Those Lizardmen spawned under the influence of Tzunki exhibit a powerful affinity with water, and their scaly hides are often tinged with a sea-green hue. According to the tales of the boastful Norse, some of their kind have faced Lizardmen in battle that sported gills and webbed appendages and could remain under water for many hours. Norse tales claim that a large force of such creatures attacked a long ship as it travelled south along the eastern coast of Lustria, exploring a stretch of shore beyond the Mangrove Coast. The Norsemen claim the attackers were defeated, but that the longboat was crippled when it struck an underwater obstruction, its crew forced to make for the mainland. The remainder of the account is a drunken tale of misadventure involving undead pirates, large flightless birds and deadly jungle-dwelling warrior women - not a word of which most scholars believe.
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USING A SACRED HOST OF TZUNKI
A Lizardmen army (not a Southlands army) may be taken as a Sacred Host of Tzunki using the following amendments:
- All units and characters that may take a Sacred Spawning must bear the Sacred Spawning of Tzunki. Core units with this blessing stay Core, but if given a second Sacred Spawning are moved to Special.
- Skink Skirmishers and characters must purchase the Sacred Spawning of Tzunki for +5 points per unit, and +5 points per character.
- Skink Priests in a Sacred Host of Tzunki must take their spells from the Lore of the Heavens.
Click on the plaques below to find out about the sacred hosts of each god: |
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