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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 5 The Ziggurat
Thread: ICTC 5 The Ziggurat
War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted March 04, 2010 03:48 PM
Edited by War-overlord at 22:39, 07 Jul 2010.

ICTC 5 The Ziggurat

I will not be finishing this entry. Judge it as it is or not at all. I'm fine either way.

Yes ICTC 5 and I am competing. I know this will look a bit messy now and in the future it will get more messy as I work on, but rest assured I will clean this thread up later as my ideas have formed better. This will be set in Ashan as I, for one, actualy like the setting created by ubisoft. Also I will stick to the set-up introduced by Tribes of the East with the addition of an 8th tier, mainly because I think HoMM VI will not differ a whole lot in set up, creatures and factions may differ but I think they will stick to the same basic formula. So on to the actual creative stuff. (or perhaps not so creative, but we shall see)

Once again, like in ICTC 3 I'm going to do a Lizardmen faction. However this time around it will be a more classic faction, my rather forced combination of Roman society and reptillian forces was less succesfull than I've hoped.
So This time I the Lizardmen will be set in a more savage kind of theme set in wetlands(Swamps, Bogs, Marshes) and inspired by jungle natives and voodoo.



Lizardmen Background (Mind that this is work in progress)

Physiology:
Lizardmen: Pic1Pic2Pic3
(I know the other pics don't look much like this, but this is the Generic appearance of a Lizardman of my Faction.)
Lizardmen are a Reptilian race. They stand slightly higher than the avarage human and are regularly somewhere between 180 and 195 cm in lenght. The Lizardmen are coldblooded reptiles and may need to bask in the sun to get their bodytemperature to rise. The wearing of clothing and the use of fire may negate this somewhat but nonetheless the Lizardmen are often sluggish when they wake up and they do not become very active untill mid-morning.
Lizardmen are covered from head to toes in fine scales, making their skin leathery. On their abdomen, neck forearms and muzzle their scales tend to be somewhat larger and tougher. Skintones can range from green to brown and even black.
The Lizardmen are a Hypercarnivorous reptile species, meaning that 75-95% of their diet is formed by meat, dependant on personal preferences. They also eat eggs and fungi as addtions to their diet. As such hunting is a large part of Lizardmen society. Lizardmen may eat up to 40% of their total bodyweight in one sitting. After such a meal, they generally become lethargic and spend aproximately 2 days basking in the sun and digesting their meal. However after such a meal, they may not need food for 1-3 weeks depending on how active they are during that time.
Like snakes and many lizards, the Lizardmen smell via their tongue and an organ in the roof their mouths.
Lizardmen are one of few sentient races that still posses a tail. The tails of Lizardmen serve mostly for balance reasons as Lizardmen are somewhat stooped in their posture. The tail is also the place where Lizardmen store most of their fat-reserves. Amusingly, Lizardmen also wag their tails when they are exited, like dogs often do.
Their muzzle is one of the most defining features of the Lizardman face. The can be pointed or blunt, but all are filled with a long row of pointy teeth. Lizardmen also posses large skin-flaps that originate from the top of their heads. Contrary to popular belief, these are not their ears but frills and Lizardmen are able to rise hem. As such these frills act akin to eyebrows and show emotion.
There is minimal difference between males and females, making it very difficult for non-lizardmen to tell males and females apart. In behaviour there is no difference between sexes except for the fact that only females tend to try to incubate eggs. However in old age, male Lizardmen start to grow barbel like strands of skin from their lower jaw.
Lizardmen, like nearly all sentient races, bond for life. Lizardmen mostly mate early in spring and the female will produce a clutch of 3-7 eggs near the end of spring. Eggs need to be incubated and most of them will hatch in mid-summer. Egg clutches often contain a few dud-eggs. Lizardmen grow relatively fas and can be considered mature after 15 years, they need to be intensivly cared for during their first year, but after that time period they are more or less miniature adults. Lizardmen grow to an avarage age of 80 years, but they are able to live up to 200 years according to the Lizardmen.(This has so far not been observed by outsiders)

Culture:
The Lizardmen are a very primitive culture. They live in Wetlands in a tribal, hunting societies. A tribe is led by a Voodoo-Priest, who also is their spiritual leader. Whereas the Voodoo-Priest is the actual leader, many of the day-to-day leading is delegated by the Voodoo-Priest towards imidiate subordinates, called Chiefs. Chiefs have no religious power or significance, but the Voodoo-Priests usally select their apprentices among their Chiefs.
Lizardmen often form large hunting parties to stalk the Wetlands, and Praries to a lesser extent, for prey to bring back to their towns and villages. Hunting parties are always blessed by a Priest or a Chief. To Lizardmen hunting is a sacred activity. It forms as a Rite of Passage for juviniles, it provides sustainance and the Lizardmen believe that it appeases the Loa through Blood-sacrifice. Lizardmen believe themselves to be the ultimate Hunters and as such they tend to view all species that are not immediate allies as potential prey. To preserve their meat, Lizardmen often dry and smoke whatever they do not eat immediatly.
Lizardmen tribes are quite loosely organised. Lizardmen are generally free to do as they please, as long as they contribute to the tribe from time to time. For many Lizardmen this means that they choose the life of a hunter or warrior, which means that they join warbands or huntingparties and bring back prey for the tribe. However that is not the only choices they have. There are also Herders, those who tend to the herds of cattle; Wranglers, who keep the non-cattle dinosaurs (usually Pythosaurs) in check; and several forms of tradesmen. Due to the minimal difference between males and females, their is no inequallity between the sexes. However, pairs of Lizardmen are mostly excused of many of their contributions to the tribe when they are raising hatchlings.
Lizardmen do not bury or cremate their dead. But instead they eat their dead. Lizardmen consider this to be an honored last contribution to the tribe.
Lizardmen have little forms of law. If one of the Chiefs or the Voodoo-Priest feels a member of the tribe has been wronged, they have the authority to punish the culprit. Lizardmen justice is harsh, for they know of only three punishments. Namely: amputation, banishment or execution. While amputation and execution are straight-forward, banishment is a bit more complex. When a Lizardman is banished, s/he is forced to leave the tribe and never allowed to return. A Banished is branded on the forehead with the sign of the tribe, as a warning to other tribes.
Outsiders are not regularly accepted into the tribe, but this is not unheard of. Outsiders are expected to pull their own weight and contribute to the tribe as well. If an outsider whishes to become part of the tribe, they have to preform the Rites of Passage, just as young adults have to. This mostly requires them to bring back a prey-animal on their own, but this may differ from tribe to tribe.


Language
Lizardmen are capable of Human, Elven and Dwarves speak, albeit in a raspy and lisping manner. Often heavily accented, the Lizardmen are able to learn a foreign speach relativly quick, however they do not seem able to learn more than one different langauge.
The Lizardmen and Sahuagin also have their own language. Though to outsiders it, more often than not, seems like random hisses, clicks and whistles interwoven with gibberish. To non-residents of the Ziggurat towns, it is difficult to understand this and even harder to produce it themselves. Nonetheless some Naga and Elves have proven capable of producing understandable Lizard-speak as the Language is known to outsiders.

Religion
The Lizardmen worship no Dragons. For the Lizardmen there is only one God, the Sun-God Ratasssh. Though only the Sun-Priests are allowed to call him by his name. The Lizardmen believe that it is the Sun-God who provides life, warmth and fire to the World. So immense is the power of the Sun-God that his hand moves the sun through the heavens and his immens body blocks is rays during the night. The Lizardmen believe that they are the Sun-God's chosen race and are the only ones who understand his power. The Lizardmen also believe that the Sun-God keeps Sunblade Lizards as pets and the he likes them so much that he has blessed these beast with effigies of his rays on their backs. These beasts are also sacred to the Lizardmen and therefore only Priests, be they of Voodoo or the Sun, are allowed to keep and ride these beasts.
The Lizardmen also worship the Pantheon of Loa. These are forms of Elemental Spirits, the Spirits of the Ancestors and Demi-gods. For outsiders it maybe difficult to class or difine the Loa. Nonetheless the Loa are just as much worshipped and their power is somewhat more direct than that of the Sun-God. Voodoo-Magic is the direct invocation of the Loa and it is the most sacred form of magic to the Lizardmen. Other forms of Magic are viewed as twisted or indirect invocation of the Loa. It is the Voodoo-Priest who is able to commune with the Loa and correctly invoce the Loa through Voodoo.
Among the Voodoo-Priest the best are chosen to become Sun-Priests  it is their job to Worship the Sun-God in name of the entire race of Lizardmen. Even more revered than the Voodoo-Priests the Sun-Priests are the global leaders of the Lizardmen, though their number is often few and Voodoo-Priests often lead tribes in their stead. The Apex-Priest is the top of the Theological Hierarchy and his/her word is Law for all Lizardmen.
Regligious ceremonies consist mostly of the sacrificing of animal victims and the burning of concoctions. Hunting is also seen as a minor form of sacrifice.
Pic Sunblade Lizard

Environment
The Lizardmen live on the Island-continent south of Ashan's Known Continent. The Continent is large and is comprised mostly of Wetlands, Praries and Jungles near the equator. The Lizardmen call the land Ratassirsh, which translates to: "The Land of the Sun-God". Lizardmen dwell mostly in the Wetlands, where they build their Ziggurats and the towns that usually form among them. The Jungles are home to the Mu-Empire of the Naga. The Praries are usually a boundry between them, however the Lizardmen thrive better on the Praries then Naga do, for the Lizardmen are less reliant on Water.
Because of the importance of hunting to Lizardmen, they nearly always keep vast streches of untamed nature around their towns, so they can hunt there. Whatever husbandry the Lizardmen preform, it is nearly always done in the vicinity of their towns.`

Economy:
Being a primitive culture, Lizardmen have almost no economy. Most of the time Lizardmen are hunting or otherwise producing food. They have little agriculture and that is nearly exclusively run by the Sahuagin. The Sahuagin farm mushrooms and other kinds of land and water fungi. Lizardmen herd multiple species for meat, eggs, leather and bones. Among those are most often: Turtles/Tortoises, Giant Iguanas, Placerias, Emus and Rhinosaurs. Lizardmen mostly have a bartering economy and do not produce currency. The Lizardmen do mine Gold, but they rarely melt it. Lizardmen prefer to keep Gold in nuggets and they scatter those around their houses for decoration. Gems and Crystal is used in similar fashion. Lizardmen rarely mine other ores, for they have little means of melting it. The Ore that they do melt is used in armor and weapons, but this is used on little scale. Most of the items that Lizardmen create are made of Wood, bone, scales and leather. Sahuagin also often use corral. Lizardmen have uses for Sulphur and Mercury, mostly they are used in rituals by the Voodoo- and Sun-Priests.
There is relatively little trade between Ziggurat Towns and trade with other factions is rare.

Sahuagin:
Among the Lizardmen lives another species, namely the Sahuagin. A primitive species, the Sahuagin are fish who have developed a primitive lung and are capable of living on land for extended periods of time. The Sahuagin still poses gills and can breath underwater just as well. Sahuagin start their life in a larval form, in this stage they are fish. In their first several years they look like tiny Sahuagin without limbs, though they posses the bodies and long tail they still have in adulthood. When Sahuagin reach near-maturity they start to grow their lung and their fins will rapidly develop into limbs. Juviniles are cultivated in communal spawning-pools untill they have developed the ability to live on land.
Sahuagin are not the largest race and their height is similar to that of Goblins. Nor are the Sahuagin the brightest of creatures, their intelligence is below that of nearly all races. (Though Lizardmen debate that Human intelligence is lower) They are capable of primitive tool use and the cultivation of several kinds of fungi. They speak a rudimentary form of Lizard-speak, but are not capable of learning any other language.
Sahuagin worship no gods, instead they worship the Lizardmen. The Sahuagin view the Lizardmen as their protectors and saviors in time of need and they gladly serve them in return. Especially the Priests of the Lizardmen are worshiped as living Gods by the Sahuagin. Magic amazes and confuses the Sahuagin, they are unable to grasp magic mentally and see it as the godlike powers of the Voodoo- and Sun-Priests.
In Lizardmen-society the Sahuagin preform several roles. Other than being fungus- and mushroomfarmers, they are also the servants of highranking Lizardmen and they are fishermen. Thus they provide for the Lizardmen who provide for them in different ways. In times of war, the Sahuagin gladly serve in Lizardmen armies and warbands to prove their loyalty to their masters.



Lizardmen History.
(Side-note: The Lizardmen have no recorded history, whatever is known of their histroy is told in myths and legends. All years that are given are estimates made by Elf and Silver-League Scholars but there has never been an accurate pointing of the events, save a few and wether these tellings are the truth as just as much debated. These events are the destillations of those tales.)

Mythic/Ancient Age:The origins or the Lizardmen are utterly unknown. No priest or scholar can claim that one of the Dragon-Gods created the Lizardmen. The Lizardmen themselves say that The Sun-God had touched several nests of Lizardeggs, to give them their minds and thus created his favored race. The legitimacy of this claim is disputed by scholars.

Somewhere in the Mythic Age, the Lizardmen tribes started building their first Ziggurats to worship the Sun-God and ever since they have dotted Ratassirsh.

Origins:
28 - 40 YSD. Wars of Fire: The First Great Demon Incursion;

It is told that during the first escape of the Demons the Lizardmen effectively hunted down the Demons that appeared in the Wetlands. The first several years of escapes the Lizardmen held their own. However the 'Lesser Races' came to ask the aid of the Apex-Priest Irikki and his subjects for they were unable to hold of the Abominations.
It is told that Iriki, in his benevolence, agreed that the Lizardmen would come to the resque of these peoples. Whereever the 'Lesser Races' would battle the Demons, the Lizardmen apeared to ambush the Demons and slaughtered them.
Eventually the Demons stopped apearing, fearing the massacres that the Lizardmen wreaked.
(Side-note: The Lizardmen do not specify what the 'Lesser Races' are, but it can be surmised that they are likely Naga, Elves and Humans. It is very likely that the prowess of the Lizardmen is greatly exaggerated)

UnSpecified;
In their arrogance the Naga came to conqeur the Lizardmen, jealous of their wealth and their favor of the Sun-God. First the Naga demanded that the Lizardmen gave their wealth to the Naga and to ask the Sun-god to favor the Naga over his Chosen Race, but the Lizardmen refused.
The Apex-Priest Thalarati said that the Lizardmen should stand proud and ignore the arrogant Naga. The Naga, enraged by the refusal, attacked the Lizardmen. However they were fat and bloated by their arrogance and they fought like slugs. Again and again they tried to defeat the Lizardmen but in the Glory of the Sun-God the Lizardmen beat them back into their jungles.
(Side-Note: This war is likely the First War between Naga and Lizardmen, however the Lizardmen have glorified this and as a result it is likely exagerated.)

Somewhere between 75-85 YSD;
In those days the coast of Ratassirsh were plagued by storms, the schoals of fish left for better seas. The Sahuagin who lived on the coasts and in the surfs feared that they would die of famine.
One brave and smart Sahuagin chieftain, called Gurgle, stood up. He had traversed Ratassirsh and he knew of the Lizardmen and of their benevolence.
He convinced many tribes of Sahuagin that to ask the Lizardmen for help and they did. They went to the Voodoo-Priest of Thalar and they asked him for help. The wise priest said that his tribe would help the Sahuagin but his tribe was to small to help them all. He could only feed one tribe of Sahuagin, but he could give the remaining tribes food to make the trek to ask in other towns.
One by one, the tribes of Sahuagin were given solace in the folds of the Lizardmen, untill eventually only Gurgle's tribe was left. Thankfull for the salvation of his people, Gurgle vowed that they would serve the Sun-Priests, for they were the Leaders of the Benevolent race.
Since those days, one tribe of Sahuagin has waited on the hands of the Sun-Priests and became their faithfull servants.
(Side-note: This is actually a Sahuagin Legend, but is accepted in Lizardmen History nonetheless)


Somewhere between 300-315 YSD: The Basilisks Alliance;
In ages past, so it is told, the Basilisk were the slaves and servants of their cousins the Dragons. They were seen as lesser creatures for the could not fly, but instead they crawled over the ground. They were seen as lesser creatures for they controlled no magic. They were seen as lesser creatures for they were not as beautifull as dragons, instead they caused fear with their ugliness.
But in those days, so it is told, many broke free of the service of their kin. They rebelled and assaulted their guards and masters. This angered the Dragons greatly and they persecuted the Basilisks. The free Basilisks knew that they need help for the Dragons would not rest untill they would be their slaves again.
And thus they went to the Lizardmen, for they hoped that the Sun-God would listen to them and could give them advice. They went to the Apex-Priest Attarria and they asked her to tell the Sun-God of their situation and beg his advice. And so the Apex-Priest did.
For days the Apex-Priest and her Sun-Priests prayed and burn their sacred concoctions. Then after the sixth day the Sun-God appeared in a vission to Attarria. The Sun-God told her that the Basilisks had lived under servitude enough and that they should ally with the Lizardmen, for they had much to offer eachother. So could the Basilisks recieve food and respect from the Lizardmen, whereas the Lizardmen could enjoy the protection and the help the cunning minds of the Basilisks.
And thus they did. Ever since the Basilisks and the Lizardmen have been allies.
(Side-note: it is true that the Basilisks are related to the Dragons and that Dragons seen Basilisks as a minor species, however it is highly doubted by scholars that the Dragons ever made slaves of the Basilisks)

330 YSD. 1st Eclipse - War of the Blood Moon;
It is told that during the first eclipse the Sun-God had little intresest in the world and had therefore allowed the moon to overshadow him. for the Demons once again escaped. But the Lizardmen stood alone in this war, save for their Sahuagin and Basilisk allies. Not much is known from this war as the Lizardmen tell little tales of this.
However it is told that the Demons encorporated Naga-cultists in their forces. The Lizardmen have survived, but they claim that in times when the Sun-God had little interest in the world, then so should the Lizardmen.
(Side-note: This is an intresting occurance, for with all subsequent eclipses there is no mention of them in Lizardmen legends, though this one has a minor mention. It is reasoned that the presence of Naga-cultists is reason for that and that this strengthens the Lizardmen's animosity with the Naga.)



Race Relations (Mind that this is work in progress)

Overall:
Lizardmen can be very biggoted as they think they are the only species that have outgrown their animal status. Therefor the Lizardmen initially view and treat all other races as animals, unless they prove themselves to be different. This also causes the Lizardmen to actively prey upon the other races of Ashan.
If the other races prove to be more than animals, the Lizardmen may change their views of them. However that does not have to mean that a Lizardman would not consider eating any other given race, them being friend or foe.

Academy:
The Lizardmen, and in particular their Voodoo- and Sun-Priests, are intrigued by the Wizards and Magi of the Silver Cities. Their manipulation of magic is something the Priests wish to study and in such hope to learn more of the nature of the Loa. For this purpose the Lizardmen try to maintain good relations with the Academy faction.
Unlike the Humans of Haven, the Wizards are not considered to be dumb cattle and are not preyed upon. However, Academies that house a Lizardmen delegation do see that their Gremlin populace declines steadily.

Dungeon:
The Lizardmen have very little to do with the Dark Elves. Due to their underground habitat, the Lizardmen very rarely come across Dark Elves. Lizardmen, being cold-blooded and dependant on solar energy to warm their bodies, cannot remain active for extended periods of time underground. This has led the Lizardmen to have no opinion of the Dark Elves.
To Lizardmen knowledge a Dark Elf has yet to be tasted and therefor it is not known if they are nutricous or if their flesh has the same addictive qualities as that of Sylvan Elves.

Fortress:
Dealings with Dwarves are space far between, as the Lizardmen are only capable of interacting with Dwarves when their lands are in summer. Therefor there is no animosity between the Lizardmen and the Dwarves. The Dwarves on their part rarely come to Ziggurat towns, but when they do they seem marginally intrested in the Lizardmen.
Dwarf-flesh tends to be very tough and bland in taste, so the Lizardmen find it hardly worth the effort to prey on Dwarves.

Haven:
Lizardmen consider the Humans of the Unicorn Empire to be nothing more than animals. In the eyes of the Lizardmen, Humans are dumber than the thick Sahuagin. Humans are eaten regularly by Lizardmen and some tribes are known to raise "herds of Humans" as though they were plain cattle.
This makes the Lizardmen enemies, canibals and slavers in the eyes of the Empire. However, given the Human's supersticious nature, the Lizardmen are usually able to keep them at bay using their Dinosaur mounts and Basilisk Allies.

Inferno:
The Lizardmen have had very few dealings with the Demons, however they have learned fast from them. Demons do nothing but destroy, maim and kill, making them a threat to the Lizardmen and their lands. Therefor Demons are put to death with extreme prejudice. Lizardmen never eat Demons as they are anything but nutricious, rather they burn Demoncorpses.

Necropolis:
Lizardmen and Necromancers do not get along. They consider the Undead to be an ambination and an insult to the Loa. Undeath disrupts the flowing of the spirits and therefore they derive the Loa of their power and infulence. The Lizardmen thus try to burn the Undead and their kind to try to make amends to the Loa.
Lizardmen do not prey upon the undead. Though they are capable of digesting rotting meat, the flesh of the undead where present is mostly to far gone to have any nutricion left.

Ruins:
The Lizardmen have a very tenuous relation with the Naga and their views of the Naga often depends on what they do. During the Hunt, the Naga are no less prey to the Lizardmen as any other species. Naga are not actively searched out, but when killed they will be eaten.
However the Lizardmen mostly view Naga as vermin, though intelligent vermin at that. The Naga's large-scale agriculture is mostly viewed as a threat to their hunting-grounds and the Lizardmen would see the Naga moved back to their own jungles. Whereas they do not exterminate the the Naga of the Mu-empire, they do raise their settlements to the ground to make their point. Therefor the Naga peace and alliance-offerings are laughable to the Lizardmen.
(Side-note: Lizardmen consider the allies of the Naga to be just as bad as the Naga themselves and are therefore treated in the same manner)

Stronghold:
Relations between Lizardmen and Orcs can be peculiar indeed. They are either eachother's best friends or eachother's worst rivals. Both being rather primitve cultures that put high esteem in physical prowess, Orcs and Lizardman have many paralels. However Lizardmen and Orcs seem to want to outdo eachother, which can lead to insults and animosity. This is however on level of individuals, as a whole Lizardmen and Orcs like eachother more than other races. This has led to alliances between Lizardmen and Orcs several times in the past.
Which ever the case may be, Lizardmen see the Orcs as valuable potential allies and at the same time as worthy opponents. Lizardmen rarely eat Orcs, as their Demonblood makes them taste bad.

Sylvan:
Even more peculiar than the Orcs is the relation of the Lizardmen with the Sylvan Elves. Lizardmen consider Elf-flesh both a delicacy and a drug. There are numerous accounts of Lizardmen getting addicted to eating Elf-flesh and throwing themselves against impossible odds for the mere promise of it. This has led several Voodoo-Priests to attempt to ally themselves and their tribes with the Elves if allowed to eat or harvest their slain. Few Elves have agreed but it has been known to happen.
However, feering to get entire tribes addicted, it has been forbidden to hunt Elves by the Apex-Priest. Lizardmen therefor can be overly submissive and grovelly toward the Sylvan Elves, in hopes of gaining their favor.

Dragons:
Lizardmen positively hate Dragons. Lizardmen will go out of their way for the oppertunity to kill Dragons. Lizardmen historically never liked Dragons and since the Great Dragon War, this has turned to outright hatred. The worship of Dragons is heresy to Lizardmen as they see Dragons as arrogant, pretend-gods.
Lizardmen never eat Dragons as they feel it is too good a treatment for something as vile as a dragon. They decapitate Dragons and leave their bodies to rot in the wilds. The Lizardmen do have a use for the skulls of Dragons, as they burn Dragonskulls in name of the Sun-God and the Loa and the Lizardmen believe that this increases the power of their Gods of Ashan.

Summary
Very Good: Stronghold
Good: Academy, Fortress, Sylvan
Neutral: Dungeon
Bad: Haven, Inferno, Necropolis, Ruins
Very Bad: Dragons




Units / Descriptive (Mind that this is work in progress)


So here is the basic unit layout, but this partially to help me remind me what I had in mind. So the names are not final and mostly more for description purposes. Upgrades will come later as I work on it. (Description) [General idea] {Ability ideas}

Hero: Voodoo-Priest (Magic hero that uses Attack instead of Spellpower, Rides the Sacred Sunblade Lizard)Pic Voodoo Priest
Primary Stat: Knowledge
Secondary Stat: Attack
Racial Skill: Voodoo Magic



Tier1: Sahuagin > Sahuagin Pirahna|Sahuagin Barracuda;
Description: Sahuagin
Physical: As shown in the Link below. Armed with a bone trident
Unit: The Sahuagin are a race of Fishmen who live among the Lizardmen. Normally they are fungusfarmers or fishers, but when times get tough the Sahuagin are more than willing to prove their loyalty on the field of battle. Fighting with their razorsharp teeth or their tridents, the Sahuagin are remaarkably tireless when fighting on their native terrain.
Abilities: Living Creature, Water Dweller
Tactics: Generalistic unit. Sahuagin are not the best of units, but neither are they the worst. The do however fail to stand out in some way.

Description: Sahuagin Pirahna
Physical: A Sahuagin with a sharkjaw hanging near their own lower jaw. Has bracers and anklets made of coral and a large animal scale strapped to it's chest. Armed with a harpoon with a long coral tip.
Unit: Used to fighting and killing large predatory fish, these brave Sahuagin name themselves after the frenzied pirahna fish. Like the fish they have named themselves after, the Sahuagin can be driven near berserk by the taste of blood. Though they do not completly loose controll, these fighters will become mouch fiercer once they have tasted blood.
Abilities:Living Creature, Water Dweller, Feeding Frenzy
Tactics:Generalistic Attack unit. Foccused more on attack, the Pirahnas work best when foccused on a single target.

Description: Sahuagin Barracuda
Physical: A Sahuagin with a skull covering most of its head. Large animal scales are strapped to the upper parts of their legs and arms. Armed with a trident with an ornate obsidian head.
Unit: These Sahuagin are trained in tackeling with landbased prey. In their hunting experiences these Sahuagin have learned it best to attack a target from all possible angles. This leaves the prey dazed and often it is to busy fending off attacks to fight back. Naming themselves after the predatory Barracudas, like their namesakes these Sahuagin work in large schools called batteries.
Abilities:Living Creature, Water Dweller, Battery Attack
Tactics:Generalistic Defense unit. This specific variety of Sahuagin tends to survive longer than others. Able to stand on it's own, but to generalistic to last very long.

Dwelling: Spawning Pond > Spawning Pools
Hoard-Building: Mushroom Field
Pic Sahuagin))





Tier2: Prowler > Pathfinder|Blitzer
Description: Prowler
Physical: As pictured below. (Though it would a Lizardman as shown above)
Unit: Prowlers are the most common of hunters among the Lizardmen. Armed with a large spear made from the most sturdy of bones, these hunters are a mighty force in close combat. However they are also able to bring down prey from a distance with their javelins. Lizardmen train from an early age with these throwing spears and they can throw them as far as any bow may shoot.
Abilities:Living Creature, Shooter, No Melee Penalty
Tactics: Ranged unit. Sturdy and survivable unit, it's few shots are somewhat pollished away by the fact that they are equally capable in Melee.

Description: Pathfinder
Physical: Like a Prowler, but cover with splotches of mudd and branches.
Unit: Pathfinders are the masters of their terrain. They can hide nearly everywhere and sneak up on their enemy or prey. They are fast and cover ground quickly while they remain unspotted. Heroes often make use of their skills and they often double as scouts in armies.
Abilities:Living Creature, Shooter, No Melee Penalty,  Bushcraft
Tactics: Ranged/ Skirmisher unit. High speed and initiative in combination with their Bushcraft ability makes it often worth to move these units into full ranged before using their ranged attack.

Description: Blitzer
Physical: Like a Prowler, but with addition of a leather jerkin and the Javelins, which are also in higher number, are now carried in a large quiver on their back.
Unit: Blitzers train more extensively in javelinthrowing. They are more accurate than an avarage Prowler and can throw with far more speed. Battalions of Blitzers are feared far and wide, for they can darken the sky with a storm of javelins, striking down many an unweary enemy.
Abilities:Living Creature, Shooter, No Melee Penalty, Blitz Barrage
Tactics: Ranged Unit. More focused on their role as a ranged unit, this is reflected in more shots and higher attack. Able to strike multiple units at once these units are perfect for surprising your enemy and defending your other shooters.

Dwelling: Drying Huts > Smokehouses
(Pic Prowler))




T3: Savage > Ironclad Savage|Boneclad Savage
Description:Savage
Physical: As pictured below. (Though it would a Lizardman as shown above)
Unit: Savages form the backbone of every Lizardman army. These warriors live to fight and do little else but train and test their skills on every prey or dead body they can find. As their name implies the Savages are a feral bunch, who lust for their next kill more than anything and few leave an encounter with a Savage as more than a bloody, battered pulp.
Abilities:Living Creature, Enraged, Savagery
Tactics: Assault Unit. This unit is employed best in the head of the assault. Best suited to fight units where it can make a kill, so it benift from Savagery

Description:Ironclad Savage
Physical:As pictured below. (Though it would a Lizardman as shown above)
Unit: The Ironclad Savages enjoy great respect among their tribes, as they are allowed to carry the scarce iron armour and axes. This does not mean however that they are more civil than there less fortunate bretheren. In fact it makes them all the more savage when they are attacked. Few therefore dare attack them, fearing the savage fury they unleash.
Abilities:Living Creature, Enraged, Savagery, Fierce Retaliation
Tactics: Assault unit. Less dependant on moving about and more survivable than the other upgrade. The basics of the Savage still apply to this unit.

Description:Boneclad Savage
Physical:As pictured below. (Though it would a Lizardman as shown above)
Unit: Boneclad Savages decorate themselves with the bones of the things they have killed. Bearing their grim trophies makes them all the more confident in their own skills. As they rush into battle, these confident warriors can strike twice as fast as many  mortals.
Abilities:Living Creature, Enraged, Savagery, Assault
Tactics:Assault unit. Based slighty more on direct attack and may trigger savagery more often. The basics of the Savage still apply to this unit.

Dwelling: Carrion Fields > Training Fields
Hoard Building: Battle Pits
((Pic Savage Pic Boneclad Pic Ironclad))




T4: Couatl > Quetzal Couatl| Viper Couatl

Description:Couatl
Physical:As pictured below
Unit: The Couatl are winged snakes that inhabit the Wetlands. Ages ago the Lizardmen learned how to harness these quick serpents and use them. After long training these serpents can serve as tracking beasts, their accute eyes and senses of smell are unrivaled in the known world. However in times of war, these beasts have proven to be a boon as well. When released onto the battlefield they quickly dart around and bite anything that is unfamiliar, some Voodoo-Priests even claim that they can guide them. Their bites are venomous and can cripple most creature in a matter of seconds.
Abilities:Living Creature, Flyer, Venom
Tactics: Crippling unit. With high initiative and speed these creatures move fast and often have many chances to poison units. However they have little health and defence and should not be exposed to prolonged fights.

Description:Quetzal Couatl
Physical:As pictured below
Unit: The Quetzal Couatl are named after a species of bird who have similar bright plumage. These serpents are the fastest among all Couatl species and the Lizardmen have learned to use this to great effect. These creatures can be so blinding fast that after they have bitten something they are away again before the victim feels the bite.
Abilities:Living Creature, Flyer, Venom, Purge, Dart.
Tactics: Crippling unit. Upgrades the initiative a little, the general tactics stay the same. It has a higher chance to survive due to abilities and a minor increase in health.

Description:Viper Couatl
Physical:As pictured below
Unit: This specific species of Couatl has especially virulent venom. The Venom has acidic quallities and will eat it's way through flesh as well as bones of metal. For this purpose the Lizardmen extensively train these beasts to attack the most armoured beasts and soldiers they can find.
Abilities:Living Creature, Flyer, Venom, Purge, Acid Venom
Tactics: Crippling unit. Gets a good health and defence upgrade, making it capable to survive fighting much longer.

Dwelling: Couatl Colony > Couatl Aviary
(Flying Snake(Pic Coatl Pic Viper Pic Quetzal))




T5:Totem Idol > Suncult Idol | Loacult Idol

Description:Totem Idol
Physical: A large treetrunk carved in the shape of an animal. The animal has it's mouth open and both the mouthcavity and the eyes glow. An example is pictured below, though not Idols look like this.
Unit: The Totem Idol is essentially a large piece of wood. It is carved to represent the totem-animal of the tribe. They are effigies of the tribes guardian and as such they play a large part in the religious ceremonies of the tribe. The Voodoo-Priest of the Tribe will bless the Totem-Idol, which gives the Idols their power which will lie dormant untill called. The glow with voodoo magic and this magic enables them to shoot bolts of magic or even cast simple magic spells. Voodoo-Priests can evoce the dormant magic with a thought and for this purpose the Voodoo-Priests have their tribes drag many Idols on the battlefield.
Abilties:Mechanical, Immobile, Shooter, Caster[Spellbook 1]
Tactics:Shooter/Caster Unit. It's primary and effectivly only function is to be a stationary turret. It cannot move or make melee-attacks, but it is very durable when attacked. Has many shots.

Description: Suncult Idol
Physical:A wooden Idol, shaped like a Sunblade Lizard standing on it's hindlegs. It's eyes, mouth and spines glow.
Unit:These Idols serve the same purpose as the Totem Idols. However they are different in a few aspects. First is that these Idols are a tribute to the Sun-God and as such they are carved in the Shape of a Sunblade Lizard. This also means that these Idols are blessed by the Sun-God Himself. Second is that the magic of the Sun-God encourages all Lizardmen and their allies greatly. In other aspects they differ little from other Idols. Their Magic, too, can be invoced with a mere thought of a Voodoo-Priest.
Abilties:Mechanical, Immobile, Shooter, Caster[Spellbook 2], Presence of Bravery
Tactics:Shooter/Caster Unit. Tactics differ little from the original creature, though this upgrade is slightly more geared towards Heroes going down the Path of Might. It has new spells.

Description: Loacult Idol
Physical:A wooden Idol, carved in the shape of a skullfaced Lizardman, the body of the Lizardman is covered in Voodoo symbols. The eyes and maw of the skull glow.
Unit: This Idol is a tribute to the Loa. The symbols that write the names of the Loa are carved all over the idol. The Voodoo-Priests usually have these Idols carved with the names of their favored Loa. Blessed by and made in the name of the Loa, these Idols strengthen all Voodoo that is cast in battle.
Abilties:Mechanical, Immobile, Shooter, Caster[Spellbook 2], Presence of Voodoo
Tactics:Shooter/Caster Unit. Tactics differ little from the original creature, though this upgrade is slightly more geared towards Heroes going down the Path of Magic. It has new spells.

Dwelling: Idol Carver > Idol Nexus
(Pic Totem Idol)




T6: Rhinosaur> Rhinosaur Rammer|Rhinosaur Charger;

Description: Rhinosaur
Physical:A Lizardman riding a saddled Rhinosaur. The Rhinosaur has a muzzle around it's face and horn, which leads to a pair of reins that the Lizardman holds in one hand.
Unit: The Lizardmen have herded and ridden Rhinosaurs since times long forgotten. The reptillian Rhinosaurs cannot match a warhorse in speed but they are far heavier and larger. When a Rhinosaur charges, it uses it's full bulk to slamm their head into the target, thus goring it on it's horn. The Lizardmen have harnessed this instinct to have their steeds ram castlegates as well as any enemy formations.
Abilties:Living Creature, Large Creature, Agility, Ramming Charge
Tactics: Assault/Siege unit. This creature works best if it can move, best suited for attacking the enemy head on. Also fills the gap of the lack of flyers due to it's ability to attack castlegates.

Description: Rhinosaur Rammmer
Physical: Like an unupgraded Rhinosaur, but it's head is encased mostly by metal armour with openings for the eyes and mouth making it look like a solid block, as are their shins and neck. Riden by a Lizardman clad similar to an Ironclad Savage.
Unit: The heaviest and sturdiest of Rhinosaur males are given metal armour, as are their riders. Known simply as Rammers, these units love nothing more than slamming into anything and everything. As such they care not even if this is a solid stone wall. They do this to amazing effect, as they charge through all hazzards and often topple the walls they slam into.
Abilties:Living Creature, Large Creature, Agility, Ramming Charge, Seige Unit
Tactics:Assault/Siege unit. Similar to it's unupgraded form, this upgrade leans towards seige more than assault.

Description: Rhinosaur Charger
Physical:Like an unupgraded Rhinosaur, but with blinders attached to it's muzzle. It's horn is enhanced with a metal tip and it's body is covered in warpaint.
Unit: The Chargers are known for their complete mastery of their steeds. They know their every whim and in turn the Rhinosaurs have full trust in their riders. The riders also know how to trigger one of the beasts most basic instincts, the stampede. When this happens, the Rhinosaurs will charge forward enmasse, regardles of what may stand in their way. Anything in their path will be trampled or gored on their horns. This has been a great boon for the Lizardmen, for a Rhinosaur stampede has destroyed many an enemy.
Abilties:Living Creature, Large Creature, Agility, Ramming Charge, Stampede
Tactics:Assault/Siege unit. Similar to it's unupgraded form, this upgrade leans towards assault more than seige.


Dwelling: Saurus Corral> Saurus Ranch
Pic Rhinosaur



T7: Basilisk > Swamp Basilisk | King Basilisk;

Description: Basilisk
Physical: As pictured below. Has brownish-green colour
Unit:Their exact origin is still unknown, but nobody doubts the sixlegged Basilisks are of Draconic Blood. However they have very little in common with their Dragon ancestors, the Basilisks are cunning, devious, manipulative creatures with keen minds to match. Though they are physiscally powerfull, they are not on par with actual Dragons. Having allied with the Lizardmen, it is often speculated that the Basilisks are the ones pulling the strings. Nonetheless the Basilisk will fight alongside their allies. The tales of Basilisks turning people into stone are widely exagerated, though it is true that many a mortal has died of fright under their terrible gaze.
Abilities: Living Creature, Large Creature, Death Stare, Basilisk's Gaze
Tactics: Tank Unit. Costly creatures, with usefull abilities. They are very difficult to kill but are very slow themselves. Best used to take care of units reaching your own lines.

Description: Swamp Basilisk
Physical: As pictured below, though covered in swamp-debris. Same colour as a normal Basilisk
Unit: Swamp Basilisks are Basilisk who spend most of their time lying around in wait of prey passing by. They are often covered in debris making them very hard to spot. Ambush predators by nature, they tend to be very lazy. No less sharp of mind than normal Basilisks, Swamp Basilisks tend to be uncouth for their kind. Nonetheless the Lizardmen can convince them to join their armies and fight in the name of the Sun-God.
Abilities: Living Creature, Large Creature, Death Stare, Basilisk's Gaze, Camouflage
Tactics:Tank Unit. Strategies differ little from the unupgrade creature with the added effect that your enemy needs to get close to kill them effectivly.

Description: King Basilisk
Physical: As pictured below. Has a shiny, green scales, wears rings wit gemstones on their front paws.
Unit: King Basilisks see themselves as the Royalty of Basilisk kind. Indeed they tend to be the smartest and most majestic of their species. As such they are often more arrogant and vain than normal Basilisks and believe themselves better than many a creature. It is then no uncommon occurance for a King Basilisk to have others to die in their stead, even in the middle of war. Still, the King Basilisks will give example to others of their kind and join their Lizardmen allies.
Abilities: Living Creature, Large Creature, Death Stare, Basilisk's Gaze, Regal Arrogance
Tactics:Tank Unit. Strategies differ little from the unupgrade creature with the added effect that other creatures will take it's blows.

Dwelling: Basilisk's Quagmire > Basilisk's Lair
((Pic Basilisk Pic Swamp Pic King))




T7: Pythosaur > Alpha Pyhtosaur| Inland Pythosaur;

Description: Pythosaur
Physical: As pictured below, Ridden by a Lizardman.
Unit: Pythosaurs are large predatory creatures that stalk the Wetlands the Lizardmen call home. In ages past the Lizardmen hunted these great beasts but they have come to learn how to use these beasts to better purpose. If meticulously trained from birth, Pythosaurs accept the guidance of a rider. Now the Pythosaurs serve as living engines of physical labour for the Lizardmen. Still the savage nature of the Pythosaurs mean that they cannot be left without a rider for they would revert to their natural ways. The Lizardmen have also learned that in a battle these beast are very effective. When attacked by a Pythosaur the target is horribly mauled, if they even survive.
Abilities: Living Creature, Large Creature, Maul, Scavenger
Tactics: Generalistic Unit. Lacks defining features and relatively frail for a top-tier creature.

Description: Alpha Pythosaur
Physical: As pictured below, wearing a similar saddle as the normal Pythosaur and ridden by a Lizardman
Unit: The dominant males of the Pythosaurs are called Alpha Pythosaurs. They are the largest and most savage of their kind, as such it is considered a great honour for Lizardmen to be able to ride one of these beasts. The reputation of these creatures is known far and wide, as even the Dragons hesitate to fight these mighty predators. For Lizardmen it is an honour to fight alongside one of these creatures and they will strive to be worthy of it's presence.
Abilities: Living Creature, Large Creature, Maul, Scavenger, Apex Predator, Commanding Presence
Tactics: Generalistic Unit. Most survivable of the upgrades, very usefull but with a price to match.

Description: Inland Pythosaur
Physical: As pictured below, wearing a similar saddle as the normal Pythosaur and ridden by a Lizardman
Unit: Inland Pythosaurs are a distinct subspecies. Living on the Prairies instead of the Swamps, they are much faster than normal Pythosaurs. Used to actively chasing down their prey, these Pythosaurs are used mostly for flanking maneuvers in battle. Still these predators are as feared as their Alpha cousins, not for their pure might but for their swiftness and equal brutality. Active predators, the Inlands and their riders are eager to serve in battle and their braveery is known far and wide.
Abilities: Living Creature, Large Creature, Maul, Scavenger, Apex Predator, Bravery
Tactics: Skirmish Unit. Almost as frail as the unupgraded versions, they have high speed and very high initiative. Best used to outflank the enemy, again very usefull but pricy.

Dwelling: Walled Pen > Fortified Pen
(Pic Pythosaur Rider Pic Alpha Pic Inland)



{(Venom is calculated with a factor 3, unlike the Venomous Wyvern's factor 5)}
New Abilities:

Acid Venom: Every time a target is attacked, it's defence is lowered by 20%(This stacks)

Apex Predator: When this creature is on the battlefield all non-mechanical, enemy tier 7 and 8 units have their morale halved and their initiative lowered by X.

Basilisk's Gaze: Activated ability: The creature attacks an enemy at range without penalty. The enemy attacked by this creature panics and tries to run to the edge of the arena to get as far away from the creature as possible, losing all initiative accumulated by this time. (Doesn't affect creatures immune to Mind-related spells). Usuable 3x per battle, 4x for upgraded creatures.

Battery Attack: If the stack outnumbers the target stack there is a 70% chance that the target may not retaliate.

Blitz Barrage: Activated ability; When used the creature shoots the target for 2/3 of the damage and shoots two random enemies with the remainder.

Bushcraft: This unit cannot be targeted by ranged attacks when near Large Creatures or obstacles.

Camouflage: This creature may not be targeted by non-full ranged attacks and direct magic spells. AoE spells have only halved effect.

Dart: When attacking a target, this creature has a chance to flee before the target has a chance to retaliate. When it triggers the unit will not suffer retaliation and move 2 tiles in a random direction.

Feeding Frenzy: When this creature has killed a unit in the target Stack, the creature has it's attack doubled when attacking that same target again. This effect is canceled when the unit's attack a different stack, but not when it retalliates to a different creature. When the target stack is wiped out, this creature gains health back equal to X% of the damage done in the last attack.

Immobile: The creature cannot move during combat. It remains in it's starting position unless move by other creatures' abilities. This creature has no melee attack.

Maul: Upon attack, this unit mauls the target badly, causing defence to be halved and initive to drop to 0.

Presence of Bravery: All friendly Ziggurat Units have a minimum of +1 Morale and it cannot be further lowered than Neutral.

Presence of Voodoo: Every 25 creatures add 1 spellpower to voodoospells.

Ramming Charge: If this creature moves during a turn, it ingores 50% of the defense of the targeted stack, Upgraded creatures ignore 75%. Also this unit may target castle-gates if it is not adjacent to it and there is a path available.

Regal Arrogance: The creature, when attacked, will try to move an adjacent creature of lower tier in front of it, to be attacked in it's stead. Targets may be friendly, but non-friendly by preference. Also low tier takes preference before high tier.

Savagery: If the creature manages to kill a creature in the targeted stack it's initiative is used by 2/3, it's maximum and minimum damage increase by +2 and recieves +2 speed in it's next move. This ability may be triggered by retaliation and can stack up to three times. Lasts three turns.

Seige Unit: This creature may attack walls and will ingore moats when present.

Spellbook 1:
Spellbook 2:
Spellbook 3:

Stampede: Activated ability: At double initiative cost, the creature may select an enemy stack. It will move to that unit and attack it at 1.5x normal damage, normal obstacles will be ingored, fortifications will not. The creature will move in a straight line towards the target and all creatures that occupy that, or part of that line will be moved aside. This unit will end up behind the targeted stack when possible.

Waterdweller: When fighting on a ship or on swampterrain, this creature has positive morale and cannot be lowered below neutral.



Buildings
The Townscreen looks like a large bog, meaning that it is mostly bushes of reed and patches of brownish water with a few gnarled trees. The standard houses that dot the bog are basicly wooden stilthouses, some of which are connected with walkways

Standard Buildings

Village Hall: A three-tier stone ziggurat rising out of the middle of the bog.

Town Hall: The Village Hall is heightened with two tiers, making five in total.

City Hall: The Town Hall is heightened with two tiers, making seven in total. At each tier a curved spike juts out along the stairs

Capitol: The City Hall is heightened with two tiers, making nine in total. A large crown of spikes now jut from the small building on the top tier.

Fort: A wall of wooden poles surround the town. A smaller wooden gate leads inside

Citadel: The tops of the poles are now sharpenedand they stand on a small mound of earth. The wall is surrounded by a moat of swampwater.

Castle: The mound the poles stand upon a larger mound of earth. The Walls are intersected with squarish wooden towers.

Tavern: A large Stilthouse with an open roof, inside a large fire burns.

Marketplace: A large wooden platform on stilts with small ladders leading towards it. On the platform are multiple canvas roofed stalls.

Resource Silo: A second platform connected to the marketplace, on it is a huge pile of wood.

Blacksmith: A large earth igloo like structure on a dry patch of ground. It has a large earth chimney on the side.

Shipyard: Several wooden piers connected to the bach of the Ziggurat.

Magic Buildings

Mage Guild Level 1:

Mage Guild Level 2:

Mage Guild Level 3:

Mage Guild Level 4:

Mage Guild Level 5:

Voodoo Cabana:

Voodoo Cottage:

Voodoo Cabin:

Mushroom Field:

Battle Pits:

Sun Altar

Swampgas Deposit:

Dragonskull Pyre(Grail building):
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War-overlord
War-overlord


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Undefeatable Hero
Presidente of Isla del Tropico
posted March 04, 2010 03:50 PM
Edited by War-overlord at 13:46, 14 Mar 2010.

Reserved

@flackmandan:
Thanks a bundle for you're encouragement.

@flackmandan 2:
Thanks for the tip, I'll keep it in mind. As you may have seen I've taken your advice and twisted it slightly. I will explain later why I have done this in the detailed description of the unit.

@Jiriki9:
Thank you for your kind words, despite your dislike for Lizardmen. I hope my faction will prove itself different or better than the examples you have seen before.
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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 04, 2010 10:56 PM
Edited by flackmandan at 22:49, 05 Mar 2010.

good idea^^ i like lizards^^
credits given where it is due^^
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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 05, 2010 10:50 PM
Edited by flackmandan at 23:15, 06 Mar 2010.

btw quotl-upg-quotzoquotl
quotzoquotl was one of the aztec gods he was also part serpent
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War-overlord
War-overlord


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Presidente of Isla del Tropico
posted March 10, 2010 07:14 PM

I have made quite a few updates for those interested.
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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 10, 2010 09:06 PM

of course were interested
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 11, 2010 04:15 PM

For a lizardman faction, I cosnider this rather good - just: for a lizardman faction, which I do not like too much.^^

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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 11, 2010 09:45 PM

I like lizardmen^^ the faction i miss the most
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 11, 2010 10:11 PM

I've just seen tooo many lizardmen factions here on HC.^^

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War-overlord
War-overlord


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Presidente of Isla del Tropico
posted March 29, 2010 03:21 PM

Again I have made several updates. Enjoy.
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Mytical
Mytical


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Undefeatable Hero
Chaos seeking Harmony
posted August 11, 2010 09:31 AM

Sorry, it was a great entry, but I don't judge those incomplete or those considered incomplete by their creators.
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