Friendly/Sympathetic Vampires?


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Considering I was able to get a 4th edition roleplay about lustria, and read all of the flora, fauna, and lizardmen living inside Lustria, no, no they absolutely do not.
Edit:
Thankfully, if anyone wants a ideas for what sort of hell Lustria can bring, they can always ask me! I would love to help out in anyway so we all dont die a horrifically terrible fate.
Grizzled veterans of the Lustrian interior whisper that the continent is alive... and hostile. Over pints of ale, they swear that a malign intelligence commands the strangling vines, vicious insects, and creeping predators to repel interlopers. Superstition or otherwise, there is an advanced civilisation at the heart of Lustria. The ancient jungles, rainforests, and foetid swamps shelter a vast, crumbling network of cities, monuments, and temples. This is the land of the Lizardmen, whose cold, inscrutable intellect is greater and more farseeing than all other species on the planet.'Lizardmen' is an Old Worlder term which comprises several distinct species created or evolved by the Old Ones to realise their inscrutable plan. The Old Ones' favoured servants were the Slann, to whom they granted the Lizardmen and commanded to enact the Great Plan from their temple-cities in Lustria, the Southlands, Albion, Khuresh, and beyond.The Great Catastrophe wiped out the first generation of Slann and millions of Lizardmen. Temple-cities and sites across the world lay devastated. Lustria remained a stronghold, while only small numbers of Lizardmen survived in the Southlands and elsewhere. The Slann regrouped, they were the last remnants of a world-spanning civilisation, even though its techno-magical society was devastated and its true masters gone. Thousands of years later, the servants of the Old Ones are more determined than ever to continue their legacy, expel Chaos from the world, and enact the Great Plan.

SLANNS


The overlords of the Lizardmen are rarely seen by outsiders. The Mage-Priests spend much of their time in contemplation or slumber, sequestered in cool, moist Star Chambers at the summits of their pyramid-temples. Theirs is an unending responsibility. They must divine the will of the departed Old Ones, protect their legacy, and use their immense sorcerous ability to keep the forces of Chaos at bay. This is their lot — to restore the order that once prevailed on the planet.When they venture from their chambers, it is a momentous occasion. A Mage-Priest may decide that physical proximity to another Slann is imperative, or it must move to a particular place on the Geomantic Web for a specific ritual. In times of tribulation, the stars may align to indicate that the Mage-Priest must lead a warhost to battle.The Slann are toad-like and bloated. They squat on thrones which float above the ground with arcane energies — since the Great Catastrophe, the earth itself has become tainted and the Slann will not touch the ground lest they lose their magical power or contaminate their thoughts. The Mage-Priests are the most powerful sorcerers on the planet, inheritors of the Old Ones' blend of magic and technology. Manipulation of magic is not a mystical process for Slann. It is a precise scientific art, requiring mathematical calculations far beyond the lesser minds of the warm-blooded 'New Ones'.The Old Ones created five spawnings of Slann, each with a different assignment. The first spawning were the only Slann to deal with the Old Ones directly, but this generation perished during the Great Catastrophe. Later generations survive, ever more distant from the original instruction and knowledge of the Old Ones. None have spawned since the Old Ones' departure, and the numbers of Slann are dwindling with each death.Slann communicate through telepathy, although they do utter the occasional croaking word. These articulations are ambiguous, and at times attendants misunderstand their meaning. Lord Tenoq woke in 2210 IC and said 'renew flow'. After some debate, the Skinks spent 289 years painstakingly removing a mountain from the landscape to change the course of the River Quar'makoma. Tenoq simply wanted cooler water in his meditation pool.

Although it is normal for a Slann to live for thousands of years, very few remain alive, perhaps only a few hundred in total. They are a dying species, slowly heading towards extinction. There have been no spawnings of Slann since the time of the Old Ones, and without their masters' intervention, there can be no more Slann to replace those who fall in battle or die naturally.It is therefore highly unlikely that Characters in a game of Warhammer Fantasy Roleplay will meet a Slann face to face, or ever interact with one knowingly. Note that whilst older Slann are tougher, more knowledgeable, and make more potent magic users, they do suffer some penalties, being slower to react, less agile, and less perceptive.

SLANN SPELLS

Slann are masters of magic without peer, and the spells suggested below are very much a minimum. During their long lives, even Slann of the (relatively junior) Fifth Generation are likely to have forgotten more spells than most wizards could ever learn.The lists below are just a guideline to the magical talents of a Slann, many of them have an even more comprehensive knowledge of spells. As Arcane spells aren't loreless spells, but abstractions, choose which lore or lores a given Slann uses to work his Arcane spells.

Fifth Generation: Most Slann of the Fifth Generation know all Petty Magic and all Arcane Magic not associated with a particular lore. They also know between 8 and 20 spells from any Colour Magic Lores of the GM's choice, and 2 High Magic spells.

Fourth Generation: All Petty Magic and all Arcane Magic not associated with a particular Lore. They also know between 16 and 32 spells from any Colour Magic Lores of the GM's choice, and 4 High Magic spells.

Third Generation: All Petty Magic and all Arcane Magic not associated with a particular Lore. They also know between 20 and 40 spells from any Colour Magic Lores of the GM's choice, and 8 High Magic spells.

Second Generation: All Petty Magic and all Arcane Magic not associated with a particular Lore. They also know between 25 and 50 spells from any Colour Magic Lores of the GM's choice, and 10 High Magic spells.

First Generation: All Petty Magic and all Arcane Magic not associated with a particular Lore. They also know at least 30 spells from any Colour Magic Lores of the GM's choice, and at least 10 High Magic spells.Should the GM wish, a Slann may know any spell from any spell list. Whilst they would not be so reckless as to work Dark Magic in a direct way, and whilst the WAAAGH! Magics of Orcs and Goblins and the peculiar spells of the Skaven are inscrutable to the Slann, they could easily formulate spells that have equivalent effects, such as spells that summon elementals or dream spirits rather than Daemons and Undead creatures, or which conjure forth swarms of lizards rather than swarms of rats.

Slann of the Fifth Generation

Slann of the fifth and final generation are more common than their ancient forebears and yet are still immeasurably ancient beings that can remember a time before Elf or Dwarf history began. Some of these younger Slann have been known to shift their weight occasionally, though such occurrences are rare. It is these younger generations who are more inclined to warfare and aggression.


Slann of the Fourth Generation

Slann of the fourth generation are thousands of years old but they seldom rule pyramid-temples. They serve the greater Slann as generals of armies, overseers of works, or as subordinate rulers presiding over the smaller pyramid-temples that surround the great temple-cities.


Slann of the Third Generation

Slann of the third generation are younger than those of the second generation by several thousand years, yet they are still old. Ten of these beings remain alive, and serve the Slann of the second generation or rule lesser pyramid-temples throughout the realms of the Lizardmen.


Slann of the Second Generation

It is believed that only five Slann of the second generation remain. They are Lords amongst the Mage-Priests, ruling the greatest temple-cities in Lustria. They are the most powerful of these creatures left in existence, and the ones who spend most of their time in meditative states.


Slann of the First Generation

The Slann of the first spawning died many thousands of years ago, and their mummified corpses are hidden in the tomb vaults deep beneath the pyramid-temples, venerated as holy relics. So strong is their spirit, that they can still affect the world around them, manipulating the Winds of Magic and advising the younger Slann.


Auger and Scryer: GMs with access to Altdorf: Crown of the Empire or Winds of Magic may make use of the Psychometry and Augury rules in relation to the Slann. They are also capable of using the Psychometry Skill as if it were a Basic Skill and may ignore the usual prohibition on being both a magician and a Scryer. Contemplation: Slann often appear distant and detached. They are not lacking in awareness, but their contemplations into distant events or future likelihoods often take priority over their appreciation of the here and now.When a Slann is not being interacted with, they are likely to become lost in contemplation. Should circumstances in the vicinity of the Slann change, the Slann should make a Difficult (–10) Perception Test to see if they realise what is going on.


Unresponsive Slann may be forced to take their Perception Test again. If loud noises, bright lights, or other stimuli are used to alert the Slann, they may Test again with a Challenging (+0) Perception Test to see if they are stirred into awareness. If the Slann is assailed with weapons or magic, this becomes an Easy (+40) Perception Test. Also note that because of their Telepathy rule, a Slann who is alerted to dangers by another Slann or a Skink magic-user will become Alive to the Moment.

Knack for Total Power: These ancient Slann are gifted magicians who can summon overwhelming magical energies where lesser spellcasters might struggle. Such Slann count as scoring a Critical on their successful Casting Tests when rolling a double or when their roll includes a '0' on the units die. Whilst in Lustria, they may also reroll any Tests to perceive the Winds of Magic.

Master of Magical Mishaps: Experienced Slann rarely make mistakes when casting spells. If such a Slann suffers a Major Miscast, it becomes a Minor Miscast instead. This rule does not apply if the Slann is casting a spell through another spellcaster using their Telepathy rule.

Emergency Teleportation: Slann are routinely provided with protective amulets that transport them away from harm if they face the risk of injury and death. Whenever a Slann is reduced to 10 Wounds or less, or receives a Critical Wound resulting in broken bones, torn muscles, or worse, they can immediately take a free action to cast the Arcane Spell Teleport (WFRP, page 244). If the spell is cast successfully, the Slann is immediately transported to the star chamber within a pyramid-temple of the nearest temple-city (or a neighbouring temple-city if that star chamber is not safe).It is plausible that a wizard of another species could adapt such amulets to their own use, but the vast energies of the Geomantic Web are involved in this teleportation, and only the Slann have been known to use them and survive the experience.

Relic Priest: Relic Priests are the mummified remains of truly ancient Slann. The profile given is for the spirit form of such priests, which must remain within Willpower Bonus yards of their bodies. The bodies possess the same number of Wounds as the spirits. Destroying the body will destroy the spirit with it. Damage to either the body or the spirit may trigger the Emergency Teleportation rule. The spirit may possess its body and use it to direct a palanquin, but other than this, the body itself may not move or take actions.The spirit may cast a spell for either of its actions, meaning it may cast up to two spells per turn if it does not move or take other actions.The body of the Relic Priest counts as having the ProneCondition at all times. The spirit may have some meagre ability to fight in melee, though this is just for the purpose of determining defence against attacks; it cannot inflict damage of its own.

Telepathy: The Slann are in constant contact with each other and their favoured servants via telepathic communication. A Slann may share their thoughts with others in their network, which is defined as those Slann and Skink Priests within Willpower Yards, and, provided that the Slann is within Willpower Yards of a flow of energy in the Geomantic Web, any other Slann within Willpower Yards of a similar flow of energy.As their Action or Move, a Slann may concentrate on telepathic communication by passing a Challenging (+0) Intelligence Test. If this Test is passed, the Slann may perform one of the following Actions.

Share Intelligence: The Slann may ask questions of, and provide answers to, another within their network. This is not an exact process, as Slann are alien in their thinking and given to pondering tangential thoughts even when pressed. However, in a single Turn, a Slann could have the equivalent of a five minute conversation in this manner.

Cast a Spell: A Slann may seize the consciousness of a Skink Priest in their network for the purpose of casting a spell. The Slann may use their own Characteristics, Skills, and Talents when casting the spell. Any Miscasts are applied to the unfortunate Skink Priest.

Palanquin: On those occasions when Slann travel abroad, or accompany forces of Lizardmen, they sit atop stone palanquins that float above the earth thanks to ancient devices of forgotten design. These palanquins afford the following Creature Traits to the Slann: Fly 16, Ward 8+.In addition, the palanquin means that the Slann benefits from hard cover from missile fire originating from behind or to either side of the Slann, and soft cover from missile fire originating from in front of the Slann


HIGH MAGIC

Slann Mage-Priests are the undisputed masters of magic, capable of manipulating all eight Winds individually or together in the form of High Magic. The Slann can harness natural earth energies through the Geomantic Web, enabling the command of terrestrial, cosmic, and temporal forces that only the most powerful Elven mages can comprehend.The mysterious Old Ones taught the art of High Magic to the first generation Slann Mage-Priests, and those Slann in turn mentored the Elves. After the Old Ones had departed and the Slann withdrew to their pyramid-temples, the High Elves preserved their arcane teachings through the priesthood of Isha and the White Tower of Hoeth. Wood Elves have managed to retain High Magic by the tutelage of Highweavers, who pass along its secrets to their most gifted proteges.

MAGICAL ABILITIES OF THE SLANN

The most powerful Slann spells and meditative techniques rely upon the Geomantic Web. The corpulent Mage-Priests therefore remain ensconced in their Star Chambers most of the time. When they must venture outdoors, Slann usually travel parallel to lines of power and take precautions not to touch the earth (tainted since the Coming of Chaos). Should a Slann fall from their floating palanquin for any reason, their magic is greatly diminished on the ground (-3 SL to Channelling and Casting Tests).High Magic spells used by Slann and Elves are essentially the same, though each species uses different arcane and divine foci to cast them. The Slann also know unique High Magic spells that are unavailable to Elves. Slann Mage-Priests have learned how to telepathically share spells with each other by 'trading' the mental space occupied by High Magic for a spell from another Lore. This means that Slann NPCs with time to meditate could potentially know any spell that your game requires.

HIGH MAGIC CASTING RULES

High Magic spells offer more Overcasting options than spells of other Lores. Overcasting Success Levels may be used for these effects in addition to increasing Range, Area of Effect, Duration, or Targets (see WFRP page 238, or Winds of Magic page 23). Slann are capable of casting High Magic spells without speaking, instead using their Language (Magick) Skill telepathically. Physical gestures are minimal, often just the slightest movement of a finger, though some Slann do wave their spindly arms when channelling great quantities of magic. Elves cast High Magic spells with the usual verbal requirements.

New Talent: High Magic

Max: Intelligence Bonus

Tests: Casting Tests

Only Slann and Elves with the Blessed by Isha Talent can take this Talent. When you first take this Talent, you benefit from the ability to use multiple Winds of Magic. When casting a spell from the Lores of Beasts, Death, Fire, Heavens, Life, Light, Metal, or Shadows, lack of access to a particular Wind does not prevent spellcasting. You may also learn a single High Magic spell. The second and subsequent times this Talent is taken, you may learn an additional High Magic spell. If a spell is cast successfully, your level in High Magic is added to the Overcasting SL for purposes of invoking bonus effects of High Magic spells. The High Magic talent negates the Multiple Arcane Lores rule on WFRP page 238.

GENERAL HIGH MAGIC SPELLS

These spells are used by Slann and Elven mages alike, however, certain options are restricted to Slann only.

Apotheosis

CN: 4

Range: Half Willpower yards

Target: 1

Duration: 1 Round

You infuse the target with pure magic to heal and inspire fear. They recover your Willpower Bonus in Wounds and temporarily gain the Fear 1 Creature Trait.

Overcasting:0

Every +3 SL can increase the number of healed Wounds by your Willpower Bonus.0+6 SL the target can heal a Critical Wound.0Slann: Every +2 SL can increase the target's Fearrating by 1.

Arcane Unforging

CN: 9

Range: Willpower yards

Target: 1

Duration: Instant

You summon the powers of unmaking to injure armoured enemies and destroy their magic items. The target suffers 1 Damage to the body for every 2 Armour Points worn. Example: a target with 3 Armour Points on all six hit locations would have a total of 18 armour points and so suffer 9 Damage. Toughness Bonus is subtracted as normal, but Armour Points are ignored. In addition, one of the target's magic items (randomly determined) is destroyed if you pass a Challenging (+0) Willpower Test.

Overcasting:0

Every +1 SL can destroy 1 Armour Point worth of metal or leather armour.0+8 SL the spell's damage can be increased to 1 Damage per Armour Point.

0Slann: Every +5 SL allows another destruction attempt roll against a random magic item.

Drain Magic

CN: 6

Range: Half Willpower yards

Target: AoE (Willpower Bonus Yards)

Duration: Instant

You expel magic from the world by conjuring an aethyric vortex. All persistent spells within the AoE are immediately dispelled without an Extended Test. Magic items and innate magical auras are unaffected.

Overcasting:0+5 SL the AoE can be increased to Willpower yards.0+7 SL persistent Divine Blessings and Miracles are also dispelled.0Slann: Every +4 SL allows the caster to drain some environmental magic within AoE (see Winds of Magic, page 189). Each increment can either desaturate a leyline nexus or reduce environmental saturation by 1 level.

Uproot the Mountains

CN: 8

Range: Line of Sight

Target: 1

Duration: 1 Round

You cause a hill or mountain to tremble and shake. Targets on the terrain feature must pass a Very Hard (–30) Athletics Test at the start of their Round, otherwise they can take no actions or movement, and they receive the Prone Condition.

Overcasting:0

For every Round the spell's Duration is extended with Overcasting, the hill or mountain can be moved Willpower Bonus yards. Targets in the path of this movement must pass an Average (+20) Athletics Test or suffer 10 Damage to a random body location.0+5 SL this spell can trigger an avalanche. Targets in the path of falling rocks must pass a Challenging (+0) Dodge Test or suffer 15 Damage to a random body location.

Walk Between Worlds

CN: 7

Range: Willpower yards

Target: AoE (Willpower Bonus Yards)

Duration: 1 Round

You open the paths between worlds for your allies. Selected targets gain the Ethereal Creature Trait, and their Movement scores are doubled.

Overcasting:0Slann: +4 SL targets at an appropriate geomantic nexus may traverse the Paths of the Old Ones to arrive at another nexus. You decide which nexus they travel to. There is no limit to the distance travelled.

0High Elves: +8 SL targets may traverse the Paths of the Old Ones, as described above.

0Wood Elves: +6 SL targets in a magical forest may traverse the Worldroots to arrive at another Weave. Targets may decide which paths to follow, but without guidance they may become lost.

SLANN HIGH MAGIC SPELLS

These geomantic spells are used only by Slann mages. High Magic is drawn from the Aethyr and redirected for the manipulation of natural earth energies. Casting these spells requires a geomantic nexus or leyline within the Slann's Willpower Bonus miles.

Earth Line

CN: 10

Range: Line of Sight

Target: Special

Duration: Instant

The Slann causes earth energies to surge through a geomantic leyline. Anyone on the leyline must pass a Hard (–20) Endurance Test or suffer 15 Damge to the body (modified for Toughness Bonus, but not Armour). The energy surge can be sent any direction the Slann chooses, and it continues until it reaches the next geomantic nexus.

Overcasting:0+4 SL a bridge can be created across water of any depth. The water is either parted, or an earthen causeway rises from it. The bridge is 8 yards wide and can be any length, provided it follows the leyline. The bridge lasts for Willpower Bonus hours and cannot be dispelled.

0+6 SL a path can be cleared through jungles and forests. Trees are knocked aside, creating a path 8 yards wide along the leyline.

Ruination of Cities

CN: 12

Range: Line of Sight

Target: 1 building

Duration: Instant

The Slann causes an unfortified building, wall, or bridge to collapse. The target is reduced to rubble, counting as Difficult terrain. Everyone inside a collapsing building must pass a Hard (–20) Dodge Test or be crushed for 20 Damage to the body and buried alive. Buried victims are subject to Suffocation (WFRP page 181).

Overcasting:0Additional targets added with Overcasting must be those nearest to the primary target. The ground between targets opens into a crevasse 2 yards wide by 4 yards deep. Anyone on the crevasse must pass a Challenging (+0) Dodge Test or suffer falling damage. Marginal Failures allow victims to grab onto the edge.

0+6 SL the target can be a fortified structure such as a castle wall or tower.

Mental Blast

CN: 7

Range: Line of Sight

Target: AoE (Willpower Bonus Yards)

Duration: Instant

The Slann directs a burst of mental energy against their foes. Enemies suffer Damage equal to the Slann's Intelligence Bonus + 6 Damage. Creatures with the Daemonic or Undead Traits suffer 6 additional Damage. Toughness Bonus is subtracted, but not Armour. Additionally, targets must pass an Average (+20) Intelligence Test or gain a Stunned Condition.

Overcasting:0+6 SL this spell can be cast as 'The Deliverance of Itza'. Increase the Target diameter to AoE (Half Willpower yards) but must be centred on the caster. AoE can be increased with Overcasting as normal.

0+ 9 SL this spell can be cast as 'The Great Leveller'. The Slann sacrifices their own life to turn the tide of a losing battle. All outnumbering enemies within Line of Sight are automatically killed, reducing their numbers to equal the Slann's allies. Remove casualties with the lowest Intelligence scores first. Only a Fate Point prevents the instant death of a Character in these circumstances.

SLANN MEDITATIONS

Meditating Slann Mage-Priests can use the Geomantic Web to wield godlike magic on a world-altering scale. Advanced Slann techniques use a combination of High Magic, Old One disciplines, and relic devices to project spirit-selves through the Aethyr or harness earth energies. Meditations are not treated as spells or rituals, but as quasi-divine forces that can shape a game's narrative. Rules for meditation are left deliberately loose. No tests are needed to determine what Slann do in the realms of their collective alien subconsciousness. In scenarios where meditating Slann encounter divine or extradimensional entities (such as Greater Daemons), their conflicts can be resolved with Opposed Willpower Tests.As a rule, Slann do not communicate directly with adventuring parties. Characters have no way to ascertain whether an impassive Mage-Priest truly speaks to them through a Skink interpreter or is focused on something a thousand miles away. However, telepathic messages may occasionally be received from Slann in the form of extemporaneous ideas, or even total (and catastrophic) seizure of the psyche

Pontificating Toad-men

In the meditative state, Slann can solve multiple complex puzzles or philosophical problems simultaneously. They crave intellectual challenge and favour visitors who bring them interesting new dilemmas. Slann are quite certain of their own correctness because — in their opinion —they are seldom wrong. Characters who are stumped by a riddle might have the answer occur to them suddenly in a Slann's presence. Note that Slann do not share revelations about the Great Plan with outsiders lightly, if at all.

Amphibian Omniscience

The magical awareness of meditating Slann spans the entire globe. Disruptions can be detected anywhere the Geomantic Web remains intact, across seas in faraway lands, and even across time. Skink Priests and Oracles are dispatched to investigate disturbances in the Aethyr before they become problems. Characters who bring news of a magical catastrophe might discover that a Mage-Priest in Lustria has known about it for years. Slann do not always have solutions to such problems, however.

Skink Intercessors

Slann can project their consciousness into the mind of a Skink Priest or Oracle many miles away. This enables Slann to see through the Skink's eyes and communicate with them telepathically. Characters encountering Skinks imight unknowingly be observed by a Mage-Priest. Provided the Skink is on the Geomantic Web, Slann can also cast spells through their body. Skink Oracles require Divining Rods to act as magical intercessors.

SLANN SPELL-SHARING

Slann Mage-Priests are in constant telepathic contact with each other through the Geomantic Web. In addition to sharing ideas and insights, they also trade spells amongst themselves. Spell-sharing gives the Slann access to virtually every spell in existence, meanwhile preserving most of their prodigious mental capacity for other activities.

Planetary Engineers

If the Old Ones were the original architects of the world, the Slann were its engineers. The surviving Mage-Priests aren't as powerful as Old Ones or the first-generation Slann, who could shift entire continents. However, by pooling energies across the Geomantic Web, Slann are still capable of moving mountains, islands, the course of rivers, and so on. Slann can also manipulate the Web's earth energies to seal Warp rifts, reduce environmental magic saturation, and cleanse environmental Corruption.

Extraplanar Transcendence

Star Chamber meditation enables Slann to project their spirit-selves into the Realms of Chaos and engage Daemons in mental battle. Mage-Priests display few signs of this struggle aside from occasional twitching. Slann are grateful to visitors who provide them with known daemonic true names. In the Realms of Chaos, Slann can witness the actions of Chaos gods to gain insights into the ever-changing balance of the Great Game.

GEOMANTIC NEXUS PROPERTIES

In Lustria, Nexus points on the Geomantic Web are often imbued with special properties. The affected area can range in size from a single temple to several miles in diameter. These ancient sites of power were designed by the Old Ones to facilitate their inscrutable Great Plan. A nexus can have multiple properties besides the standard +2 SL Channelling bonus (see Winds of Magic, page 197)


SKINKS


It is the Skinks that keep Lustrian society functioning, as the workers and administrators of the temple-cities, smaller sites, and settlements. While the Slann contemplate the infinite and the Saurus march to defend civilisation, the Skinks do everything else.When Old Worlders meet Skinks, they are struck by their small size and unthreatening aspect. Many explorers underestimate the Skinks, assuming they are merely servants to the Saurus — much as Gnoblars scurry around their Ogre masters. Little do they realise that not only are Skinks intelligent and perceptive creatures, but in the right setting, they can be deadly opponents. Skinks are observant and can move silently through the jungle. Individually they may be weak, but through stealth and numbers, they can defend their settlements and support the Saurus when battle commences.On the sun-baked plazas and on the steps of ancient temples, it is the Skinks that oversee and conduct the rites that mark the life of the Lizardmen. Almost every aspect of culture comes from the hands and toil of the smallest species. The Priests and chiefs direct society, relying on the Slann for only the most significant decisions and the Saurus Oldbloods for matters of war.While they are subservient to the Slann, the Skinks have their own god, Sotek. It is worship of the Snake God that drives their warlike acts of revenge against the warm-bloods that slaughter their fellows. The Red Cult of Sotek is an increasingly potent force in Lizardmen society, led by Skink Priests that sacrifice in the god's name. As the Mage-Priests slumber or croak esoteric commands, the Skinks have become ever more independent in progressing the Old Ones' Great Plan and taking action against invaders.


CHAMELEON SKINKS

New spawnings of Skinks can bring forth different subspecies, presumably for a hidden purpose of the Old Ones. Some Skinks are more newt-like, with smooth, wet scales, while others may have unusual frilled necks or suckered feet to climb smooth surfaces. A notable subspecies are the Chameleon Skinks.Chameleon Skinks once spawned only in pools at Pahuax. When the forces of Chaos ripped apart that city, the Lizardmen believed that the Chameleon Skinks were lost to time. However, there have been intermittent spawnings in recent centuries across the continent and these are becoming more frequent, suggesting some ancient pattern coming into play.Chameleon Skinks are jungle hunters par excellence, their unique physiology giving them uncanny vision and preternatural stealthiness. They prefer to live in rainforests and jungles away from the temple-cities, although they will play their part when called upon to help other Lizardmen.The most celebrated Chameleon Skink is Oxyotl, who witnessed the fall of Pahuax and was swept into the Realms of Chaos, only to emerge in the present era apparently unscathed. Oxyotl is oblivious to the debate between Mage-Priests relating to its return, as it continues a relentless campaign of revenge against the Ruinous Powers and their followers.


SAURUS


There was intelligent life on the planet when the Old Ones arrived. Dragons swooped through the skies, Shaggoths roamed the mountains, and Marnocks dwelt in the deep chasms. There were impossibly ancient civilisations, now no more than forgotten ruins. Most of the natives did not fit the Old Ones' plan. They instructed the Slann to breed the Saurus as soldiers, to seize the valuable species and eliminate any surplus to requirements. Legions of powerful warrior Lizardmen marched across the world to impose the will of the Old Ones through slaughter.When Daemons burst through the Polar Gates and brought an end to the Old Ones, the Saurus fought selflessly and ferociously against the incursions. Since those dark times, they have remained dedicated to their role, to protect the weaker bodies of the Slann and Skinks against all that would do them harm. Whenever a temple-city is under threat, the Saurus march forth to fulfil their purpose. If a Slann orders an excursion beyond Lustria, the Saurus lead the warhosts into battle. Saurus are devoted to combat and little else — it is the reason they were created. They are fearsome to look at, but within their reptilian skull is a mind which has an instinctive ability to fight and strategise. They do not devote themselves to contemplation or spiritual faith, yet their adherence to the Old Ones is resolute — the ritualised adherence of the unquestioning loyal soldier.The Saurus take orders from the Slann and, off the battlefield, Skink Priests. Their own leaders are Oldbloods and Scar Veterans, warchiefs spawned many years ago and hardened from centuries of warfare. In times of war, they command whole hosts on behalf of their temple-cities.


TEMPLE GUARD

Temple Guard are the most exalted Saurus, a rare spawning ordained to protect the Slann Mage-Priests and highest temples. It is an event of great significance when a cohort of Temple Guard emerge from the subterranean spawning pools. Skink Priests scurry around, readying the accoutrements of the guard for the new spawning — ceremonial armour, saurian bone helms, and ornamental halberds. Mage-Priests are occasionally caught unaware by such an event. They may revisit calculations and portents to discern whether this means an attack is imminent.The Temple Guard are completely devoted to their charge. They leave their posts only when commanded by a Mage-Priest or Oldblood. They can stand for decades, practically immobile, in a state of almost suspended animation until they detect a threat. If something is stolen from their temple, the Temple Guard may leave to pursue the thief and return what they have taken.The Temple Guard have more independent thought than the average Saurus. They have several distinct ceremonial roles:

The Stone Warden guards the palanquin chamber.

The Sentinel of the Blessed oversees the Skink attendants.

The Relic Keeper guards the temple's treasures.

The Mortuary Custodian guards the Relic Priests.

The Revered Guardian leads the Temple Guard in battle and stands at the threshold of the Mage-Priest's chamber.

The Eternity Warden is forever by the side of its Slann master, ready to lay down its life if necessary.


KROXIGORS


A popular debate in the meadhalls of Skeggi is the worst way to die in Lustria. All agree that one should try to avoid any death involving miniscule insects, anything involving the private parts, or any demise that takes a long time. As such, the Kroxigor probably offers one of the best ways to die — having your head swiftly bitten off or swiped from your shoulders with a 450-pound stone maul.The Kroxigor are the most bestial of the Lizardmen, colossal hulking reptiles that dwarf even the Saurus. They tower over their brethren, silent but for the occasional loud exhalation of breath or grunt when they exert themselves. The Saurian word for these creatures has passed into the Old World lexicon, so they are known to explorers as 'Kroxigor' although they are sometimes informally called 'troglodytes'.These creatures were engineered for manual labour, where physical strength is essential rather than skill, organisation, or attention to detail. They serve to help Skinks in construction, clearing the jungle, subduing large beasts, and carrying heavy loads. Kroxigor have a close relationship with the smallest Lizardmen, spawning as individuals in the same pools and seeing in the Skinks a kind of cold-blooded companionship.They have a rudimentary intelligence that allows them to follow orders and take direction. Otherwise, they are docile creatures who follow around their smaller companions dutifully awaiting a task — providing they are kept fed. Thanks to their size and the demands of physical labour, Kroxigor have a tremendous appetite.

They eat meat raw, including the bodies of the fallen after a battle. A hungry Kroxigor can revert to a more bestial state, so the Skinks are proficient at keeping them sated.In times of conflict, the Kroxigor accompany Skinks, looming over the diminutive forms of their compatriots and swinging heavy stone mauls at any foes who are stupid enough to get within range.


WILDLIFE AND DISEASES IN LUSTRIA


FLORA AND FUNGI

Lustria is a lush continent with a wide variety of plant and fungal life, the quantity of which is found nowhere else in the world. The jungle flora of Lustria in particular can best be described as exotic, colourful, luscious, and (in many cases) lethal.

BLOOD HUNGRY SPORE CLOUD

Pink Polypore is a fixture of the Lustrian forest floor. It is usually found in clumps in moist areas with decaying vegetation. Other than its obvious colouration, the fungus seems innocuous. Many explorers or raiders, wary of the other jungle dangers, have stumbled upon the fungus with disastrous results. If disturbed, the fungus emits a cloud of spores that dig into warm-blooded flesh, and can lead to a hideous secondary infection.


VYPERVINE

Vypervine grows high in the jungle canopy, where it generally doesn't trouble individuals walking on the floor below. The jeopardy arises when someone scales the trees, say, to avoid a rampaging Carnosaur. Vypervine is distinguished by its dull green leaves, which are hard and sharp-edged. The leaves grow along its length and inject poison into any unfortunates that are pricked by its barbs.


GRASPING CREEPER VINE

The Grasping Creeper Vine is an animated plant. Its fleshy, thorny leaves grow on vines which snake about the forest floor and up the trunks of trees. Should a warm-blooded creature blunder into the vines, the leaves latch on, piercing flesh and feeding on the spilled blood. Once its quarry is dead, the vines draw the body towards the plant's trunk so that it may serve as fertiliser.


IMPALING SPIKETHORNE

A ground creeping plant, the Impaling Spikethorn can be recognized by its small olive-green leaves and four-inch long, needle-sharp spines. These spines turn upward when the plant feels the vibrations of warm-blooded beasts moving in its vicinity. The spines are strong enough to pierce the soles of boots worn by explorers and raiders.


INVERTEBRATES

The Lustrian jungle, river basins, and swamps have an environment conducive to the growth of large and dangerous invertebrates. The largest parasitic invertebrates, such as leeches and ticks, can reach the size of a Human child. Several flying insects can also attain the same relative size, including Sabregnats, Lustrian Hornets, and several species of dragonfly. A few other invertebrates can reach even greater sizes, such as giant beetles, scorpions, and (especially) spiders. Giant Spiders are the most common of invertebrate monsters. Different species have varying hunting techniques. Some build webs like those of the Old World forests, while others actively hunt their prey on the ground and in the treetops.

ITXI GRUB

Itxi Beetles are rare and uniquely magical creatures imbued with Aethyric energy. Their grubs are sizable larvae, reaching a maximum of seven inches in length, that live in the earth and absorb magical energy as they grow. Though their mandibles look intimidating, they are not physically dangerous. They are notable, however, for the concentrations of magical energy they contain, energy that may be utilised by anyone who eats them.


BRAINFLUKE

The Brainfluke is an aquatic flatworm with cryptic light-brown colouring, reaching about 3 nches in length. They swim slowly through the muddy waters of Lustrian swamps and other areas of still water. Their lifecycle involves parasitizing warm-blooded animals by swimming into their nose, ears, or mouth and inhabiting their brains, inflicting a terrible disease known as Brain Rot in the process.


FIRELEECH

Fireleeches are small, reddish-brown worms found in stagnant pools and slow-moving rivulets. Like all leeches, these blood-sucking parasites prey on larger creatures. The Fireleech is remarkable due to the fact that when it is agitated it emits a stream of flame from its posterior. This is enough to make most creatures wary of Fireleeches, though Skinks sometimes employ them as ammunition.


BLOODMAGGOT

As far as carrion flies go, the Scarlet-Bottles are among the prettiest of Lustrian insects with their carmine wings edged in black. Their larvae are another story. Bloodmaggots are small, red-pink grubs with mosquito-type mouthparts that nest within the boles and boughs of trees. The larvae's needle-sharp proboscis can penetrate tough skin and leather armour to feed on the blood of their victim. They do not target cold-blooded creatures.


PALLID BLINDWYRM

Pallid Blindwyrms are large, carnivorous burrowing worms that live in wide rock fissures and camouflaged burrows. Pallid Blindwyrms lie just beneath the opening of their lair with jagged jaws opened like a bear trap. Two thin fangs protrude upwards, and if a creature touches them, the worm springs forth and seizes a chunk of its prey. Attacks by Blindwyrms are rarely fatal in and of themselves, though they can result in injury. More debilitating is Blindwyrm Fits, a disease brought about by the fact that as it bites, the worm also injects the bloodstream of its victim with tiny Blindwyrm larvae.


CARRION ANT

The Carrion Ant is a large, unique ant with biting jaws and a scorpion-type sting. These aggressive insects are usually found swarming over the remains of dead monsters deep in the jungle. Carrion Ants do not nest in underground complexes like smaller ants. Rather, they roam the jungle floor searching for their next meal, which could include living Human-sized creatures.


BLOODWASP

Bloodwasps are large, predatory hornets with an appetite for the blood of warm-blooded animals. They gain nutrition from meals of blood, and also ferry it back to their large paper nests to feed to their grubs. They are notorious for their long stings, which are poisonous and can cause excruciating pain.


HUNTIPEDE

Huntipedes are large, carnivorous centipedes. They are golden-brown in colour with large mandibles and poisonous fangs. They have a hard exoskeleton and three spines on top of their head. Huntipedes hunt in the jungle's detritus among downed trees and fallen leaves, as well as abandoned Skink settlements.


AMPHIBIAN AND REPTILES

As with invertebrates, the Lustrian jungle, river basins, and swamps have an environment highly favourable to amphibians and reptiles, enabling them to reach sizes that render them formidable adversaries. Both types of creatures thrive in the humid environment beneath the verdant canopy.The most common dangers are the Human-sized Giant Carnivorous Frog, venomous vipers, large constrictors, and various crocodilians that roam the vast Lustrian continent. The crocodilians include the terrestrial Korubo Crocodiles in the mountains, the stealthy Matuzec Crocodiles lurking along the interior rivers and swamps, and the aggressively huge Yucatec Crocodiles prowling the brackish swamps and saline tide waters.In addition to these dangers, other rarer amphibian and larger reptilian terrors lie in wait in the jungle depths.

BLOT TOAD

Blot Toads are a species of large, predatory amphibian native to Lustria. They have gaping mouths and eat about anything that can fit in, such as small mammals, lizards, and snakes. Blot Toads are known to crave Ripperdactyl eggs over all other foods. They will make their way to the Riperdactyls' mountainous nests in search of such a meal. This makes them the prime target for the ferocious Ripperdactyls, who will hunt and kill a Blot Toad over every other species of animal.


LUSTRIAN TREEFROG

Lustrian Treefrogs are also known as Firefly Frogs. These small amphibians are usually found high up in the trees using pads on the tips of their toes to secure themselves on branches and tree trunks as they hunt for small insects. Treefrogs are brightly coloured (either yellow and black stripes or blue with dark splotches) to warn predators of the highly venomous excretions from their skin. Skinks raise multitudes of Treefrogs in order to have a steady supply of venom for their blowpipe darts.


PIRANHA LIZARD

Piranha Lizards are large, voracious, swimming lizards found in the backwaters of the major Lustrian river systems. They have mottled blue-green colouration and frilled ridges on their back, the backs of their limbs, and their crocodile-like flattened tail. Piranha Lizards are expert swimmers and actively hunt aquatic prey, much like an otter. Piranha Lizards are often found in small groups and have been seen to cooperatively hunt larger prey. They are also known to attack unwary explorers wading through the smaller rivers.


SCALEMANE REPTILION

Scalemane Reptilions are large, aggressive lizards, light brown in colour with a large scaly and spiky frill that they can flourish when angered or aroused. The lizards are arboreal when young, but become more terrestrial as they age. Scalemanes are carnivorous and have a venomous bite. Scalemane Reptilions are ambush predators, usually approaching their prey from the rear and inflicting a vicious bite. They then follow their prey using a forked tongue to sense its path as the weakened victim staggers off, dying from the poison coursing through its veins. Once the prey collapses, even if still alive, the Scalemane begins to feed.


HYENADON

Hyenadons are large, aggressive terrestrial lizards with two rows of scaly spikes on their back and tail. They have wide scutes rather than scales on their back between the rows of spikes. Hyenadons have two large fangs on their bottom jaws which allow them to impale and bleed their prey. These lizards have an exceptional sense of smell and are generally found scavenging the carcasses of large reptilians in the jungle when not actively hunting smaller animals.


TIGUANA

Tiguanas are large gecko-like reptiles, mottled green in colour with blue markings along their back. They have pads on their toes enabling them to easily climb. They are nocturnal and live in trees throughout Lustria. Tiguanas are sometimes kept as pets by Old Worlders and Skinks alike. These lizards prey on some of the more dangerous insects in the jungle, such as Blood Maggots and Carrion Ants. Tiguanas can be trained to guard their owner's home or camp and let out a loud chirp should they detect an intruder.


AXAMON SWAMP PYTHON

The Amaxon Swamp Python is a huge constrictor snake. They grow throughout their lives and are long-lived, the oldest specimens reaching 100 feet or more in length. The serpent's eyes are located high on its head, enabling it to see out of water without exposing itself as it swims. The snake's skin is olive-green in colour with dark splotches to enhance its camouflage while submerged. Full-grown Amaxon Swamp Pythons have no natural enemies, but younger ones (up to 20 feet) must be wary of the larger carnivores in the jungle. Amaxon Swamp Pythons generally prey on crocodiles as well as some of the larger creatures in the deeper jungle.


BLUE-RINGED ASP


Blue-ringed Asps are poisonous, tree-dwelling snakes. These serpents have light brown skin with black and blue rings. Blue-ringed Asps usually prey upon monkeys and other small arboreal mammals that live unobtrusively in the jungle trees, but they are not above striking when they are cornered. The Blue-ringed Asp's venom causes local pain, swelling, tissue damage, and reduces the ability of the victim's blood to clot. Though normally solitary in nature, swarms of Blue-ringed Asps have occasionally been encountered.


BORER SNAKE

Borer Snakes are powerful, predatory snakes with narrow heads and rasping spines. Despite their slim bodies, they are capable of inflicting dreadful damage as their quick, lunging attacks bore through flesh. They are dark green in colour, with startlingly bright red mouths. Borer Snakes are found throughout the tropical jungles and swamps, usually coiled about the lower branches of trees. They feed on small rodents and lizards when they cannot find larger prey.


MAMMALS AND BIRDS

The birds and mammals of the Lustrian jungle tend to be of more modest size and often preyed upon by reptilian, amphibian, and invertebrate predators. In the grasslands and shrublands of the Culchan Plains, however, mammals and birds are dominant. The most numerous large animal is the Willemsbeest, a three-toed, horse-like herd animal with a long neck and short trunk. The creature is named after Marienburger naturalist Willem van Heeck. Other creatures of the plains include giant ground sloths; large armadillos with spiked, mace-like tails; mammals resembling short-legged, hornless rhinoceroses called Toxons; and large, semi-aquatic capybaras. Small prides of massive sabre-tooth cats and large, flightless birds are the apex predators in these drier, temperate lands.

CULCHAN

Culchan are large, flightless, carnivorous birds with powerful legs that allow them to run at great speed on the Culchan Plains. These terror birds have a long, well-muscled neck to support a massive hooked beak that is strong enough to crack a man's skull. Culchan are among the top predators of the plains. Their plumage is usually brown, with juveniles and males growing red feathers around their heads. These feathers are prized by Skinks, as is the bird's meat. Hand-reared Culchan are sometimes used by the Skinks of Oxyl as riding-beasts.


BLOOD RAT

Blood Bats are small, parasitic bats found throughout Lustria with an appetite for the warm blood of birds and mammals. These bats can stealthily move about on four limbs in order to creep up on sleeping prey. Blood Bats use their sharp incisors to make a cut on their victim's skin, and their saliva acts as an anticoagulant so these parasites can lap up the blood to feed.


GIANT BAT

Giant Bats are large, carnivorous bats and active nocturnal hunters. Individually, they are strong enough to kill a Human. These bats live in caves within the jungle vastness of Lustria and are also known to swarm in numbers large enough to take down sizeable prey. Giant Bats have jet black fur and leathery wings with red fingers supporting the membrane. Their heads are wolf-like with sharp teeth. Giant Bats find their prey in the dark using echolocation.


JAGUAR

Jaguars are solitary hunters, rivalling the White Lions of Ulthuan for size. Their fur is pale yellow to tan in colour with black spots that become more rosette in shape on their sides. Some Jaguars can have a black coat which masks the spots. These large cats are the most wide-ranging predators in Lustria, their distribution extending from the shrublands into much of the lowland jungle and lower slopes of the mountains. Jaguars are known to take down a wide range of prey, including medium-sized crocodiles and juvenile Amaxon Swamp Pythons.






WARBEASTS

COATL


In the deepest primaeval jungles, far from the crumbling roads of ancient civilisation, the sacred sites of the Old Ones stand silent, witnesses to thousands of years of history. Bizarre edifices designed to harness mysterious forces lay dormant amongst the cycads and ferns, shaded beneath a canopy of dense leaves and vines. Tales of riches are common in Lustria, but it is the promise of magical and inscrutable power which brings explorers to the sacred sites. As ever, the farsighted Old Ones foresaw the greed which would bring the unworthy to these places. They granted the Coatl a grave responsibility to protect their sites from any who would exploit them for their own ends.The Coatl are rare flying serpentine creatures charged with guarding sacred sites. While they are not truly Lizardmen themselves, it seems that they are closely aligned with their intentions to realise the Old Ones' Great Plan. The Coatl are highly intelligent creatures with mastery of the Winds of Magic. They are solitary and bound in some way to the sites which they protect, which limits their freedom to wander far afield. They prefer to stay away from the temple-cities and other settlements, emerging only when brought to defend their site or ally with the Lizardmen to see off a great threat. The Coatl use magic to manipulate the flora and fauna of the jungle, turning it against interlopers like a weapon. They are not aggressive by nature, but when attacked, they swoop down on thunder clouds summoned from the heavens.

Even the Lizardmen know little of the Coatl. The Skinks believe they are emissaries of the Old One Tepok and revere them with prayer and offerings. The Slann have no doubt that the Coatl are part of the Great Plan and carry the favour of the Old Ones, although they are not under the control of the Mage-Priests.Rapacious Humans hunt the Coatl for its feathers and skin — they can fetch a good price in Skeggi or a fortune in Marienburg. Lustrian greenskins prize Coatl flesh as a particular delicacy. Norse settlers believe the Coatl are Daemons of the Great Schemer, although their seers have met only bloody death when trying to commune with them in the Dark Tongue.


LARGE MONSTERS

The thick canopy of the deep jungle hides many monstrosities, many of which pose a threat to outsiders. A number of these beasts have been tamed (in a manner of speaking) by the indigenous Skinks as mounts for troops or in some other destructive role. In the wild state, these creatures are predators that are best avoided.

COLD ONES


Cold Ones are the most common of the Lustrian monsters. They are rapacious predators, fuelled by a savage bloodlust that drives them to attack any warm-blooded creature that comes near. Cold Ones hunt in packs and are capable of bringing down creatures many times their own size. As soon as they become aware of their prey, the pack swings forward to left and right. Once surrounded, the unfortunate victim will quickly be dragged down and consumed. Cold Ones have green skin and mottled camouflage or stripes on their back which allows them to blend with their surroundings. They range from the mountains to the lowland river basins. Cold Ones seemingly communicate with one another through a series of sounds ranging from clicking to cawing and rattling.

Cold Ones are found in many places but are most seen in Lustria. Their habitats range from the tunnels and mountains under Hag Graef, in the realm of the Dark Elves, all the way to the northern stretch of the Culchan Plains. The appearance and nature of Cold Ones varies greatly depending on where they live. The population lurking in the tunnels below Hag Graef are darker skinned and slender compared to those found within the Lustrian jungles. There have been reports of Cold One populations that bear mottled camouflage or tiger-like stripes upon their backs.


HORNED ONES

Horned Ones are a rare subspecies of Cold Ones that live in jungle caverns. They are highly territorial and very aggressive. Horned Ones are named after the impressive spiny crests and large horns growing on their head. These creatures are fearless and known to attack creatures larger than themselves which have invaded their territory. Horned Ones have a keen sense of smell, enabling them to know when an intruder enters their domain.Few Skinks have succeeded in capturing and riding a Horned One to battle.


RAZORDON

Razordons are large predators found mainly in the swamps and tidal basins, particularly around the Amaxon Basin, where they feed on the enormous winged insects that swarm these areas in such numbers that they blot out the sun. Though earth-bound, the Razordons stealthily move their armoured, razor-sharp bodies to pursue insects like Stegawasps and Sabreflies (delicacies to these beasts) by either moving low through swamp rushes or submerging themselves in water. Once close enough, Razordons fire their spines to impale or clip these insects and quickly devour those that fall. The reptiles' dorsal side is orange-red while the rest of the body is dark grey.


SALAMANDER


Salamanders are large predators that are found in the same environments as Razordons. The two have similar hunting techniques, but Salamanders prey on different creatures and dispatch them in their own unique manner. The swift-moving creatures launch highly corrosive and volatile liquid from their gullet which bursts into flame as it emerges from the mouth. The pitch-like substance clings to its prey and burns them alive, essentially cooking them. The neck frills and back sails on Salamanders serve the purpose of cooling these predators to compensate for their overheated oesophagus.Though difficult to capture and train, Skinks are known to use red-skinned Salamanders as a kind of flame cannon.


FLYING MONSTERS

Outsiders venturing into the jungle warily keeping an eye out for monsters behind every tree or within open caves need to occasionally glance upwards when the canopy opens to the skies. Lustria has its share of flying monsters which could swoop down and grab the unsuspecting. Most of these have eyries high in the mountains or rocky crags in the jungle. Those that range over the jungle canopy tend to be reptilian, while those soaring over temperate mountains and grasslands are birds of prey.

TERRADON

Gliding the thermals on huge leathery wings, Terradons are large predators armed with beaks full of needle-sharp teeth and sharp talons on their feet. Their eagle-like eyesight enables these monsters to spot prey (up to Human-size) at a distance and swoop down to take their unsuspecting quarry at an opportune moment. Terradons are skilled flyers and can manoeuvre through the tangled jungle canopy with surprising agility and relative ease. Terradons are known to steal the eggs of other large flying predators in Lustria, making their wary competitors keen on harassing Terradons whenever the opportunity arises. This aggression towards other winged beasts makes Terradons the ideal mount for Skinks in case of war. Capturing Terradon eggs to raise and train these beasts is not without its risks, but Skinks are numerous and the rewards of being a Terradon Rider outweigh the danger.


RIPPERDACTYL


Equipped with a sharp beak on the upper jaw and a wicked underbite, Ripperdactyls are literal terrors in the skies. They are similar to Terradons in that they have long leathery wings to ride the thermals and keen eyesight to spot prey from a distance. Ripperdactyls have a wedge-tipped tail to help them manoeuvre through the jungle's canopy and dive at high velocity onto their prey. Ripperdactyls often hunt in small packs and have a reputation for aggression, as exemplified by their enjoyment of wanton killing when not hungry. Ripperdactyls are very protective of their eggs, often chasing off any Terradon in their vicinity. These winged reptiles are particularly merciless in ridding their territories of Blot Toads, as those amphibians are constantly vandalising Ripperdactyl nests and consuming their eggs.Skinks use Ripperdactyls as flying mounts, even though capturing one may cost many Skink lives.


GIGANTIC MONSTERS

Lustrian jungles host many monstrosities under their thick canopies, few of which are seen by outsiders. Those known are usually seen during large battles against Skinks and rarely encountered by raiders and explorers returning alive to Skeggi. Rumoured creatures include Thunder Lizards and Colossadons, though no evidence of their existence has come to light.

STEGADON


Stegadons are enormous reptiles with a sharp toothed beak, bony armoured plating, two large horns above their eyes, and another upon their nose. Their natural defences include large spikes arrayed about their head frills, sharp lateral spines along their flanks, and four similar spikes on their tail. Stegadons gather in herds under the jungle canopy where they enjoy a mostly vegetarian diet and do not take kindly to being disturbed in their territory. These reptiles crush, stomp, and gore any nuisances that trouble them. When aroused, the beast can propel its considerable weight forward like a living avalanche, more dangerous than a stampeding herd of lesser beasts. The impact of a striking Stegodon can uproot trees, trample entire regiments, and even knock other monsters sprawling. Stegadons keep cool by wading in pools and slow-moving rivers, secure in their size and thick skin to keep them safe from crocodiles and predatory fish.Despite considerable risk and large numbers of slaughtered spawn-mates, Skinks regularly capture young Stegadon hatchlings which they raise and train as war beasts in their armies.


ARCANADON

Arcanadons are rare, large omnivorous quadrupeds roaming in the deep jungles. They have been used as war beasts by Skinks in the past, but their (presumably) shrinking numbers in the wild make it harder for the Skinks to find their hatchlings to raise for service. Arcanadons have two large horns on top of their skull with the fore-horn larger than the rear one. The horns are the Arcanadon's secondary defence. Its large size deters all but the largest of carnivores from considering a healthy Arcanadon as a potential meal.


BASTILADON

Bastiladons are huge, heavily armoured herbivores with massive, forward-pointing spikes on their shoulders. It is a walking fortress, covered in a rock-hard bony skin, and further protected by plates as hard as iron — a natural armour so dense that it can thwart the bite of a Carnosaur. Their main protective weapon is their long, muscular tail ending in a massive knot, looking like a spiked mace head that renders even large predators wary. Bastiladons can also defend by using their powerful beak to bite through smaller opponents and massive clawed legs to stomp them into greasy spots on the jungle floor. Bastiladons are usually solitary feeders and found in the deeper jungles on high ground.Like with other monstrous creatures, Skinks usually hunt for Bastiladon hatchlings to raise for use in war, though they have been known to rap adults by using fire to herd them into boggy ground, where the ponderous beasts soon become mired. The strength of plodding Bastiladons enables them to carry Skink holy war devices on their armoured backs.


PLIODON


Generally hidden in the deep waters of the Amaxon, the aquatic Pliodons are rare reptiles with long jaws full of needle-sharp teeth. They feed on large fish and giant amphibians, as well as any warm-blooded creatures that blunder into their territory. The limbs of these blue-green coloured reptiles end in webbed feet, and their powerful tail propels them through the water. Skinks tame young Pliodons and train them to serve as living ferries that can carry troops across and down Lustria's many rivers to reach their foes. In the temple-cities Pliodons are also employed to ferry cargo across lakes and along canals.


GIGANTIC CARNIVORES

The largest danger outsiders face in the jungle are the immense, predatory bipeds that stalk amongst the trees in search of their next meal. Such beasts are fairly uncommon, with the largest of these apex predators being very rare. These hunters have learned to shy away from Human settlements as the foreigners can be quite the nuisance in large numbers, but the carnivores do not fear Humans. An expedition of Norse raiders can be quite tasty, though stringy.Other gigantic flesh-eating bipeds may exist in the deeper, more inaccessible regions of the jungle, but they have yet to be discovered. Expeditions to these dark places have been unsuccessful to date.

TROGLODON

Also known as 'Pale Death', the sail-backed, pale-white Troglodons live in the underground grottos beneath the jungle. They generally emerge at night to hunt, using their whisker-like barbels to feel their way in the darkness and a forked tongue to sense the airborne chemicals generated by living creatures. Troglodons are nearly blind from their subterranean existence, but their sense of hearing and smell more than compensate for lack of sight. Once they close on their prey, Troglodons spring forth and deliver a venomous bite of toxic bile, then release the victim. The Troglodon pursues the weakening prey as the poison does its work. It feeds when the prey can no longer move or defend itself. Troglodons are untameable by any save a forked-tail Skink Oracle. Once in the service of an Oracle, the Troglodon serves faithfully until its death.


CARNOSAUR


Carnosaurs are aggressive hunters dominating much of the Lustrian jungle beneath the canopy. They are huge creatures with spines projecting from the back of their skull, two long clawed hands that can grasp prey, and spiny scutes along their backbone. With powerful jaws and serrated teeth, Carnosaurs bite with such a force that armour provides no protection. Carnosaurs are one of two (known) predators that will take down a full-grown Stegadon. Epic fights between the two monstrosities result in many fallen trees and smaller creatures crushed beneath the combatants' feet. Once Carnosaurs taste blood, they go into a berserker frenzy with increased aggression and ferocity.


DREAD SAURIAN


Of all the reptilian monstrosities that inhabit Lustria, Dread Saurians are one of the most feared. They are an echo of ancient days when huge beasts such as they did battle with Dragons for supremacy. The spiked fins on a Dread Saurian's back brush the jungle canopy as they lumber through the deepest, most inaccessible portions of the jungle. Dread Saurians constantly search for prey to satisfy their unending hunger, and their gigantic, snapping crocodilian jaws can tear apart an adult Stegadon in a welter of blood.The trumpeting calls of the Dread Saurians echo through the mosaic-tiled plazas of Lizardman cities as well as Lustria's deep jungles, the sound summoning their Saurian inhabitants to worship. Retained in certain cities' mountainous temples, these beasts are kept as living shrines to the Old Ones, symbols of their lost glory. These monstrous reptiles are scarce and venerated by the Lizardmen. No training can suffice to moderate the fury of a Dread Saurian, but their Skink handlers adorn them with ceremonial armour bedecked with arcane devices. Without this precaution, even the power of the Slann could not hold their rampages in check, but with the aid of these devices the Dread Saurians can be guided into directing their terrible fury against the enemies of the Lizardmen. Captive Dread Saurians are kept in lavishly decorated lairs as rich as an Emperor's throne room, but under this finery are layers of old blood and shattered bones, the remains of those fed to them by the Skink Priests. These ceremonial titans sometimes bear precious relics, items of power left behind by the Old Ones, and the power of these artefacts makes them all but indestructible.When the Winds of Magic rise, the Slann Mage-Priests perform ancient rituals of binding to ensure the otherwise untameable Dread Saurians will focus on dealing death to their enemies on the battlefield.
Well, that's not horrifying at all 😅
 
Well, that's not horrifying at all 😅
Honestly, the most horrifying one for me was the Brainfluke one. And not even the fact that living close to nearby water will have a sort of slimy insect crawl in thorough your holes to crawl into your cranium. Its the things they leave directly into your brain in order to eat it said brain while they live inside it.
 
All of those spells can be either or, in that it can be a battle magic spell, or a non-battle magic spell from one of the other types, like the weaker groups like petty magic spells or the more utility based Aether spells. Though, even if there was a Slann that just focused on battle spells, theirs only about 7-14 battle spells per wind, and that's counting in both 6th and 8th edition winds. Though, yes all the same a 5th generation Slann is easily the equal of a Loremaster of Hoeth on spell craft since they were built and trained for thousands of years in the science of magic casting. Its why they dont need to worry about messing up a casting ritual and blowing up their heads like other wizards.
 
I still think we should build somewhere where a fucking island is and fortify the shit out of it. At least then we can try to reach out from the relative safety of our home and not get fucked over by whatever is crawling through the jungle.
 
I still think we should build somewhere where a fucking island is and fortify the shit out of it. At least then we can try to reach out from the relative safety of our home and not get fucked over by whatever is crawling through the jungle.

I bet the vampires/Norscans have already taken all the good islands. We would need to fight the latter and conquer one of theirs—I don't fancy our chances of beating the vampires any time soon.
 
I kinda want these Bretonnia peasants so they can start worship a proper god and can live in a country that's way better than Bretonnia's granted Lustria is not that much of a improvement, then again nearly everything is better than Mousillon and WoG states that you shouldn't think too hard the reasons your character wants to leave Mousillon since anyone will take the first opportunity to leave. Also The Lady of the Lake aka Lileath incognito don't gives a dam about them, that tells a lot about her, and at least the Imperial gods listen to they worshipers and give a boom time to time.
 
Sigmar said that they will come on the next boat so we can wait a bit. But the question is do we want to? A cultist would have a year to hide in Lustria if we delay their arrival so I am leaning towards taking them.
Sigmarites aren't the anti-Chaos cult, they're the bastard problem-maker cult. The non-Sigmarite provinces in the Empire as well as other nations of the Old World deal with Chaos cultists just fine, and they do it while burning less innocents or having their nation state driven to the brink of ruin by a religious organisation defined first and foremost by its greed and unrelenting lust for power.

There are good Sigmarite clergy, but the ones we get to pick definitely aren't. Their description tells us that they're the arrogant power-hungry bastards that make things worse for everyone, and the buildings they unlock tell us they're bigoted against magic-users.

We really don't want these Sigmarites. If we skip them, we'll have better ways of dealing with Chaos cultists that don't involve slaughtering innocents and making things worse for everyone except Sigmarite priests and nobles.

Ulric I'm not bringing along. More capable melee infantry would be nice to have but not essential since Lustria have huge monsters that only Ulricans and Slayers would want to fight in melee. Vampire Coast and Skaven would also likely be an issue since they have guns. So swordsmen and spearmen would not be useful against them
Ulric is the god of survival. His clergy and templars are forbidden from using gunpowder weapons, but everyone else uses them just fine, because survival is a core tenet of the Ulrican creed and guns help them survive. Middenheim, the capital of Ulrican faith, even has an enormous cannon loaded by a giant. Lustria is a damn nasty place and Ulric is an excellent fit for it.

Also we'll absolutely need melee troops. Napoleonic warfare is completely unviable in this setting, and that includes Lustria. I'm also boggling at the idea you think melee isn't useful against zombie hordes and the vermintide, as if neither are known for melee combat.

EDIT: Gunpowder isn't that great in Lustria in any case, because of all the rain.
 
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May I ask, where the hell did all of this Sigmar hate come from? Besides the cons that both cults posses, (and yes, the Ulricans have their fair share of shit they have fond wrong) what does any of that being arguable have any relevance with the reasons on why we should definitely pick Ulricians over Sigmarites?

Nor where any of this belief over what you just sprouted out make any sense in any context please? Because Sigmarites do not hate magic users because they're bigoted, it's because every single other Cult of Worship, including the Ulticans treated wizards and magic users as terrors that should be killed on sight. That is why, part of their whole tenet of the which, comes from and existed for over 2,100 years of existence until just recently over 92 years ago.

Ulric while a God of Survival, yes, is not one of open heart. He is a god of Surivaval of the fightest, and might makes right, for the most part. If you have a sick or weak family member or animal, in the dead of winter, if you were an Ulrican you were expected to leave to go die off to leave less of a strain on the survival of everyone else. Theirs a whole sect of that lot, who want to do just that by creating an eternal winter to kill off the weak of humanity and of Ulrican worshippers, so that they can launch a war to defeat chaos and have Ulric as king of winter afterwords. That cannon, was not done by the Ar-Ulric that was by the Graf, and their positions or reasons for doing something like that, would be completely different from each other and are not the same.

"There are good Sigmarites, but the ones we get to pick definitely aren't. Their description tells us that they're the arrogant power-hungry bastards that make things worse for everyone, and the buildings they unlock tell us they're bigoted against magic-users."

What in the hell from the description we got, at any point, lead to you to THAT conclusion?

"Sigmarites aren't the anti-Chaos cult, they're the bastard problem-maker cult. The non-Sigmarite provinces in the Empire as well as other nations of the Old World deal with Chaos cultists just fine, and they do it while burning less innocents or having their nation state driven to the bring of ruin by a religious organisation defined first and foremost by its greed and unrelenting lust for power."

No, that's the literal cult of theives, gamblers, and cheats under Randal. I can admit that sigmar's cult ain't perfect, but this flanderization just seems completely out of place of their imo. Alright, besides the Sigmarites, most cults deal with it by priests or champions to their god that either, A, just stumbles upon it by accident, or B, was granted a vision by their god to investigate some place to figure out something their hod wanted done. All of the other nations are even worse at finding it out, and everyone that does have anti-chaos methods, were primarily formed, from the Sigmarites. The most belated one would be the Kislevite Cheskists, but the Other cults of the empire did take cues from the Witch Hunters that were created by the Church of Sigmar, to make their own types as well.
And, just no, Sigmar's religion is and never was, built for the sake of power, it was built with Unity, Defence of the Empire, eternal Friends with the Dwarfs, and protection against chaos, not power.
 
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Kind of want at least say 100 left over for mercs or whatever because I am sure there be some kind of trouble.
 
May I ask, where the hell did all of this Sigmar hate come from? Besides the cons that both cults posses, (and yes, the Ulricans have their fair share of shit they have fond wrong) what does any of that being arguable have any relevance with the reasons on why we should definitely pick Ulricians over Sigmarites?

Nor where any of this belief over what you just sprouted out make any sense in any context please?
The Cult of Sigmar hate comes from the lore. They rose to power not for any actual good reasons, but because they stressed the nobility's right to rule and that everyone should obey them. Across all editions of WFRP, they're frequently portrayed attempting to claw ever more power for themselves even to the detriment of the Empire, suppressing other cults, and preaching hatred against magic-users. Their witch hunters are especially notorious for their misdeeds. GW wrote them to be a parody of the Catholic Church, and in that sense are watered down 40k Ecclesiarchy.

None of their virtues are unique either. As war priests, Myrmidians and Ulricans match them, and as anti-Chaos forces, other places and nations aren't ever depicted as being deficient.

And we should pick Ulricans over Sigmarites because those two cults are rivals, the Cult of Ulric has institutional pros that are good for us, and the Cult of Sigmar has nothing but institutional cons (unless we care about affirming our right to rule).
 
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Kind of want at least say 100 left over for mercs or whatever because I am sure there be some kind of trouble.

Picking everybody would left 125 for mercs, I would prefer 200 but it should be enough to most initial threats and not give the mercs any ideas in either taking the money and run off or take the colony for themselves.
 
Also about chaos corrupted we are in the domain of the lizardmen the number one faction in hating and rooting out chaos by the stem and if we get friendly with them and hopefully get a skink priest to try and sniff out any chaos tainted in our colonists cause they probably have abilities to do that we just need to be honest about it and convince the colonists that the giant feather wearing lizard is good for us. Also I just don't like having witchhunters around our colony bad vibes from them and ulricans are atleast straightforward and we can mitigate them from doing too much bad.
 
They rose to power not for any actual good reasons, but because they stressed the nobility's right to rule and that everyone should obey them.
I'm going to need an actual source for that, something better than vaguely gesticulating towards the "lore." If your talking about the "obey your orders" tenent, then I feel that I should tell you that the Cult of Ulric one-ups them with "Obey your betters."
if we get friendly with them and hopefully get a skink priest to try and sniff out any chaos tainted in our colonist
First of all if. Second a skink would probably be even worse than someone selected at random due to the Lizardmen having no experience with Chaos cultists.
 
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A note on Witches, Witchfinders and (Imperial) Cults.
the buildings they unlock tell us they're bigoted against magic-users.
I will make a very very important note here, about one very important aspect of this quest, especially given some of the possible Events you might roll.
Sigmar is the saviour of wizards in the Empire.

Every imperial cult since Magnus the Pious, who was a Sigmarite, and left the biggest mark on them, can raise its own Witch Hunters, most of whom are indeed more moderate than the witch-burning peasant-torturing mouth-foaming zealots that are the old Templar Witch Hunters of Sigmar.

However, those templars are legally qnd dogmatically distinct from the chartered and carefully sanctioned Imperial Witch Hunters put forth by the Grand Temple of Sigmar in Altdorf, and that is for one very important distinction and duty which Magnus made so very important.
Rescuing young magic-havers, capturing hedge-mages (before they make the transition into Witches and Warlocks by the use of Dark Magic) and delivering them to the Imperial Colleges of Magic.

In the vast majority of the empire, and especially under the view of some cults like Ulric, children who show signs of magic and Hedge-Mages who practice non-dark magic too openly will just be fucking lynched by ignorant and fearful peasants who have been raised on centuries of murderous superstition, and more often than not it will be Witch Hunters -sanctioned or not, sigmarite or otherwise- who are called in to officiate the illegal murder, who then must stop it.
It is they who legally have the duty to collect said kid or hedge mage and take them to the colleges, if a wandering Imperial Wizard is not present or nearby enough to take them.

Hedge Mages are distinct from Witches and Warlocks.
 
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The Cult of Sigmar hate comes from the lore. They rose to power not for any actual good reasons, but because they stressed the nobility's right to rule and that everyone should obey them. Across all editions of WFRP, they're frequently portrayed attempting to claw ever more power for themselves even to the detriment of the Empire, suppressing other cults, and preaching hatred against magic-users. Their witch hunters are especially notorious for their misdeeds. GW wrote them to be a parody of the Catholic Church, and in that sense are watered down 40k Ecclesiarchy.

None of their virtues are unique either. As war priests, Myrmidians and Ulricans match them, and as anti-Chaos forces, other places and nations aren't ever depicted as being deficient.

And we should pick Ulricans over Sigmarites because those two cults are rivals, the Cult of Ulric has institutional pros that are good for us, and the Cult of Sigmar has nothing but institutional cons (unless we care about affirming our right to rule).
Explain to where did any of this right to rule appear? Because I've got all of those editions, and never was it ever stressed that they were a fundamental problem child with a right to rule that was causing everyone problems? The witch hunters are notorious for the ways of extracting information or meeting out punishment, not on whether or not they were correct in their suspicions or actions to someone. Yes, they were a parody of the inquisition, everything from Warhammer in the 80s to 90s was a parody of something from historical to religious, but please take the 40k stuff out of this since we're not in 40k.

Yes, they very much do have their virtues, and no, they are just as skilled as Myrmidians, but not as Ulricans, as their entire focus is on fighting and almost nothing else. If you want someone that can be great at hunting chaos followers, or suppressing magic, or has a Jack of all trades against everything evil, the Sigmarites are your guys. That's their virtues, their cons are that their jack of all kinds and so aren't as great in any one singular thing outside of a few exceptions and their massive focus on Chaos to the almost detriment to everything else.
Also about chaos corrupted we are in the domain of the lizardmen the number one faction in hating and rooting out chaos by the stem and if we get friendly with them and hopefully get a skink priest to try and sniff out any chaos tainted in our colonists cause they probably have abilities to do that we just need to be honest about it and convince the colonists that the giant feather wearing lizard is good for us. Also I just don't like having witchhunters around our colony bad vibes from them and ulricans are atleast straightforward and we can mitigate them from doing too much bad.
yes, they can be straight forward, but that has its detriments as well. The main thing their good about is fighting, and that is something we will vary much do like when we get them. But their skills in intrigue for sniffing chaos are not exactly 100% great, and they're likely just going to be assaulting people in order to find out if someone's a cultist or not. Which, we really don't need for the moment.
 
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Alright, I see you've tripled the size of your post with edits, so gonna address that post-facto text you added.

Because Sigmarites do not hate magic users because they're bigoted, it's because every single other Cult of Worship, including the Ulticans treated wizards and magic users as terrors that should be killed on sight. That is why, part of their whole tenet of the which, comes from and existed for over 2,100 years of existence until just recently over 92 years ago.
Middenheim has had an openly-practising guild of wizards since 113 IC, Talabecland collected magical texts in the library of Mordheim, and Nordland had a line of wizard counts. WFRP 4e: Winds of Magic, page 11:
As friction grew between the cults of Ulric and Sigmar and provinces dominated by each took sides, the demands of Sigmar's hierarchy were often resisted and even rejected. Witch hunters and priests dispatched to root out sorcery found themselves harassed, blocked, and even murdered. As ever, Middenheim was a centre of this resistance.

Magic and The Wolf Emperors
From the earliest days, the Teutogens had been more tolerant of magic, even allowing a Guild of Wizards to exist in Middenheim, albeit under heavy supervision from the Grafs.

In 1152 IC, the Empire entered an extended period of strife, turmoil, and fragmentation that made it nearly impossible to keep sorcery repressed. It began as it often does, with corruption: 'gifts' presented to officials to look the other way as nobles, guildsmen, and even priests thought themselves wiser than their predecessors, able to dabble safely where others had failed. By the Age of Three Emperors, the rival northern courts sanctioned sorcery in all but name to counter the power of Altdorf and Nuln. Even when Middenheim was wracked by the Wizards War of 1979 IC, the Grafs refused to suppress the wizards, deeming their power too useful. So instead they suppressed the scandal.

With the collapse of the Imperial system that same year, the authority of the Electors themselves began to crumble. Seeing that the Electors could flout Sigmar's command, provincial grandees retained their own court sorcerers. Some openly practised magic, themselves. In the towns and villages, Hedge Witches and Warlocks began to operate openly, with little fear of being punished.

Magic was legal in all but name, but still far too wild and dangerous, too prone to corruption. The time was ripe for a reformation, something that would accept the existence of magic but make its practice safer, kept within acceptable bounds.

That time would not come for several centuries, until the Incursion of Chaos, the rise of Magnus, and the foundation of the Colleges of Magic.

"There are good Sigmarites, but the ones we get to pick definitely aren't. Their description tells us that they're the arrogant power-hungry bastards that make things worse for everyone, and the buildings they unlock tell us they're bigoted against magic-users."

What in the hell from the description we got, at any point, lead to you to THAT conclusion?
Here, underlined:
[] The Sigmarite Procession: Arrive into your office with, if not arrogance, at least a noticeable amount of presumption. Their leader, a bald and scarred priest named Krieger, presents the blueprints for his shrine with few words, only an assurance that should he and his procession not be accepted into this first wave, then he will be simply be there with the next.
There are 50 humans in this group. Their joining will unlock the Witchfinder Office and Shrine of Sigmar blueprints.

Theirs a whole sect of that lot, who want to do just that by creating an eternal winter to kill off the weak of humanity and of Ulrican worshippers, so that they can launch a war to defeat chaos and have Ulric as king of winter afterwords.
You're mixing truths with falsehood.

No, that's the literal cult of theives, gamblers, and cheats under Randal.
Ranald is good for two reasons. Firstly, he's the god of non-violent crime and resists the activities of worse actors than themselves. Without them, the criminal underworld would be a crueller place, and Chaos cults and the like who make their homes in the lower classes would be able to act much more easily. Secondly, he's the god punching upwards against the powers that be in defence of those lower down the totem pole. The rich and powerful are bastards, and the Cult of Ranald opposes their bastardry. By no means is the Cult of Ranald clean of misdeeds, but they're very much loveable rogues, not just rogues; they have institutional virtues to their name.

And, just no, Sigmar's religion is and never was, built for the sake of power, it was built with Unity, Defence of the Empire, eternal Friends with the Dwarfs, and protection against chaos, not power.
Capital letters, huh. Tell me what your opinion is on the Imperium of Man.

I'm going to need an actual source for that, something better than vaguely gesticulating towards the "lore." If your talking about the "obey your orders" tenent, then I feel that I should tell you that the Cult of Ulric one-ups them with "Obey your betters."

First of all if. Second a skink would probably be even worse than someone selected at random due to the Lizardmen having no experience with Chaos cultists.
WFRP 2e: Tome of Salvation, pages 15 and 55
Within twenty years of his disappearance, there was already a strong cult of personality growing around the memory of the first Emperor. He was well loved by his people, and statues had been erected, special anniversaries of important events had been set aside, and many children were named after him. [...]

As Helstrum taught that all Sigmar's laws were holy, thus enshrining the Elector Counts with divine authority, his message was immediately popular with the nobles.
[...]
Of course, some of the cults complained, claiming they had received no proof of divinity, but it was too late. The people wanted it, the nobles wanted it; Sigmar the God, and his new cult, were established in the Empire, and would forever play a significant part in its future.
A little over twenty years after Sigmar's departure, his people had already elevated Johann Helstrum—a wild-eyed friar who claimed Sigmar was crowned a God by Ulric himself—as Sigmar's first high priest. Soon, his fledgling cult—one that preached unity, and expected the people to unquestioningly obey the Emperor and his appointed Elector Counts—formed into a dominant religion fully supported by the state.
The Cult of Sigmar came to power because of popularity with the people and the nobles; the people because of a pre-existing cult of personality, the nobles because the laws upholding their power and privilege were now holy.
 
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Sigmar following colonists aren't violently against magic.
Of course they're violent against magic. Magic is fucking terrifying, and anyone spouting it isn going to draw in cries of 'lynch the witch' from ignorant pious morons of every imperial cult.
The difference with an official Sigmarite priest and an official Witchhunter office is that they also have a duty to follow the tenets of Magnus the Pious regarding Magic-Users, and that means adhering to the articles of magic which formed the Imperial Colleges.

Which means it is, in abscence of an Imperial Wizard, the duty of Witch-Hunters to take in potential wizards and deliver them to the Colleges. Not Murder them.
Of the Cults of the Empire, Sigmarite Witch-Hunters, plus the extremely rare Verenan and Myrmidian Witch-Hunters, are the ones most likely to follow Magnus's doctrine.

Ulrican Witch-Hunters will too, but only consistently if they are from Middenheim.

'Witch' is, notably, not just 'Any magic user'. Ever since Magnus the Pious, that term is legally distinct, and means someone who practices Dark or Malignant magic, and Warlock means someone who has begun the spiral into Daemonology.
 
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