This exhibit emphasizes the dangers and wonders of Lustria in primarily skeletal form, with eleven different types of skeleton on display. Many of these are castes or warbeasts of the Lizardmen civilization, and a supplementary display of their military and cultural artefacts provokes curiosity in the visitor as to their nature. A constant but never quite overpowering overtone is that all of what is being seen has been bested by Luthor Harkon and his pirate armada, leading one to wonder whether the Vampire Coast is being framed as a conqueror of the titular Dangers, or an addition to them. This is exemplified by the scale model of the southern portion of the Vampire Coast, where the oddity of volcanology that has given rise to the treacherous tides of the Coast is modelled, a footnote of which is that this natural process was tapped into to create the Siren-Wail that ensnares mariners to this day.
18 Relics
Central Themes: Lustria (25), Trophy (15), Magic (5)
Major Themes: Lizardmen (19)
Minor Themes: Sea Beasts (6)
Awakening Interest: Trophy (15), Magic (5)
Sea Elves Interest: Sea Beasts (6)
Arabyan Academic Interest: Magic (5)
Luthor Harkon Interest: None
Citadel of Dusk Interest: Lustrian Magic (5)
Remaining Themes: Lustria (25), Lizardmen (19)
20+6+5+0+15+14=60 Interest
The Siren-Wail of the Serpent Islands - Centerpiece - History, Piracy, Lustria, Magic
Detailed understanding (requires: Necromancy/Death Magic/Terraforming)
The infamy of the Vampire Coast began before it was named that, with the confluence of currents and navigational hazards that would ensnare ships trying to sail south along the Lustrian coast and draw them into sargassum fields or onto jagged volcanic rocks. This inexorable draw into inevitable death resonates deeply with the Wind of Death and served as the foundation for a masterpiece of magic known as the Siren-Wail, a self-propagating spell cast in 1011 upon Fire Serpent Island, marking the beginning of the age of Luthor Harkon the Sorcerer.
This spell seeks out and works upon the mortal nature of any crew trying to sail by the Vampire Coast and makes their sailing into Awakening's harbour as inevitable as their death. Tillers tilt, currents shift, the wind betrays, and those on watch react to the sight of unexpected land with grim ennui, recognizing their struggle as pointless. But the true brilliance of this magic is that the spell washes harmlessly over ships captained by the immortal or already dead without harm, and also over those who already have Awakening as their destination. The Siren-Wail makes it so that the safest way to navigate the Vampire Coast is to have already resolved to pay a visit to Awakening - or, alternately, to this wonderful museum.
For display purposes the currents and the spell are embodied in a scale model of the coastline and oceans demonstrating the currents and displaying the volcanos, including a firebox for the volcanos to smoke and a set of small gateways that can open or close to raise or lower the tides.
Horned One Skeleton with Rider - Centerpiece - Trophy, Lustria, Lizardmen
Partial understanding (requires: Lizardmen, Mutants/???)
The Horned One is not only a more cunning and dangerous variant of a Cold One, but also a key to understanding the Lizardmen. No undomesticated Horned One has ever been observed, which means at the very least there are significant trade links that cause wild Horned Ones caught somewhere yet to be observed by outsiders to reach all corners of the Lizardman world, or that the Lizardmen are sufficiently civilized to have entirely domesticated (or even bred!) a subspecies of Cold One, instead of merely breaking wild animals for their warbeasts. Interestingly, the Saurus rider of this Horned One bears a skull mutation that seems to mirror the bony crest of the Horned One, which suggests some sort of link between the two. Only a few forms of mutation have been observed among the Lizardmen, and those with them seem to be better trained, armed, and have a tendency to band together with those of similar mutation, suggesting the Lizardmen see mutation as gifts from the gods in a similar way to Norscans.
Stegadon Skeleton - Trophy, Lustria, Lizardmen
Detailed understanding (requires: Lustria/Lizardmen/Reptiles)
A stegadon is a large, heavy, hardy herbivore with large horns and a bony frill. It is absolutely devastating when charging and trampling a foe. Skinks are able to tame these creatures, using them as a living battering ram and as a firing platform for their siege weapons.
Bastiladon Skeleton - Trophy, Lustria, Lizardmen
Detailed understanding (requires: Lustria/Lizardmen/Reptiles)
The bastiladon is a large and very heavy herbivore almost completely covered in thick bony plates, making them almost impervious to attack as they swing their horned tails around as enormous maces. Skinks are able to tame these creatures, using them as a living battering ram and as a firing platform for their magical artillery.
Salamander Skeleton - Trophy, Lustria, Lizardmen
Partial understanding (requires: Lustria/Lizardmen/Reptiles, Alchemy/Bright Magic)
The salamander is a predatory lizard the size of a man with a large frill on its back. It is capable of spewing a stream of thick acidic liquid that ignites on contact with the air and clings to whatever it contacts, both burning and partially digesting them. Skinks are able to tame these creatures, using them as living artillery.
Terradon Skeleton - Trophy, Lustria, Lizardmen
Partial understanding (requires: Lustria/Lizardmen/Reptiles, Flight)
The terradon is a flying predatory lizard the size of a man with a long, sharp beak and sharp, agile talons. Skinks are able to tame these creatures, riding them to scout from the skies or drop rocks or explosives on foes.
Cold One Skeleton - Trophy, Lustria, Lizardmen, Druchii
Partial understanding (requires: Lustria/Lizardmen/Reptiles, Druchii/Alchemy/Amber Magic)
Cold ones are bipedal predatory lizard the size of a horse, so named because they are sent into a killing frenzy by the presence of any warm-blooded creatures. They hunt in packs and have been known to display sophisticated coordinated tactics to take down prey much larger than them. The Saurus are able to tame these creatures, riding them as cavalry. The Druchii have somehow managed to replicate this.
Saurus Skeleton - Trophy, Lustria, Lizardmen
Partial understanding (requires: Lustria/Lizardmen, Reptiles)
Saurus are the warrior caste of the Lizardmen, highly disciplined and incredibly ferocious in battle. They usually wield jagged clubs or spears, and are often seen riding atop cold ones and even larger predators.
Skink Skeleton - Lustria, Lizardmen
Partial understanding (requires: Lustria/Lizardmen, Reptiles)
Skinks are the artisan and scholar caste of the Lizardmen, fast, agile, and clever. When mustered for war, they typically wield spears, javelins, or blowpipes, or ride atop the large herbivores native to Lustria, sometimes with large siege weapons mounted on their back.
Amaxon Swamp Python Skeleton - Centerpiece - Trophy, Lustria, Sea Beast
Detailed understanding (requires: Lustria/Reptiles/Sea Beasts)
This former terror of the Amaxon is eighty feet of mottled green scales hard enough to chip a sword, ending in a mouth lined with dozens of nastily recurved fangs the size of a man's arm.
Pliodon Skeleton - Rare - Trophy, Lustria, Lizardmen, Sea Beast
Detailed understanding (requires: Lustria/Lizardmen/Reptiles/Sea Beasts)
A pliodon is an immense amphibious reptile that is the apex predator of Lustria's rivers and a strong competitor for its coasts. Its jaws are large enough to eat a salamander, its preferred prey, in two bites, and its spiked tail can punch through the hull of a warship. They bear powerful flippers that allow them to lunge at their prey despite their weight, giving them enough power to pull incredibly heavy loads for the Lizardmen, who are somehow able to tame them.
Bull Shark Skeleton - Trophy, Sea Beast, Mutant
No understanding (requires: Chaos/Mutants/Beastmen)
This creature was slain off the coast of Lustria. It has the head and forelegs of a bull and the body of a shark. It's unknown whether this is an oceanic Beastman, an unknown breed of Chaos-touched creature, a heavily mutated shark or bull, or simply a Chaos Spawn.
Palanquin - Rare - Lustria, Lizardmen, Magic
Partial understanding (requires: Lustria/Lizardmen, High Magic/???)
Lined with gold over the same stone that the Lizardmen Temple-Cities are made out of, the purpose of this platform is made clear by the very distinct imprint left by its passenger over what must have been years, if not decades, of sitting in the same pose. The rarely-seen Slann, Priest-Kings of the Lizardmen, sit atop these, using their magical powers to keep it floating above the ground.
Saurus Clubs - Lustria, Lizardmen, Weaponry
Partial understanding (requires: Lizardmen, Weaponry/Gold Magic)
Melee weapons favoured by the Saurus, these clubs are made of bone or wood and lined with obsidian shards or teeth from large predators. Although primitive in appearance, they can do terrible damage.
Lizardmen Spears - Lustria, Lizardmen, Weaponry
Partial understanding (requires: Lizardmen, Weaponry/Gold Magic)
These spears come in larger sizes for the Saurus, and smaller sizes of both spears and javelins for the Skinks, all made of the same combinations of wood or bone and ivory or stone. The Lizardmen seem to have little knowledge of metalworking apart from gold.
Skink Blowpipes - Lustria, Lizardmen, Weaponry, Alchemy
Partial understanding (requires: Lizardmen, Alchemy/Botany/Jade Magic)
The silence and accuracy of these weapons becomes a major threat when combined with the innumerable poisons and venoms of the Lustrian jungles, which the Skinks seem to have a full understanding of. Traces of colour on the darts hint at a poison coating that evaporated long ago.
Lizardmen Jewellery - Lustria, Lizardmen, Value
Partial understanding (requires: Lizardmen, Metallurgy/Jewellery/Gold Magic, ???)
Golden armbands of various sizes. Necklaces and bracelets bearing lines of polished stones. Tablets worn as piercings bearing unknown glyphs, though it has been noted that usually most Saurus in a unit will bear the same glyphs upon their piercings, suggesting some sort of unit identifier or military decoration.
Lizardmen Artisan Tools - Lustria, Lizardmen, Culture
Partial understanding (requires: Lizardmen, Artisan Skills)
These are the tools used by Skinks, the artisan and scholar caste of the Lizardmen, to ply the many crafts of civilization.