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In our Warhammer Old World lore dive episode 92, we continue the Lizardmen’s Age of Strife, as Lustria becomes a permanent frontier for explorers, pirates and would-be conquerors. We follow Dark Elf raids against ancient temple-cities, the catastrophic Cathayan expedition of Yin-Tuan, and the growth of coastal settlements such as Port Reaver that prove increasingly difficult to eradicate. While Prince Rodrik’s Bretonnians discover the deadly reality behind Lustria’s supposedly abandoned ruins, the Lizardmen restore Pahuax and continue guarding sacred sites against relentless intrusion. The age grows darker with Lord Nanahua’s infection by the lingering plagues of Clan Pestilens and culminates in Mazdamundi’s destruction of El Cadavo’s persistent colony through a devastating earthquake. Finally, at the Sentinels of Xeti, a Skink Priest claims to hear the voice of the long-silent Old Ones—only for the Slann to reject the message after years of contemplation
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In our Warhammer Old World lore dive episode 91, we continue the Lizardmen’s Age of Strife, as Lustria’s isolation gives way to an age of exploration, piracy and foreign ambition. We witness Lord Mazdamundi reshape the continent itself to halt a Dark Elf invasion, while Luthor Harkon expands the Vampire Coast and ancient Daemonic breaches continue to threaten the temple-cities. Beyond Lustria, the Arabyan explorer Ibn Jellaba reaches Zlatlan, demonstrating that diplomacy and even cooperation with the Lizardmen are possible. Finally, Marco Colombo crosses the Great Ocean in 1492, trading and fighting alongside the Lizardmen before returning to Tilea laden with fabulous wealth. His stories ignite a rush of explorers, mercenaries and treasure hunters, forcing the Slann to reoccupy abandoned cities and defend their sacred lands.
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In our Warhammer Old World lore dive episode 90, we explore the Lizardmen’s Age of Strife, when Lustria’s isolation finally began to collapse beneath waves of invasion, plague and colonisation. We follow the secret rise of Clan Pestilens and its devastating plague war, culminating in the fall of Chaqua, the coming of the serpent god Sotek and Tehenhauin’s century-long crusade to drive the Skaven from Lustria. Along the way, Kroq-Gar battles invading Orc tribes, Dark Elves raid sacred sites for artefacts, and the Slann continue manipulating the Geomantic Web with consequences felt across the world. Finally, new permanent threats emerge as Luthor Harkon establishes the Vampire Coast and the Norse found Skeggi, Lustria’s first lasting Human colony. By the age’s end, the Lizardmen have defeated plague, Chaos invasions and foreign raiders, but their greatest defence has been lost forever: the wider world now knows how to reach Lustria, and it is coming in ever greater numbers.
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In our Warhammer Old World lore dive episode 89, we explore the Lizardmen’s Age of Isolation, when the survivors of the Great Catastrophe struggled to rebuild a civilisation whose original purpose was slowly being forgotten. As the Slann retreated into centuries of contemplation, Skink priests governed the temple-cities, ancient technology became sacred ritual, and the vanished Old Ones became gods. We follow the bloody first encounter with the High Elves, the sinking of Chupayotl and isolation of the Southlands, and the first signs that even Slann memories were beginning to fail. Finally, Lord Quex’s geomantic realignment unleashes the Dwarfs’ Time of Woes, topples Skytitan strongholds, breaches Cathay’s Great Bastion and helps scatter the Skaven across the world— catastrophic lab failure or exactly what the Old Ones intended?
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In our Warhammer Old World lore dive episode 88, we journey to the dawn of the Warhammer world, tracing the epic history of the Lizardmen from the arrival of the godlike Old Ones to the long Age of Isolation that shaped their civilisation. We witness the creation of the Slann Mage-Priests and the first spawnings of the Saurus, Skinks, and Kroxigor, the founding of mighty temple-cities linked by the Geomantic Web, and the birth of the Great Plan that would guide the world's destiny. The story then descends into the Great Catastrophe, as the Polar Gates collapse, Chaos floods into reality, and the Old Ones vanish, forcing the Lizardmen into a desperate war for survival. From the fall of ancient cities and the legendary defence of Itza by Lord Kroak and Nakai the Wanderer to the creation of the Great Vortex and the banishment of the Daemonic hordes, we explore one of Warhammer's defining sagas. Finally, we examine the Age of Isolation, where the surviving Slann struggled to rebuild a shattered world, preserve the remnants of the Great Plan, and guide a civilisation slowly losing the knowledge of its creators
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In our Warhammer Old World lore dive episode 87, we journey into the deadly continent of Lustria, the legendary homeland of the Lizardmen and one of the most mysterious regions in the Warhammer world. We explore its vast and varied landscapes—from the towering Spine of Sotek and the steaming Great Jungles to haunted coasts, hidden valleys, and forgotten temple-cities—all bound together by the ancient Geomantic Web, a planetary network of magical power created by the Old Ones to maintain the world's balance and contain the forces of Chaos. Along the way, we uncover the secrets of Amazon Island, the Estalian colony of Santa Magritta, the ruins of the Gwangee Valley, and countless sacred sites where prophecy, ancient technology, and forgotten history still shape the fate of the continent. More than a simple jungle, Lustria emerges as a living relic of a lost golden age—a land where every river, mountain, and ruined pyramid may conceal unimaginable treasures, ancient horrors, or vital pieces of the Great Plan
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In our Warhammer Old World lore dive episode 86, we journey into the ancient jungles of Lustria to explore the Lizardmen, the oldest civilisation in the Warhammer world and the last living servants of the mysterious Old Ones. We uncover their creation, the cosmic purpose known as the Great Plan, and the rigid society that has endured for millennia, where mighty Slann Mage-Priests interpret celestial omens, Saurus wage war without ambition, Skinks maintain an empire of temples and knowledge, and towering Kroxigors build and defend vast temple-cities hidden beneath the jungle canopy. Along the way, we examine the primeval wilderness of Lustria, the sacred beasts that fight beside the Lizardmen, and their unyielding devotion to restoring the world after the coming of Chaos. Finally, we explore their complex relationships with the other races of the world—from uneasy alliances with the High Elves to bitter wars against the Skaven and the forces of Chaos
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In our Warhammer Old World lore dive episode 85, we explore two of the greatest Skaven warlords ever to plague the Old World: the fearless conqueror Queek Headtaker and the endlessly scheming Grey Seer Thanquol. We begin with Queek, Clan Mors’ infamous "Headtaker," whose rare willingness to lead from the front, duel legendary champions, and collect the severed heads of his enemies made him one of the most feared Skaven warriors in history. From his bloody rise through the breeding pits to his brutal wars for Karak Eight Peaks and relentless campaigns against Dwarfs, Orcs, and rival Skaven, Queek embodies a twisted vision of martial honour in a race defined by treachery. The episode then turns to Thanquol, the Horned Rat’s favoured Grey Seer and perhaps Warhammer’s most iconic villain—a paranoid, megalomaniacal sorcerer whose world-ending schemes are repeatedly undone by his own arrogance, incompetent allies, and the constant interference of Gotrek and Felix. Alongside his ever-doomed Rat Ogre Boneripper, Thanquol wages disastrous campaigns across the Empire, Lustria, the Chaos Wastes, and the Dwarf Holds, somehow surviving every catastrophe to scheme another day.
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In our Warhammer Old World lore dive episode 84, we cast our focus back to spotlight four of the most infamous Skaven to ever crawl from the Under-Empire. Each of whom embody a different facet of Skaven ambition, madness, and treachery. We begin with Throt the Unclean, Clan Moulder’s grotesque Master Mutator, whose endless hunger and warpstone-fueled experiments have spawned some of the deadliest monsters in the world. Next comes Lord Skrolk, the living embodiment of disease and the greatest Plaguelord of Clan Pestilens, who spreads corruption and apocalypse in the name of the Horned Rat. From there, we follow the shadowy legend of Deathmaster Snikch, Clan Eshin’s supreme assassin, whose impossible killings and political murders have toppled kings, generals, and entire nations from the darkness. Finally, we descend into the laboratories of Ikit Claw, Clan Skryre’s half-mechanical genius, whose warp-powered inventions, superweapons, and reckless experiments threaten to destroy friend and foe alike. Together, these four warlords reveal the true nature of Skaven society—a civilization driven by mutation, plague, assassination, and unchecked technological ambition, where every path to power is as dangerous as it is deadly.
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In our Warhammer Old World lore dive episode 83, our final episode on Ogres, we explore the armies of the Ogre Kingdoms, from towering Tyrants and grotesque Slaughtermasters to the endless masses of Bulls, mercenaries, monsters, and living artillery that make Ogre warfare one of the most terrifying forces in the Warhammer world. The episode dive into the strange ecosystem surrounding Ogre armies, including Gnoblar swarms, wandering Hunters, elite Ironguts, globe-trotting Maneaters, and the horrifying Gorgers lurking beneath the mountains. Finally, we unleash the full monstrous might of the Ogre war machine: thunderous Mournfang cavalry, Stonehorns and Thundertusks, chained Slavegiants, roaring Leadbelchers, and ramshackle artillery dragged into battle by Rhinoxen. Blending savage tribal culture, monstrous beasts, blackpowder firepower, and overwhelming brute force, the Ogre Kingdoms armies are built entirely around hunger, violence, and unstoppable momentum.
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