“ | Before Elves, before Dwarfs, before Men, the Old Ones arrived upon this world. Then came Chaos and the Great Plan of the Old Ones was unmade. We are the last of their servants, and only by our hand shall the Great Plan be restored, with the total defeat of the usurping younger races. | „ |
~ An inscription upon the temple-city of Hexoatl |
The Lizardmen are an ancient and powerful race in Warhammer Fantasy, hailing from the steaming jungles of Lustria and parts of the Southlands. Created by the enigmatic Old Ones, they are one of the oldest and most disciplined civilizations in the Warhammer world, following cryptic prophecies and grand plans known as the Great Plan.
The Lizardmen follow the Great Plan with fanatical devotion, seeing their purpose as restoring the world to its intended order. Any race that opposes or interferes with their mission—whether knowingly or unknowingly—is marked for destruction. Their hostility is especially strong toward Chaos, Skaven, and those who plunder Lustria’s sacred temples.
While they are not evil in the traditional sense, they are brutal, merciless, and view warm-blooded races as expendable. They have no concern for diplomacy, no regard for the suffering of lesser beings, and will wipe out entire civilizations if it aligns with the Great Plan. The Lizardmen can be formidable antagonists to those who oppose their will. They see warm-blooded races as lesser beings, interfering with their divine mission. They are known for their xenophobia, ruthless extermination of threats, and complete lack of mercy for those who trespass in their lands.
History[]
Origins[]
The Lizardmen were created by the Old Ones, a mysterious godlike race, to shape the world and maintain its balance. They built vast temple cities, engineered the world's geography, and fought wars against the forces of Chaos, which disrupted their divine mission.
After the Old Ones mysteriously vanished, the Lizardmen were left without guidance. The Slann Mage-Priests, the most powerful and ancient of their kind, continued interpreting their masters' will. However, without the Old Ones' direct influence, their civilization began to decline. Despite this, they remain a force of incredible power, protecting their sacred lands with unwavering brutality.
Notable Lizardmen Characters[]
- Lord Kroak – The most ancient and powerful of the Slann Mage-Priests, Kroak was one of the first to be created by the Old Ones. Though his body has long since decayed, his spirit persists, wielding devastating magical power.
- Mazdamundi – A living Slann Mage-Priest, he is one of the most proactive Lizardmen leaders, using his immense magic to shape the world according to the Great Plan.
- Kroq-Gar – A fearsome Saurus Oldblood, known for his unmatched battlefield prowess. He is the last survivor of the lost city of Xhotl and rides the mighty Carnosaur Grimloq.
- Tiktaq’to – A master of aerial warfare, he is a Skink hero and leader of the Terradon Riders.
- Tehenhauin – A prophetic Skink Priest leading the Cult of Sotek, known for waging a holy war against the Skaven.
Military and Magic[]
The Lizardmen armies are composed of multiple reptilian species, each bred for a specific purpose:
- Slann Mage-Priests wield some of the most powerful magic in the Warhammer world.
- Saurus Warriors are elite, cold-blooded warriors, acting as the backbone of Lizardmen armies.
- Skinks are agile and intelligent, serving as scouts, priests, and handlers of the Kroxigors—massive reptilian brutes.
- Dinosaurs such as Stegadons, Bastiladons, and Carnosaurs are used as living war machines, crushing enemies beneath their bulk.
Enemies of the Lizardmen[]
The Lizardmen see many races as threats or obstacles, including:
- Chaos (Mortal and Daemonic) – The ultimate enemy, whose corruption disrupts the Great Plan.
- Skaven – The most hated enemy of the Lizardmen, seen as a pestilence that must be eradicated.
- Dark Elves – Constant raiders of Lustria, plundering its temples for wealth and artifacts.
- Tomb Kings – Ancient rivals, particularly in the Southlands.
- The Empire & Bretonnia – Meddling warm-bloods who sometimes trespass into Lustria or disturb its sacred ruins.
- Vampire Counts – A major threat in Lustria, as the undead defile sacred lands.