Post by dannytee on Mar 31, 2022 0:33:17 GMT
Our group is getting together this coming weekend to reboot our Dark Tidings Campaign. KevinC has wrote an awesome overall narrative for the campaign. See thread located here, third post from top (lots of scrolling to get past 1st and 2nd post).
I will be playing Lizardmen and created the following narrative for my army. The overall narrative includes the high level info but what I post below is much more detailed. So for anyone interested read on to learn about:
Haunchi’s Hallowed Host of Hexoatl
“Deep in the innermost chambers of the structure, the Skink Oracle found a plinth whereupon foul sacrifices had recently taken place. There also was a scattering of sacred plaques; the relic crypts had been opened in the barbarians’ quest for treasures, but they had not recognized the glyphs or the inherent value in the stone tables. The Oracle, however, did – instantly identifying that these were a segment of the Great Plan of the Old Ones – left forgotten on this forsaken island many ages ago.” (8th edition Lizardmen Army book page 19)
“Lord Mazdamundi announced that he had deciphered the meaning of the plaques found on the Turtle Isles, saying they were composed mere days before the Great Catastrophe and their message was incontrovertible. They stated that the Great Plan could not proceed until all the corrupting elements that were sure to be introduced by the looming disaster were eliminated. Foremost amongst these would be the followers of Chaos. All such creatures, the plaques claimed, must be expunged and, as Lord Mazdamundi pointed out, anything less would be a failure of their duties to the Old Ones. The true power of Chaos was stirring in the world once more, and the Lizardmen must rise to meet it. Those younger races that would not join them against the common foe must be considered enemies. A time of vast battle, Lord Mazdamundi pronounced, was at hand.” (8th edition Lizardmen Army book page 20)
Lord Mazdamundi would lead this charge himself in their native land of Lustria. To the Old World Mazdamundi would send three great heroes of his home Temple City Hexoatl. These heroes would lead a great host of warriors from Hexoatl blessed by The Old One Haunchi the Jaguar God. Their ultimate goal is “the extermination of those races not part of the Great Plan. Mazdamundi believes it is pointless to divine the next stages of the Great Plan until the first is complete; to do so would only invite further error.” (8th edition Lizardmen Army book page 53) But first a Lizardmen stronghold must be established in the Old World from which to carry out this lofty charge. A bastion of strength from which future reinforcements of Lustria can launch their assault.
Secondarily, the Lizardmen race tirelessly search the world over for Lost Plaques of the Old Ones and stolen Artifacts of the Lizardmen. There are sure to be such artifacts wrongfully claimed by the younger races of the world. In these cases, the Lizardmen must reclaim that which is theirs, by force if necessary.
“Lord Mazdamundi announced that he had deciphered the meaning of the plaques found on the Turtle Isles, saying they were composed mere days before the Great Catastrophe and their message was incontrovertible. They stated that the Great Plan could not proceed until all the corrupting elements that were sure to be introduced by the looming disaster were eliminated. Foremost amongst these would be the followers of Chaos. All such creatures, the plaques claimed, must be expunged and, as Lord Mazdamundi pointed out, anything less would be a failure of their duties to the Old Ones. The true power of Chaos was stirring in the world once more, and the Lizardmen must rise to meet it. Those younger races that would not join them against the common foe must be considered enemies. A time of vast battle, Lord Mazdamundi pronounced, was at hand.” (8th edition Lizardmen Army book page 20)
Lord Mazdamundi would lead this charge himself in their native land of Lustria. To the Old World Mazdamundi would send three great heroes of his home Temple City Hexoatl. These heroes would lead a great host of warriors from Hexoatl blessed by The Old One Haunchi the Jaguar God. Their ultimate goal is “the extermination of those races not part of the Great Plan. Mazdamundi believes it is pointless to divine the next stages of the Great Plan until the first is complete; to do so would only invite further error.” (8th edition Lizardmen Army book page 53) But first a Lizardmen stronghold must be established in the Old World from which to carry out this lofty charge. A bastion of strength from which future reinforcements of Lustria can launch their assault.
Secondarily, the Lizardmen race tirelessly search the world over for Lost Plaques of the Old Ones and stolen Artifacts of the Lizardmen. There are sure to be such artifacts wrongfully claimed by the younger races of the world. In these cases, the Lizardmen must reclaim that which is theirs, by force if necessary.
The Three Great Heroes of Hexoatl
Lord Takoda – Slann Mage Priest - Grand Marshall of Haunchi’s Hallowed Host of Hexoatl
Lord Takoda is a Slann Mage Priest of the Third Generation Spawning. He was instructed in the magical arts by none other than the great Lord Mazdamundi. Takoda’s mind is hardened against the ill effects of magic and over the course of millennia he has gained mastery over the art of High Magic.
Lord Sikyahnowah – Slann Mage Priest
Lord Sikyahnowah is a Slann Mage Priest of the Fourth Generation Spawning. For the past several millennia Sikyahnowah has rarely left his meditations at the Temple of the Dead located on the Southern outskirts of Hexoatl. So deep have the Mage-Priest’s thoughts been in recent centuries that his physical body has become a ghostly image as it slips further away from this reality. But at the telepathic request of Lord Mazdamundi, Sikyahnowah has been roused and has agreed to further The Great Plan. Sikyahnowah is a scholar of the magical arts of Death and Amethyst Magic.
Kele and Thunder Feng – Saurus Old Blood
Kele’s spawning was marked by the Old One Haunchi, The Jaguar God. Kele is a master of the beasts of the jungle. He has an innate ability to bend powerful brutes to his will such as Carnosaurs, Stegadons, Bastiladons and Cold Ones. Over the many centuries of his life, he has worked with countless teams of skinks to tame and train the wild beasts of Lustria such that the Great Plan of the Old Ones can be furthered. Kele heads to the Old World with his personal Carnosaur Thunder Feng.
The Great Host of Warriors from Hexoatl
Adoeete and Ahote – Saurus Scar Veterans
A typical spawning of Saurus produces a sufficient number of warriors to create an entire battle ready unit, but Adoeete and Ahote were the only two Saurus produced in their spawning. Over the past three centuries they have proved that they were spawned for greatness on countless battle fields. Adoeete and Ahote share an uncanny connection, able to share detailed battle plans even when great distance separates the two. When one gives a series of unspoken gestures the other instinctively knows to flank an enemy, exterminate an enemy leader or break through a battle line. This connection has led the two Scar Veterans to claim many victories for the Lizardmen.
Sentinels of The Blood Pyramid – 30 Saurus Warriors
“Thousands of sacred sites can be found across, Lustria, their locales not scattered randomly but built in accordance with the geomantic web, or placed to tap into some other vital power source or alignment.” (8th edition Lizardmen Army book page 24) The Blood Pyramid is one such site, located a short distance to the north west of Hexoatl. A vigilant watch is always stationed at The Blood Pyramid to protect the treasures located there from interlopers who make their way into Lustria. A small portion of this force has been loaned to Haunchi’s Hallowed Host of Hexoatl to boost the ranks of the army.
Spears of Hexoatl – 30 Saurus Warriors
“Hexoatl is understandably the most martial of temple-cities. It is encircled not just by jungle but also high walls, upon which stand many towers. Serried ranks of Saurus and Temple Guard march down its wide avenues.” (8th edition Lizardmen Army book page 23) The Spears of Hexoatl are but a tiny fraction of the force stationed to tirelessly protect The Great Temple City of Hexoatl. Lord Mazdamundi has sent a contingent of these guardians to The Old World to join Takoda’s armies.
Takoda’s Wardens – 28 Temple Guard
“Wherever a Slann Mage Priest goes, his Temple Guard will follow him. Should a Slann Mage Priest go to war, his Temple Guard go with him, often forming up around their master - shielding him with their own tough, scaled bodies and interlocking shields. Heedless of their own casualties, the Temple Guard execute their sacred duty until the enemy is annihilated or they themselves are slain.” (8th edition Lizardmen Army book page 35) Takoda’s Wardens are the personal body guards of the Slann Mage Priest Takoda of Hexoatl. This band of ancient Temple Guard will follow Takoda to the Old World. And far beyond if requested to do so.
Lustria’s Headhunters and Tashunka – 11 Cold One Riders Led By A Saurus Scar Veteran
This unit of Saurus Cold One Riders is regularly tasked with recovering ancient artifacts of Lustria which are constantly being raided and stolen by interlopers. They roam the jungle for warm blooded intruders who usually flee at the sounds of a pack of hungry cold ones rampaging through the forest in pursuit. It is a rare thief who escapes once Lustria’s Headhunters have been set on their trail. Tashunka is a Saurus Scar Veteran who leads this unit of predatory warriors. Lustria’s Headhunters and Tashunka have been sent to The Old World to aid in Takoda’s cause but to simultaneously recover any lost treasures of Lustria.
Blazing Sun of Chotec – Bastiladon with Solar Engine
And
Might of the Old Ones – Ancient Stegadon with Engine of the Gods
A solar engine is an eldritch and inexplicable artifact usually secured deep in the chambers of a pyramid-temple. When the attending Skin crew intone the correct blessings to Chotec, the Solar Engine blasts forth a beam of intense heat, which burns the foe like the condensed rays of the sun itself. (8th edition Lizardmen Army book page 48)
The most revered of Ancient Stegadons are judged to have sufficient strength and the right temperament to carry the archaic artifacts known as the Engines of the Gods. The Engine of the Gods has mysterious powers that can protect nearby Lizardmen or send rays to smite their foes. Even the Winds of Magic can be better siphoned to aid the casting of spells in the presence of such a potent apparatus. Only a handful of the Engines exist, and they are hidden away in temple vaults and only rarely brought forth. (8th edition Lizardmen Army book page 44)
Artifacts of such power are only used in times of great need. It is unheard of in the millennia since The Great Catastrophe for such devices to leave Lustria at the willing hands of the Lizardmen. Takoda and Lord Mazdamundi debated long and decided jointly that Haunchi’s Hallowed Host of Hexoatl requires such powerful artifacts to carry out the Great Plan.