PropertyValue
rdf:type
rdfs:label
  • Lizardmen
rdfs:comment
  • Lizardmen's status as villains was showcased in how they were supplied in some of the Warhammer Fantasy boxed games as the opposing army to humans, replacing Orcs in that regard (though different box sets have had different armies showcased - the more recent having Dark Elf and Skaven for example).
  • The shamatic lizardmen are peaceful and graceful.The hunt goes on,though,and they hunt anything they can.They are primitive but will trade leather for needed things.
  • The Lizardmen are an ancient race, created by the god-like beings known as the Old Ones to be the guardians of the Warhammer World. Their age long civilisation is based deep within the steaming jungles of Lustria and the Southlands, where their mighty temple-cities rise amid the ancient trees and cloying swamps. The bloated Slann Mage-Priests are masters of magic and the original servants of the Old Ones, and it is they who oversee the entire Lizardmen civilisation, guiding it forwards. At the heart of the Lizardmen armies are the powerful Saurus, hulking reptillian warriors spawned solely for the purpose of war. They are revered as sacred warriors of the gods, and each temple- city has an army of them dwelling beneath the temples, ever ready to march against their foes.
  • Lizardmen (リザードマン Rizādo Man) are humanoid lizard-like creatures from the Fairy Tail Universe. Daphne created her own version of these creatures.
  • Once, in a long and forgotten age, the Lizardmen ruled over it all, dominating this ancient world during an age of primeval monsters. Although their realm is now partly in ruins and overgrown, they seek once more to rise up and reclaim that which they have lost many millennia ago.[1f] While the task at hand remains near impossible, the Empire of the Lizardmen still fight on - unleashing their cold-blooded savagery upon any who would stand in the way of their sacred mission.[1c]
  • When the Old Ones arrived on the warhammer world, they settled in Lustria where they created the Sub species of the Lizardmen (Saurus, Skinks and Kroxigors) from creatures already living there as servants that would help the Slann to fulfill the Plan of the Old Ones. During this time, generations of Slann were spawned on the earth as it was being shaped to how the Old Ones wished it. Armies of Saurus destroyed unwanted races, and the Old Ones created the races of Elves (powerful magicians), Dwarfs (magic resistant), and Men. Sometime during the earliest days of the Warhammer world, the Orcs and Goblins came into being, probably the result of some interstellar spore or parasite that had hitched a ride on the Old Ones' ship. They were not part of the Old Ones Plan, but despite many attemp
  • The lizardmen are the most powerful normal enemies in the game besides, ashbeasts, and ogres,but their tendency to attack in large groups makes them extremely deadly in close quarters situations. Lizardmen are often encountered in ruins and caves after chapter 2, and are also encountered outside the ruins in scout bands. consisting of 3 to 5 lizardmen, one of them carrying a teleport stone.
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Name
  • Lizardmen
primary ability
pop growth
  • +10 people per turn.
rebel
worker
farmer
farmer output
  • ,
racial units
standard units
Kanji
  • リザードマン
Located In
Rōmaji
  • Rizādo Man
Plane
Restrictions
  • Available: x40px|link=Granary 40px|link=Barracks 40px|link=Smithy 40px|link=Stables 40px|link=Armory 40px|link=Armorers' Guild 40px|link=Builders' Hall 40px|link=Marketplace 40px|link=Fighters' Guild 40px|link=City Walls 40px|link=Shrine 40px|link=Farmers' Market 40px|link=Library 40px|link=Temple Available on Shore: Lizardmen have no need Not Available: x40px|link=Animists' Guild 40px|link=University 40px|link=Fantastic Stable 40px|link=Mechanicians' Guild x40px|link=Wizards' Guild 40px|link=Maritime Guild 40px|link=Oracle 40px|link=War College 40px|link=Bank 40px|link=Merchants' Guild 40px|link=Ship Yard x40px|link=Alchemists' Guild 40px|link=Shipwrights' Guild 40px|link=Cathedral 40px|link=Parthenon 40px|link=Sages' Guild 40px|link=Sawmill 40px|link=Foresters' Guild 40px|link=Miners' Guild
abstract
  • Lizardmen's status as villains was showcased in how they were supplied in some of the Warhammer Fantasy boxed games as the opposing army to humans, replacing Orcs in that regard (though different box sets have had different armies showcased - the more recent having Dark Elf and Skaven for example).
  • The lizardmen are the most powerful normal enemies in the game besides, ashbeasts, and ogres,but their tendency to attack in large groups makes them extremely deadly in close quarters situations. Lizardmen are often encountered in ruins and caves after chapter 2, and are also encountered outside the ruins in scout bands. consisting of 3 to 5 lizardmen, one of them carrying a teleport stone. The lizardmen were supposedly the rulers of the world, before the gods left the world. They serve the titans, who were imprisoned by the titan lord Ursegor. They will be carrying Lizard sword, gold and sometimes Teleport stones.
  • When the Old Ones arrived on the warhammer world, they settled in Lustria where they created the Sub species of the Lizardmen (Saurus, Skinks and Kroxigors) from creatures already living there as servants that would help the Slann to fulfill the Plan of the Old Ones. During this time, generations of Slann were spawned on the earth as it was being shaped to how the Old Ones wished it. Armies of Saurus destroyed unwanted races, and the Old Ones created the races of Elves (powerful magicians), Dwarfs (magic resistant), and Men. Sometime during the earliest days of the Warhammer world, the Orcs and Goblins came into being, probably the result of some interstellar spore or parasite that had hitched a ride on the Old Ones' ship. They were not part of the Old Ones Plan, but despite many attempts to exterminate this parasitic race, the Greenskins survived, and to this day, they are the bane of the civilised races. The Old Ones created two massive gates at the poles that allowed instant transport between the Warhammer world and wherever the Old Ones came from. Later, in the coming of Chaos , the Old Ones either went missing, or sacrificed themselves to try to destroy the polar gates and halt the never-ending tide of Chaos in a cataclysmic explosion. Every race formed by the Old Ones fought against the threat of Chaos, including the great armies of the Lizardmen which consisted of billions of Saurus. After the wars, the Slann immediately put defences and wards in place to better contain the threat of Chaos. Eventually, the Lizardmen become isolated, and the younger races forgot about them and the Old Ones. The High Elves barely remember them, sometimes stumbling into Lustria and being attacked because according to the Slann "They should not be here." according to the great plan of the old ones. About 3,000 years after the great war on Chaos, the Skaven of Clan Pestilens invaded Lustria, marking the start of a thousand-year war. They appeared in the caves of Lustria, where they fell victim to the tropical diseases that were in Lustria. As a last resort they pleaded to the horned rat to help them. The foul deity did just that and thus the plague monks were created. They were foul Skaven feared by all, for they had immunity to disease as well as the unholy skill to create new ones. This war ended with the Serpent God Sotek destroying almost all of the Skaven on Lustria. Dark Elves also began to make raids upon on the Lizardmen, as did the Vampire Luthor Harkon of the Vampire Coast, who constantly wages wars against the Slann, yet has always been defeated. The Lizardmen do not tolerate such raids in the slightest and react violently to any "warmbloods" who invade their realm, always recovering the stolen relics. Once the army of Hexoatl even invaded Naggaroth to recover the Star Stela of Quetli from Clar Karond. Eventually, Lustria is "discovered" by the Tilean merchant Marco Columbo of the Old World who witnessed the defeat of a Dark Elf raid on Tlaxtlan. This started a new age of exploration in Lustria (called the New World of Gold by men) who started to probe the borders of the continent. The Lizardmen tolerated their settlements on the coast but if there was any looting the perpetrators were hunted down and mercilessly exterminated. Each sub-species of Lizardman was bred for a particular role in the Old Ones' plan, with their particular racial traits chosen and adapted for to ensure a smooth, functional and organized society. The Slann priests act as the custodians of the Old Ones, and rule the Lizardmen. These bloated, ancient creatures resemble giant frogs and are extremely adept at using magic, though their bodies are frail and weak. Powerfully telepathic, the Slann share the task of carrying out the Old Ones' Plan, and direct their considerable mental and magical energies as well as the massive armies they command towards this goal. The Slann, under the direction of the Old Ones, separated the Warhammer World's continents and altered the world's orbit to bring it closer to the sun, warming the planet and helping to bring forth the other races. When the Old Ones vanished from the world during the coming of Chaos, much of the Slann's knowledge and wisdom was lost with them and it was left to the Slann to divine the full extent of the Old Ones' Plan. The Old Ones spawned five generations of Slann. All Slann of the First Spawning are dead, but their mummified remains are powerful enough to aid other Slann in battle. The remains of Venerable Lord Kroak, most powerful of all the Slann, is still brought forth in times of great need. Even the most junior Slann rank among the most powerful magic users in the Warhammer world, and the powers wielded by the elder Slann are unimaginably powerful. Venerable Lord Kroak in particular can destroy entire cities with a single gaze. It is the Slann who maintain the invisible magical barriers around the Northlands and the South Pole which keep the legions of Daemons at bay. The Saurus were bred by the Old Ones in response to the physical frailty of the Slann, and the subsequent requirement for a strong and numerous warrior breed to protect them from the more numerous Younger Races. It is unknown when exactly, or how, the Saurus were conceived, but it is believed they were adapted from the native lizard species of Lustria and their sturdy construction is a testament to such a heritage. Standing taller than any man, the Saurus are the backbone of the Lizardman society's armies. Exceptionally strong, and covered in thick, thorny scales, the Saurus are brutal and savage foot-soldiers, with a formidable ability to both take and deal damage. However, they are confined to using only hand-to-hand weapons, as their primitive brains have proven largely incapable of mastering more complicated tools, like bows. Although (with the exception of Temple Guards) Saurus do not wear armour, their thick, scaly hides are functionally equivalent, in-game terms, to light armour. In the 7th edition army book, Saurus scaly skin is equivalent to heavy armour. Saurus live for thousands of years - they have never been known to die of old age - if they are not killed in combat, and never cease growing, becoming larger and tougher as the centuries elapse. Many of the heroes and leaders of the Saurus have risen to prominence by being essentially unkillable in combat. Oldbloods have lived for a very long time and are instinctive but savage fighters who make great generals, while Scar-Veterans have fought in many battles.In fact the scales of a Saurus became thicker and stronger throughout the ages. Skinks are the artisans of the Lizardmen. Gregarious and talkative, they do jobs like metalworking and temple organization in addition to being the personal adjutants of the Slann. Some Skinks can use magic, though not so effectively as their ancient masters. In times of war, the skinks take up weapons such as blowpipes and javelins and march to battle with their warrior cousins, led by stronger Skink War Chiefs. There is also a sub-species of skinks, the chameleon skinks. They are slightly more aggressive creatures, and resemble chameleons in the way they have bulging eyes that can look independently. They can also change skin color to blend in with their surroundings, and are patient hunters, sitting unmoving for hours waiting for an opportunity to strike. Kroxigor are heavy laborers in Lizardman cities, and can also be used to terrible effect in battle. Although they resemble gigantic, broad-shouldered Saurus, they have a lot more in common with the skinks, for the two are spawned from the same pools, frequently at the same time, & they frequently perform different tasks together. They are large, but fairly simple-minded, with their gigantic weapons typically chained to their wrists to keep them from dropping them during battle, due to their natural instinct to use their razor-sharp claws and teeth. Kroxigors are giant crocodilian creatures whose bodies consist of slabs of sinewy muscle and a massive jaw bristling with razor-sharp teeth. They are exceptionally resilient and can survive a score of blows that would fell a lesser being. Kroxigors are devastating on the battlefield - unleashed as shock troops to break the back of an enemy battleline, they plough into enemy regiments with blood-curdling roars and massacre all before them The reptiles and dinosaurs that inhabit the jungles surrounding the ancient temples of the Old Ones are captured (usually collected as eggs), and are trained by Skinks as beasts of burden or ferocious creatures ridden or goaded into battle.
  • The shamatic lizardmen are peaceful and graceful.The hunt goes on,though,and they hunt anything they can.They are primitive but will trade leather for needed things.
  • Once, in a long and forgotten age, the Lizardmen ruled over it all, dominating this ancient world during an age of primeval monsters. Although their realm is now partly in ruins and overgrown, they seek once more to rise up and reclaim that which they have lost many millennia ago.[1f] While the task at hand remains near impossible, the Empire of the Lizardmen still fight on - unleashing their cold-blooded savagery upon any who would stand in the way of their sacred mission.[1c] Beneath totems of gold, the Lizardmen march to war, the ground trembling from the approach of their armies. They go to battle for reasons indecipherable to others, an ancient plan known only to themselves. None can ever understand their motives nor their ceaselses drive, for none truly understand that they are the rightful inheritors of the world and it is their sacred, if inscrutable, duty to restore order across the planet. If this means the wholesale eradication of the lesser upstart races outside of the Great Plan, then so be it.[1d]
  • The Lizardmen are an ancient race, created by the god-like beings known as the Old Ones to be the guardians of the Warhammer World. Their age long civilisation is based deep within the steaming jungles of Lustria and the Southlands, where their mighty temple-cities rise amid the ancient trees and cloying swamps. The bloated Slann Mage-Priests are masters of magic and the original servants of the Old Ones, and it is they who oversee the entire Lizardmen civilisation, guiding it forwards. At the heart of the Lizardmen armies are the powerful Saurus, hulking reptillian warriors spawned solely for the purpose of war. They are revered as sacred warriors of the gods, and each temple- city has an army of them dwelling beneath the temples, ever ready to march against their foes.
  • Lizardmen (リザードマン Rizādo Man) are humanoid lizard-like creatures from the Fairy Tail Universe. Daphne created her own version of these creatures.
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