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"Now that I have seen Lustria with my own eyes I believe the tales are true - both of the gold that can be pried out of every ruin, and also of the denizens of that cursed land. Lizardmen, savage in deed and heart. It matters not the price, I will not return to those forsaken jungles again."
—From the logbook of Vincenzo Corenzo, Mercenary Capitano out of Tilea
Lustria

Lustria, known unofficial by some as the Lizardmen Empire or the Lustrian Empire is a large, tropical continent located within the southern hemisphere of the New World and is considered to be the rightful domain of the Lizardmen race. The rain forests of Lustria are full of brightly coloured birds, large reptilian creatures and many poisonous insects that make human habitation difficult.

The other inhabitants are all recent arrivals who have come to Lustria from their homelands in the Old World. Their major settlements are along the Eastern coast, though there is at least one group of immortal women descended from the Norse living in the jungles that are known as Amazons. Another group of inhabitants are the Pygmies who are longtime enemies of Slann. It is unknown if any Pygmies are still alive.

HistoryEdit

The Slann record that Lustria was originally attached to the Southlands. As part of the Old Ones' Great Plan, the two were separated by the Great Ocean and changed from barren wastelands into fertile jungles. It was around this time that most of the Lizardmen temple-cities were founded and populated.

After the Great Catastrophe in which Chaos entered the world, Skaven were the first of the younger species to vie for control of Lustria. There, Clan Pestilens infected many Lizardmen with a plague that weakened their power and caused many of their cities to fall into ruin. This was only reversed with the rise of the Serpent God Sotek and his prophet Tehenhauin, around the Imperial Year 0, who drove the Skaven out of Lustria.

Before the discovery of Lustria by the Norses, a trading vessel from the Old World was caught in the fierce currents off the coast of Araby and swept into the swirling waters of Ulthuan. The wrecked ship was washed up months later on the southeastern shore of Lustria. Unbeknownst to the crew, one of their passengers, Luthor Harkon, had been a vampire and although all the humans died in the disaster, the vampire and his offspring lived and founded a new realm of Undead in the New World, known as the Vampire Coast. The first human to reach Lustria (and survive) was the Norse seafarer Lost Erik, who recorded landing on an island just off the coast of Lustria and looting gold from Lizardmen. He failed to realize the extent of the land and it was drawn on maps as a small cluster of islands.

Lost Erik's son, named Losteriksson, was the first Old Worlder to reach the mainland of Lustria. After trekking inland in search of treasure, Losteriksson and his men left Lustria as rich men, only to return and settle down where they first landed, naming the settlement Skeggi, after Losteriksson's daughter, the first human to be born in the New World. Since Losteriksson returned with gold and riches, Lustria has been a popular destination for adventurers seeking to make a fortune and this has resulted in several Lizardmen cities being looted. The increase in traffic to Lustria has also increased the number of ships wrecked on its coast, which has served to swell the number of helpless victims the Undead of the Vampire Coast can add to their ranks.

Lustrian overviewEdit

Map-lustria-5

Jungle Lands of Lustria

For long ages of the world, the mysterious continent of Lustria has remained hidden to outsiders. This is not by accident or by some geographical oddity, but rather by strongly maintained magical wards, enchantments which disorient intruders. Those that manage to pass through the unseen barriers find other dangers — Lustria’s coasts are home to treacherous tides, unnatural eddies and typhoons of great power. In its clear blue waters lurk scaled reptilian beasts whose jaws can splinter a ship’s hull.

While the waters surrounding Lustria are perilous, the whole of the enormous continent is one of the most hostile regions in the entire world. The majority of its landmass is covered in jungle, a darksome abode where death comes in myriad guises. Mighty, prehistoric carnivores rule the forests — some actively stalking their prey, while others lurk in ambush, awaiting whatever wanders close. No less deadly are the jungle’s smaller killers; everywhere, debilitating parasites lurk, awaiting their opportunity to latch onto a new host, and the humid air buzzes with swarms of blood-sucking insects so voracious they can exsanguinate a man before his body can collapse to the forest floor. Only the Lizardmen and other cold-blooded creatures can endure the stifling heat and humidity for long; other races eventually sicken and die. To its native Lizardmen, however, Lustria is a haven — a deathtrap to invaders and a bulwark against the disorder set loose in the world with the coming of Chaos.

Lustria contains mighty rivers, vast tracts of unbroken swampland, arid deserts, soaring mountains and a vast and fertile plain - deep grasslands and savannahs that stretch beyond the horizon. Yet one feature dominates all others.

Primordial junglesEdit

At least four-fifths of Lustria is covered in jungle so thick that its many levels of canopy block out the sky. Even the high peaks and plateaus are blanketed, and it is said that arboreal creatures can cross the entire continent without once stepping upon the ground. In places, the trees soar many hundreds of feet in the air and are older than the race of Man. The jungle floor is choked by dense undergrowth and there are few true paths beyond animal trails. Visibility is limited and the air is thick, often wreathed in drifting mists.

To an outsider, the claustrophobic jungles of Lustria are much the same, but to its native creatures, nothing could be further from the truth. The dense ferntree valleys, the titanic skywoods and the moss-covered flood zones each offer their own deadly perils. To creatures that have lived their lives braving such dangers, it becomes instinctive to identify the hundreds of different environments, anticipating the types of plants and creatures that might lie in ambush. In the jungle, you are always being stalked - knowing by what can mean the difference between life and death. To intruders, it is an alien landscape, a singular green hell, where anything (or everything) is trying to make a meal of them.

A great amount of the plant life of Lustria is carnivorous - grasping creeper vines, blood-hungry spore clouds and impaling spikethorns all seek the unwary. Yet even the omnipresent dangers of lethal flora pale in comparison to the many creatures that make the jungle their hunting ground. Every hanging vine might be home to fist-sized stinging insects, and prides of scale-maned reptilions wait in concealment ready to pounce upon passers-by. Great hunting cats, cannibalistic monkey-kin, and the buzzing swarms of enormous insect life make the jungle a constant battle zone, where survival is an hourly struggle, let most dangerous of all that hunts beneath the canopies are the giant reptiles. These beasts have long been extinct from the rest of the world, but in Lustria, they rule supreme.

Swift-moving colonies of bipedal razorbeaks scurry through the underbrush, while packs of Cold Ones hunt the game paths, seeking fresh meat. From the canopies above swoop down Terradons and all manner of lesser winged reptiles. The jungle floor trembles with the tread of the mighty Stegadons, their passage uprooting trees and making shortlived roads through the jungle. Enormous sauropods stretch their necks to pluck creatures out of even the uppermost branches, while plodding Thunder Lizards actually penetrate above the canopy, seeking to swallow entire cloud banks, altering weather patterns for miles around in order to charge the fearsome attacks they use to kill their prey. In the deepest jungle, rarely seen even by the Lizardmen, lurk strange, feather-winged serpents, multi-legged behemoths and the mysterious Arcanadon. Yet all of these creatures know fear when they hear the roar of the Carnosaur — for none are safe from the relentless ferocity of that king of savage killers.

Temple-cities and other locationsEdit

LizardmenEdit

Upon entering the dark beneath the canopies of Lustria, it is impossible to see more than a few dozen yards ahead, much less view more distant features. Only the most towering of creatures, or those gifted with flight, will ever witness the hidden continent’s most glorious spectacles. Rising proud above the canopy and gleaming in the bright sunlight stand the great temple-cities of the Lizardmen. Amongst the eldest structures in the world, the temple-cities were raised during the age of the Old Ones. For their size and simple grandeur, they have never been equalled by the constructions of any younger race.

Each of the temple-cities was constructed to be different in its own way, although all have been carefully positioned to relate to a specific celestial body or astral phenomena. In this manner, the structures sit atop and serve as pivotal nexus points in the geomantic web, the source of much of the Slann’s power and of energy vital to the maintenance of the Great Warding. Since the coming of Chaos, and the deviations from the Great Plan, some of the alignments have drifted apart. Much that once was has been lost, as many temple-cities were destroyed. Where possible, their ruins are still guarded, for they are still circuits that make up the greater whole. Yet over the ages, some sites have been left permanently neglected, their power and population lost to the Lizardmen forever.

But the temple-cities are far from the only structures rearing above the jungle canopies or languishing in the misty darkness beneath. Thousands of sacred sites can be found across Lustria, their locales not scattered randomly but built in accordance with the geomantic web, or placed to tap into some other vital power source or alignment. The Stellar Pyramids of the Southern Skies are the destination of many Slann Mage-Priests, for to meditate in their shadow is to gain divination surpassed only by the Old Ones themselves. In the last millennia, there have been many battles fought here, for the Dark Elves have learned of the site’s awesome powers. While Dark Elf Sorceresses have defiled pyramids’ summits by reading the entrails of their sacrificial prisoners, few have liked what they have foreseen — most often a swift death at the hand of vengeful Lizardmen.

Many mystical places are situated near bodies of water, such as the Wellsprings of Eternity and the Fire Bogs, where rings of carved stelae rise out of the murky swamps; each contains remnants of the powerful spells that Lord Mazdamundi once unleashed there. North of Itza, the Emerald Pools are reserved for the Slann Mage-Priests, and the glowing waters are said to have a restorative ability. At the Great Confluence, many rivers flow together and between them form the largest series of waterfalls in the world - and the ornate floating temples that rise on those mists are places of mighty contemplation indeed.

Some of the most impressive Lizardmen structures are utterly baffling to the few outsiders who have survived their trip into the jungles long enough to discover them. Most often, these were designed by the Slann in attempts to signal the long-lost Old Ones, or perhaps to scan the skies and glean some clue as to their whereabouts. The Ziggurat of Dawn, its fiery beacon eternally lit and pulsing regularly, is visible even beyond the horizon. Legend tells that any who touch the fire and live are gifted with the power of the sun itself, which has drawn ambitious treasure-seekers from many realms. The Sentinels of Xeti, a row of monoliths covered in graven patterns and shimmering inlays, are said to listen for messages from the Old Ones, although they have yet to receive any signal. In central Lustria are a series of vast symbols carved into the ground and mystically kept free of encroachment by the sprawling jungle. From the ground it is impossible to discern their shape or pattern, for they are complex patterns intended to be seen from above by the enigmatic Old Ones, in the hope that they will guide their ships to a safe return and reunite them with their long-orphaned children.

High ElvesEdit

The High Elves of Ulthuan control the Citadel of Dusk at the southernmost point of Lustria. This colony serves the Asur as a staging point for their oceanic patrols, but is also unwittingly built upon a nexus of the Lizardmen's geomantic web, so they protect it from the influences of Chaos and therefore are left alone by the armies of the Slann.

SkavenEdit

The corrupt Skaven of Clan Pestilens still maintain an outpost under the ruins of plagued Quetza, which is connected to the Southlands via the undersea tunnels of the Under-Empire.

HumansEdit

Human explorers from the Old World (mainly Norsca and Tilea) have settled on the eastern coast of the Isthmus of Pahuax, seeking to plunder the riches of the Lizardmen ruins of that region. The first was Skeggi, founded by the Norse explorer Losteriksson in 888 IC, and later followed Cadavo (destroyed and rebuilt three times, until Lord Mazdamundi razed it and its inhabitants with a tectonic shift in 1944 IC), Port Reaver and Swamp Town.

Vampire CoastEdit

The Vampire Coast lies to the southwest of the continent, next to the temple-city of Huatl, and extends from the Pox Marsh to the Blood Swamps. Here arrived in 876 IC the insane vampire known as Luthor Harkon, who has built a realm of sunken ships and ambling Pirate Zombies that attack both trade ships and Lizardmen outposts.

ReferencesEdit

  • Warhammer Armies: Lizardmen (8th Edition).

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