
SACRED SPAWINGS OF TLAZCOTL THE IMPASSIVE
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Tlazcotl is said to embody the cold-blooded impassiveness of the Lizardmen
race, and his followers are unmoved by events around them, no matter how extreme
or unnerving. The servants of this deity are said to be cold, patient and unresponsive,
even for Saurus, and utterly
devoid of emotion. As such, they are, of course, utterly unafraid, for nothing
on the earth troubles them. Sights that would
reduce the boldest of men to quivering wrecks hold no terror for these warriors,
and they will continue fighting stoically until every last one of them lies
dead or their foes are vanquished.
Painting Sacred Spawnings - Blessed Spawning of Tlazcotl |
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The vivid yellow marked Saurus of Tlazcotl are fearless fighters. |
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Travellers who have made actual contact with the Lizardmen describe them
all as cold and impassive, yet a handful have had the misfortune of coming
face
to face with Lizardmen spawned under the influence of Tlazcotl. One tomb-raiding
adventurer claims to have become shipwrecked south of Port Reaver, and to
have made his way south along the coast, hoping to reach Swamp Town before
pursuing
pirates overtook him, seeking to divest him of a golden mask he had plundered
from Lizardmen ruins. A week into his journey he encountered a force of Lizardmen
blocking his route, and saw no alternative but to meet with them and negotiate
safe passage through their domains. His advance was met with stony silence,
and although the Saurus made no move to harm him, they certainly made no
effort to communicate. Frustrated by the lack of communication and fretting
that the
Lizardmen might decide to detain him if he lingered any longer in their domains,
and thereby discover the plundered mask he carried, the adventurer made off
along the beach, casting nervous glances behind as he did so. It was only
as he turned one last time that he saw that the Lizardmen had deployed into
a
long battle line, blocking the beach from low to high tide marks, and that
the pirates who had pursued him along the coast for the last seven days were
just coming into view. The pirates vastly outnumbered the Saurus, but the
Lizardmen showed no hint of fear as the ragged lines of cut-throats advanced.
The ensuing
battle was bloody in the extreme as the bloodthirsty pirates threw themselves
at the Saurus, but the Lizardmen would simply not give ground, though they
were being dragged down by the savage horde smashing into their lines.
As the sun began to set, the tide of battle turned, the pirates were simply
too exhausted to continue their attack. They withdrew, but the Saurus remained,
guarding their domains as per some silent command or imperative. The adventurer
turned, and continued on his journey south, secure in the knowledge that
the pirates would no longer be able to follow him, but he suffered more
than a
stab of guilt that so many Lizardmen had died, inadvertently facilitating
his escape with their own treasure.
USING A SACRED HOST OF TLAZCOTL
A Lizardmen army (not a Southlands army) may be taken as a Sacred Host
of Tlazcotl using the following amendments:
- All units and characters that may take a Sacred Spawning must bear the
Sacred Spawning of Tlazcotl. 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
Tlazcotl for +15 points per unit, and +15 points per character.
- Skink Priests in a Sacred Host of Tlazcotl must take their spells only
from the Lore of Metal.