lord Frup. It was I who helped build this city, and it was I who emerged from the pools first. You want my thoughts on the Old Ones creations? Listen young one and learn.
Elfs were the first creation and though long-lived, their power is but a ripple in the Great World Pond when compared to the Slann. They have an ancient history, but when compared to ours, it is brief. They are children, but with guidance they can live up to their potential. They are the first line of defense against Chaos and their magic, though trivial compared to ours, will be needed in times of troubles.
Dwarfs are the warriors and the Old Ones created them to be the backbone in the fight against Chaos. They are strong, they are unwavering, and their single-minded pursuit of their goals is unrivaled. Still this single-mindness leads to their undoing, as well as down the road to their doom.
Humans, like the green monkey of the Lambaba River Valley, are curious. It is this curiosity that leads them to their doom. Malleable, weak and less imaginative, Humans are the race of Young Ones most tainted by Chaos. This corruption makes them more volatile and less predictable. Although, the Old Ones’ design for their stock never came to fruition, they do serve a purpose: it is the fate of their race to be the impediment in the path of Chaos while serving as allies to the Elfs and dwarfs. The success or failure of the short-lived Humans in fulfilling this role will determine the fate of the world.
Slann dress in simple robes and decorate themselves with objects created from gold and gems. These objects are simple and show the Slann’s spawning and prominence in the society. Slann, when not meditating also enjoy eating. It takes a lot of energy to maintain telepathic contact, and to maintain this energy Slann eat a lot. Slann are carnivorous and eat large quantities of insects, birds and small mammals. It does not matter if the food is cooked, or even dead as many Slann eat their food while it is still living.
Table 1: Slann Magic Points
4d4+4 Magic Points/level
The Slann and the Lizardmen are a society in decline. The years of war with the Skaven and raids by the Dark Elfs have taken a toll. Added to this is the fact that no new Slann have been spawned since the time of the Old Ones putting the race in jeopardy. The number of temple cities has decreased due not only to war, but also with the older Slann passing away. This leaves less Slann to take leadership roles so power has been consolidated into four temple cities. The ruins that dot the jungles of Lustria exemplify this decline.
It is this decline that has led some of the Slann to tolerate the younger races on their shores. Lord Tepec-Inzi of Hexoutl has embraced the younger races and has worked closely with them. Trade has renewed Hexoutl as well as the influx of new ideas from the Norse. Lord Tepec still views the Norse as children, but he recognizes the good they have brought to the city and to the isthmus.
No matter how open Hexoutl is with the Humans, there are still Slann who steadfastly refuse to allow the intruders on their shores. They see the younger races as a threat to the downfall of the Slann. In fact, in Tlaztlan there is a passage in The Great World Plan that reads: “The young races will wash up on the shores and where they walk they will leave destruction in their wake.” This has led some of the Slann to argue that the young ones are a threat and must be removed from the land. Hexoutl argues that since the passage is not contained on any other plaque, the statement might be a mistake. The debate rages on and the have gained Humans gain a deeper foothold on the land.
Slann of the Fifth Spawning
|
M |
WS |
BS |
S |
T |
W |
I |
|
4 |
57 |
17 |
4 |
4 |
17 |
20 |
|
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
3 |
10 |
43 |
65 |
60 |
60 |
12 |
Alignment: Neutral
Psychology: Slann are cold blooded and as a result are immune to fear and terror.
Special Rules: Know all Petty and 1st level spells of any type; see Table 1 for magic points.
Slann of the Fourth Spawning
|
M |
WS |
BS |
S |
T |
W |
I |
|
3 |
49 |
33 |
6 |
4 |
23 |
30 |
|
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
4 |
10 |
43 |
75 |
70 |
70 |
12 |
Alignment: Neutral
Psychology: Slann are cold blooded and as a result are immune to fear and terror.
Special Rules: Know all Petty, 1st and 2nd level spells of any type; see Table 1 for magic points.
Slann of the Third Spawning
|
M |
WS |
BS |
S |
T |
W |
I |
|
2 |
41 |
34 |
6 |
5 |
50 |
6 |
|
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
6 |
10 |
66 |
85 |
80 |
80 |
10 |
Alignment: Neutral
Psychology: Slann are cold blooded and as a result are immune to fear and terror.
Special Rules: Know all Petty, 1st and 2nd level spells of any type; see Table 1 for magic points.
Slann of the Second Spawning
|
M |
WS |
BS |
S |
T |
W |
I |
|
1 |
33 |
49 |
6 |
5 |
47 |
60 |
|
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
10 |
89 |
89 |
95 |
90 |
90 |
10 |
Alignment: Neutral
Psychology: Slann are cold blooded and as a result are immune to fear and terror.
Special Rules: Know all Petty, 1st, 2nd, 3rd and 4th level spells of any type; see Table 1 for magic points.
Filed under: Games | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
Cities of the Lizardmen
It has been six days since the storm washed me ashore of this land. My hubris has proven to be my undoing, because this accursed land will serve as my tomb. This jungle is a parody of the forests of my native land. It saddens me that I will no longer see my beloved Altdorf, and no longer will I spend endless nights in Helga’s bed.
Yesterday I came to the ruins of a strange city. It was abandoned and the surrounding jungle looked as if it was slowly chocking it. Following a weed-choked paved stone road, I came to a large mountain-like structure. Steps were carved in the side and I scaled them to the summit. From my lofty vantage point I saw the city laid out in a geometrical pattern.
As the sun sank behind the westward mountains I knew I had come to my final resting place.
- The Journal of Fredrick Cruz, 2425
The Lizardmen live and work within large temple cities, which are the focal point of the Lizardmen civilization. Each city is built and constructed so they conform to astrological alignments. The pyramid temples are built at nexus points of the ley lines that cover the globe.
Some speculate that the cities were built to enable the Old Ones to easily travel from one city to another. This may be true because the Slann are known for sending Lizardmen through gates that mark where nexus points are. Another theory holds that the layout does not conform to ley lines, but to the Winds of Magick that circle the globe. The pyramid temples act as a focal point to the Winds allowing the Slann to work their magicks. Sadly with the Slann refusing to answer questions about their architectural theories, no one will ever know the real reasons behind their urban planning.
Currently there are four major temple cities in Lustria: Hexoatl, Tlaxtlan, Xlanhuapec, and Itza. These four date their construction to the time of the Old Ones and are the oldest temple cities in Lustria. There are many smaller lesser-known temple cities, but the heart and strength of the Slann’s empire lies with the four. Regardless of size, all temple cities are built according to the same plan.
Leading into the city are four main roads running in conjunction with the compass. These roads are wide; stone paved and measure some 100’ in width. Flanking the main roads are statues and sculptures depicting key moments in the city’s history. At specific points large ornate bridges span spawning pools, and canals that bring fresh water into the city.
Running off the main roads are smaller streets leading to the Skink barrios. In the morning these streets are crowded with Skinks running errands, or to their duties elsewhere in the city. Saurus warriors can be seen marching into the surrounding jungles, while the large and mighty Kroxigors can be seen building or repairing numerous buildings. Plodding their way through the crowds are massive stegadons hauling slabs of stone to construction sites, or large quantities of goods to other cities for trade. By night the streets are mostly deserted while the Lizardmen rest from their day of work. Ensuring that order is maintained the streets are patrolled by armed Saurus.
The four main roads lead to the direct center of the city, and to the great plaza. The plaza is where the armies gather before war, and the faithful come to worship. This stone paved area is the heart of the city and all streets lead to it. In the exact center is the city’s temple pyramid dedicated to the patron god of the city. It is in this pyramid temple that the eldest Slann lives. Other pyramid temples can be found in the city, but it is the center one where the eldest Slann controls the destiny of the city.
The pyramid temple is the center of Lizardmen life and all doorways in the city face the central pyramid so all can view their leader. The Slann pyramid temples dominate the skyline, and serve as monuments to their power. Built as a series of platforms these pyramids tower above the surrounding jungle. Each platform is covered in carvings and statues depicting the history of the Slann and Lizardmen. On each side of the temple, steps are cut that lead up to the top most layer, which is the palanquin chamber.
This chamber is where the Slann communicates with other Slann telepathically, and it is from here that the Slann tap the ley lines. From this chamber the Slann can see his fellow Slann and communicate with them telepathically regardless of distance. The older the Slann, the higher his chamber is until you reach the center of the city to the highest chamber of the oldest Slann.
At the heart of each pyramid temple are the vaults. These vaults contain the mummified remains of dead Slann, and the golden plaques of The Great World Plan. The vaults are guarded at all times by the Saurus and only the Slann are allowed inside.
Below the temple is a vast network of tunnels. Most are filled with water and it is here where the Saurus are spawned. Each pyramid temple is dedicated to a god, and the Slann who make it their residence is considered to be the physical embodiment and messenger of that god. Pyramids that are dedicated to Sotek all have a deep sacrificial pit whose bottom is filled with snakes and serpents. Into this pit are thrown the sacrifices that feed Sotek in his never-ending battle with the Great Horned Rat. Though the number of sacrifices has reduced since the war with the Skaven, the Skaven still are sacrificed whenever they are encountered.
Surrounding the temples is the area known as the Skink Barrios. Though the temples may be the political center of the Slann’s empire, the barrios are the center of commerce. It is here in the barrios where the Skinks live, work and supply the empire with the goods and services needed for survival. The barrios are made up of clusters of houses, workshops, warehouses and open courtyards.
These densely populated areas buzz with activity, and Skinks can be seen running errands at all times of the day. There are numerous craftsmen working here as well. From scroll makers to basket weavers the barrio is the center of the Slann economy. Much of the goods produced here support the temple city, and its’ citizens. However, trading between temple cities also takes place.
Hexoatl is known for its copper and gold work and many of their items can be found in areas south of the Isthmus. These items are traded to Xlanhuapec for their fine clay pots and reed baskets. Itza is known for brewing potent alcoholic drinks that are sought after by many. It is here in the barrios that skink traders come and barter for the goods they need.
Beside workshops, the barrios have many open spaces serving as pens for stegadons. Though most are kept outside the city, the stegadons who are corralled within the city are used as beast of burden and for ongoing construction products.
Dotting the landscape on the outskirts of the temple city are large ponds and pools serving as the spawning pools of the Skinks and Kroxigors. Every year new servants to the Slann emerge ready to take their place in society. Skinks scribes keep careful records of each pools production. This is due to each pool producing only one spawning every ten years. To keep the Slann’s empire healthy and active many pools are needed to spawn the required Lizardmen. When a temple city is lost it is a major blow to the empire due to the spawning pools. The more temple cities lost, the smaller the population becomes, and thus the less powerful the empire becomes.
Beyond the spawning pools are numerous open fields and holding pens. It is here where cold ones, salamanders and terradons are kept. These creatures are too unpredictable to be kept in the city, and here the Skinks train and raise them to serve in the Slann’s armies. Also on the outskirts are bronze smelting plants are built and here Skink craftsmen smelt and shape bronze for the use in weapons and other items. Warehouses are also located on the outskirts, and food and other goods are stored and preserved in times of need.
Lately the Slann have decided to reclaim the ruined city of Quetza. It was decided that it would be easier to repair a temple city then build one from scratch. The process still has a way to go, and a recent debate has erupted on which Slann will be chosen to lead the new city. The debate continues and no agreement seems to be in sight. The Slann do agree that recovering the ruined city is practical, but there is not enough Lizardmen to make it possible. The centuries of war and death have taken their toll on the Lizardmen population.
Travel
Travel between Lizardmen cities is not uncommon. Roads are built and maintained, and it is possible to travel by foot from Itza to Hexoatl. Like the temple cities, the roads are laid out according to astrological elements. Cities built along the rivers rely on canoes and rafts to move Lizardmen and goods to neighboring temple cities. Travel to temple cities in the interior of Lustria is done by foot or stegadon caravan.
Though the Slann of the Second Spawning are able to create gates, this is rarely done. The reason is that it takes too much time for a gate to be created and only a few Lizardmen can be sent through at one time. Gates are created when the Slann need to send a Lizardmen war party somewhere fast.
Using gates to transport goods and raw materials is a waste of the Slann’s time and energy, and is not done. Lizardmen do not build ocean-going ships and their boat craft skills lie in canoe and raft construction. Lizardmen do not sail the Great World Pond. They prefer to keep to the coastline and sail to the small islands off the coast.
Slann rarely have a need to travel. After all, they are in a constant telepathic link with their fellow Slann, and can communicate to anyone they want telepathically. When a Slann does need to travel they sit a top their palanquin and are carried by a contingent of Saurus temple guards.
Skinks, unlike the Slann do not have the ability to communicate with their fellow Skinks telepathically, rely on foot messengers. Skinks also use terradons to deliver dispatches, and this system has proven to be both fast and reliable. Air born messengers can be seen flying from temple city to temple city carrying numerous dispatches.
The Norse stick mostly to the rivers and ocean when traveling between the three colonies. Ships sail regularly between Skeggi and Iquitos, carrying goods for trade and sale. Both colonies are major ports and Old World ships can be seen docked there at all times. Traveling to Vastervik is done by barge and ship. The Amoco River and its tributaries are wide and deep and it is not uncommon to see a Norse longship sailing up stream into the jungle’s heart.
Trade
The Slann trade regularly among themselves, and the economy is based on the barter system. Regular trade does not exist between the High Elfs at Tlencan, and the Norse at Skeggi, Iquitos and Vastervik. The reason for this is due to the Elfs continued viewing of the Norse as invaders in their lands.
The Skinks trade their goods for the goods unavailable in the empire. Steel and iron are highly sought after, and traded for gold and raw gems. Skink agents handle all trade and the Slann have no role in the process. The Slann see this as a mundane task and thus beneath the involvement of even the Fifth Spawning. It is this lack of attention to that has encouraged some Skinks to embezzle wealth.
Skinks who have regular dealings with the Humans have seen the vale of money and the importance it plays. Seeing that power can be derived from wealth some Skinks have begun selling goods to profit themselves and not their temple cities. What the future holds for this growing group of Skink merchants is unknown, but some speculate that it might bring an end to the Slann dominance over the Lizardmen.
There is no agricultural system in place among the Lizardmen. Skinks are gathers and they roam the jungles gathering the numerous fruits and plants that grow naturally in the wild. In addition to the gathering parties, Skinks also form hunting parties and track and hunt wild game. Any surplus is traded with the other cities for needed items.
Filed under: Games | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
Amazons
Located in the middle of the Amazon River estuary is a small island. A blanket of trees and vines smother this island and shroud it in mystery. The island is home of the warriors of Lustrian myth: Amazons.
Among Lustrian scholars there is much debate over the veracity of the Amazons existence. Some, especially the scholar Timotheus Eckmann, feel this is nothing more than fever dreams of explorer’s. Timotheus writes in his book Deconstruction and Reconstruction of the Lustrian Myth Cycle:
The supposed existence of Amazons is silly. The very idea that Norse women, sailed to an island in the heart of the Slann’s territory is nothing more than fiction worthy of minstrels and playwrights. The Amazons are a myth, nothing more. If you think otherwise you probably believe that the High Elfs practice slavery and that there is a secret cabal of Shallyan clergy conspiring in controlling the Empire.
(Published in 2512 I.C. by the Marienburg publishing house of Von Beck & Sons. This work is hotly debated among various scholars and the main debate is over the view of the High Elfs.)
Still there are many that claim to have had encounters with the Amazons. One scholar located in Skeggi has uncovered much in the way of the truth, and together with his Skink counterpart, has pieced together enough clues pointing to Amazon existence.
The Rise of the Valkeries
In the early years of Skeggi, many attempts were made to settle larger areas of the Isthmus. Warriors abandoned Losterikson because they were impatient to find gold and riches for themselves. Leaving the safety of Skeggi, they ventured into the jungles and built new settlements. Once finished, the men began their quest for gold leaving their wives to defend themselves. Often these settlements failed, and this was due to either sickness or Lizardmen raids. Some settlements did survive and this is due in very large part to the women fighting to protect their homes.
When the Lizardmen made an attempt to purge the Isthmus of the Warm Blood taint, many women picked up a weapon to protect their homes. Dubbing themselves Valkeries, they came to Skeggi’s defense and helped repeal the invasion of 2419 I.C. After a week of intense fighting both sides agreed to met and work out a truce, and this is the origins of Hexoatl and Skeggi cooperation (an event that rankles many southern Slann).
With hostilities over, the Valkeries were told to lay down their weapons and return to their duties. Women warriors are not accepted in Norse society and the common view is: “Battle is man’s work.” The Valkyrie having no desire to so, argued that their actions helped ensure Skeggi’s safety. Because they fought for their home, they earned the right to be treated fairly and equally. Seeing that the women had no desire to lay down their arms Losteriksson gave the Valkeries a longship and were told to leave.
Sailing south along Lustria’s coast the women came to the mouth of the Amazon River. Finding a swampy island, they beached their boat and claimed it for themselves. The island contained the ruins of a Slann temple city, and the Valkeries used them for the beginning of their settlement.
It was not until 2485 I.C. that the first documented encounter with the women can be found. The Dwarf explorer Malfrek the Chief Interrogator of the Schwarzmantel, sailed to Lustria in search of gold and wealth. Sailing to the bay Malfrek saw a settlement on an island. Mistaking the settlement for a Lizardmen one, he and his men attacked. The battle did not go as planed and Malfrek’s group was soundly defeated by a “…group of wild women who worshiped Lizardmen gods.” (From Tales of Pride a collection of tales written by Alfons Bijl and published by E’oro Publishers: Tilea, 2503 I.C.) Dubbing the women Amazons, the Dwarf warned all to avoid the island.
Amazon Society
The Amazons of today bear little resemblance to the Norse Valkeries that first settled here. Having discovered Lizardmen culture they have adopted much to their belief system and are avid worshipers of Chotec. Amazons believe in strength and wisdom, and strength without the guidance of wisdom is dangerous. One only has to look at the actions of men to see what the consequences are.
The Amazons have survived a long time, and as far as anyone can tell, do not reproduce. As to how they have thrived as long as they have, there are a few theories.
Some feel Chotec has granted the women immortality, which Old World theologians and scholars scoff at. Some speculate that since the Amazons do not allow males on their island their numbers are replenished via pathogenesis.
Another theory is that the Amazons have discovered a drug that gives them ever lasting youth and life. This rumor has attracted many explorers to the Heart of Darkness who have never returned. This fact has given birth to the theory that the women keep these men as captives and use them for breeding stock.
There is also a growing belief that that the Amazons have located ancient artifacts dating back to the time of the Old Ones and Slann of the First Spawnings. These artifacts have allowed the Amazons to clone themselves and continually replenish their numbers. Since the Amazons do not like visitors, the truth might never be learned.
Though the Amazons are a presence in Lustria they have remained neutral in the politics of the continent. Never in their history have they taken sides with the Slann, and for their part, the Slann have never sought it. The Amazons stay to themselves and seem uninterested in the world off their island.
As to what Amazon society is like, no one knows. Some speculate that it is one centered on art and beauty. Some, especially those who have encounters with them, claim it is a culture centered on violence and hate. There are many questions, but few real answers.
The Amazons stay mainly on their island, but they have been encountered in the jungles from time to time. Typically these encounters have been with war parties numbering in the twenties. The women are said to be topless and wear only a loincloth made from a jaguar pelt. They protect their heads with leather coif made from stegadon hide. They also carry shields made from stegadon spine ridges. For weapons they typically carry a spear, and favor the bow.
As for the Amazons future in Lustria? It is assured. No one is welcomed on their island, and all attempts to slay them have failed. They remain an enigma and no one in Lustria knows what to make of them.
Filed under: Games | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
In early versions of Warhammer Amazons were given brief mention and were not fleshed out fully. This did not change with Warhammer Fantasy Battle 4/5, but were only given a few paragraphs in Warhammer Armies: Lizardmen and then simply vanished from the game. In my take on Lustria I have tried to flesh them out some more and reintroduce them to the Warhammer FRP setting.
The Vampire Coast is a new creation and was introduced in the late 90’s with Warhammer FB 4/5 (Warhammer Armies Lizardmen, Games workshop, 1997). Among old-timers, the Vampire Coast is just another example of Games Workshop disregard for continuity and the settings past history. Like the Amazons, the Vampire Coast is briefly mentioned and then no further development of it was done. I thought about ignoring the area all together, but there is something about it that intrigues me. Personally I think it adds a new dimension to the region.
The Dark Elfs have always been a major part of the Warhammer background, but in Lustria’s case GW dropped the ball with them. Though they are briefly mentioned here, I plan to pick up with their actions in Lustria in a future installment.
Conflicts with the Dark Elfs
The Slann have always been troubled by the Dark Elfs. Located far to the north in Naggaroth, the Dark Elfs sail south raiding Slann temple cities looking for arcane artifacts. Often these raids are quickly beaten back and the Dark Elfs are slain or forced to retreat, but in –115 I.C. the Dark Elfs sacked the city of Quetli and stole the Star Stela.
Dating back to the time of the Old Ones, the Star Stela is able to tap the Winds of Magick and allow the user to work great magick. Seeing potential in this item Malekith the Witch King coveted for himself. Assembling an invasion force he ordered its general to sail to Lustria and claim the Star Stela in Malekith’s name.
The armies stormed the city of Quetli and in a week of constant battle the Slann were destroyed and the Dark Elfs possessed the Star Stela. Unfortunately the Dark Elfs did not have the mental ability to use the item, so it was kept as a token of their victory.
The loss of Quetli was a great blow for the Slann. Stuck in their never ending war with the Skaven; Quetli’s destruction could not be quickly avenged. This angered many Slann, but nothing could be done with the threat the Skaven still posed.
When Sotek drove the Skaven out of Lustria the Slann finally turned their attention to the Dark Elfs. Though the destruction happened many years in the past, the Slann still nursed their grudge. They debated for many years on what to do, but no decision could be reached. Suffering great losses with their war with the Skaven and the destruction of numerous breeding pools the Slann felt they could do nothing. Tired of the debate Lord Tepec-Inzi of Hexoatl took matters into his own hands.
A Slann of the Second Spawning, Tepec knew the Dark Elf threat well. His forces had been fighting Dark Elf raiding parties since the fall of Quetli and the loss of that city still angered him. Tired of endless debates Tepec told his fellow Slann he would deal with the problem personally. Then doing something never before done by any Slann, Tepec closed his mind to the others, and severed the telepathic link. Summoning the bulk of his army he led them north into Naggaroth.
Cutting a bloody path to the homeland of the Dark Elfs Tepec’s forces finally arrived at Clarkarond (Tower of Doom) where the Star Stela was kept. The battle lasted for two days and both sides suffered heavy losses. Tepec prevailed and reclaimed the Star Stela and returned to Hexoatl as a hero. To this day the Star Stela rests on his palanquin, as a sign of his power.
The Dark Elfs pride has never recovered from the defeat. The fact that a group of toads and lizards marched into their kingdom is something one does not quickly recover from. There have been numerous attempts through the years to reclaim the Star Stela, but these attempts have failed. To make matters worse the Slann seem to be aligned with the Humans living in Skeggi. In the past these Humans have proven to be resilient, and now quickly come to the Slann’s defense.
Dark Elfs view Slann as rivals in both magick ability and knowledge. Rumors abound dealing with the number of artifacts the Slann posses and their power. These artifacts are said to date to a time before the Elfs walked the land. These artifacts are said to be able to harness powers beyond the scope of Elfs. It is this power that can aid the Dark Elfs in their war with Ulthuan. The lust for power is the driving force behind their continued hostilities with the Slann.
Dark Elf raiders are a constant sight along the Isthmus’ coast. Slavers routinely come ashore to abduct Human and Lizardmen alike. These slaves are taken to the slave camps in Naggaroth and there, live out the remainder of their days. In recent years these slave raids have become less frequent and this is a result of the continued cooperation between Hexoatl and Skeggi.
The Vampire Coast
Though Losteriksson is thought by many to be the first Norse to arrive in Lustria, he was not. Before his arrival in 2410 I.C. many explorers attempted to reach this fable land. Most met their end either by a High Elf sword, or in an ocean gale. If they managed to survive the journey, they encountered Lizardmen striving to keep their land pure from Warm Blood taint.
Losteriksson is given credit for his discovery because he was the only one that survived to tell his tale. If he was unlucky to land along the Vampire Coast, Losteriksson might just be another name added to the roll of lives lost in Lustria.
The Vampire Coast, as the area is known, is evidence that one Norse expedition survived the ocean voyage and made it to Lustria. No one knows what took place during this voyage, but some theories exist and have been written about by Skink sages and Lustrian scholars.
Luther Harkon
In 1876 I.C. a Norse ship raided the merchant ship Sigmar’s Wake as it was sailing toward Marienburg. According to records kept at the Baron Henryk’s College of Navigation and Sea Magicks, Sigmar’s Wake was bound from Araby laden with gold, precious jewels, and spices. Led by Olaf the Red, he and his men boarded the ship, striping it of everything of value. Included in their plunder was a nondescript sarcophagus containing the Vampire Luther Harkon.
While sailing back to their homeport the crew began disappearing. No one knew what was behind this, and many felt that the ship was cursed. It was during a storm that Luther made his presence known, and those who refused to join him, ended up serving as food for the Vampire and his new followers.
Having learned of Lustria in ancient and forgotten tomes, Luther commanded his men to set for it. Luther’s interest in Lustria was not academic. He wanted to carve a kingdom out of the jungles for himself. After weeks of sailing the ship was beached on the coast and Luther laid claim to the land.
This stretch of coast became known as the Vampire Coast and the High Elfs tried to purge the land of the undead. All these attempts met in failure and the Elfs watched helplessly as their warriors served Lord Harkon in death. Through the years the Undead population has grown, and this growth is speculated to be a result of subsequent Norse expeditions landing at the coast unaware of the danger.
Conflicts with the Lizardmen
The Kingdom of Harkon, as Luther likes to refer to it, has been a constant annoyance for the Slann. Much to their displeasure the Vampires seem immune to the climate and the jungle’s native diseases. Also rankling the Slann is the dead Lizardmen who fill Luther’s Undead legions.
Luther, much like the Dark Elfs, desires the arcane artifacts that can be found in the numerous vaults of the Slann’s pyramid temples. Artifacts have been looted from the temples and even more disturbing the mummified remains of a few Slann have been stolen as well. Once back in Luther’s realm, these Slann have found unliving life and serve as advisors, and sometimes generals in Luther’s legions.
Though Luther and his Vampires still rule their stretch of shoreline, they have not grown to dominate the region. The reason for this is the constant vigilance of the Lizardmen and the strength of the Slann. Though Luther loves to gloat that he is a powerful wizard, his magick is but a candle in comparison to the Slann’s power. Besides the Lizardmen’s constant vigilance, the other reason for Luther’s lack of expansion can be traced to the Battle of Axotl.
The Battle of Axotl
In 2234 I.C. Lord Quatol of Axotl grew tired of the constant raids from Luther’s legions. Even more tiring was his fellow Slann’s lack of desire to stop them. The Slann felt that the best way to deal with the problem was by a large show of force. His fellow Slann advised against the course of action, but Quatol would hear no more. Breaking the telepathic link, and closing his mind off from the others, he marshaled his forces and marched toward Luther’s realm.
Luther’s scouts learned of the advancing troops and he ordered his forces to harass the advancing army. With numerous Skink Undead in his command, they served as the perfect tool to do this. Quatol’s forces were out matched, and to make matters worse, their dead rose up to fight against them. Despite suffering heavy losses Quatol pressed on, and his forces managed to repeal numerous attacks.
It was the Battle of the Two Swamps that saw the breaking of Quatol’s forces. Over a three-day period Luther’s legions and Quatol’s army clashed. In the end the 20,000 troops led by Quatol was cut down to 5,000. Embarrassed and ashamed, Quatol was forced to retreat. Sensing that his enemy was weakened, Luther raised Quatol’s dead soldiers and added them to his legions. Once finished, he led his new army to Axotl to finish the fight once and for all.
In one night Luther accomplished what only the Skaven were able to do—destroy a temple city. In the aftermath of his victory, Luther stole all of the artifacts from Axotl’s vaults and returned to his kingdom with his plunder. Many Slann view the destruction of Axotl as lost needing avenging. Though the Skaven destroyed many temple cities the majority of these artifacts have been recovered. The fact that Luther not only possesses Axotl’s artifacts, but openly uses them in Lustria offends the Slann to no end.
Over the past twenty years Skink raiders and the Saurus Legions of Lord Xltloc of Itza have harassed Luther’s kingdom. Itza has vowed he will slay Luther and reclaim the heritage of Axotl.
Life in the Vampire Coast
The Vampire Coast is a small realm devoid of life. The coastline is rocky and the surrounding jungle thick with undergrowth. Scattered through this area are numerous caves populated by Vampires loyal to Luther.
Luther makes his home in an ancient tower of High Elf construction. Lying on the edge of a vast swamp, the tower dates back to the early days of High Elf occupation on the continent. It is in this tower that Luther studies and uses the Slann artifacts he has acquired. As to Luther’s goals, no one has been able to ascertain them.
Some speculate he is searching for away to attain godhood. Some have stated that Luther’s real goal is to create a spell that will open the Realms of the Dead and allow Khaine to enter this world. Some even speculate that he is searching for a way to reopen the Warp Gates and leave this world all together. Luther gives no answers, and no one wants to seek them.
No major settlements are found in the Vampire Coast. There might be clusters of Vampires who have gathered together, but you will not find any villages. Scattered throughout the area are numerous graveyards filled with the remains of Lizardmen, Elfs and others. Here in their earthy slumber the dead wait for Luther’s summons.
The Vampire Coast is avoided by all. The Norse sail as far away as they can from the coastline, and the High Elfs have proclaimed the area off limits. Even among the Slann, the place is an area no one should venture. Lord Xltloc who has vowed to avenge the lost of Axotl has ignored this.
Filed under: Games | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
The Invasion and the Prophecy
The most important event in Lizardmen history is the Time of the Plague. This was a time when the servants of the Great Horned Rat, emerged into the jungles of Lustria and let loose a cloud of death. At no other time in Lizardmen history was the possibility of extinction so high. Yet the Slann and the Lizardmen survived, and solidified their position in Lustria forever.
In the pyramid temple of Chaqua a prophecy lay hidden on the gold plaques of The Great World Plan. Like the other plaques in other temple cities, Chaqua’s plaques correctly predicted the collapse of the Warp Gates and the retreat of the Old Ones. Unlike the others, Chaqua’s plaques also predicted an invasion of Lustria. This invasion would be the creation of the Great Horned Rat.
According to the plaques, his rodent spawn would invade the jungles of Lustria and Lizardmen would die. Even the city of Chaqua would be destroyed in the wave of rodents, and the jungles would be forever changed. The prophecy also alluded to the salvation of the Lizardmen when a mighty serpent would rise from the earth. This serpent would be named Sotek and he would fight the servants of the Horned Rat, and drive the rodents from the jungle. The children of the Old Ones would know of Sotek’s arrival by a sign in the heavens. This sign would appear in the Lizardmen’s hour of need and signal that salvation close at hand.
The Slann of Chaqua waited for the time that they knew would soon come. Without warning the earth vomited out a creation of pure evil. Rodents of many shape and sizes came, and wherever they stepped death soon followed. The Skaven destroyed many of the temple cities and plagues engulfed the land. It took many years, but eventually the plagues reached Chaqua.
Consulting the plaques the Slann learned that their time of doom was approaching. War parties were sent to defeat the Skaven, but it was too little too late. Plague and disease were loose and many had died at the Skaven’s hands. After a successful attack on a Skaven stronghold Skaven prisoners were brought to Chaqua to be sacrificed and questioned. The Skaven leaders were brought inside the city, but they brought the plague with them. In two days of carnage, all but a spawning of Skinks survived.
The Rise of the Red Crests
Not everyone died in the plague that ravished the city of Chaqua. Rising from the spawning pools came a new group of Skinks, and this group was Red Crested. Among them was Tenehuini who was smarter than all the Skinks, and able to read the plaques of the Great World Plan.
Tenehuini learned of the Prophecy of Sotek, and considered himself to be the god’s prophet. Calling for a gathering of all Skinks, and he proclaimed the prophecy had come true. Pointing to the heavens and he stated that a two-tailed comet would announce the arrival of the Sotek the Great Snake. Tenehuini told everyone word of Sotek’s coming must be spread and all must be told that their deliverance was at hand. The gathering came to a close and the Red Crested Skinks left to spread the news of Sotek’s coming.
Led by Tenehuini, the Red Crests urged all Lizardmen to sacrifice any rat, rodent and Skaven found in the jungle. The reason for this was to feed Sotek so he could gain strength for the coming war. The Red Crests preached that the prophecy described Sotek as a mighty red snake that would swallow any rat he found. Once he was strong enough, Sotek would fight the Great Horned Rat and swallow him. Sotek would then rest for 1,000 years while he digested his enemy.
The Lizardmen, who were tired of the constant death and disease, quickly embraced Sotek. The Slann, however, wisely forbid any Skaven from being brought into the temple cities. The memories of Chaqua were still fresh, and no Slann wanted a repeat of that disaster. Thus the Skinks went to the ruined temple cities, and there among the ruins performed their sacrifices.
Sotek Comes
In the heavens a comet appeared (-30 I.C.), not a normal comet but a comet with two tails. None of the Slann knew what this meant, but the priests of Sotek did; Sotek had arrived! A giant red snake rose from the earth and unleashing his rage.
Snakes of all types and sizes answered Sotek’s summons. They infested the Skaven’s dens, and soon the number of snakes became so great that they were forced to the surface. The Plague Monks tried devising diseases that would kill the snakes, but nothing worked. The Skaven had no choice but to retreat and return to their home.
Building rafts the Skaven set sail across the Great World Pond. Following in their wake was Sotek! He plunged into the water and swam after them. The threat of the Skaven was over and peace came to the jungles. Sotek now feeds endlessly on the Skaven, and his appetite will not be satisfied until the Great Horned Rat is swallowed.
- As told by the Skink Tinz Titz to the Norse scholar Ingmar Knud, 2493 I.C.
Filed under: Games | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
One of my favorite games, to play and run, is Game Workshops Warhammer FRP. This game taught me a lot, both in structure and setting. It also is the game where I cut my design teeth, and it introduced me to the concepts of dark fantasy. It was also the game that inspired me to design games as a vocation, and I owe a lot to WFRP for introducing me to people who I count as some of my best friends.
For as long as I can remember the concept of Lustria has been one that I could not shake. I worked with it in many forms, and what follows appeared in the fanzine Carnel (which by the way, I cannot recommend this fanzine enough) , as well as the long running Alarums and Excursions (A&E). Since both of these two publications are hard to come by, I felt this is a perfect example of what I should run as a Lost Work.
If you are new to the concepts found in old school GW WFRP, or if you want a walk down memories lane, this is going to be a treat. For me it is strange seeing this appear again — I am no longer the person who once wrote this.
Discovery of Lustria
The first known record of Lustria’s discovery was -4419 I.C. when the High Elf explorer Anurell Seaspirit set foot on the southern tip of the continent. On the tip of the peninsula the High Elfs built what is known as the Citadel of Dusk. The citadel was initially established to monitor activity in the Southern Chaos Wastes. Thousands of years later it still stands protecting a critical point of the Ulthuan-Cathy sea lane and providing a safe port for all sea-faring Elf ships.
It was not until the spring of 2410 I.C. that the Norse adventurer and pirate Losteriksson set foot on the shores of the Isthmus of Lustria. How or why he set sail for here is unknown. Some believe that Losteriksson’s boat was caught in a storm and blown off course. Turned around, he sailed where he thought Norsca was only located to find himself in a strange land.
Some contend, actually it is the Norse who contend, that it was a vision from Ulrich that pointed Losteriksson toward this new land. Some joke that Losteriksson was simply drunk, and sailed west instead of east. Regardless of why he sailed there, a small colony named Skeggi was founded and to this day the Norse are still based here. Skeggi trades with Hexoutl, and fends off occasional attacks by High Elfs and Dark Elfs.
Six months after the Norse arrival, the Tilean explorer Marco Columbo “discovered” Lustria. Columbo claimed the land in the name of his sponsor the Queen of Estalia and became wealthy from the gold and jewels discovered. Columbo did not deal fairly in his trading with the Slann. To make matters worse, he sent his men into the jungles to steal gold works and other sacred objects from the cities. After many years of dealing with these raids, Lord Crok of Tlaxtlan sent a large force to Columbo Island to kill the humans. It is because of Columbo’s actions that the High Elfs consider the Old World explorers interlopers and nothing more than pirates. It is Columbo’s actions that caused the Elfs to institute their policy of sinking any Old World ship bound to and from Lustria. This policy worked for many years, but it has been only in the past twenty that the Elfs have shown an inability to maintain it.
With the success of the Skeggi colony it was decided that the Norse should establish further colonies in Lustria. The first colony was founded in 2442 I.C. at the mouth of the Amoco River and named Iquitos. With its prime location at the mouth of Amoco River, Iquitos became a major trading port. Regular shipments of goods leave the cities docks for the Old World; in addition barges can be seen sailing up river to the Lizardmen city of Chaqua.
Iquitos success led to another settlement founding. Located on the Ljunger River, a tributary of the Amoco, Vastervik was established in 2498 I.C. The settlement is located to the north of Iquitos, and is nothing more than a heavily fortified village. Vastervik is a major farming region and this is due to its prime soil. The bulk of the Lustrian Cigars that are shipped to the Old World originates from here.
The High Elfs hold the exclusive rights to all goods in Lustria try to keep others out of the land. Yet the Elfs are a dying race and their ability to limit Old Worlder activity is slowly weakening. Still explorers from the Old World have come and pillaged some of the ruined Slann cities, and these thieves are always hunted down and killed. The Lizardmen track down the warm bloods that manage to escape the jungles to their own lands. How the Lizardmen get there is anyone’s guess. It is rumored that the Slann use ancient magical gates to send the Lizardmen war parties after these thieves.
Birth of the Lizardmen
My brothers we are Slann. Though the young races may not know us, or if they do, they underestimate us. We are Slann; we are the children of the Old Ones. It is us who they entrusted The Great World Plan. It is us who have worked all these years to ensure it is carried out. Do not talk to me of the upstart Elfs. We are older. We have endured. When the Elfs are no more, it is we who will still be here.
- Lord Rupt, Slann of the 2nd Spawning
In days long ago a frozen wasteland of a planet spun in the cosmos untouched. The only life found was Lizardmen, Troglodytes and Cold Ones living deep underground. A group of travelers known as the Old Ones traveled to this via the Wrap Gates. Once they arrived they began the process of encouraging the development of the races that exist today.
Their first task was to make the planet habitable. To do so they shifted the orbit of the planet. This shift melted the ice, and created an environment hospitable to life above ground. The Old summoned through the Warp Gates the Slann, who helped in carrying out The Great World Plan. Realizing that more Slann would be needed, the Old Ones constructed breeding pools throughout Lustria the long Slann spawning process could begin. While waiting for the New Slann to emerge from the breeding pools, the Old Slann saw a need for servants. These servants would help in the day-to-day operation of the empire and would free the Slann to meditate on the teachings of the Old Ones.
Seeing a need for strength and power they decided to tinker with the Troglodyte genetic code to create a new race. Great breeding pools were created and experiments were conducted. It took many years of experimentation until success was achieved in the form of the Kroxigors. Tall and powerful the Kroxigors were ideally suited for heavy lifting and as troops in the Slann’s armies. In addition, due to some quirk in the maturation process, the Kroxigors were able to swim and breathe both above and below water. There was one drawback to this race-they were stupid.
Disappointed, yet not discouraged, the Old Slann started another round of experimentation. This time the Slann adapted the underground living Lizardmen to a life above ground. The goal was to breed a strong, yet smarter Lizardmen. The results were a partial success when the Saurus emerged from the pools. Weaker then the Kroxigors, the Saurus were smarter, but only by a little. Saurus were able to take orders and follow directions, but could not reason for themselves. The Saurus made perfect laborers and guards for the Slann, and it was decided that the bulk of the Slann armies would be made up of this race. Still not happy with their results, the Old Slann went back to the pools one more time.
A new set of breeding pools were built and this time the Old Slann looked to the newts populating the surrounding jungle. Using powerful magic and technology the Old Slann mutated the brain of the developing race known as Skinks. Emerging from the pools the Skinks were smaller and weaker than the other Lizardmen. What they lacked in muscle, they made up for with their increased brain matter. Like the Kroxigors, the Skinks were able to breathe both above and below water. They were also able to read and write in their own language and learn how to read and write the language of the Slann. The Skinks were perfectly suited to serve not only as scribes, but also fill administrative roles within the Slann Empire.
By the time the first spawning of Kroxigors, Saurus and Skinks were in place the first native Lustrian Slann emerged from the pools. The Old Slann who traveled through the Warp Gate were known as the First Spawning, and this new group became known as the Second Spawning. More Slann were spawned until they reached the Fifth Spawning. These Slann emerged from the pools after the Warp Gates collapsed and the Old Ones disappeared.
The Old Ones were pleased with their success, and taught the Slann the ways of magic. The Old Ones also shared The Great World Plan with the Slann as well. This was done so that the knowledge of the Old Ones would live on, so that each new spawning would know what is to come and what needs to be done.
The Slann of the First Spawning inscribed on plaques of gold The Great World Plan, and every temple city regardless of size and importance, has a copy of these plaques. The plaques are sacred to the Slann, and are guarded at all times. Because the plaques have been copied so many times, no two copies are alike. This lack of quality control has led to discrepancies in the interpretation of The Great World Plan. Often, as was the case with the Prophecy of Sotek, Slann in neighboring temple cities find prophecies that no one knew about. It is the discrepancies in the plaques that have prevented the Slann from rising to a greater position of power in the world today.
