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Lizardmen are a savage race of reptilian humanoids. Lizardmen are covered in scales and vary in color from deep green to a lighter brown-green. Lizardmen prefer to live near large bodies of water or swamps, but can thrive in nearly any climate except the cold North.

Society[]

Lizardmen society is governed almost entirely by strength and brute force. All Lizardmen answer to a single king, selected by his ability to defeat the current king in hand-to-hand combat. One's status in determined almost entirely at or before birth. Potential Heroes and kings usually have some discerning characteristic present on their eggs, or on their bodies once hatched. A spotted egg often forecasts the birth of a shaman or one with magical ability. Since magic is viewed with distrust in Lizardmen society, a close eye is kept on those few shamans with the ability to wield magical powers. Still, they are typically given important roles, such as becoming the king's advisors or the town's healers.

Combat[]

In combat, Lizardmen fight in unorganized groups, relying heavily on frontal assaults. Lizardmen are extremely aggressive and prefer melee combat to missile attacks. One of their most devastating tactics is to cross bodies of water and launch surprise attacks on unsuspecting cities. They are able to do so with full siege weaponry, as they employ specially constructed ballistas and catapults mounted atop giant turtles.

Units[]

Level 1[]

Portait Name Description
Lizardman Lizardman Archer Lizardmen archers wield the bow with average competency, but they possess great tactical advantage, because they can swim. They excel at striking distant targets from the safety of the water.
Lizardman Lizardman Swordsman Lizardmen warriors fight with long toothy blades carved from shark's teeth, shards of obsidian and the bones of swamp creatures. Due to their aquatic realm, metal is scarce and seldom lasts to be worth the purchasing price. Like all of their race, Lizardmen warriors can swim across large bodies of water and are somewhat more susceptible to magic effects than other races.
Battering-Ram Battering Ram The battering ram is a standard piece of equipment for almost every civilized race. It is also often a necessary one for conquest and expansion. Made of sturdy wood construction, a ram can withstand a fair amount of damage.
Giant-Slug Giant Slug Giant Slugs are most commonly found in moist climates from temperate to hot, especially swamps. These creatures are vaguely worm-like and have two eyestalks at the front ends of their bodies. Like normal slugs, Giant Slugs are slow moving creatures and are extremely vulnerable with their soft flesh offering no significant protection from weapons. They defend themselves by spitting a caustic substance at predators over a short distance.

Level 2[]

Portait Name Description
Lizardman Lizardman Shaman In a society where hatchlings are consumed by large snapping things in the swamps, Lizardmen Shamans possess considerable power over life and death in the Lizardman society. Lizard Shamans draw their abilities from the energy of the sea, and the constant cycle of life and death present in Lizardman habitats. These Shamans possess the power to wield magical energy, heal the wounded, dispel magical enchantments, and turn Undead creatures. They are completely immune to the effects of poison.
Lizardman Lizardman Frog Rider Mounted Lizardmen ride giant frogs. The Frog Riders can swim across large bodies of water but cannot travel as far or as fast as by horse. Lizardman attempts to domesticate horses have always ended in almost comical failure. Frog Riders are usually armed with large tridents. Like all Lizardmen, Frog Riders are somewhat more susceptible to magic than other races, but gain great advantages due to their aquatic mobility.
Turtle-Catapult Turtle Catapult Lizardmen designed a specialized catapult to be strapped to the backs of giant turtles. This modification allows for easy transport through the treacherous swamps in which the Lizardmen often dwell, seeing as how horses and other beasts of burden were not nearly as mobile and far too edible in the swamp. Like normal catapults, these constructions are primarily used in sieges to breach a city's outer wall. The huge boulders hurled by these machines are ideal for such attacks. However, they are occasionally employed, with less accuracy, to attack individual units. If a catapult's stone does find its target, the damage caused is devastating to almost any creature.
Turtle-Ballista Turtle Ballista Lizardmen ballistas function similarly to other ballistas. However, the Lizardmen have modified the standard ballista to be strapped to the back of a giant turtle. This modification allows for easy transport through the treacherous swamps and over bodies of water. Like all ballistas, the Turtle Ballista provides greater range of attack to individual enemy units.

Level 3[]

Portait Name Description
Salamander Salamander Lizardmen are creatures of water, so much so that they fear and despise fire. But once in a generation from a clutch of lizardman eggs, a creature of fire, known as a Salamander, is born into the world Burning bright with golden scales it is seen as an ill omen. Often shunned by other Lizardmen the creature is not one of water, but of fire. Whether a freak of nature or an otherworldly creature mimicking the feral Lizardmen, Salamanders are naturally gifted at combat and delight in igniting things aflame. Their incendiary nature makes them outcasts, and as such, they will ally with other neutral beings, but for some inexplicable reason, they remain fiercely loyal to the Lizardmen and will fight for them, when given the chance.
Lurker Lurker The Lurker is a large flat-bodied creature vaguely resembling a giant frog. This creature lives in murky waters and swamps, where it can easily hide and surprise its prey. The bite of a Lurker carries a weak poison which is often enough to subdue smaller prey without further effort. The Lizardmen often use these creatures to surprise enemies encroaching upon their territory.
Green-Wyvern Green Wyvern The Green Wyvern is a serpentine creature resembling a dragon in form, though not in wits. A bit dimwitted and rejected by other dragonkind as something quite a bit less, these creatures suffer from bouts of inferiority, making them quite nasty to all creatures inferior to them. Because they make their homes in swamps, the Lizardmen are most often the brunt of these creatures' nasty fits. Lizardmen make offerings to Green Wyverns and Green Wyverns generally do not eat Lizardmen, unless the offerings are not satisfactory, and then they only eat a couple Lizardmen (usually a shaman or leader) as an example and to keep the populace devoted to the Wyverns. In return, Wyverns will upon occasion perform feats and protect their worshippers in battle. Green Wyverns are extremely vicious creatures striking their prey with poisonous fangs and snapping jaws, but they lack the breath attack of normal dragons, and their scales are not nearly as strong as armor.

Level 4[]

Portait Name Description
Basilisk Basilisk Appearing almost a cross between a giant turtle and a dragon, the Basilisk stalks the swampy shores searching for food. In order to prevent themselves from becoming the creature's main source of nutrition, the Lizardmen sacrifice their prisoners of war, hoping to satiate its monstrous appetite. In times of peace the Lizardmen sacrifice their elders and cripples to the monster, and should they be too few, the Lizardmen go to war. In Lizardman society it is considered a feat of great honor to face a basilisk and serve as its nourishment and Basilisks do not mind the free food. At home in water or upon the land, and heavily armored, the Basilisk attacks with its gaping mouth lined with daggers of deadly ivory, but its horrible gaze kills even quicker. Legends claim the creature turns its victims to stone, but the truth is far more terrible. With a glance it strikes death into the hearts of its victims, and then consumes the warm flesh, before it can become rigid as stony death.
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