"At sunrise on the next day we were suddenly awoken by a strange sound. The entire jungle seemed to be moving and quivering around us. When the jungle mist cleared we looked down upon a sea of living lizard-daemons filling the entire clearing. There were the colour of jade with yellow crest and were marching in unison..."
The Skinks form one of the core species of the Lizardmen race, created by the Old Ones to be the workers, artisans and crafters of their society. Both physically and mentally agile, Skinks are perfectly adapted to ensure the smooth day-to-day running of the temple-cities as well as operating the far-ranging patrols that sweep across the vast jungle continent. They are the mass workforce designed by the Old Ones to perform many different roles that requires a quick mind and a dexterous hand to operate, and without them, Lizardmen society would simply collapse.[1a]
Skittish and quick, Skinks stand out from the rest of the sluggish Lizardmen in terms of mental capacity. They are highly organised and sociable beings that instinctively work well in groups, even being able to coerce other cold-blooded creatures into doing their bidding. Of all the Lizardmen, the Skinks are the most communicative, using their changeable skin tones and crests colours to add subtle inferences to their vocal language, in which they chitter endlessly in high-pitched voices full of clicks, hisses and other curious sounds.[1a]
Role[]
"All around there were noise and activity from the gangs of smaller lizard-creatures scurrying about on various tasks. Massive blocks of carved stone were being dragged up a vast ramp on one side of a tall stepped building. Huge creatures were bearing the strain of the ropes, while the smaller ones directed the work. In other places, groups of small lizardmen were engaged in heated debates accompanied by rows of seated scribes writing on clay plaques."
- —Voyage of Yin-Tuan to Lustria, circa 1690 IC.[4b]
Skinks are generally small, agile and intelligent reptilian humanoids creatures originally bred by the Old Ones from the giant amphibious creatures that have inhabited the Lustrian swamps since the dawn of time. They were created to perform the mundane tasks that fits their dexterity and intelligence, such as translators, scribes, artisans and administrators.[3a]
Highly organised and social creatures, Skinks communicate quickly and effectively, and are perfectly adapted to ensure the smooth day-to-day running of the temple-cities. They instinctively work well in large groups, following the signals of their leaders, often communicate through subtle changes in crest hues as well as vocal commands to accomplish complicated tasks with quick efficiency.[3a]
In comparison to their larger Saurus cousins, the Skinks have a natural affinity to water and can swim swiftly through the dark jungle swamps and rivers, often staying submerged for up to an hour. They are also one of the few Lizardmen species to be able to manipulate and control Magic in a lesser but no less powerful form than their Slann masters.[3a]
Warfare[]
"As soon as we were open, several men at the rear of our column were slain by arrows and javelins thrown by unseen enemies lurking among the tangled mangrove roots. Immediately gave the order to make a defensive formation. Suddenly, hundreds of the jade coloured lizards emerged from the undergrowth armed with vicious weapons. This time, luckily, their arrows fell harmlessly upon our lacquered tiger-shields. We replied with our crossbows, slaying several of them before they scurried back into the trees. The jungles fell silent."
- —Voyage of Yin-Tuan to Lustria, circa 1690 IC.[4b]
Due to their quick mind and reflexes, Skinks are skilled hunters,[3a] and will take up weapons during their many patrols as well as to join the fighting during times of war. As troops, they range between reckless audacity and sudden panic. Their skittish nature makes them much more prone to fleeing than the stoic Saurus. Skinks however, employing their greater natural affinity for water, look for opportunities to attack their foes from unexpected quarters. Many an enemy has been outflanked by Skinks who navigated what was thought to be an impassable swamp or river.[1a]
Skinks are typically used in two different types of formation. Most commonly, the Skinks advance before the bulk of the main army, harassing the foe’s advance with hails of darts. When massed together in a fighting cohort, the Skinks can bulk out a Lizardmen battle line. This fighting formation becomes considerably more effective when led by a Skink Brave or a Skink Chief, or when augmented with a number of the enormous Kroxigor. However, the volleys of javelins and darts that the Skink Skirmishers can unleash are astoundingly dangerous in and of themselves, for they have learned to coat their weapons with lethal toxins distilled from the venomous amphibians, insects and serpents that thrive in the steamy jungles and profuse swamps of Lustria.[1a]
Variant Skink Spawnings[]
The Skink species has several different spawnings that are distinguishable from the typical Skink spawning. These unique variants of the Skinks are distinguishable by not just their appearance but also their unique abilities.
- Chameleon Skinks - Chamelon Skinks are unique in comparison to other Skinks for their ability to blend naturally and almost perfectly with their environment, making them some of the greatest hunters and ambushers within the continent of Lustria.
- Red Crested Skinks - A rare variety of highly-intelligent and militarised Skink.[6]
- Skink Skirmishers - A unit of mobile skirmishers who utilize blow pipes laced with darts that are covered with venoms and poisons from all of Lustria's creatures. [6]
Notable Skinks[]
- Oxyotl - Oxyotl is the most legendary Chameleon Skink of all time.
- Tehenhauin - Tehenhauin is the first and greatest Skink Prophet of Sotek who led the Lizardmen's forces during the Rise of Sotek.
- Tiktaq'to - Tiktaq'to is the current Master of Skies for the city of Hexoatl and said to be the best Terradon Rider to ever live.
Notable Regiments[]
- Shrouded Cohort - A mixed unit of Skinks and Kroxigor that excelled in ambush tactics in the defense of Xlanhuapec during The End Times.
- Yellow-Crested Cohort - A mixed unit of Skinks and Kroxigors that defended the Aureate Monument of the Rising Sun on Lustria's Isthmus of Pahuax during the The End Times.
Skink Roles[]
Pursuing a career is an alien concept to Skinks; they are spawned with a particular societal role assigned to them and may not deviate from it during their lifetime. They may not change their role, no matter how experienced they become.[7a]
- Scholar - Skink scholars are less interested in innovating new understandings of a subject, or analysing existing schools of thought. They are more suited to the administration of temple-cities, but they can grow knowledgeable of local archives for the benefit of their Slann masters.[7a]
- Priest/Wizard - The Skink Priests are the most intelligent of their skittish kind, whose role within their society is to act as religious figures, magic-users and important emissaries for the mighty Slann mage-priests.[7a]
- Artisan - Skink artisans maintain the temple-cities and create artefacts of wood, beaten metal, and stone. They tend to find the smelting of metal an alien concept, but their own work is often of equivalent quality to Human smiths.[7a]
- Merchant - Accruing wealth is an alien concept to Lizardmen. However, they still need to manage the production and movement of goods, even if they do so in a spirit of altruism. Occasionally, a temple-city facing shortfalls will haggle with its neighbours, though usually for promises of future cooperation in return, rather than payment. Some rare Skinks also trade with warm-bloods like Men and Elves.[7a]
- Townsman - Skinks in the barrios of the temple-cities tend to involve themselves in the distribution of food and other resources.
- Envoy - Rare Skinks may be allotted a role that requires them to diplomataically approach the administrators of other Lizardmen temple-cities for news or favours. They may even appeal to warm-blooded creatures on occasion.
- Noble - Skink nobles are those rare individuals destined to be Skink chiefs.
- Servant - Many Skinks fulfil the role of servant, and busy themselves with cleaning the temple-cities, attending to other Lizardmen, and carrying out simple administrative duties.
- Herbalist - These Skinks are typically tasked with finding ingredients for use by Skink physicians, but may learn a little of the healing arts as they progress.
- Hunter - Serving as a hunter is a common role for Skinks, who are tasked with acquiring meat in peace time, and forming cohorts of skirmishing troops in war.
- Miner - Skinks make use of copper and precious metals like gold and silver, and operate many mines in the Spine of Sotek and Grey Guardian mountain ranges of Lustria.
- Mystic - A Skink mystic is a more feral sort of Skink Priest that may be encountered in wilder Skink communities.
- Scout - Whilst they are at home in Lustria, even Lizardmen forces and expeditions benefit from the use of Skink scouts.
- Villager - Skinks in more isolated Lizardmen communities may either be cut off from the temple-cities, or support them through the raising of crops or livestock.
- Entertainer - Although Lizardmen find the concept of entertainment for its own sake rather alien, they do still indulge in music, dance, and theatrics for ceremonial and martial purposes.
- Messenger - Communication between Lizardmen sites is mostly carried out via telepathic contact between the Slann, but a cadre of messengers is on call for less important messages, or as an emergency contingency.
- Boatman - Given that Skinks (and Kroxigor) are strong swimmers, much ferrying, fishing, and transportation is achieved without the need for a boat. However, a cadre of Skinks with the skills to manage a boat are kept by most large Lizardmen communities.
- Huffer - A small cadre of Skinks will be tasked with ensuring that temple-cities are kept abreast of changes in the flows of local rivers, or the condition of the local coasts.
- Outlaw - To be outside the law has little meaning to Skinks, though there may be those who are spawned beyond the knowledge of the Slann, and whose feral lives bear some equivalence to Human bandits.
- Soldier - Committed Skink soldiery are rare, as dedicated warfighting is really the preserve of the Saurus, but some, particularly those marked by the Old One Sotek, devote themselves to the Lizardmen cohorts with military discipline.
Miniatures[]
Trivia[]
During the events of the novel The Burning Shore it is revealed that, although Skinks chirp at the taste of frog or leech, they find Human flesh delectable. The slippery coils of Men's intestines are considered delicious, more succulent than tree frog, and the soft yellow fat fills a Skink's heart with the desire for more. Such is their iron discipline that Skinks will suffer the constraints given to them by their superiors without question, watching intruders for weeks on end without raising a claw. Perhaps equally, they rejoice when such animals become fair game.[5a]
Skinks in the real world are lizards belonging to the family Scincidae, a family in the infraorder Scincomorpha.
Sources[]
- 1 Warhammer Armies: Lizardmen (8th Edition)
- 1a: pg. 38
- 2 Warhammer Armies: Lizardmen (7th Edition)
- 3 Warhammer Armies: Lizardmen (6th Edition)
- 3a: pg. 26
- 4 Warhammer Armies: Lizardmen (5th Edition)
- 5: The Burning Shore (Novel) by Robert Earl
- 5a: Ch. 15
- 6: Total War: Warhammer II (PC Game)
- 7: 'Warhammer Fantasy Roleplay 4th Edition: Lustria (RPG)
- 7a: pp. 160-161