Long before the Mortal Realms were even a thing, the Old Ones, these god-like beings, had this insanely complex scheme to reshape reality called the Great Plan. To get this plan rolling, they created the Seraphon, a race of cold-blooded reptilian warriors, led by powerful slann mage-priests. These slann, amphibian arcanists, are the brains behind the operation, guiding the Seraphon to fulfill the Great Plan no matter the cost.
The Rise of the Seraphon
The Seraphon originally hailed from the World-that-Was. When Chaos tore that world apart, the ancient temples and tech of the Old Ones didn’t just sit there; they launched into the heavens, taking the slann with them. They hung out in space for ages until the Mortal Realms formed. When the time was right, the slann came down from their celestial temple ships, spawning new Seraphon soldiers ready to continue the Great Plan. Some of these ships landed, creating bustling cities for war, while others stayed in the heavens, their slann gazing at the stars to foresee the future.
Battling the Forces of Chaos
Since their arrival, the Seraphon have faced numerous threats: Chaos Gods, undead legions, destruction-wrought catastrophes, and even interference from their allies. The Seraphon society isn’t just one species; it’s a whole mix, governed by a strict caste system with the slann at the top. These toad-like beings, birthed in five spawnings, hold the secrets of the Old Ones and wield incredible magical power, enough to summon warhosts from the aether and devastate their enemies.
Meet the Ultimate Seraphon Hero: Lord Kroak
Foremost among the slann is Lord Kroak, the last of the first spawning. He’s so powerful that even after death, his spirit clings to his mummified form, able to split heaven and earth with his magic.
The Skink Managers
The skinks are the busybodies running Seraphon society, ensuring the temple ships and cities function smoothly. They serve the slann, tend to the mighty kroxigor laborers, and take to the battlefield as scouts, skirmishers, and beast riders on terradons, ripperdactyls, and other monstrous creatures.
The Muscle: Saurus Warriors
Saurus Warriors are the Seraphon’s muscle, bred for battle. They’re fierce but not mindless, possessing a battle-focused intellect dedicated to the Great Plan. Commanded by Oldbloods and Scar-Veterans, these grizzled warriors tame apex predators like aggradons and carnosaurs to lead their charges into battle.
Strategic Battle Traits and Formations
The Seraphon fight according to the Great Plan, guided by celestial signs called Asterisms. These give them battle bonuses, like Itzl the Tamer boosting their mounts’ crits, or Tepok the Seer enhancing their spellcasters. By the third battle round, if they’ve furthered the Great Plan, they can unlock additional powers, like Quetzl the Preserver’s defensive buffs or Sotek the Deliverer’s offensive might.
Magical Mastery
The slann are magical powerhouses, surpassing even Tzeentch’s Lords of Change. They can wield two Spell Lores: one manipulating cosmic power to unmake enemies’ weapons and invoke heavenly wrath, and another calling on primal forces to heal, cause earthquakes, and empower Seraphon weapons with celestial energy.
Unit Breakdown
- Slann Starmasters: These floating, spellcasting juggernauts tear down heavens and boost their allies’ magic.
- Saurus Oldblood on Carnosaur: Vicious warriors on apex predators, causing terror and leading charges.
- Skink Riders: Terradon Riders attack from the skies, dropping deadly cargo on enemies.
- Stegadons: Hulking war-beasts with skink crews and reality-warping arcane engines, delivering healing light, summoning warriors, or slowing time itself.
Endless Variety
With such a diverse range of units, you can build nearly any kind of army: monster-heavy with Bastiladons and Stegadons, a thundering cavalry of Aggradon Lancers and Terradon Riders, or an infantry march of Saurus Warriors and Skinks. Asterisms help you focus your strategy, and you can unlock extra buffs to further the Great Plan.
Spotlight: Starscale Warhost
Sometimes the Seraphon need a smaller, precise strike force. Enter the Starscale Warhost, led by a Saurus Oldblood on a terrifying jungle beast. These forces are perfect for surgical strikes, taking out key targets or defending crucial points without disrupting the cosmic balance.
The Seraphon are here to stay, waging war with cosmic precision and ancient power. Ready your forces and dive into the battle to see the Great Plan unfold!
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As a current day seraphon player…
This is concerning. Why are the saurus missing, their saurus keyword, jaw attacks and only 1 control?
Why are the Slann, ultimate masters of magic and benders of reality only have the options of a 5+save or a 6+ward?
Why are the stegadons missing half their attack weapons?
To many questions for some of the design choices for what is proto edition.