The Man-Lizards are a race of the imaginary Monde of Warhammer.
The Man-lizards are an army of humanoïdes lézardiformes, directed by Slanns, assistances and servants created by the old ones. It should be known that the history of Warhammer begin with the arrival from Old, an incredibly wise and powerful extraterrestrial race, which created the world of Warhammer, its races, its grounds and its empires with the assistance of the slanns, then occurred the open breach towards Chaos, caused by the polar fall of gates (a creation major of Old in order to travelling of an end to the other of the galaxy in one moment, while passing by a parallel dimension called Warp or Immaterium) what created a fracture in the integrity of the matter and allowed the demons and the god chaos to engulf itself in reality, provoquany the departure of Old. No one did not know what it occurred of them, some think that they were destroyed by the démoniaque power of chaos, others that they succeeded in rising has a higher stage of existence, but none of these assertions could be proven. after the departure of Old, the young races just created like the dwarves, the elves or the human ones had to manage only faces with the threat growing of chaos.mais fortunately the slanns were always there, and while trying to interpret the desires of the Former missings, they protected creations and work from old, and continue to hold this role, cut off in the cities lost in the wet jungles from Lustrie and the grounds from the south.
Their army consists of:
- their spiritual leaders, the Slanns priest-magi, creatures with the forms bactracians, agents of the High Magic of Old. It is without possible question the most powerful magicians of the world of Warhammer. They are those which were charged by the Old ones with working the world thanks to their magic, and although their Masters are not any more this world, Slanns continue to enter in fright in order to bore their plans, and to forge the world has this image. Slanns were generated in five generations, the most powerful first, which arrived with the Old ones is now extinct, and there remains nothing any more but one handle of Slanns of the following generations. However, even young people, generated right before the Fall to take care on the polar gates are sufficiently old to remember time before the elves and the dwarves (Slanns more “young people” trail already several millenia of existences). They take care on the world or even live creatures not being informed of their origins, and the top of their temples lost in the deep jungle, they take care on the telluric network of energy from which all the magic comes from the world. Oldest and respected of Slanns are the Lord Kroak and Sir Mazdamundi.
In term of play, Slann is clearly one of the ultimate magicians, able to only deal with the magic phase with him. On the other hand, Slann can take much place in the army, garners a number of amazing points (not less than 325 pts for Slann “small child” without equipment). For example, the unit expensive of the play is Slann, it acts of the Kroak lord who only counts with him for 1225 pts!
the fighting force of the Man-lizards is especially made up of Saurus, warriors high and designed for the combat, with the intelligence turned only towards the confrontation, impressive compared with the human ones by their force and their robustness. They fight thanks to their weapons which, although primitive at first sight, prove terribly effective.
Oldest, aggressive and malicious of named Saurus or commnéments Kuraq, are the leaders traditional of an army when it is not directed by Slann.
Skinks, smaller but more intelligent, are the common servants, and compose also the hard-working class of the man-lizards. They are charged, as priests to release the deep sense of the predictions of the slanns when they wake up of their long fright. Several alternatives of skinks exist, according to the needs for each city temple, like the skinks chameleons, which by their globulous eyes and their capacity to melt itself in their mediums, make of them scouts except pars preceding armed with the man-lizards.
Certains Skinks is more robust than the others and can become leaders, or prètres when they show their aptitudes.
Kroxigors, cousins of Saurus, even more robust. They represent the perfect compromise of biology and of the power guerriere, even their intelligence is only directed towards the combat, which in fact a species ready to communicate than the skinks, for example. Their natural aptitude for the combat will make that they will tend more to fight with their claws and their teeth that with their weapons, which are consequently attached to their wrists.
these beings, except for the slanns, are generated in basins of spawning time in the middle of quoted the temple, and the rate/rhythm of their birth is dictated by the old will of Old, which makes it possible to the men lizards to know when announces itself one era of war and thus to prepare there.
They raise all kinds of animals of Lustrie to fight at their side: salamanders fire-eaters, of Terradons wheels overlapped by Skinks, Stégadons, of gigantic animals on which Skinks install their arc giants, only piece of artillery used in the army man-lizard, without forgetting Carnosaures, of terrifying predatory giants, whom the lords Saurus called like to overlap also Kuraq kaq. Some their prefer Coolnesses, reptiles biped which are also used by the Black Elves. As for the slanns, when their presence is required with the combat, they fight sitted on a reef tackle levitant by their only magic and unchains flash of energy on each element daring to approach.
It is not rare that the Gods of the Man-lizards bless a group of Saurus or more rarely of Skinks. These saurus is characterized by strange forms and colors in their armours from natural scales, as well as unusual aptitudes. The bands of Saurus of elite of these saurus are generally elected and it is rare that Kuraq do not carry too some of marks them.
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