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Character Concept - Malhotraptor - Dragonofelder
Prior to the Great Catastrophe, the temple-city of Kan'mari was a distant outpost of the Lizardmen's great empire, upon a great island south of what would become known as The Dark Lands. Overseen by a wise Slann Lord, Ima'Gun'Di, the city was primarily a breeding ground for the myriad beasts of burden and warfare used by the children of The Old Ones.

Such times did not last, of course. As the tides of demons flowed across the world, Kan'mari became cut off from the other temple-cites, even those closest in the Southlands. Assaulted by the legions of the Plague Father, the Lizardmen fought a brave but ultimately doomed defense. Struck by the poisoned blade of an Great Unclean One, Ima'Gun'Di was infected with a warp-born fever that caused immense pain and clouded his mind. Seeing death and defeat rapidly approaching, the addled mind of the Slann saw only one option; denying Kan'mari and its knowledge to the Great Enemy. Unleashing his full might without restraint, Ima'Gun'Di detonated, destroying the Nurglite horde, but also Kan'mari, breaking the island it rested upon into three. So too were the majority of the Lizardmen's forces killed, including all of the younger Slann present.

It would be many years before the Great Vortex was created. In that time, the survivors of Kan'mari fought a guerilla war against their enemies, for although most of the Dark Gods' forces had been directed to greater battlefields, some lesser demons still stalked the ravaged jungles. Their Slann and Oldbloods had died, either in the destruction of the temple-city or in the conflict after. Instead, they rallied around a Scar-Veteran; Malhotraptor.

Young, especially by the standards of the Lizardmen, Malhotraptor had climbed out of the spawning pools mere months before the Polar Gates collapsed. His spawning had been blessed by Tepok, the Feathered Serpent, and so their purple scales resisted magic to a greater degree than others. Malhotraptor was seen as particularly blessed; a pattern of scales upon his arm was similar to Topek's symbol.

Malhotraptor had proved his worth many times over during the daemon's invasion, holding against tides of Nurlge's children for days on end. Tepok's blessing allowed Malhotraptor to see the Winds of Magic as they twisted, allowing him to track down users of foul sorceries. In one noted battle, his club was dissolved by the vile acicid blood of a Rot Fly. Malhotraptor chose to attack his foe bare-handed, tearing the wings from the demon beast before throwing it from the walls of Kan'mari.

Ima'Gun'Di chose the Scar-Veteran to lead an assault upon the Nurglite's back lines, and thus he was far from Kan'mari when it was destroyed. A dutiful warrior, Malhotraptor attempted to fulfill his final orders, destroying the daemonic presence with what forces he could gather. This task filled his and the lizardmen's time until the creation of the Vortex, but even beyond it Malhotraptor did not, could not rest. His life had been one of ceaseless conflict, and without a foe to fight, Malhotraptor did not know how to live.

Without the guidance of the Slann or other elders, the lizardmen of fallen Kan'mari began to devolve into barbarity. Weapons, armor and other relics were abandoned, outposts left to be reclaimed by the jungle, knowledge of creation's workings forgotten in the daily rush of survival. The many beasts, once kept tame by skilled handlers and magic, became wild and roamed freely. The isles became a place of savagery.

But Malhotraptor remained. Although his dedication to duty had prevented him from moving on, it also meant he did not fall into madness as his kindred did. Instead, he became the guardian of the Dragon Isles, hunting down those that land upon their shores. He tracked his foes by scent, fluctuations of the winds of magic, and the disruptions to nature their presence caused. When presented with foes he could not best alone - like marauding orcs, or Dawi Zharr seeking slaves and resources - he would go to the tribes of wild Lizardmen and command them to fight. Although they did not remember him, the feral creatures had loyalty ingrained in their very souls, and thus rallied behind him. When the threat was repulsed however, they would scatter once more, and Malhotraptor resumed his lonely vigil.

When the End Times began, Malhotraptor saw their coming in the Winds of Magic. Knowing that his land would once more be attacked by demons, Malhotraptor strove to unite the entity of the Dragon Isle's lizardmen, but had not succeeded by the time the great conflict began. Bands of roving greenskins, castoffs from the greater horde in the Dark Lands, assaulted from the North. Foul things crawled out of the seas, polluting the beaches and raising monuments to forgotten deities. And daemons took advantage of the weakened walls of reality to invade, filling the jungles with blood and rot. It seemed the legacy of Kan'mari would finally be extinguished.

Aid came from an unexpected, yet greatly welcomed quarter; for the first time since they split, a Slann came to the Dragon Isles. Lord Ulha'up, Voyager In The Rain Drops of Eternity, and undeniably mad by any measure, had spent many ages traveling the world to spread word of the Old Ones. His silver ship had been downed by giants in the Mountains of Mourn, and his attendant forces had carried him many miles, just for a chance of safety from the raging conflicts. Ulha'up knew Kan'mari of old, and also knew some remnant of it's children yet remained; for although they had never reached out to their degraded brethren, the Sublime Communion had never forgotten them.

As Ulha'up arrived upon the isle, his presence spread across them. The feral lizardmen straightened, as if hearing soundless drums. They discarded their primitive weapons, abandoned what meager dwellings they had constructed, and marched as one to meet their master. At their head was Malhotraptor, riding upon an ancient carnosaur he had raised from birth. With nary a word exchanged between them, the venerable Saurus took his place beside Ulha'up, an Oldblood in name and nature. Ulha'up's forces had suffered many losses, yet he had instructed them to take with them the fallen's weapons and armor. These were now distributed, lizardmen taking up tools of war they had last held millennia ago.

Still, even with such reinforcements and reaffirmation of purpose, the Dragon Isles could never be held. Instead, while his mortal body was defended by Malhotraptor and his warriors, Ulha'up's spirit traveled to Itza with the entirety of the Sublime Communion, to enact the Deliverance. Despite being many thousand of miles from the nearest standing temple-city, as the light faded from the Ritual of Evacuation, Malhotraptor and his surviving troops found themselves within the walls of the First City.

In this new age, Malhotraptor fights as expected for a venerable Oldblood, leading forces against both the Ayacmanik and orcs with great skill. Tepok's blessing still lies upon him, and he has taken to wearing Coatl feathers to show he carries the Old One's favor. Those lizardmen that dwelled on the Dragon Isles have folded back into society with only… minor issues. They prefer to dwell outside the cities, being uncomfortable if not allowed to see the sky regularly, and have taken to divesting themselves of clothes whenever possible.

And what of Ulha'up? The "Mad" Slann is perhaps less demented than he once was, reunited with his brothers and with the Mind Fog banished. He is still, however, quite odd; he wholly supported the creation of Ayotzl, unlike some Slann. He enjoys traversing the jungle, instead of teleporting where he must go. And he still refuses to descend from his palanquin.

Malhotraptor's Character Sheet

Saurus Scar-Veteran:
Has waged war and lead forces longer than most civilistions have existed

Blessing of Tepok: Although the Feathered Serpent God more commonly blesses Skink spawnings, particularly Skink Priests, Malhotraptor was part of a rare Saurus spawning to receive the honour. Malhotraptor's purple scales grant him heightened defence to hostile magic, as well as the ability to see the Winds of Magic, although it is lesser than a true magic user's.

Tribal Leader: For many centuries the only forces Malhotraptor could call upon were devolved lizardmen, welding makeshift weapons and fighting with little cohesion. Although such times have thankfully passed, Malhotraptor has the skills learned, and may find use for them again

This was meant to be a brief story about a Saurus being taken prisoner by the Dawi Zhar, leading a slave revolt, then coming home with some steel chains as weapons or something.

It turned into a tale about a veteran of the Great Catastrophe, the weirdest Slann in Lore (Kremlo dosn't count), and a sub-cultre of nudist lizardmen. Fun.
 
I somehow forgot that we could make characters. I was thinking of making a kroxigor who got his arm chopped off via greater daemon and now he wants revenge. What do y'all think?
 
I somehow forgot that we could make characters. I was thinking of making a kroxigor who got his arm chopped off via greater daemon and now he wants revenge. What do y'all think?
Would a lizardman want revenge? Aren't they too cold-blooded (pun intended) for that?

Édit: maybe the kroxigor would want to kill said demon because he was especially dangerous?
 
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Writ the Imperium: Remember that if we want to fully fuck over the Chaos Gods we'll likely have to expand our geometric web to all corner of the galaxy and keep it intact.

This will almost certainly bring us into conflict with the Imperium if it forms.

I hope we can encourage the growth of other races that are not beholden to Chaos but we will certainly come into conflict many times.
 
Would a lizardman want revenge? Aren't they too cold-blooded (pun intended) for that?

Édit: maybe the kroxigor would want to kill said demon because he was especially dangerous?
Eh. Perhaps it's just me, but working off just the army book I often get the feeling that the Cold Blooded is like, it's real. But not, perhaps, as real as the Lizardmen and the memes would suggest. And if nothing else, it's not like it's particularly out of character for Lizardmen to kill a daemon for the sake of killing a daemons, so there is that note to remember.

But then of course, I think that applies for most of the cheap and easy meme characterization.
 
I personally figure lizardmen are allowed to plot revenge, it's just not necessarily in a personally vindictive kind of way.
Discord question dump! I'll put these in the threadmark post in the morning, tired now.
Q: <@837814934438936616> Does isendral know of the winds or is she curious about them after seeing us use them for the cleanup
A: She's seen them being used, of course, but her thoughts on them aren't known. There is the opportunity to ask in the upcoming social vote though!

Q <@224881078987390976> If two Slann got into a disagreement that turned violent what exactly would happen? Would Mazdamundi step in to settle it? Would the Lizardmen obey one slann or the other or could the Slann just order the other Slanns legions to stand down? How would the lizardmen resolve such contradictory orders?
A: Depends on what you mean by violent disagreement. Slann can and do argue with each other, and on those occasions where it goes beyond civil disagreement it tends to manifest as either psychic wrestling matches where each slann tries to forcefully out-think the other, or if they're arguing in person, their voiced arguments manifest as spells and it turns into a mix of a mage's duel and a Skyrim Thu'um battle. If it somehow escalated from there to two slann wanting to actually war with each other ... well, that's never happened, and it's most likely that a slann from the generation above them would step in and stop it from going any further. Lizardmen vs lizardmen battles on the tabletop can be interpreted as hypothetical instances of this kind of slann conflict happening during times when all the older slann are insensate due to the mindfog.

Q: <@452296061357129758> I have a question can we modify some Kroxigor to be mages and have the spawning pools start spawning some Kroxigor mages? there a lot of reason for it but the idea of Kroxigor mages roaring or wrestling the winds into submission is too cool so I had to ask if it possible lol
A: Definitely possible with the right modifications, but probably not gonna end up with them being conventional mages, just because skink priests already exist. You might instead see certain types of magic-infused kroxigors, or have them using their powers as a support - have them function as magic batteries that power up any nearby skink priests, for instance.

Q: <@667768732592111626> What's the range of our mortars and AA guns? The information threadline says it's « several kms » for the former, but not how many.
A: I am not a military expert or even an aficionado, so I'm not gonna give exact numbers for fear of saying something dumb, but I'd say on the upper end of just post-WW2 artillery, which after googling online, seems to be roughly ... 30 kilometers or so? Maybe a little higher if you guys are firing on pre-prepared ground or the shots have *Azyr* mages operating the mortar. Point being, enough for you to have been shelling the ork horde for days before they actually reached Itza. ...hmm, I should've put that as a perspective, in hindsight. Ah well.

Q: <@689168016168321073> Question: Is it possible to encounter and have problems with Lesser Chaos Gods, like Melkirth, the King In Rags and Tatters, or Balphomael? (Yes, those exist)
A: There's always going to be things that lurk outside the boundaries of what might be ordinarily seen by most. It's a big galaxy, and there's a room for a lot of weirdness and a lot of evil in it.

Q: <@345296202092249090> Could we see Nuffle in an April Fools post?
A: Hell yeah, so long as I'm able to do sufficient research on what a lizardmen bloodbowl team looks like.

Q: <@224881078987390976> Would a Slann ever tell a joke?
A: Probably not in a way that's meant to generate humor, since lizardmen don't really have humor in the conventional human sense, but they do tell each other brain teasers and riddle-equivalents (with the content of these mostly consisting of polydimensional magic math problems) and try to stump each other with ones that are hard to solve but also obvious in hindsight. It's a practice instilled in them from ancient times as a form of mental training that obliquely resembles human jokes. I imagine skinks would be the caste that have the closest equivalent to actual humor.

Q: <@238686532918181889> Follow-up: Do they appreciate irony, especially in their enemies?
A: I'd say … probably not, at least not commonly. It's a thing I suspect they'd be capable of, just not to the extent that it'd happen often.

Saurus do appreciate putting *iron* in their enemies, though.

Q: <@382688021402746881> Related to the above: What is their stance/usage/opinion of sarcasm?
A: As I currently conceive it, basically nonexistent.

Also - loving the character concepts, feel free to keep those coming. Each one is a new opportunity for me to use them in a POV sequence and show a ground-level view of lizardmen society.
 
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Character Concept - Doltekatl - Voikirium
Doltekatl

Doltekatl is a member of the venerated Third Spawning of the Slaan. It is a group he fits in very well with in some way, and in some ways he does not fit the stereotypes. He is, of course, possessed of a keen mystical intellect; the Winds of Magic dance to his whims as they do for all the Slaan. He is, however, undoubtedly the least of the Third Spawning when it comes to unleashing the dreadful, destructive forces of magic. He can of course still unleash such power as to shake the world; however, a sufficiently able Wizard of the Warm-Bloods might face him and not be crushed out of hand by his magical will, as would likely be the case against, certainly, Mazdamundi.

But in return, however, he does have two strengths that a more typical Slaan of his Generation might not have, certainly to his extent.

Firstly, he is a prolific and skillful creator of magical artifacts. Many warriors of the Lizardmen wield arms and armor he crafted, made with a great and prolific skill and then soaked, saturated, melded with magic on a level. The walls of many fortresses hold glyphs he burned into reality. His light shines like a brilliant beacon from many towers. This may be attributed to a love of art and craftsmanship and beautiful things that differs from the mere technical prowess of the other craftsmen. This is, in fact, part of why he is not so purely destructive as the other Slaan in his mystical prowess: he has spent much more effort in learning how to build in return for not being quite so capable of killing everything around him.

Secondly, he is humble and patient in a way the other Slaan are not, born of the fact that he can be threatened in a way other Slaan cannot be. He comprehends, in a way the deified and mighty Slaan who are more capable of unleashing their displeasure in the form of raw magic cannot, the possibility of risk, threat, and failure. He who has been all but bested by Great-Bray Shamans in battle, the supposed "least of Chaos;" he who has in turn been saved by the deeds of an Asrai Spellweaver from that doom; who is he to deny their capacity? Their ability, for both good and ill, to serve the Plan? The arrogant pride--or is that proud arrogance--that shrouds the Slaan as surely as the Dwarfs and as the Elves and as Men and Halfling and all things that live, one way or another, is dispelled from him.

Certainly he would not do something as drastic, irreparable, and foolhardy as wiping out an Empire opposed to the great enemy based on the say-so of a single, questionable tablet. That would just be reckless and help the very victory of Chaos which they seek to stop.

Right, Mazdamundi?


The Great Craftsman: Doltekatl is a great artist and maker of enchanted items, either as a result of or as the cause of (or both) his relative weakness in casting destructive magic (He would still count as a level 4 wizard on TT). In both quantity and quality he is matched by few, and if he is matched is a very open question; Daith and Kragg, perhaps, and very few, if any, others.

The Wildcard: An odd combination of humility and duty has made Doltekatl a moldbreaker when it comes to dealing with Warmbloods, for better or for worse. He has been mortally threatened by Beastmen and saved by Asrai and that, in turn, has given him a perspective that much of the rest of the Slaan lack, and a willingness to follow through, even if it angers the rest of the Slaan. If ever there were a Lizardman that was going to "Pull a Teclis," it would be he.

Just a combination of a few different ideas I had (Slaan craftsman+weakest 3rd gen+What does Lizardmen internal conflict look like), plus a growing interest in what, exactly, a Slaan teaching magic to a Warmblood would look like.
 
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Nice, but I think second generation slann are one of the few things we can't just fill in blanks for, because there are a fixed specific number of those and they were involved in the quest at startup.

Now, a third or fourth generation slann is still plausible (though we don't have many of the third generation, I think we still have more of them than we have named characters).
 
Nice, but I think second generation slann are one of the few things we can't just fill in blanks for, because there are a fixed specific number of those and they were involved in the quest at startup.

Now, a third or fourth generation slann is still plausible (though we don't have many of the third generation, I think we still have more of them than we have named characters).
I'm not that attached to the Second Gen thing and more than willing to change it, but it is enough of a thing that I'd like to ask @Xantalos for clarification before I do.
 
Yeah mazumundi is the only second generation we have at the moment and the others are all traveling the galaxy
Nice, but I think second generation slann are one of the few things we can't just fill in blanks for, because there are a fixed specific number of those and they were involved in the quest at startup.

Now, a third or fourth generation slann is still plausible (though we don't have many of the third generation, I think we still have more of them than we have named characters).
Alright, changed it to Third Spawning.

Kind of makes his sass towards Mazda hit very different.
 
Character Concept - Wahkin - Voikirium
Wahkin

A Skink Priest of Quetzl and so a bearer of Shyish. One of the more curious of the Skinks in his own, he has lived a good long life and that has allowed him to accrue a certain power and wisdom beyond the ken of his most of his kin. Unfortunately this has also turned him into a braying jackass of a Skink towards both the other priests and especially towards the "lowly, frightened Warmbloods who flee to the enemy at the first sign of trouble."

As I said, braying jackass.

It began long ago, in one of the interminable conflicts between the colonists of Skeggi, the cursed Norscan realm, and the Lizardmen, heirs of the Old Ones. A daemonic incursion, relatively large at the offset and only growing larger, distracted the main body of the Lizardmen forces. So rather than sending along one of the mighty Slaan to crush the impudent shaman of the Norscans who dared threaten the repose of the Sublime Commune, a young Skink Priest. Wa'Kin, the Inevitable, touched by Quetzl, was dispatched and disposed of the Norscan. This left him, however, with a mighty collection of Norscan mysticism as dealt with Shyish.

Sensing it was not (all) tainted his Masters charged him to study it, and to see whether there were weaknesses inside that the Lizardmen could exploit.

This was a mistake. Not because the Skink fell to Chaos, no, nothing so pedestrian. But his ego expanded along with his mind as he studies it. For he compared it to the raw, instinctual grasp of Inevitability that was Shyish to the Lizardmen and found it altogether wanting. More a mortal mind crying out in fear that things would come to pass, that there were certainties, than a grasp of the true nature of the Wind. Where it was not so philosophically pathetic it was crude; and where not crude, easily taken in service to that same magic.

Wahkin could not believe that the magic of the enemy would rest on so shoddy a foundation. Surely the Lizardmen could not be the only ones who grasped the true nature of Shyish, of the inevitable? Surely the entire rest of the world was not so limited?

His next opportunity came when the High Elf colony at the Citadel of Dusk was assaulted by an army of Beastmen. Enraged at the thought that something so slight might threaten the Great Plan the Lizardmen marched south, saved the elves and routed the Beastfiends. Most then turned back around with nary a word, in spite of the promises of the Archmage Tethia to offer them what gifts she could in response. He asked for all she knew of the Lore of Death, and she provided.

It was...disappointing. Better than the Norscans, perhaps, but that says so very, very little in truth. And still riddled with the fear of death that the Elves claim to be free from. Again he integrated their knowledge and cast aside what was weak with it, and came to a conclusion: that even he, a mere Skink priest, may in fact be a better wizard than all the Warmbloods (This is simply not true, of course, but when has a statement being untrue kept anyone, even the Lizardmen, from believing it?). This has caused arrogance and his ego to grow to unfounded levels, though not so much that he did not stop to check in his own way: he has learned the ways of the Wood Elves and their grasp of Shyish, which lacks the permanence of truth; the sheer all-consuming Nature of the Maw which the Slaughtermasters claim, that is ragged and unfocused for all its power; the wizardry of the Magisters of the Empire, themselves too bound to their Arcane Marks for potency; and the crafts of the Windseekers of Estalia and don't even get him started.

All lacking, all lesser. And if any others casters of Shyish should arrive he would learn from them too.

Is it any wonder that his ego has expanded?

Insufferable: Even the other Lizardmen find his arrogance hard to stomach, though he does at least keep it contained "merely" to believing that the Lizardmen, even the lowliest Skink, is in truth the better caster than any of the Warmbloods.

Mighty Minded: Unfortunately, for all he might be an insufferable prick, he has in fact, integrated the Mysticism of no less than at least four traditions of Shyish casting alongside the innate magic of the Lizardmen. One is threatening, both is a thing hard to face, though by no means is he as unbeatable as he believes.

1. The role I see for him, TBH, is mostly as like, the Anime Rival (Asshole) to some poor Warmblod. But also I just think the idea of even Lizardmen being forced to go "and then there's this asshole" about one of their own at least mildly funny, as well as an interesting character for a Skink.

2. I sort of wanted to be cheeky and include a line also about the Windseekers from my Estalia quest but since this is like, an actual submission that ideally becomes canon, I didn't want to assume. Is that alright @Xantalos ?
 
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2. I sort of wanted to be cheeky and include a line also about the Windseekers from my Estalia quest but since this is like, an actual submission that ideally becomes canon, I didn't want to assume. Is that alright @Xantalos ?
Pfft, go right ahead, I don't mind nebulously blending quest canons where it's not gonna affect things in a major way.

Alright, changed it to Third Spawning.

Kind of makes his sass towards Mazda hit very different.
Somewhat! Though funnily enough I suspect disagreement of that sort would actually be tolerated in the Communion - the elder generation slann aren't given authority because they're designated leaders so much as just literally having more experience to draw from when making decisions, which tends to make them come out on top more often in the debates the Communion engages in. Plenty of room for dissenting opinions.
 
1. The role I see for him, TBH, is mostly as like, the Anime Rival (Asshole) to some poor Warmblod. But also I just think the idea of even Lizardmen being forced to go "and then there's this asshole" about one of their own at least mildly funny, as well as an interesting character for a Skink.
I just can't help imagining a Brooklyn voice saying "I'm Wahkin here." And this character is such that you could see him, or perhaps the other Lizardmen resignedly, saying it more or less.
 
Pfft, go right ahead, I don't mind nebulously blending quest canons where it's not gonna affect things in a major way.
Alright, done, thank.

I just can't help imagining a Brooklyn voice saying "I'm Wahkin here." And this character is such that you could see him, or perhaps the other Lizardmen resignedly, saying it more or less.
So his name is actually supposed to come from a Quechua word meaning, I believe, inevitable, slightly modified. But you better believe that clenched it.
 
Kinda, but I's argue such classifications are insufficient for a culture made up of intelligent individuals, and doubly so for one so obviously designed.

Also, no reproductive cast, everyone's a vat baby.
 
Somewhat! Though funnily enough I suspect disagreement of that sort would actually be tolerated in the Communion - the elder generation slann aren't given authority because they're designated leaders so much as just literally having more experience to draw from when making decisions, which tends to make them come out on top more often in the debates the Communion engages in. Plenty of room for dissenting opinions.
Lemme tell you, I'm gonna need a lot more than a "probably" before I start shit talking Mazdamundi, you better believe that much :V
 
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