"The Southlands -- the name conjures up images of sweltering jungles, miasmic mangrove swamps and scaly beasts the likes of which most had only seen in the controlled confines of the Imperial zoo. A place of screaming death, in a thousand and one forms, each of them worse than the one previous."
- —From My Travels with Gotrek, Vol. VI, by Herr Felix Jaeger (Altdorf Press, 2525 IC)[9a]
The Southlands, also known as the South Lands and the Dark Continent,[18a] is a large, mostly tropical continent of the world of Mallus located far to the south of the Old World, beyond the mysterious realm of Araby and the Land of the Dead, though both of those realms are sometimes accorded to be a part of the continent by some scholars.[13a] Its northern land mass is a barren wasteland of deserts, studded with dusty and deserted tomb-cities, while further south, it is a land of unspoiled jungle and swamp, isolated from the realms of Men, Elves and Dwarfs for uncounted centuries.[1a]
Many brave or foolish explorers and treasure hunters -- though the two are often indistinguishable -- have attempted to penetrate the thick jungles that make up the majority of the southern region of this land, but almost all have never been seen or heard of again. Legends tell that the Southlands was once joined to the continent of Lustria before the Old Ones reshaped the continents of the Known World, and this is borne out by the many identical species of flora and fauna indigenous to both.[1a]
The hidden city of Zlatlan in the Southlands is said to have been founded before the continents were split asunder by the artifice of the Old Ones and certainly there are Lizardmen to be found on both sides of the Great Pond, as the Lizardmen call the Great Ocean. Over the centuries, various races have set sail for the Southlands, drawn by tales of riches to be discovered within its unexplored depths, though few have returned with anything other than tales of misery and death.[1a]
The High Elves of Ulthuan have an outpost on the southern tip of the continent, ostensibly to control the sea routes leading to their homeland, but even their fearsome dragon ships are unable to deter reckless treasure hunters sailing towards the Southlands. It is also said that the Dwarfs have a stronghold named Karak Zorn on the edge of the mountains that form the spine of the continent, but if this is true, none have heard from its inhabitants in many years. Perhaps only the Lizardmen of the Southlands know for sure what became of the Dwarfs, but if this is the case, then it is likely that no one will ever know for sure the karak's eventual fate.[1a]
None of those who have ventured south to explore the steaming jungles of the Southlands could hack their way more than a few miles into the impenetrable web of trees, vines and swamps without becoming hopelessly lost. Despite the horrendous difficulties inherent in an expedition to the Southlands, tales persisted of the lost city of Zlatlan, and many conflicting reports as to its location were presented by those who claimed to have seen its golden, stepped pyramids and glyph-lined avenues.[1a]
Such discrepancies cannot be accounted for by simple incompetence, and has led to many scholars and cartographers to conclude that there must be many more Lizardmen cities, as yet undiscovered deep within the jungle. Cut off from the wisdom of the most venerable of the Slann mage-priests of Lustria, the Lizardmen of the Southlands have fallen prey to their baser, animal instincts and only the younger (in relative terms) Slann, those of the fourth and fifth generations, remain in the Southlands to provide any guidance to the Lizardmen.[1a]
Over the centuries, the Slann of Lustria have attempted to re-establish contact with their lost spawn, but such communication is sporadic and erratic at best. In addition to the loss of their masters' ancient guidance, the few spawning pools in existence spawn less and less frequently and many of the warrior lizards such as the Saurus do not arise in any meaningful numbers. As a result, Lizardman society on the continent has begun to devolve.[1a]
The spawning pools in the caverns below their cities simply do not spawn as regularly as the Slann feel they should, but they accept that this is the will of the Old Ones. Without great numbers of Saurus to fight their battles, the Slann of the Southlands are forced to rely on Skinks to defend them and use the few Saurus which have spawned to train the Skinks in the ways of war that came so naturally to them. The small number of Saurus who were spawned were primarily those destined to become Temple Guard and this has been seen as a sign that the designs of the Old Ones are unfolding as they had planned.[1a]
Similarly, the Lizardmen colonies on the Dragon Isles to the east of the Southlands were cut off from their masters many centuries ago, but the degradation of their culture was much more rapid and pronounced. Without any Slann, these Lizardmen have reverted completely to barbarism, becoming little more than animals and destroying what little remained of their former glory in bitter conflict. Whether the Slann of Lustria have attempted to establish communications with these lost kin or have simply abandoned them to their fate is unclear, but certainly there has been little or no contact between Lustria and the Dragon Isles for hundreds of years. None of the explorers who have attempted to establish colonies upon the Dragon Isles have succeeded, and thus the fate of the Lizardmen here is also accepted as part of the grand design of the Old Ones.[1a]
History[]
Time of the Old Ones[]
In the remote age of the Old Ones, the continent of Lustria was physically joined to the continent of the Southlands. This is clear from the fact that the same kind of jungle vegetation and animals exist on both continents and also that on both sides of the World Pond there are Lizardmen. It is even possible that the hidden Lizardmen city of Zlatlan which lies deep in the jungles of the Southlands had already been founded before the continents were moved apart by the artifice of the Old Ones.[1a]
The High Elves of Ulthuan believe that it may have occurred at the time of the birth of their own land, which rose up from the sea and split the continents apart. The Slann mage-priests believe that the creation of the "World Pond," as they call the Great Ocean, was a fundamental part of the great world plan of the Old Ones.[1a]
Indeed the Old Ones brought about the sundering of continents in order to create conditions favourable for the rise of the newly created mortal races of Elves, Dwarfs and Men. The continents may have been joined by a kind of land ridge which subsided beneath the waves. An alternative explanation might be that volcanic forces resulted in a narrow sea widening to become an ocean and in the midst of this ocean erupted the land mass of Ulthuan, pushing apart the continents and causing the rise of great mountain chains elsewhere on the globe. The Old Ones may have been able to use power derived from the movement of the sun, the moons and the stars as well as forces within the Known World itself, to change the shape of the continents and the oceans.[1a]
Ever since the Old Ones vanished, the Slann mage-priests have been trying to understand and even regain some of their mysterious knowledge. The Slann perhaps find it difficult to come to terms with the possibility that the Old Ones did not regard them as the pinnacle of creation, but a stage on the way to the evolution of the Elves, Dwarfs and Men. The collapse of the polar Warp Gates and the pollution of the mortal world by Chaos has in a strange way given a cosmic purpose to the Slann. Whatever the Old Ones intended, they never accomplished. The catastrophe overtook them and they perished, leaving only enigmatic glyphs to hint at their intentions. The new mortal races they had created, although evidently capable, lacked wisdom and were at risk from Chaos.[1a]
Rise of the New Races[]
Thus it was that the Slann felt themselves to be entrusted with the ancient task of continuing the plans of the Old Ones. They seek to protect the mortal world while the new races continue to evolve and mature. Ultimately, and perhaps according to the vision of the Old Ones, the new races will triumph over the forces of Chaos. For the Slann believe that these forces were the enemies of the Old Ones even before they appeared upon the world, part of a cosmic struggle beyond comprehension.[1a]
The Old Ones were engaged in no less a task upon the Known World than the creation of offspring which over countless millennia -- perhaps not such a long time in the time scale of the Old Ones -- would evolve to the point where they would rise up, contain and overpower Chaos forever, returning equilibrium to the entire universe. The Slann envisage the world as a great pond of tadpoles which must be guarded until the tadpoles can emerge full-grown to fulfill their destiny.[1a]
The new ones are understandably too ignorant and primitive to know that they shouldn't disturb the tranquillity of the mage-priests or subvert their sacred task by pillaging the Sacred Plaques. Many of the new ones are already victims of Chaos, like the Dark Elves and the Chaos Dwarfs. Then there are the strange races, never intended by the Old Ones, which were spawned by Chaos or which just evolved in the changed circumstances of the world after the collapse of the polar Warp Gates, such as the Skaven, the Undead, the Orcs, Goblins and others.[1a]
It is thus the task of the Saurus and Skinks to protect the cities of the Slann. Meanwhile, the Slann sometimes succeed in their efforts to adjust the shape of the world using what they know of the arcane powers of the Old Ones. Though this may cause floods, earthquakes and Dwarf, Elf or Human cities to disappear beneath the waves from time to time, the Slann know that this is for the ultimate good of all creation. Indeed, many of their own cities are ruined by the same process. Could it be thanks to the Old Ones and the Slann that the Warp Gates are surrounded by polar ice creating a barrier against Chaos? One of the great pre-occupations of the Slann is whether or not the World Pond is as the Old Ones intended it, or whether further shifts were planned.[1a]
Southland Expeditions[]
The Norscan explorer Erik the Lost, father of Losteriksson, was the first Norscan to reach the Southlands. He had been sailing towards Lustria, which he had heard about from High Elf hostages captured in a raid on Ulthuan. Somehow he managed to miss the entire continent and sailed around the Southern Sea in circles at the mercy of monsoon winds and currents for weeks. Thus he rightly earned his by-name "the Lost," which he bequeathed to his son.[2b]
Eventually Erik made landfall on the coast of the Southlands, which he believed was in fact Lustria. Lost Erik and his marauders sailed up and down the coast raiding High Elven and Arabyan trading settlements, then returned to Norsca with the booty. By this time Lost Erik realised that he had reached the Southlands and not the unknown continent mentioned by the High Elves. Years later his son, Losteriksson, set out to raid the coasts of the Southlands.[2b]
Trying to follow the old rune-map of his father, he also became hopelessly lost, but this time ended up in Lustria instead. It was a long time before he realised this and by that time he had encountered the Lizardmen. The Cathayans heard about the wealth and abundance of spice in the Southlands and the Dragon Emperor of Cathay sent several expeditions to explore the coast.[1b]
Soon a fierce rivalry had broken out between the Arabyans and the Cathayans. This culminated in the great armada of war junks sent out by the Emperor Wu to take control of the southern coast of the Southlands once and for all. The fleet was struck by two devastating typhoons and utterly wrecked.[Needs Source] Now only a few Cathayan traders warily make the journey to the Southlands, running the gauntlet of Arabyan corsairs and High Elven dragonships. All of this naval activity around the coasts of the Southlands did not interrupt the Lizardmen who dominated the interior, who remained secure within the impenetrable jungle.[1b]
The merchants of Araby were among the first to probe along the coast of the Southlands with their dhows in search of spice, gold and all kinds of exotic tropical merchandise. When they encountered opposition from the High Elves, they tried the overland route across the desert with their camel caravans. The great Arabyan traveller Ibn Jellaba was the first to penetrate the jungle and encounter the hidden realm of the Lizardmen. Since then, few have followed in his wake, preferring to halt at the edge of the desert rather than risk battle with the Al Saurim.[2b]
Not long after the Third Battle of Black Fire Pass, an expedition funded largely by Graf Friedrich von Kaufman departed from Marienburg for the exotic jungles of the Southlands. Operating out of the Imperial enclave of Sudenburg on the Gulf of Medes, the expedition spent nearly two years exploring the ruins and jungles of the Southlands, contending with savage beasts, Savage Orcs, and savage Lizardmen, before returning with a treasure trove of artefacts, gold, exotic animals (both live and preserved), maps, and other assorted bric-a-brac of interest to scholars and practically no one else. They made landfall in Marienburg and the choicer pieces of the collection eventually reached Averheim.[19a]
The expedition was led by a boisterous, amiable, and energetic man named Johann Templemann. Templemann claimed to be an Imperial noble's third son from Nordland, a veteran of numerous campaigns against Norscan and Beastmen raiders, and an expert seaman. Of those claims, only the bit about being an expert seaman were true -- Templemann was in fact a pirate, mercenary, and adventurer motivated solely by a desire for money and glory. He found a scrap of an ancient journal and a map, pointing towards a great treasure of gold and "a darke power most foule," which he figured must be worth some money to the right people.[19a]
Unfortunately for Templemann, once he had secured the "darke power" and the rest of the treasure, he was murdered in the jungle by an agent of a mysterious figure known as the Black Cowl.[19a]
Tilean explorers have discovered, and captured, exotic creatures in the Southlands to make them fight in the Great Coliseum of Remas. Rosella Vanvitelli, the Casa di Ruggisce Procuratore Extraordinari, took advantage of a year when two triumvirs fond of the Great Coliseum were in power and convinced them all of the potential glory in funding an expedition to the southern continent to bring back wondrous creatures for science, art, and some spectacular bloodshed.[12a]
Anyway, she's unwilling to talk much about the difficulties of the expedition, preferring to speak of how successful it had been and the huge sums the beasts, such as Carnosaurs, Stegadons, and Horned Ones, have brought to the city.[12a]
Notable Events[]
All dates below are given in the years of the Imperial Calendar used in the Empire as is common among Old World historians.
- ca. -5000 IC - Lustria is besieged by the Daemons of Chaos during the Great Catastrophe. Except for a few enclaves in the Southlands, the Lizardmen are pushed back to Lustria, which is transformed into a deathtrap to thwart the invaders.[22a]
- ca. -3500 IC - The first Slann of the 4th or 5th generation start to inhabit the Lizardmen temple-cities of the Southlands.[1c]
- -2000 IC - The first tribes of Men migrate to the Old World from the Southlands. They were few in number at first, used tools and weapons made from stone and wood, and settled initially in the southern lands that would later become Tilea and Estalia.[7a] Ancient records of the Lizardmen temple-city of Zlatlan refer to strife between the Lizardmen and the lost Dwarf stronghold of Karak Zorn.[1e]
- -917 IC - Nehekhara is invaded by Lizardmen from the Southlands who are searching for lost Sacred Plaques looted from their temple-cities in ages past. The reptilian warhost smashes aside skeletal armies at both Ka-Sabar and Bhagar as they continue to march ever deeper into the Land of the Dead. They are finally defeated at the City of Kings when Liche Priests focus the rays of the sun through the mirrored prisms atop Khemri's gold-capped pyramids.[8a]
- ca. 1150 IC - Ibn Jellaba of Araby treks across the desert searching for an overland route into the interior of the Southlands. He encounters the hidden Lizardmen city of Zlatlan.[1e]
- 1690 IC - The Cathayan ship captain Yin-Tuan makes an epic journey across Lustria and the Southlands in the hopes of reuniting with his countrymen. He narrowly escapes sacrifice by the Lizardmen in Zlatlan.[1e]
- 2395 IC - Emperor Leopold pays a dozen carracks to set forth from Marienburg with colonists, animals, and soldiers, under the banner of House Unfahiger. This party later founded the Imperial colony of Leopoldheim in the Southlands.[4a]
- 2421 IC - Marienburgers discover the New Coast.[5a]
- 2423 IC - First traders return from the New Coast; Ivory Sea-Route established.[5a]
- 2463 IC - Gold discovered in the hills around the New Coast. The Southlands Gold Rush begins as prospectors stream in from the Old World.[5a]
Notable Locations[]
- Deaths-Head Monoliths[1b]
- Guardian Statues of Ancient Gods[1b]
Rivers[]
- Red River[1b]
Maritime Locations[]
- Gulf of Medes[1b]
- Thorskinson's lsle - Thorskinson's Isle is a long-lost island lying off the west coast of the Southlands.[6a]
Plains[]
- Lost Plateau[23a]
Jungles[]
The Southlands encompass vast, untouched jungles and snow-capped mountains. The western coast boasts a number of small colonies of Arabyan merchants, which serve as havens for their ships.[18a]
The jungles themselves are said to be impenetrable and trackless, filled with all manner of dangerous animals and monsters. All attempts to explore this hostile, steaming hell have failed. The few survivors speak of the last of the great Dwarf holds, surrounded by savage Orcs and Goblins, along with all manner of other monsters. Other tales speak of a great High Elf fortress which guards the southernmost tip of the Southlands and the way to the distant east and the lands of Ind and Grand Cathay.[18a]
- The Jungles of the Gods[23a]
Mountains[]
Settlements[]
- Karak Zorn - Karak Zorn is the first Dwarf hold ever established in the Southlands, located in the southern Worlds Edge Mountains.
- Blisterdeep - Blisterdeep is the sacred city of the Skaven Clan Pestilens.[11a]
- Enxilada - Enxilada is a fallen temple-city of the Lizardmen. Its inhabitants perished many years ago from a mysterious pestilence with the sole exception of the mercenary Skink Tichi-Huichi.[16a]
- Fortress of Dawn - A High Elven outpost located at the extreme southern edge of the Southlands.[1b][23a]
- Golden Tower of the Gods[1b]
- Mangrove Port - Mangrove Port is an outpost and a beacon for adventurers, criminals, pirates and treasure hunters. It had changed hands numerous times from its foundation and now it is nominally under the jurisdiction of the Empire.
- Temple of Skulls - The Temple of Skulls is an old temple long ago built by the Lizardmen.[1b][23a]
- Zlatlan - Zlatlan is the Hidden City, the largest and most significant of the remaining inhabited Lizardmen temple-cities in the Southlands.
Fauna[]
Many of the Southlands' wildlife wonders are known thanks to the studies and sketches of the Tilean naturalist Nicholas DeGrutti, who took ship with the renowned pirate and explorer Jeremiah Tusk, hoping to see exotic and strange wonders in the greater world. DeGrutti spent twelve years sailing with the pirates, recording what he saw in words and drawings.[3b]
During his voyages to the Southlands he discovered many curious new creatures. Aside from new species of snakes and alligators there was a horse that was striped black and white (zebra), cantankerous as a mule. Even cured, its meat tasted terrible. Another astonishing animal had an impossibly long neck so the crew called it a "long-neck." (giraffe) [3b]
And last he discovered a great brown beast, fat as a hog, and savage when disturbed, that DeGrutti named a "hippopotamous" ("horse of the river"). Ultimately it was this animal that killed him. DeGrutti's crew had thought the creature should just be named a riverhorse as the natives called it, for this was a far better, and simpler, name.[3b]
Other animals of the Southlands known in the Old World include crocodilians, demigryphs, and rhinos, powerful, well-armoured, bull-like herbivores twelve feet with two horns on their snout.[19b]
Inhabitants[]
Lizardmen[]
The precise locations of the Lizardmen temple-cities present in the Southlands remain, on the whole, a mystery. It is said that thousands of years ago, Dwarfs journeyed along the mountain range that forms the spine of this vast continent, the Worlds Edge Mountains, and built a stronghold known in legend as Karak Zorn. Contact has long since been lost with this ancient holf. The Norscans and the Dark Elves once penetrated these jungles, and since that time Tileans, Estalians, Cathayans, Bretonnians and the Corsairs of Araby have attempted to search for riches in this realm. Tales of wealth continue to encourage more adventurers to seek out the ruins hidden in the area, though thus far the temple-cities of the Southlands have proven more difficult to journey to than those of Lustria.[1b]
These temple-cities are not as old as some of those in Lustria, and as such their guardian Slann mage-priests are also younger, being of the 4th or 5th generation, though in most cases still over 6,000 years old. Also, the earliest spawnings of the Saurus that once led the Lizardmen armies of the Southlands have long since been slain in sacred battle, and so only the younger Scar-Veterans are left to guide them in times of war.[1c]
The Lizardmen spawning pools in the Southlands produce Saurus only erratically, and they are much rarer than in Lustria. For this reason, the Slann must rely more on the Skinks to fill the ranks of their armies and to patrol the jungles. As a result of this need, the Skinks of the Southlands tend to be more aggressive and war-like than their Lustrian counterparts, even going so far as to form into fighting ranks to face the enemy directly on the field of battle.[1c]
Some of the native creatures of the Southlands differ from those of Lustria. While the two continents used to be joined, and there is much similarity between the two in climate, flora and fauna, some forms of life have evolved in quite different ways. The larger and stronger reptilian Cold Ones that can be found in Lustria seem to have all but died out in the Southlands, and another breed of creature has taken their place, the Horned Ones. These reptiles are similar in many ways, but are not so dull-witted and are much quicker. In the wild, they hunt in coordinated packs to take down much, larger prey. The Skinks ride these vicious beasts into battle, where the Horned Ones' natural aggression and hunting instincts are well served.[1d]
Dwarfs[]
Apparently, the Dwarfs originally lived within holds hollowed of the chain of the Worlds Edge Mountains that extends down into the Southlands. However, they followed mineral seams north until they reached the Old World, and set up the present kingdoms of the Karaz Ankor. The last Dwarf karak within the Southlands was Karak Zorn, the first hold ever established. However, Karak Zorn was apparently wiped out by the Lizardmen in -2000 IC, and any Dawi who seek it out to try and learn what happened to their ancient kin never return.[Needs Source]
Whatever is the truth, none among the Dawi has heard from its inhabitants in many years.[1a]
Humans[]
Men do live natively in the Southlands, despite the hostility of the environment. These people, called Southlanders, have been reported to have filed-down canine teeth and the same dark skin tone as the Pygmies, even darker than Ebonians. They do not wear clothes in the style of northerners from a far colder clime, yet they know the land well and are fine hunters.[3b]
Collections found in the Old World exhibit carvings made from ivory, depicting savage figures and strange gods, and funerary goods from Southlands tombs, such as strange objects constructed from wood and hair. One of the exemplars is a rough carving of a large head, with mad, staring eyes and long, sharp teeth. Golden plaque artifacts engraved with a dizzying array of primitive glyphs and sigils are other such compelling findings taken from the region by Old World explorers.[19c]
Vampires[]
There have been rumours that a bloodline of Vampires lives in the Southlands, although this has not been confirmed.[3a]
Beastmen[]
Like the Old World, the Southlands is home to Beastmen, though of a different breed than those of the north. Known as Apemen, they are similar to the great humanoid primates of the jungle, with the similarities between the two species being much greater than the Beastmen up north.[20a]
Skaven[]
The Skaven of Clan Pestilens have maintained their main strongholds in the fetid jungles of the Southlands since the time of the Rise of Sotek.[10a] Other Skaven clans located in the region include Clan Festerlingus, who live in stilt-cities on the Shifting Mangrove Coast.[21a]
Greenskins[]
The Southlands is also home to a large number of Savage Orcs, those Greenskins who lack even the primitive technology and culture of their cousins to the north. Savage Orcs fight with weapons made of wood, rock and bone, and are the only subgroup of Greenskins known to create shrines to their gods, Gork and Mork.
One known tribe is the Waaagh-Waaagh Tribe, the largest collection of Savage Orcs in the Southlands, who speak to each other using different versions of "WAAAAGGGGHHHH!". Goblins also live in the Southlands, with a primitive and feral culture akin to that of the Savage Orcs, although these Greenskin races do not work together like those in the Worlds Edge Mountains.[Needs Source]
Canon Conflict[]
Warhammer Fantasy Battles: Rulebook (3rd Edition) specifies that the continent of the Southlands also formally comprises the regions of Araby and the Land of the Dead,[13a] while Warhammer Armies: Lizardmen (6th Edition) does not include those territories as part of the Southlands continent.[1a]
Trivia[]
The flora, fauna and Human cultures of the Southlands mirror those of Sub-Saharan Africa in the real world.
Sources[]
- 1 Warhammer Armies: Lizardmen (6th Edition)
- 2 Warhammer Armies: Lizardmen (5th Edition)
- 3: Fell Cargo (Novel) by Dan Abnett
- 4: Warhammer Fantasy Roleplay 1st Edition: Apocrypha 2 - Chart of Darkness (RPG)
- 4a: pp. 18-20
- 5: Warhammer Fantasy Roleplay 1st Edition: Marienburg - Sold Down the River (RPG)
- 5a: pg. 21
- 6: White Dwarf 211
- 6a: pg. 62
- 7 Warhammer Fantasy Roleplay 1st Edition: Stone & Steel (RPG)
- 7a pg. 8
- 8: Warhammer Armies: Tomb Kings (8th Edition)
- 8a: pg. 20
- 9: The Serpent Queen (Novel) by Josh Reynolds
- 10 Warhammer Fantasy Roleplay 2nd Edition: Children of the Horned Rat (RPG)
- 10a pg. 35
- 11 Wolf of Sigmar (Novel) by C.L. Werner
- 11a Ch. 21
- 12: Warhammer Fantasy Roleplay 4th Edition: The Imperial Zoo (RPG)
- 12a: pp. 78-79
- 13 Warhammer Fantasy Battles: Rulebook (3rd Edition)
- 13a: pg. 194
- 14: Warhammer Fantasy Roleplay 4th Edition: Adventure Book (RPG)
- 14a: pg. 35
- 15: Warhammer Fantasy Roleplay 4th Edition: Rough Nights and Hard Days (RPG)
- 15a: pg. 17
- 16: White Dwarf 232
- 16a: pp. 47-48
- 17: Blood on the Reik (Background Book)
- 17a: pp. 74-76
- 18 Warhammer Fantasy Battle: Rulebook (6th Edition)
- 18a: pg. 169
- 19: Warhammer Fantasy Roleplay 3rd Edition: The Enemy Within (RPG)
- 20: Warhammer Armies: Beastmen (6th Edition)
- 20a: pg. 16
- 21: Archaon: Lord of Chaos (Novel) by Rob Sanders
- 21a: Ch. 14
- 22 Warhammer Armies: Lizardmen (6th Edition)
- 22a: pg. 26
- 23 Warhammer Fantasy Battles: Rulebook (3rd Edition)
- 23a: pg. 197