TEXT:  
  1
   
  Children of the Old Ones 
  Lizardman rules for WFRP  
  Part 2 – The Slann 
   
   
   
  By Michael Congreve 
   
   
   
  
   
  2
  History 
   
  The Mage Priests 
   
  The Slann are a dying race. First born children of the Old Ones, since the fall of that ancient and noble race, and 
  the coming of the force known as Chaos, there have been no new births, and as each individual is slain, their race 
  heads towards extinction. Those that still exist in the world are millennia old, but they number only a few hundred. 
  Favoured by the Old Ones, the Slann were responsible for constructing many of the ancient wonders of the Old 
  Ones, including the immense Warp Gates which eventually led to the fall and extinction of their masters.  
   
  Large, unearthly creatures, the Slann resemble nothing so much as immense toads. Their heads are large to match 
  the immense intellect housed within, and their great, bulbous eyes are all seeing. With the passing of centuries 
  locked in motionless contemplation, their bodies grow more bloated, and their limbs spindly and near useless. 
  They perceive time on a different scale to that of the short lived races, and slip into extended periods of thought 
  and contemplation which can last decades. Endlessly they ponder the meaning of time and the mysteries of the 
  universe. To those who observe them, they seem in a sleep-like trance, the only sings of life limited to the 
  occasional blink; yet in truth, the Slann are more truly aware of the magnitude of the universe than any other being 
  in existence. When the Slann stir from their meditative states, they often declare enigmatic prophecies or 
  proclamations, which their Skink attendants scramble to record. Such statements require careful study and 
  interpretation, for the true meaning may not become apparent for a thousand years. 
   
  The Slann understand that the great work of the Old ones was interrupted by the coming of Chaos, and that the 
  great scheme is not yet done. The known world is just a small element in this awesome universal plan, and since 
  the time of the great catastrophe, and the disappearance of the Old Ones, the Slann have religiously attended to 
  their sacred task which they hope to accomplish before their race dies out. No matter what Elves or Dwarves, or 
  Men may think to do, the Slann will serve the Old Ones faithfully until the end of time or until they disappear from 
  the world. The many seemingly random acts of the Lizardmen race are driven to this goal.  
   
  To the Slann, Chaos is anathema, it is the force that destroyed the Old Ones, and threatens the order of the grand 
  scheme, and therefore the Slann battle the forces of the Dark Gods whenever they cross. 
   
   
  Generations 
   
  All the Slann alive today are the same ones who served the Old Ones, though they were all spawned here after the 
  Old Ones arrival. Those few Slann who existed prior to the Old Ones coming, who travelled with them from across 
  the stars, have long since passed on, with no trace left of their existence, save the Slann’s depthless memory. 
   
  There were five spawnings of Slann since the coming of the Old Ones to the world, with no more since the great 
  catastrophe.  
   
  The Slann of the first spawning died many thousands of years ago, their mummified corpses venerated as holy 
  relics. It was these first Slann which observed the world, inspecting its suitability to the Old Ones desires, and who 
  
   
  3
  created the ancient warp gates which hung over the poles of the world. The Slann of the second spawning were 
  brought forth to aid the Old Ones in the correction of the planets alignment, and to adjust the climate and 
  geography of the world in accordance with the Old Ones plan.  It is believed that only five of the second spawning 
  still live, ruling the greatest of the Lustrian Temple cities. These creatures are the most powerful beings left in 
  existence, and they spend their time locked within meditative states. 
   
  The third, fourth, and fifth spawning are more numerous than their ancient forebears, and yet are still 
  immeasurably ancient by the reckoning of any other living being. The Slann of the third spawning were brought 
  into being to found the great cities of the Lizardmen, and to observe and influence the spawning of the new races 
  beyond the border of Lustria, those later to become known as Elves, Dwarves, and Humans. 
   
  The Slann of the fourth spawning were brought forth in response to warnings of trouble from the great Warp 
  Gates. These Slann attended to the gates, correcting their alignment, and averting potential catastrophe. However, 
  the Gates were to remain a concern, for despite the ministrations of the fourth spawning, the Gates again exhibited 
  signs of trouble. The Slann of the fifth spawning were brought forth to finally correct the problem, but they were to 
  fail, and the Gates crashed down upon the poles of the planet, ending the time of the Old Ones dominion. 
   
  True Magic 
   
  The Slann are without doubt the most skilled and powerful magic wielders to walk the face of the planet. Much of 
  their power is purely instinctual, for they are naturally gifted and magical beings, and their grasp on manipulating 
  the Winds of Magic are unparalleled. They are the unmatched masters of the magical arts, indeed, they were its 
  first true practitioners, and it was they who taught the arts of sorcery to the Elves in millennia past.  
   
  It is the Slann who constructed some of the most powerful magical artefacts in the world. The Elven fortress of 
  Dawn, which the Elven race use to control shipping around the peninsula of the Southlands is in fact part of a web 
  of immense magical edifices constructed by the Slann to contain the spread of Chaos from the South Polar Rift. 
   
  Even the Fallen Fight On 
   
  Slann are very rarely slain in combat, 
  for their magic far outstrips any would-
  be attacker, and they are always 
  surrounded by a fierce company of 
  Saurus Temple Guard. However, a 
  powerful assailant like one of the 
  greatest of the Daemons of Chaos may 
  cast one down, or the Slann himself may 
  decree that the Old Ones plan is best 
  served with his demise. 
   
  The husk-bodies of those who are 
  somehow slain are mummified and 
  entombed beneath the temple cities, and 
  they are venerated as much as ever they 
  were in life. So strong is the 
  consciousness of the Slann, that they are 
  able to hold their spirits within the 
  world. The dead Mage Priests spirit 
  hovers near the dried husk, and magical 
  energy pulses through the air near the 
  corpse. Even with their physical bodies 
  slain, they are still able to influence the 
  world through their arcane powers, as 
  well as communicating with their living 
  Slann brethren, and appearing to the 
  Skink Priests in visions and dreams.  
   
  Sheathed in gold and holy bindings, 
  decorated in a manner befitting a being 
  closest of all creatures to the gods 
  themselves, the cadaver’s of these dead 
  Slann are extremely holy relics. These 
  bodies are brought forth, both in times 
  of celebration, and times of war, in the 
  latter instance to raise the moral and 
  
   
  4
  Table 1: 
  Characteristics 
   
  Characteristic 
  Roll 
  Weapon Skill 
  30 + 2d10 
  Ballistic Skill 
  20 + 2d10 
  Strength 
  20 + 2d10 
  Toughness 
  40 + 2d10 
  Agility 
  10 + 2d10 
  Intelligence 
  50 + 2d10 
  Will Power 
  65 + 2d10 
  Fellowship 
  40 + 2d10 
  Attacks 
  1 
  Wounds 
  Table 2 
  Strength Bonus 
  - 
  Toughness Bonus 
  - 
  Movement 
  2 
  Magic 
  4 
  Insanity Points 
  0 
  Fate Points 
  Table 3 
  Table 2: 
  Wounds 
   
  D10 Roll 
  Saurus 
  1-3 
  22 
  4-6 
  26 
  7-9 
  30 
  10 
  34 
   
  Table 3: 
  Fate Points 
   
  D10 Roll 
  Saurus 
  1-4 
  1 
  5-7 
  2 
  8-10 
  3 
  fighting spirit of the Lizardmen, and to instil terror in the hearts of the enemy. 
   
  Slann  
   
  Slann are the most intelligent of all Lizardmen, and they rule over 
  the others as a caste of Mage Priests. Due to the long periods of 
  motionless contemplation, the Slann’s legs have become spindly 
  and near useless, and all but the youngest (by Slann reckoning) are 
  borne into battle upon elaborate palanquins, carried either by four 
  stout Temple Guard or by their own magical intellect. 
   
  Racial Features 
  All Slann gain the following features. 
   
  Skills: Academic Knowledge (Magick), Channelling, Command, 
  Common Knowledge (Lustria or Southlands), Common Knowledge 
  (Any Two), Magical Sense, Perception, Secret Language (Slann 
  Hieroglyphs), Speak Arcane Language (Magick), Speak Language 
  (Old Slann), Speak Language (Skinkian), Swim +10%. 
  Talents: Frightening, Keen Senses, Night Vision, Resistance to 
  Magic, Resistance to Poison. 
   
  Special Rules: In addition to their racial features, Slann have the 
  following special abilities. 
   
  Cold Blooded: All Lizardmen are cold-blooded and naturally 
  slow to react. To outsiders they seem completely incapable of 
  showing emotion. Saurus receive +20% to Will Power Tests to 
  resist any form of psychological effect. 
   
  Shield Of the Old Ones: The will of the Old Ones grants 
  protection over the Slann and all those in close proximity. Slann 
  count as having 5 Armour Points to all location, which may not 
  be combined with additional armour, and which does not hinder 
  their spellcasting abilities. All Lizardmen within 4 yards of the 
  Slann also receive the benefits of the Shield of the Old Ones. 
   
  Slann Telepathy: Slann are capable of communicating across 
  vast distances with the power of their minds, and may use this 
  ability to assist another Slann in battle. On a successful 
  Channelling Test, a Slann may choose to ‘lend’ up to one point 
  of their Magic Characteristic to another Slann within one mile 
  for an unlimited period of time. As a free action, the Slann may 
  end this ability at any time. In addition, a Slann may see 
  through the eyes of any Skink within 48 yards, allowing the 
  Slann to cast spells requiring line of sight using the Skink to 
  target the spell (although range is still determined from the 
  Slann). 
   
  Wisdom of the Old Ones: The Slann are the greatest 
  spellcasters on the face of the world, and know all the magicks 
  practiced by the young races. A Slann may cast any Arcane 
  Lore, Petty Arcane, Petty Hedge, or Lesser Magic Spell. 
   
  Careers 
   
  The Slann form a caste of Mage priests, their position and authority decided by virtue of their age and the order of 
  their spawning.  These careers represent the various spawnings of the Slann, and although they are presented as a 
  standard career path, a Slann may never rise above his current career, as they have taken untold millennia to reach 
  their level of power, and it will be millennia more before they can approach the level of strength of the Slann of 
  earlier spawnings.  
   
  New Slann Careers 
   
  Slann of the Fifth Spawning   
  Brought forth by the Old Ones shortly before the collapse of the polar Gates, these Slann are the youngest of this 
  ancient race, and have even been known to move about upon occasion. The most active and vocal of the Slann, 
  
   
  5
  New Talent: Intuitive Casting 
   
  Around you the winds of magic seem almost to 
  mould themselves, and it requires the barest of 
  touches to mould them into whatever you desire. 
  This greatly speeds up the process of casting spells, 
  and even allows you to mould multiple spells at 
  once. All spells cast require half a round less to 
  cast. If this would reduce the casting time to zero, 
  it still requires half a round, but you can take a free 
  Channelling test for the spell. In addition, the 
  caster is not restricted to casting only one spell in a 
  round, meaning that the caster can begin casting 
  another spell in the same round one is cast, and if 
  both are of particularly short duration, it is possible 
  to even cast two spells in a single round. 
  New Talents:  
  Arcane Lore (High) 
   
  High Magic is the pinnacle of Magical power. 
  When you take this Lore, you gain no new Spell 
  List. Instead, from this point on, you may purchase 
  an already known ritual spell a second time (for the 
  same cost) as a spell of the High Lore. When cast 
  in this manner, the Casting Number is doubled, the 
  Casting time is reduced to a half action per hour of 
  the usual casting time, the Conditions must still be 
  fulfilled, and the ingredients become an optional 
  component that adds +5 to your casting roll. In 
  addition, you only suffer the consequences if you 
  do not meet the Conditions, or if you fail the 
  casting roll and suffer Tzeentch’s Curse. 
   
  High Magic 
   
  You know how to manipulate Qhaysh, the 
  combined eight winds of magic. Your vast 
  knowledge and mastery of the winds protects you 
  from its worst dangers. After making a Casting 
  Roll, you can nominate one dice which does not 
  count towards the effects of Tzeentch’s Curse. You 
  may not use this ability if you have used Dark 
  Magic to cast this spell. 
  they preside over the important Shrines of the Old Ones, or serve under older Slann in the greatest of the temple 
  Cities. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +5 
  - 
  +5 
  +5 
  - 
  +10 
  +5 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mg 
  IP 
  FP 
  - 
  +2 
  - 
  - 
  - 
  +1 
  - 
  - 
   
  Skills: Academic Knowledge (Astronomy), Academic 
  Knowledge (Magick), Academic Knowledge 
  (Theology), Academic knowledge (Any Two), 
  Channelling, Command, Common Knowledge (Lustria 
  or The Southlands), Common Knowledge (Any Three), 
  Intimidate, Magical Sense, Perception, Read/Write, 
  Speak Arcane Language (Daemonic or Arcane Elf), 
  Speak Arcane Language (Magick). 
  Talents: Aethyric Attunement, Fast Hands or Mighty 
  missile, Intuitive Casting, Luck, Meditation, Stout 
  Hearted, Strong Minded. 
  Equipment: Obsinite Best Craftmanship Mace, 2 Magic Items, 1000 crowns jewellery. 
  Career Entries: None. 
  Career Exits: Slann of the Fourth Spawning. 
   
  Slann of the Fourth Spawning   
  These Slann were brought forth by the Old Ones to deal 
  with a growing concern over the Polar gates. Although 
  they performed their allotted duty, in time it proved not 
  to be enough. These Slann rule over the smaller temple 
  Cities, or serve as advisors to the greatest and oldest of 
  the Slann. The Slann of the Southlands have much 
  declined, and it is believed that no Slann older than the 
  Fourth Spawning still live upon that continent.  
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10 
  - 
  +10 
  +5 
  - 
  +20 
  +10 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mg 
  IP 
  FP 
  +1 
  +4 
  - 
  - 
  - 
  +2 
  - 
  - 
   
  Skills: Academic Knowledge (Astronomy or 
  Theology), Academic Knowledge (Magic), Academic 
  Knowledge (Any Four), Channelling, Charm or 
  Intimidate, Command, Common Knowledge (Lustria or 
  The Southlands), Common Knowledge (Any Four), 
  Magical Sense, Perception, Speak Arcane Language 
  (Arcane Elf), Speak Arcane Language (Daemonic), 
  Speak Arcane language (Magick), Speak Language 
  (Any Two). 
  Talents: Arcane Lore (High), Etiquette or Menacing, 
  Fast Hands or Hardy, Fearless, High Magic, Savvy or 
  Mighty Missile, Sixth Sense. 
  Equipment: 3 Magic Items. 
  Career Entries: Slann of the Fifth Spawning. 
  Career Exits: Slann of the Third Spawning. 
   
  Slann of the Third Spawning   
  Brought in to being to found the great Lustrian Temple Cities, and to nurture and influence the younger races, the 
  Slann of the Third Spawning are few, and rule over the Great Temple Cities, spending much of their time in 
  contemplation of the Old Ones vast and incomprehensible scheme. 
   
  
   
  6
  New Talent: The Dark Has No 
  Power 
   
  Your perception of the Winds of Magic is so great, 
  that you are able to detect the subtle influence of 
  Chaos before it has chance to fully manifest. 
  Whenever you suffer a Tzeentch’s Curse, the 
  severity is reduced by one stage (ie, a Catastrophic 
  Tzeentch’s Curse becomes a Major Tzeentch’s 
  Curse) to a minimum of a Minor effect.  
  New Talent: True Magic 
   
  Your knowledge on how to manipulate the 
  combined winds of magic far surpasses that of 
  other lesser beings. Your mastery of the winds 
  protects you from its worst dangers. After making 
  a Casting Roll, you can nominate one dice which 
  does not count towards the effects of Tzeentch’s 
  Curse. This Talent is cumulative with the Talent 
  High Magic. 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +15 
  +5 
  +15 
  +10 
  +5 
  +30 
  +15 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mg 
  IP 
  FP 
  +1 
  +68 
  - 
  - 
  - 
  +3 
  - 
  - 
   
  Skills: Academic Knowledge (Any Five), Channelling, 
  Charm or Intimidate, Common Knowledge (Any Six), 
  Speak Arcane Language (Any Two), Speak Language 
  (Any Four). 
  Talents: Acute Hearing or Excellent Vision, Etiquette 
  or Public Speaking, Hardy or Suave, Menacing or 
  Unsettling, Resistance to Chaos, The Dark Has No 
  Power, Will of Iron. 
  Equipment: 4 Magic Items. 
  Career Entries: Slann of the Fourth Spawning. 
  Career Exits: Slann of the Second Spawning. 
   
  Slann of the Second Spawning   
  Brought forth to make corrections in the planets alignment, and to adjust the climate and geography of the world in 
  accordance with the Old Ones plan, The Slann of the Second Spawning are the oldest of their kind.  Only five still 
  live, spending their time locked within meditative states. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +20 
  +10 
  +20 
  +15 
  +10 
  +40 
  +25 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mg 
  IP 
  FP 
  +2 
  +8 
  - 
  - 
  - 
  +4 
  - 
  - 
   
  Skills: Academic Knowledge (Any Six), Common 
  Knowledge (Any Eight), Speak Arcane Language (Any 
  Two), Speak Language (Any Six). 
  Talents: Acute Hearing, Excellent Vision, Lightening 
  Parry, True Magic. 
  Equipment: 5 Magic Items. 
  Career Entries: Slann of the Third Spawning. 
  Career Exits: None. 
   
  Venerable Lord 
  When a Slann Mage Priest falls in battle, his servants bind his withered husk in ceremonial wraps, and adorn him 
  with gold and jewellery as befitting one of his station. The bodies are revered as objects of great power and 
  significance. Such is the great power of the Slann, that their spirit does not abandon its body, even in death, and 
  can still communicate with its living brethren, and call down mighty magicks upon its enemies. 
   
  This is not like a conventional advance scheme – upon the Slann’s death, all statistic modifiers are immediately 
  applied to the Slann, and all Talents gained. 
   
   
  
   
  7
  New Talents:  
  Disembodied 
   
  Your spirit lingers in the presence of your mortal 
  remains. You may take no physical actions, though 
  you may use mental Skills and Talents (such as 
  Slann Telepathy). You may still cast spells, 
  although your Magic Characteristic counts as half 
  its actual value. 
   
  Possession 
   
  You may attempt as a full action to project your 
  spirit into the body of a creature within 4 yards of 
  your body. This is resolved as a contested Will 
  Power Test. If successful, you take over the targets 
  body. They may attempt to force you out each 
  round on a successful Hard (-20%) Will Power 
  Test. If they force you out, or if you fail the initial 
  Test, you may not attempt to possess the same 
  target for 24 hours. Once in control of the targets 
  body, you may move at half their Movement rate, 
  and perform physical actions at –20%. Whilst in 
  possession of another body, you lose the 
  Disembodied Talent. Targets subjected to 
  possession must pass a Hard (-20%) Will Power 
  Test or gain an Insanity Point. 
  The Curse Of Ashes 
   
  Two weeks after gaining this curse, the affected character notices that food no longer tastes the same. Initially, he 
  will not be able to tell exactly what is wrong, but a few days later, everything tastes as if it was somewhat rotten. 
  While somewhat disconcerting, it is nothing more than that – the affected character is still able to eat normally. 
   
  The flavour of food continues to change over the next month, changing from rotten to tasteless, until everything 
  the character eats tastes like cold ashes. The character becomes to believe he is eating the corpse of the individual 
  he stole the mask from. This feeling is so strong, he will have to succeed on a Will Power Test in order to eat; 
  the difficulty of the Test increases to Challenging (-10%) the next week, then Hard (-20%) and finally Very hard 
  (-30%). Eventually the character will refuse to eat of his own volition and actively resist attempts to be force fed, 
  subjecting him to the effects of Starvation (see Rulebook page 114). 
   
  Of course, anyone else who tries the food finds it tastes no different from anything else. 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  0 
  0 
  - 
  +10 
  0 
  +10 
  +10 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mg 
  IP 
  FP 
  0 
  +4 
  - 
  - 
  - 
  - 
  - 
  - 
   
  Talents: Disembodied, Possession, Terrifying, Undead. 
  Equipment: Ceremonial Death Mask, 5000 crowns 
  jewellery. 
  Career Entries: Death. 
  Career Exits: None. 
   
  Armoury 
   
  Ceremonial Death Mask 
  Placed over the heads of the mummified Slann Mage 
  priests, these items are of incalculable value to treasure 
  hunters across the world, and the Lizardmen will do to 
  extreme lengths to reclaim one stolen from one of their 
  fallen lords. 
   
  Although not magical, these items are cursed, and an 
  individual who steal one must pass a Hard (-20%) 
  Willpower Test or suffer the effects of The Curse of 
  Ashes (see sidebar). Anyone who subsequently buys (or 
  steals) the Mask from the original thief must also make 
  this Test. The only way to break the Curse is to return the 
  Mask to its rightful owner (which may incur difficulties 
  of its own, as the Lizardmen will be less than charitable 
  towards the thief). 
   
   
  Credits 
   
  Written by: Michael Congreve 
  Based on information found in Warhammer Armies: Lizardmen by Nigel Stillman, and Warhammer: Lizardmen by 
  Anthony Reynolds. 
  Copyright © Games Workshop Ltd 2007. Games Workshop, the Games Workshop Logo, Black Industries, and their respective 
  logos, Warhammer and all associated marks, logos, places, names, creatures, races, and race insignias / devices / logos / symbols, 
  locations, weapons, units, characters, products, illustrations and images from Warhammer are either ®, TM and/or © Games 
  Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. All Rights Reserved. 
   
  
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