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#lord mazdamundi
inkary · 2 years
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it’s sunday my dudes
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mimble-sparklepudding · 5 months
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10 fandoms, 10 characters, 10 tags
Basic rules: choose 10 fandoms that you are part of/support, and choose a favorite character from each of those. Then, tag ten folks!
Tagged by: @briar-ffxiv
I'm not sure I'm in that many fandoms? Can I translate "fandom" as "thing I'm into that maybe other people might be into as well?" Is that OK? Yay!
Tagging (so you don't have to scroll all the way down):
@dedicatedtomoonlighting @ae-fond-seeker @sayonaramidnight @derandi @irisopranta @gigifujijifu @fantasy-so-far @reikatsukihana @hythlodaeus-mynewoldfriend & @eorzeanflowers
(and anyone else who likes to have a go ofc).
FFXIV: Nanamo Ul Namo
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While it is true that man succumbs all too often to anger and avarice, he may yet overcome his baser instincts through the forming of bonds with others.
Baldur's Gate 3: Halsin.
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Darktide: Hadron.
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World of Warcraft: Gelbin Mekkatorque.
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Warhammer (Original)/Warhammer Total War 2: Lord Mazdamundi.
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Discworld: Nanny Ogg.
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LOTR: Sam Gamgee.
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Vermintide: Bardin Goreksson.
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Pathfinder: Linzi.
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40K: Eldrad Ulthran.
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macmazatlan · 2 years
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The Lord of Itza Awakens
… Eternity… The great slann ponders this idea and what it's role was within the plan of his creators. It has been many years since the sudden departure of his masters and the unfinished great plan that was entrusted to him and his kin. However, there are so many pieces to solve and many answers that are found lead to even more questions. It is even more difficult for the great slann of the first city to comprehend these mysteries given the inconvenience of his death all so long ago at the hands of the great Enemy. The sacred plaques left by the old ones are coveted by his living kin, and no skink priest is able to deny the will of a living slann to keep those sacred plaques close for review and meditation. If only he was alive, he could read or hear the words of the sacred plaques. There is a way for relic priests such as himself to interact within the world, through oracle hosts… The trouble is finding suitable hosts that could bear the fire of his vibrant soul. For if he had medium to manifest his will, he too could play an active role in in imparting the true will of the Old Ones. However, most of the suitable priests and oracles of Itza would be burnt out in seconds by the mere presence of the great relic priest.
As he has done for centuries, he gathered his spiritual might and cast his soul far and wide. His spiritual essence passing quickly over the oracles and priests of the various lizardmen cities, only to be met with disappointment as they didn’t have the strength or qualities to synchronize well with the soul of the slann. In his work, many of his living kin wished to establish contact. No doubt to see the wise one's take on the proclamation by the lord of the solar city, his former protégé Lord Mazadamundi. The relic priest usually rejected these calls for outreach and continued his search of Lustria. That is until a request for contact came from the youngest living priest of the fourth generation slann, Lord Tecatle.
The last remaining denizen of Xotl outside of the famed Kroq-Gar to survive the great war. Lord Tecatle was studying within the city of mists when the great catastrophe struck the world, and for centuries since its conclusion has been lost to the lizardmen due to the backlash of losing so many of their kin, putting the young priest into a coma that he has never arisen from since.
Lord Kroak rarely established contact with any priest, but when he did they would often discuss events of importance. An event such as the awakening of Lord Tecatle would be such a thing. Lord Kroak affirmed the outreach connection with his kin and asked, "The youngest of us has arisen. Truly a time for celebration."
Tecatle replied, "I have arisen, my rest was long and I had a pertinent vision I need to share with you oh venerable one."
"You may convey this vision, I will do my best to impart wisdom to you."
"I'm afraid it will be me imparting wisdom to you venerable one. The hosts you seek are not amongst the Lizardmen. Although we are the true heirs of the old ones, we are also the stewards for their other children. Seek your avatars among the warmbloods. My vision tells me that you'll find the first amongst the children of Isha…"
Silence passes between the two slann as Lord Kroak recognizes the weakening connection as Tecatle reentered his slumber. Kroak sent one more reply, "This vision… I will contemplate this. My gratitude young one, may the old ones continue to guide you in your rest."
After this revelation, Lord Kroak contemplated the significance of the vision. For centuries he considered the outcomes that could occur… this vision led to the inclusion of the other races into the culmination of the great plan and the world without the taints of the great ones… or it leads to a fate much worse than the path the world is currently on.
Upon the declaration of Lord Mazdamundi, the ruler of the Solar City of Hexoatl for the extermination of all warm-bloods that strayed from the ordained path of the old ones. The relic priest then resolved upon an answer, and extended his mind to the find his Avatars…
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1stprototype · 3 years
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CA did a fantastic job with Lord Mazdamundi’s model. He looks so faithful to his tabletop miniature.
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miss-macaroni-vii · 3 years
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Tourox and Oxyotl look pretty cool but Beastmen need a huge overhaul to be fun in campaign (the army is actually very fun) and Ocyotl's mechanics feel like what Nakai's should've been 🤷‍♀️
I will say I am worried about Oxyotl feeling kinda meh. Mazdamundi and the other lizardmen have a problem where some of them can do incredible things in lore and end up pretty week in game, I mean, Mazdamundi has a spell literally called Ruination of Cities but Kroak is the one that damages walls? Mazdamundi can literally make mountain ranges and raise infinitely long land bridges and in game he's an underpowered caster at best. I don't feel like it would be too op to lean into the fact he's a 2nd generation Slann and thus has incredibly powerful terraforming abilities because most of them would just be utility.
Think of it this way, what if Mazdamundi could create temporary difficult terrain on battle maps? Or could cross oceans without embarking or disembarking? Even just making his army immune to difficult terrain would be cool! You could tie Ruination of cities into the Geomantic Web! The Web as it is now is useless and I've literally never checked it to see what was up, the ability to have Mazdamundi sit in a city for 5 or so turns and be able to blow up a city attached to it by the geomantic web would be awesome and balanced, imo, because if I really want I can just go there and disrupt it! And for those turns, his army is out of commision defending him while he charges up! It would add a little lethargy to the Lizardmen's absolute dominance in the early-mid game. If Ikit gets a doomsphere, Mazdamundi should get his full power kit.
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baskervillelair · 5 years
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ravenkult · 6 years
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Lizardmen Lord Mazdamundi concept Art by Rinehart Appiah https://www.artstation.com/artwork/lmXqk
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rock-of-itza · 5 years
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Tag dump
to get things started.
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pulseofthestars · 4 years
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Hello there!
In the jungles of Lustria many creatures dwell from the soaring Terradons to the armored Bastiladons to the large apex predatory Carnosaurs. But more than those the jungles are the domain of the Lizardmen, the children of the enigmatic Old Ones who shaped the world thousands of years ago. Composed of the magically powerful Slann, the small but cunning Skinks, strong and military minded Saurus, and the towering and muscular Kroxigors. Among them there were many known figures, the oldest of the surviving Slann, Lord Mazdamundi, the ancient Last Defender of Xhotl, Kroq-Gar and his mighty Carnosaur Grymloq, to the red-crested, twin tailed Skink and Prophet of the Serpent God Sotek, Tehenhauin, but few were as long lived and as mysterious as the massive Kroxigor currently walking through the jungles. His hulking scaled body was littered with wounds of countless wars and adorned with golden trinkets, he was one of the last of the First Spawning of Kroxigors, Nakai the Wanderer, who had this title after his temple city of Tlanxla fell to Daemons during the Great Catastrophe. 
Hearing the sound of battle Nakai’s eyes narrowed a bit as he gripped his spiked club, charging towards the noises. As he arrived he saw his fellow Lizardmen working to fight an army of Skaven, the devious rat-men forcing his kin to start giving ground. Growling he reared back before unleashing a powerful roar that echoed across the field, a silence falling over the battlefield as both forces faced him, the Lizardmen in awe and renewed determination and the Skaven in terror, indeed several of the filthy creatures seemed to drop dead from fright. Nakai then charged forward, unleashing another roar which was joined by every other Lizardman in the area as they pushed back against the Skaven with renewed vigor. As Nakai reached the closest group he raised his club, swinging it with enough force to splatter multiple Skavenslaves in one go. As he did he then muscled through more Skavens, sending them flying with his body filled to the brim with muscle. 
Soon he was joined by more Kroxigors, a wall of scaled flesh pushing deeper into the Skaven lines. Soon Nakai spotted his target, a Skaven Warlord commanding from the rear as was usual of the cowardly race. Knocking past the Stormvermin trying to protect their leader Nakai loomed over the warlord who struck with his crude blade. Nakai barely felt the blade impact against his hide as he opened his maw wide and with a SNAP! his jaws clamped down, the armor did little to hold back the bite and sunk into fur and flesh as he stood up, the Skaven still in his mouth. Slamming the warlord back down he moved to start performing a death roll, spinning rapidly on the ground, the sickening sound of tearing flesh and breaking bone emerging. By the time he tossed his head to the side and opened his jaw the warlord’s corpse was barely recognizable. Seeing their leader dead the remaining Skaven began to break and flee. Nakai felt no urge to pursue, the jungles would ensure there were no survivors. Instead he planted his foot down to crush the Skaven’s body even more, letting out a triumphant roar of victory that shook the very trees, the Spirit of the Jungle once more came to the Lizardmen in their time of greatest need.
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bigmuuk-blog · 6 years
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Kroq-Gar and the Last Defenders
What follows is a short story written by me to be used as a script during the production of a YouTube video. The video is the beginning of the Last Defenders campaign in Total War: Warhammer 2 - Mortal Empires video game. I played and documented the actions I chose, the effects of those choices, the AI's actions and the events I observed during my gameplay. I included my knowledge of the Warhammer Fantasy World's lore to flesh out the story. With that said, enjoy the story and feel free to leave constructive critcism.
Kroq-Gar strode up the main thoroughfare toward the huge temple at the center of Hexoatl. Each of his strides were slow, but long, methodical and rhythmic. Almost as if he were marching to the sound of a drummer that only he could hear. His dispassionate gaze never strayed from his line of travel, as if nothing could distract him fom single mindedly pursuing his mission. The skink priest sent to escort him scurried to stay ahead of him. He was trying to escort him as commanded by Lord Mazdamundi, but it seemed as if this Saurus didn't even know he was there. What was not known to the priest however, was that this "saurus" had spawned in this very city thousands of years ago. Kroq-Gar had become a Lord of Legendary reputation when he and his brethren had fought to the last man defending this city from the hordes of Chaos during the wars following the "Great Catastrophe", long before this skink had emerged from the spawning pool.
Before they reached the Great Pyramid Temple, they came to a place in the road where there stood two full contingents of the Temple Guard. They were all Armed with great halberds and armored in gold and bone plates. They stood silently, blocking the way forward. Behind them, the great floating palaquin of Lord Mazdamundi could be seen gently bobbing on the magical energies used to move the enormous gold and stone throne. When Kroq-Gar and his escort approached, the two units of Temple Guard wordlessly opened a pathway between them as they wheeled to face each other. When the movement was complete, each guard lifted his halberd and quickly slammed the butt on the ground. The maneuver was so perfectly timed that only a single thunderous "boom" could be heard. Before the Saurus Lord proceeded, he saluted the highly revered Temple Guardsmen and his salute was returned by every one of the guards in unison before a single heartbeat had passed.
On the other side of the Temple Guard units, he found the Legendary Slann Priest waiting for him. Lord Mazdamundi, sitting cross-legged atop his floating palaquin, was dressed for battle wearing his ceremonial helmet and wielding his scepter that doubled as a mace. His skink attendants were near his side, and behind Mazdamundi, Kroq-Gar saw other units of lizardmen warriors in marching formations. It was clear to Kroq-Gar that Mazdamundi was setting out on an expedition. When Kroq-Gar reached a point approximately three sword lengths from the front of the palaquin, he dropped to one knee and bowed his head.
Kroq-Gar's consciousness was filled with the voice of Mazdamundi as if the Slaan were speaking directly into both of his ears at once. "Rise Mighty Kroq-Gar, I summoned you not for your submission, but to fulfil your part in the Great Plan". Kroq-Gar stood. In his mind's eye he could see images flashing by. Images of Chaos Warriors and demons marching into the world of man from the wastelands. Images of Dark Elves raiding costal settlements and herding slaves onto their ships. Images of Beastmen attacking caravans and plundering villages. Images of Vampire Lords spreading their vampiric corruption from behind armies of those who had already fallen in battle. And worst of all, images of Skaven, the most hated enemy of the Lizardmen. The vile rat-men had returned to spread their diseases and plagues across the land.
Kroq-gar growled at the revelations Mazdamundi was presenting to him. "Yes Kroq-Gar, the servants of evil and chaos again seek to unbalance this world. Again we must got to war".
Kroq-Gar's one word reply was both question and answer, "Where?".
Mazdamundi had forseen the Saurus Lords reply and had barely paused to receive it before continuing on. "The Southlands are in peril. The area is without leadership. The Geomantic Web is weak. Go there. Rebuild the web so that it's strands will again join with those of Lustria". Mazdamundi spoke in short sentences to avoid overwhelming Kroq-Gar's mind. While he was a very gifted Saurus, he was still just a Saurus.
"How much war?", the Saurus Lord asked, contemplating any possible limitations.
"Total War!", came the reply. "Do what you must".
To this Kroq-Gar slowly lifted his chin while extending his head forward. He emitted two growling bark like shouts. All nearby activity ceased. Because, no one else was privy to the conversation taking place in Kroq-Gar's mind, the skink attendants, the temple guard, and the nearest formations of warriors, all struggled to decipher whether or not they or their Lord were in danger. Every eye in the vicinity watched as Kroq-Gar slowly brought his head back down to meet the gaze of Mazdamundi. It's usually hard to tell with Saurus, especially with Saurus as old and distinguished as Kroq-Gar, but those present had no doubt that the expression on the old warrior's face was a smile.
"Take with you Ra'tok, the priest that escorted you to this place. Make use of his talents and consider his counsel. Fight well Mighty Kroq-Gar".
A few weeks travel by ship brought Kroq-Gar to the Temple City called The Temple of Skulls, in the province known as "The Kingdom of Beasts". Upon his arrival, he inspected the ancient Temple City. He found that the city had been neglected and was nearly deserted. The Temple of Skulls had fallen from it's former glory since the time of the Old Ones, and his mission here was clear. His first order of business was to have the ceremonial spawning pools cleared and prepared for use. Kroq-Gar mustered what few units of troops were available and headed out into the nearby jungle to get the lay of the land.
A single unit of saurus warriors armed with spears and shields, a unit of mace wielding saurus warriors, two units of skinks armed with javelins and shields, a unit of saurus spearmen mounted on cold ones and a feral stegadon were all that could be mustered on such short notice. In addition to being few in number, they were unblooded. Meaning that Kroq-Gar's new units had yet to see battle. He marched anyway. Seeing the impenetrable mountain range to his west, he decided to march east, towards the coast.
Ra'tok, the skink priest, was overseeing the clearing of the spawning pools when he heard the shouts of the warriors manning the gatehouse. He quickly got himself into a position where he could see the gates and witnessed Kroq-Gar marching from the city with a small contingent of troops. Mazdamundi's words came back to him, "Stay with Kroq-Gar and assist him in all that he does. His importance to the great plan cannot be measured. He will need your magic, and your counsel". Ra'tok, realizing that Kroq-Gar was about to leave him behind, scrambled down from his observation point and hurried off to catch up with him.
Kroq-Gar had marched his troops up the road north and east of the city when a familiar smell came to him on the breeze. Skaven! He was absolutely incensed that the disgusting ratmen were close enough to the Temple City that he could smell them. He took his small force and marched them into the wind. His predatory instincts leading him toward the unseen enemy. He watched his troops carefully as they marched. The Saurus warriors were the first to show signs of agitation. He could see their heads lifted to the wind, their nostrils flaring and their anxious glances at the tree lines. A short time later, the Skinks and the Stegadon could be seen lifting their noses to the wind as well. Even Ra'tok, the city dwelling priest, seemed to notice. Once he was sure they all could smell that something was awry, he halted the march and addressed his troops. "Skaven!", he spat out the word as if it were rancid meat. "That is smell that fouls the air! That is the smell that tightens your jaw and speeds your heart. Skaven must die! All Skaven must die! When you smell Skaven, ready your arms!" he shouted. "Arms ready!?" he bellowed. The troops all immediately answered in unison by banging their weapons on their shields, or by beating their chest with their free hand.
Sure that his troops were ready to fight, both physically and mentally, he marched them forward. As they crested a ridge, they could see the Skaven formation in the valley below them. Kroq-Gar estimated that the forces were almost evenly matched, but the ratmen were just out of the reach of a good charge. The Skaven lookouts shouted their warnings, and the enemy had already started to react. The Lizardmen had exposed themselves too soon. Had Kroq-Gar not been so angry when he set off towards them, it may have occured to him to approach more stealthily. A surprise attack would have tipped the scales decidedly in his favor.
Kroq-Gar noted his mistake and wasted no more energy on mourning the missed opportunity. The Saurus Lord and his troops continued forward. He could sense the anticipation building in his formation and observed his warriors as they struggled to restrain themselves and maintain formation. He was pleased that his warriors were both aggressive and disciplined. As his formation marched down into the valley, the Skaven formed up and rapidly marched away from them. The man rats were known to be light on their feet and were able to outpace the Lizardmen. The Saurus Lord's formation, slowed by the heavier Saurus Warriors and the Stegadon, pursued at a steady, disciplined pace until the ratmen disappeared into the tree line.
After considering the possibilities, Kroq-Gar ordered his formation to halt. The Lizardmen could pursue the Skaven into the forest, but should there be a battle, his troops would be exhausted before it even started. He also had no knowledge of what else may be in the forest awaiting him. So, instead of marching into a possible ambush, the battle wizened General elected to take some time to gather more information and possibly more troops. He motioned to his skink leaders, and they immediately sent a half dozen scouts into the forest.
Further to the northeast, Kroq-Gar could see the tops of humanoid crafted structures sticking up above the tree line. He looked to Ra'tok and spoke, "we know not what is in the forest," he gestured to the tree line where the Skaven had disappeared. "Kroq-Gar not march into forest until scouts return." "We know not what is in the city," he gestured to the northeast. "You go to city. Watch. Listen. Smell. Come back to camp and tell me what you find". "We make new camp up on hill, where we can see far around us," he gestured to the ridge behind them. "I send for more troops while we wait". Ra'tok nodded in understanding, grabbed a few skink runners and set off toward the ruins.
After the priest had left, Kroq-Gar marched his troops back to the top of the ridge. When he found a place that suited him, he halted the march and ordered that camp be made and watches be set. He then called for one of his skink unit leaders to send his fastest runner to The Temple of Skulls to requisition more Saurus Warriors. Satisfied that he had done all that he could for the time being, he settled in to await developments.
Ra'tok traveled just inside the tree line along the road headed northeast until he came upon the outskirts of what appeared to be the ruins of a city. According to the plaques along the roadside, the city was last known to be a Lizardmen Temple City called The Serpent Coast. The closer he got to the city, the thicker the air became with the stench of disease, decay and Skaven. He found a place from which he could observe most of the city and remain hidden. If the city had walls in the past, there was no sign of them now. In fact, there were no defensive preparations left intact, and not a single inhabitant could be seen. At night, while he was practicing his newly learned incantation, "Harmonic Convergence," his eyes could just make out the faint sickly green glow of warpstone, and the movement of shadowy figures amongst the rubble. It was on the third day when he witnessed the Skaven garrison emerge from the city, form up and go out on patrol. He counted six units, all flying the banner of Clan Mordkin. One unit had further Skaven markings that announced the garrison leader was present in the formation, and that he was called Scalpite the Fabricator. The priest sent a runner out to Kroq-Gar immediately.
When the skink scouts returned to camp, they had come with news that the Skaven formation they had pursued had ran to a location west of the ruined city that Kroq-Gar had spied to his northeast. From there, the Skaven had turned and were last seen heading northwest. When Ra'tok's runner arrived, he brought news that there was Skaven activity within the ruins of what once was a Temple City called The Serpent Coast. Ra'tok had sent word that the six units of Skaven he had observed all appeared to be low born Skaven and skaven slaves. As Kroq-Gar was receiving his brief, his lookouts reported that three units of Saurus Warriors could be seen approaching from the west. The Saurus Lord immediately gave the order to strike camp, and to form up. He wanted to march as soon as the reinforcements reached the camp site. Today was the last day that the vile ratmen would defile the former Temple City.
When the reinforcements arrived, Kroq-Gar inspected his new troops. They were armed only with single handed melee weapons. Kroq-Gar had hoped that they would be bearing shields as well, but the runner had advised him that the blacksmiths were struggling to get ahead of the new demand for supplies. He knew there wasn't much use in bemoaning the circumstances and he would just have to be satisfied in the knowledge that his troops were more than up to the task of pounding some ratmen in to oblivion. With his inspection completed, he issued the order to march on The Serpent Coast and exterminate any Skaven they could find.
Kroq-Gar made his approach to the ruined city by marching right down the road. He knew there was no approach to the city that the Skaven would not be watching. He also knew the Skaven may attempt to ambush his formation. In fact, he welcomed it. If he could draw the entirety of the Skaven garrison out to ambush his troops, it would make the task of clearing out the city after he annihilated them, just that much easier.
To guard against ambush, he had set up his formation in a defensive posture that could be quickly shifted into a more aggressive stance. Kroq-Gar put his Saurus warriors up front and backed them up with his Javelin throwers. Anybody approaching from the front would do so under heavy fire and ultimately end up nose to nose with his warriors. The rear of the formation was covered by his unit of spearmen, the Feral Stegadon, and his reptilian cavalry. Anybody approaching from the rear would do so at the risk of being trampled or gored by the monstrous creature, run through by a Saurus spear or eaten alive by a Cold One.
Kroq-Gar positioned himself near the center of his formation where he could be aware of all that happened, and respond accordingly. When he got to the point that there was but one line of trees left between him and the first structures on the outskirts of the city, he had yet to see his enemy. Regardless, he knew they were there. He could smell them.
As he marched his formation over a small rise, he finally caught sight of his enemy. There were two units of Skaven perched atop a hill next to a ruined structure; they looked like skirmishers from this distance. There were also four units forming a battle line behind the hill. Straight ahead, Kroq-Gar could see two hilltops between him and the city. If he could make it to the second hill, he would have his force directly between the Skaven force and the city. Which meant that if they broke and ran, as the ratmen were known to do, they would be running away from the city. Exactly the direction he wanted them to go.
Kroq-Gar kept his units marching forward at a brisk but efficient pace. He wanted to conserve their energy for fighting. The formation descended from the ridge, down into the trees that filled the little valley, the last view Kroq-Gar had of his foe put them off of his left front flank. He could tell his troops were anxious to get to grips with the enemy, because he could hear the unit commanders barking orders at their troops as their soldiers struggled to keep their aggression in check and their formations tight. Using the forest to obscure their movements, he sent his Cold One Riders to a position near the closest flank of the enemy formation. If the enemy approached through the trees, his cavalry should be able to alert him in time to intercept. This also put the cavalry in a good position to flank, so long as they remained undetected.
When they ascended the first hill, the Skaven didn't react but to pivot their formation to face the Lizardmen. Kroq-Gar pressed on. He knew that if he hesitated, they may not make it to the hill he was aiming for. His troops kept a wary eye to their left as their movement was exposing the left flank of their formation to the enemy. Some even snarled their disapproval. All the while, the Skaven just watched.
As they crested the second hill, Kroq-Gar wheeled his formation around to the left so that his lines were parallel to the Skaven formation and called for a halt. As his troops settled into their spots, he watched and waited. He waited for the Skaven commander to realize that the Lizardmen were now between him and the city he was supposed to be defending. If the head ratman ever figured it out, there was no outward sign of it. The Skaven just seemed to be standing across from the Lizardmen as if they were waiting for something to happen. Kroq-Gar waited for something to happen as well. When no ambush came, when no reinforcements arrived, when no charge came, the Saurus Lord realized that the initiative was his. The Skaven had no surprises. They had no chance.
The ground between his position and that of the Skaven contained a descent into a small valley lined with trees, and then an ascent up to a ridge line on the opposing side. He ordered his formation forward. They descended the hill and moved into the trees. Just as the front of his formation broke the tree line, the skirmishers atop the ridge moved forward. Presumably to make room for the Skaven line to take the ridge behind them.
Kroq-Gar had anticipated this and had planned to use the cover of the trees to obscure the execution of the surprise he had planned. He shouted a command and instantly the Stegadon charged forward to take the hill top before the Skaven could reoccupy it. Saurus and Skink alike dove out of the way as the Stegadon thundered through the middle of the formation and broke clear of the tree line. Kroq-gar halted his skink troops at the edge of the tree line and had them fire at the Night Runners as they came down the hill throwing weapons of their own. Almost immediately, the Skaven skirmishers broke off to Kroq-Gar's right, away from the flying javelins and the raging Stegadon. Behind the Stegadon, he led his Saurus Warriors straight up the hill.
The Skaven front line advanced toward the ridge. When they crested the hill, they had expected to see Lizardmen struggling up the incline and to easily cut down them down because they held the high ground. What they saw instead was several hundred tons of muscle, bone, and fury running at a dead sprint from the trees right toward the middle of their lines. Just before impact, the Stegadon lowered his head, exposing his deadly horns and turning his bony skull into a giant plow. The stegadon was deep into the Skaven ranks when he pitched his head back and flung scores of Skaven into the air. Some flew into the air high above the trees and then crashed to the earth in and around the formation, while others flew just barely over the heads of their compatriots, only to land in a broken heap dozens of yards behind the formation. Those in the path of the great beast were either gored or tossed away like leaves on the wind. Others were trampled under the enormous weight of the beast, or swept aside by the creature's tail as he spun, lunged and stomped through the ratmen's formations. The initial assault was so terrible, it caused one unit of Clanrats to flee in terror almost immediately.
The Skaven tried in vain to stab and slash the Stegadon, but the creature's hide was just too thick and the scales too hard. As the four Skaven units moved to encircle the Stegadon, they noticed the Lizardmen charging up the hill. Initially, they moved to surround the Stegadon, but the Skaven commander caught his error and sent two of his units down to meet the Lizardmen. But even that was a mistake, Kroq-Gar quickly sandwiched each of the two units between two of his own units.
Kroq-Gar spotted an opening and ordered the Cold one riders around the open flank on the left side. Then, the Saurus Lord roared and charged into the fray himself. He grabbed one unlucky rat by the throat, lifted him high overhead and then, with his spear, he struck the wretched creature with such force that his broken corpse landed a good thirty yards away. Seeing this, the enemy unit realized that they were grossly outclassed and they routed. Kroq-Gar and his infantry continued to bludgeon, hack and stab any rat too slow to escape.
The Cold One Riders emerged from the trees and circled around to the Skaven's rear unopposed. The skirmishers were their target.
Scalpite and his unit were fighting on two fronts, as was the other unit he had sent to contest the Lizardman battle line. The last second maneuver he'd ordered had completely compromised the Skaven's flank on their right side. He could see the cavalry sweeping around through the opening, circling behind his formation. His troops, following his gaze, also witnessed his blunder and began to look for a way out. A few of the more opportunistic Clanrats in his unit spotted an open path back toward the ruins and decided to use their speed advantage to escape the brutish Lizardmen. The less opportunistic, seeing their compatriots on the move, became a lot more opportunistic right around that time and followed.
As the Night Runners hurled their thrown weapons at the Stegadon, almost all of them bounced harmlessly off of the beast's scales. The weapons were too light to get much penetration. In front of them, the Skaven line had started to falter, and some were fleeing. The skirmishers, were already backpedaling, when they noticed the mounted Saurus Warriors bearing down on them. They tried to run away, and some even hurled missiles at the cavalry in an effort to slow their advance. But, it was too late, most of the unit had their backs turned when they were overrun by the Cold One Riders.
The Cold One Riders ran down the Night Runner unit under a hail of thrown missiles. With their shields held high to protect their heads, they ruthlessly charged into the rear of the formation. Some of the mounts leapt into the air to add their momentum to their rider's spear thrust, others grabbed cowering rats in their massive jaws and flung them across the formation. The Skaven tried to use their superior numbers to surround and overwhelm the dozen or so Cavalry units, but the lizards didn't seem to mind.
Kroq-Gar order a few of his units to hold the ground that the Skaven had relinquished, and allowed the others continue pursuing the fleeing Skaven to keep them on the run. The unit of Night Runners pinned down by his cavalry had proven to be rather tenacious. Even under heavy pressure, they stood and fought. Seeing this, he motioned to the Stegadon and the great beast lowered his head and charged through their ranks. Still they fought on. It wasn't until Kroq-Gar himself charged in their direction that they faltered. When they finally broke and ran, Kroq-Gar sent the cavalry after the other unit of Night Runners, they were the only real threat left on the field at this point.
The remaining Night Runners had seen what happened to the other unit of skirmishers. So, as soon as they saw the Cavalry turn their way, they began hurling missiles at them and ran into the tree line. By weaving through the trees, the ratmen had hoped to slow the much larger Cold Ones and perhaps evade them in the forest. They continued to hurl weapons at them, but the reptiles' hard scales and shields diminished the effect their light weapons. The Skaven ran as fast as they could, but the lizards relentlessly pursued them. The inevitable came to pass as the cavalry caught up with them and the Night Runners began to fall to spear and tooth and claw. The only survivors were those who didn't look back and ran with reckless abandon.
Scalpite was able to rally his fleeing unit and attempted to reengage the Lizardmen. The fight didn't last long as a unit of Saurus Warriors had been pursuing them and descended upon his battered unit only to resume savagely bludgeoning his troops into the afterlife. The sight of a second unit of Lizardmen charging in their direction convinced his troops that all was lost and they broke and ran. All across the battlefield, the Skaven Commander could see his units running away, trailing corpses as the Lizardmen nipped at their heels. As the last of his units quit looking over their shoulder for leadership, and focused on running away, so too did he. The Skaven Garrison at The Serpent Coast was scattered into the four winds.
With the last of the Skaven disappearing into the distance, Kroq-Gar turned his attention to the battlefield. He rallied his troops and they all searched for survivors. As they searched the piles of corpses, they discovered that they were all Skaven. Some of the Lizardmen were wounded, but all were accounted for. As for the Skaven, over half of their number lay about the battlefield. Discovered amongst the casualties was a flaming sword. The Saurus that found it brought it to his General. Kroq-Gar recognized it immediately. He saluted his soldier and took the weapon.
"The Burning Blade of Chotec," he announced, holding it high above his head for all to see. "We take back great weapon from the rats!". "Kroq-Gar use fire of Chotec to kill more Skaven! Cleanse all temple cities in Southlands!"
The troops all roared at the proclamation.
Kroq-Gar commanded that the Temple City be purged of all Skaven influence. All of the corpses from the battle and the garbage that had been cleared out of the ruins were piled onto a great pyre. With all of his warriors present, Krog-Gar wordlessly ignited the pyre with the Burning Blade of Chotec and they all watched the fire as it eradicated all traces of the ratmen. With the cleansing ceremony completed, he set his workers to work rebuilding the temple and getting a skink foraging camp up and running. He was going to need food. Lots of food to support his troops, laborers, tradesmen and surrounding citizens.
The next day, while Kroq-Gar and Ra'tok were going over a new marching formation that showed promise of increasing the distance his troops could cover each day, a skink emissary was brought into the camp by Kroq-Gar's sentries. The emissary reported that the Dwarven Lord Thrund Holdfast of Karak Norn had agreed to the non-aggression pact proposed by Kroq-Gar. "a pact with the Dwarves?," Ra'tok asked incredulously.
"Yes. Dwarves are enemy of our enemies. Dwarves like to stay in mountains. With our promise, Dwarves stay in mountains and fight enemies there," explained Kroq-Gar. "Dwarves like trade. We need resources to build army." Kroq-Gar went back to working on his "Route Marching" formation, effectively ending the discussion on the topic.
Ra'tok saw the wisdom in the Saurus Lord's words, but he was still distrustful of the other races. He would have to learn more about diplomacy if he were to be effective counsel for Kroq-Gar. This Saurus was different than the others it seemed. Kroq-Gar was far more capable than what he had come to expect from the other Saurus that he'd had dealings with. Perhaps he will ask Lord Mazdamundi more about him the next time they commune.
The Saurus Lord surveyed his camp and decided that he had done what he could for the day. Tonight his troops would rest, but tomorrow at first light, they would be marching. There were Skaven to kill.
Should you be interested, the video version of this story can be found at:
https://youtu.be/yIrPRsahzHU
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coolyo294 · 6 years
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magavte replied to your photoset “tumblr user @magavte is a disgusting sex pervert ”
You are a gutless coward
at least i have the common decency not to call lord mazdamundi ‘daddy’ like some irreverent warm-blooded cur 
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pcinvasion-blog · 7 years
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New Post has been published on PC Invasion
New Post has been published on https://www.pcinvasion.com/total-war-warhammer-2-full-lizardmen-roster-and-army-details
Total War: Warhammer 2 full Lizardmen roster and army details
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Creative Assembly have wrapped up a Facebook presentation discussing the Lizardmen in Total War: Warhammer 2, and released a full army roster. The roster linked there has the bulk of the information in it, but the stream included a couple of additional details.
Specifically, the end of the livestream (around 36:30 or so) its mentioned that “all characters in this army have the Cold Blooded healing ability”. You can apparently order any Lizardmen units to fall back and heal; however, they will be weakened during this healing process. Not something to try while you’re in combat.
The Lizardmen’s lore of magic hasn’t been detailed today. That’s promised soon. It was also stated that all of this stuff is “in progress” development on Total War: Warhammer 2, so there could be some changes before release. I’ve rearranged the roster to be a bit friendlier to read, and added a few bits of info mentioned during the stream.
Total War: Warhammer 2 Lizardmen Roster
Legendary Lords
MAZDAMUNDI (Caster)
Lord Mazdamundi is the oldest and most powerful of the living Slann Mage-Priests. With a matchless mind unfathomable to others, Mazdamundi is obstinate in his ways and will not be deterred from that upon which he has decided. Although it took many interruptions to his thoughtful contemplations, at last the great Mazdamundi has stirred himself, shaking off the lethargy that has afflicted so many of his kind.
When riled, the Lord of the Solar-City will levitate his palanquin-throne atop the largest Stegadon that can be found. The current beast, a colossal specimen named Zlaaq, has served Mazdamundi for almost five hundred years. Once aloft on his mount, Mazdamundi will march out at the head of the armies of Hexoatl. With a flick of his wrist, Mazdamundi has smashed cities and doomed armies. His Great Purpose does not allow for mercy…
KROQ-GAR (Melee)
Kroq-Gar is an ancient Saurus, the last remaining warrior from the now ruined temple-city of Xhotl. It was none other than the great Lord Mazdamundi that summoned Kroq-Gar to his temple-city, choosing him to lead the great Saurus armies that remained. Since that day, Mazdamundi has assigned Kroq-Gar the sacred task of exterminating those creatures not part of the Old Ones’ Great Plan.
Over this long existence, Kroq-Gar has fought many wars – leading the armies of Hexoatl, or joining other hosts to aid them in battle. There is no continent upon which Kroq-Gar and Grymloq have not fought, but for the last defenders of Xhotl, the battle is not yet over.
Generic Lords
Slann Mage-Priest (Caster). Mounts: Platform only. Saurus Old-Blood (Melee). Mounts: Foot, Cold One, Carnosaur.
Heroes
Skink Priest (Caster). Mounts: Foot, Terradon, Stegadon or Ancient Stegadon. Saurus Scar-Veteran (Melee). Mounts: Foot, Cold One, Carnosaur. Skink Chief (Missile). Mounts: Foot, Terradon, Stegadon or Ancient Stegadon.
Melee Infantry
Skink Cohort (Shields). Saurus Warriors. Saurus Warriors (Shields). Saurus Spears. Saurus Spears (Shields). Temple Guards.
Melee Monstrous Infantry
Kroxigors.
Missile Infantry
Skink Cohort (Javelins). Skink Skirmishers (Blowpipes). Chameleon Skinks (Vanguard deployment, mentioned in stream).
Melee Cavalry
Feral Cold Ones. Cold One Riders (multiple variants). Cold One Spear-Riders. Horned Ones (superior to other Cold Ones but harder to control).
Flying Missile Cavalry
Terradon Riders with Javelins. Terradon Riders with Fireleech Bolas.
Melee Monster
Feral Bastiladon. Feral Stegadon. Feral Carnosaur.
Missile Monster
Bastiladon (Revivification Crystal – can resurrect units as they die in battle, an addition to Warhammer 2 not present in tabletop). Bastiladon (Solar Engine). Stegadon (Giant Crossbow). Ancient Stegadon (Giant Blowpipes).
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macghriogair-gaming · 5 years
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Battle Against Lord Mazdamundi - The Dreadfleet - Total War: Warhammer 2 Vampire Coast Campaign Ep 4: https://t.co/n30cdKGx4j via
— ⚔️ MacGhriogair ⚔️ (@_MacGhriogair_) November 26, 2018
via Twitter https://twitter.com/_MacGhriogair_
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gamesdownload-blog · 6 years
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WARHAMMER II Download Free For PC Full Version
WARHAMMER II Download Free For PC Full Version
DEFEND YOUR WORLD. DESTROY THEIRS.
Total War: WARHAMMER II is a strategy game of titanic proportions. Choose from four unique, varied factions and wage war your way – mounting a campaign of conquest to save or destroy a vast and vivid fantasy world.
This is a game of two halves – one a turn-based open-world campaign, and the other intense, tactical real-time battles across the fantastical landscapes of the New World.
Play how you choose – delve into a deep engrossing campaign, experience unlimited replayability and challenge the world in multiplayer with a custom army of your favourite units. Total War: WARHAMMER II offers hundreds of hours of gameplay and no two games are the same. 
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Engage in statecraft, diplomacy, exploration and build your empire, turn by turn. Capture, build and manage teeming settlements and recruit vast armies. Level up Legendary Lords and Heroes and arm them with mythical weapons and armour. Negotiate alliances or declare Total War to subjugate any that stand between you and your goal.
Epic Real-Time Battles
Command thousands-strong legions of soldiers in intense tactical battles. Send forth ferocious, twisted monsters, fire-breathing dragons and harness powerful magic. Utilise military strategies, lay ambushes, or use brute force to turn the tide of combat and lead your forces to victory. The second in a trilogy and sequel to the award-winning Total War: WARHAMMER, Total War: WARHAMMER II brings players a breath-taking new narrative campaign, set across the vast continents of Lustria, Ulthuan, Naggaroth and the Southlands. The Great Vortex Campaign builds pace to culminate in a definitive and climactic endgame, an experience unlike any other Total War title to date.
Playing as one of 8 Legendary Lords across 4 iconic races from the world of Warhammer Fantasy Battles, players must succeed in performing a series of powerful arcane rituals in order to stabilise or disrupt The Great Vortex, while foiling the progress of the other races.
Each Legendary Lord has a unique geographical starting position, and each race offers a distinctive new playstyle with unique campaign mechanics, narrative, methods of war, armies, monsters, Lores of Magic, legendary characters, and staggering new battlefield army abilities.
Shortly after launch, owners of both the original game and Total War™ WARHAMMER II will gain access to the colossal third campaign. Exploring a single open-world epic map covering the Old World and the New World, players may embark on monumental campaigns as any owned Race from both titles.
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Each of the Races in Total War™ WARHAMMER II will be playable in single and multiplayer campaign, plus custom and multiplayer battles. As the two Legendary Lords for each race all have their own unique campaign start positions, you’ll be able to play a 2-player co-op campaign as the same race. If you own both parts 1 and 2, you’ll be able to play in multiplayer as any of the races you own.
The World of Total War: WARHAMMER II
Millennia ago, besieged by a Chaos invasion, a conclave of High Elf mages forged a vast, arcane vortex. Its purpose was to draw the Winds of Magic from the world as a sinkhole drains an ocean, and blast the Daemonic hordes back to the Realm of Chaos. Now the Great Vortex falters, and the world again stands at the brink of ruin.
Powerful forces move to heal the maelstrom and avert catastrophe. Yet others seek to harness its terrible energies for their own bitter purpose. The race is on, and the very fate of the world will lie in the hands of the victor. 
Prince Tyrion, Defender of Ulthuan, guides the High Elves in their desperate efforts to stabilise the vortex as it roils above their home continent.
Atop his palanquin-throne, the Slann Mage-Priest Mazdamundi directs his Lizardmen war-hosts as they surge northward from Lustria. He, too, is intent on preventing cataclysm, though the methods of The Old Ones must prevail.
The Witch King Malekith and his sadistic Dark Elf hordes spew forth from Naggaroth and their labyrinthine Black Arks. He tastes great weakness in the vortex – and great opportunity in its demise.
Meanwhile the Skaven, led by Queek Headtaker, stir in their foetid subterranean tunnels. There they multiply unchecked and look hungrily towards the surface, their motives obscured. The time for revelation is nigh…
Four races, four outcomes, a single goal: control of the Great Vortex, for good or ill.
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vonreuter · 7 years
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Lay eyes on the Lizardmen campaign in a new Total War: Warhammer 2 gameplay video
Lord Mazdamundi shows off his management skills.
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ravenkult · 7 years
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Total War: Warhammer 2 -Lord Mazdamundi by Matthew Davis https://www.artstation.com/artwork/Xw81a
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