Lizalfos (Conquest)

The Lizalfos are a playable faction in Hyrule: Total War.

Description
The Lizalfos are a primal and violent race of reptilian beings. It is believed that they are native to the Death Mountain range, though they have spread throughout the Kokiri Forest and can be found as far south as Ordona Province. A simple people, the Lizalfos enjoy a simple life. They also enjoy starting fights with non-Lizalfos. Regardless of their violent tendencies, the Lizalfos do not fight out of hatred or a need to conquer, they simply think fighting is a way to show that you respect your neighbour. Naturally this is backwards to many people, and as such the Lizalfos are considered by many to be a threat in need of extermination. They have a strong sense of community among their kind, and would rather fight in pairs or with a group along. For this reason the Lizalfos are renowned for their coordinated attacks and swift flanking tactics. This nature reflects in their armies as well as the Lizalfos tend to hide in their environment, split up their forces, and flank an enemy from multiple sides. Their affinity for melee and fast speed makes them very adept for charges, and an infantry charge of Lizalfos is almost as effective as even the most brutal cavalry charges. Despite their speed and clever minds, Lizalfos tend to prefer crude weaponry and very little armour other than helmets. While their scales are thicker than the skin of most races, they are still vulnerable to a well placed blow from a sword. They may lack in durability, but even so the odds of an enemy surviving a Lizalfos that makes the first move are low and rightfully so.

Physiology
All Lizalfos share the common traits of being bipedal reptilians that bear live young and have evolved an equivalent of mammalian mammaries.

Language
The various species of Lizalfos share a common tongue known as Old Lizalfos, which dates back to their cultures on the Death Mountain Range.

Ancient Age
The Lizalfos originated on Death Mountain along with many other races: the Volvagians, the Gorons, the Dodongos, the Helmasaurs and others. For many ages Death Mountain was a constant warzone between these races until Dakkon, King of the Volvagians, became Maphaeus' successor as Sage of Fire. With his new powers, Dakkon quickly united Death Mountain under the Volvagians. The Lizalfos pledged themselves to the Volvagians, becoming citizens of the Death Mountain Empire. For many years the Lizalfos served the Volvagians as labourers and taskmasters, keeping a lash over their Goron slaves.

During the first century before Ganon, a Goron rebellion crippled the Lizalfos and forced them to emigrate south to the Kokiri Forest. They lived here for a period of time until the Hylians and later the Kokiri drove them further south, to the Faron Woods where they are settled.

First Golden Age
The Lizalfos become united under Queen Nardu the White some time before 100 AG. None know how she rose to power, though it's fair to say it was accomplished through backstabbing, murder and the poisoned words of her mouth.

Hyrule in Chaos
In 133 AG, the Lizalfos capture Princess Tetralyna Zelda V and bring her to Faron Prime by Nardu's command, under the assumption they were to sacrifice her. The revelation that this would not be the case bred feelings of distrust towards Nardu and her motives, from which disgruntled Lizalfos encouraged Vakat the Winged to form a rebellion. The Lizalfos were reduced to infighting between those loyal to the Queen and Vakat's rebels, though the rebellion was quashed by Nardu with Ganondorf's aid. The Lizalfos signed a treaty with Gerudo, signifying their allegiance as Ganondorf formally declared war.

Strengths, Weaknesses and Abilities

 * Swift Reptiles: Lizalfos all have fairly long legs and streamlined bodies. As such their dismounted soldiers are able to run much faster than most other races.
 * Wild Stance: Lizalfos prefer to blindly swing their weapons at anything around them. As such they rank up slower than most soldiers and can usually be outclassed.
 * Temper Driven: Lizalfos are easy to anger and upset and are likely to declare war with any faction that comes to share a border with them in the campaign.
 * Cold Blooded: The Lizalfos are unable to survive in sub zero temperatures, and tire very quickly in snow, though they excel in combat when fighting in hot temperatures like deserts.

Freeform Campaign

 * Faction Leader: Nardu the White
 * Settlements: 2
 * Faron Prime (city, capital)
 * Ukshulut (village)
 * Goals:
 * Short Campaign: hold 20 regions, including Deku Prime (5 turns)
 * Long Campaign: hold 30 regions, including Deku Prime (5 turns), Nal Ordona (5 turns)

Standard

 * Predators
 * Treehoppers
 * Trappers
 * Helmasaur Trackers
 * Dinolfos Butchers
 * Iguanalfos
 * Dinolfos Footmen
 * Song Sayers
 * Darkhammers
 * Aeralfos

Siege Weaponry

 * Carcass Catapult
 * Poison Spear Launcher

Special

 * Chamelofos
 * Helmasaur Lords

Command

 * Monitor
 * Hammarine
 * Matron

Agents

 * Wordcrafter
 * Night Skink
 * Faron Druid

Heroes

 * Nardu the White
 * Okakusha the Green
 * Talik the Red
 * Vakat the Winged

Tech Tree
The Lizalfos have a spread out techtree with minor branching paths. The main feature is devoting a settlement to one of two clans, the Wild clan (Faster, cheaper units) or the Urban Clan (Heavier and more expensive units).

Hamlet

 * Poaching Grounds: Lizalfos are master hunters and their entire diet largely consists of meat. Entire sections of forest or plains are devoted to hunting the best game they can find for food.
 * War Huts - Wild Clan: Cheaply assembled huts for the Lizalfos of the Wild Clan, who are more content to live in the wilderness than in settlements. Allows the training of Wild Clan units.
 * War Huts - Urban Clan: Considered the more civilized and militaristic of the Lizalfos, these permanent homes house and deploy armies of Urban Clan warriors.
 * Gardens: A simple plot of land devoted to flora, Gardens increase the health of their host settlement as well as the happiness of those that live there.
 * Dancing Ring: In addition to hunting and sacrifice, dancing is among the most popular and loved past times of the Lizalfos people. Setting up Dancing rings in a settlement will allow idle warriors and civilians to dance to their hearts content and raise the happiness of everyone involved.
 * Altar of Dynalkulshut: The Lizalfos deity of blood, warriors trained in melee come to pray and offer sacrifices and practice their skill against other warriors in front of this idol. Increases the skill of all Light Melee Infantry trained in this settlement.

Village

 * Tournament Poaching Grounds: Hosting tournaments for Poachers and hunters increases the yeild of animal corpses as warriors battle to kill the most game.
 * Fighting Pit: Small battlefield dedicated to Lizalfos soldiers sparring against each other publicly. Increase the happiness of the people and the rank of trained Lizalfos units.
 * Canal Network: The Lizalfos are surprisingly adept at irrigation despite their aversion to agriculture. Instead they use canal networks to make travel through their towns easier as well as disposing of waste.
 * Altar of Volvagia: The Lizalfos deity of war, warriors trained in archery come to pray and offer sacrifices and practice their skill against other warriors in front of this idol. Increases the skill of all Ranged units trained in this settlement.

Town

 * Championship Poaching Grounds: Entire teams of Lizalfos compete against each other in these grand hunts of large proportions.
 * Arena: Larger fighting pit that can accommodate groups of warriors at the time. Increase the happiness of the people and the rank of trained Lizalfos units.
 * Animal Slaughter Mount: When times are rough and drought or famine strikes the Lizalfos animals are sacrificed at this altar to ease their mind and appease their deities. Increases the happiness of host settlement.
 * Altar of Garnyle Og: The Lizalfos deity of the hunt, warriors trained in pole arms come to pray and offer sacrifices and practice their skill against other warriors in front of this idol. Increases the skill of all Spearmen trained in this settlement.
 * Rain Henge: A large pool left to fill with rainwater, the Lizalfos bathe themselves as a ritual to appease their deities. Unintentionally increases the health of its host settlement.

Large Town

 * Epic Poaching Grounds: Lizalfos teams come from far and wide to participate in competitive hunts that border on the size of full scale wars.
 * Sacrificial Altar: Prisoners of War are brought to and sacrificed at this altar to appease the angry Lizalfos deities before marching to their next battle. Increases the morale of all soldiers trained in this settlement.
 * Altar of Jeakrock: The Lizalfos deity of beasts, the Helmasaur King, warriors trained in handling animals come to pray and offer sacrifices and practice their skill against other warriors in front of this idol. Increases the skill of all Cavalry trained in this settlement.

City

 * Altar of Trinexx: The Lizalfos deity of natural disasters, warriors trained in heavy armor come to pray and offer sacrifices and practice their skill against other warriors in front of this idol. Increases the skill of all Heavy Infantry trained in this settlement. Also allows units to train at their first Upgrade level.

Large City

 * Lizalfos Pantheon: Temple of Lizalfos deities from which all warriors come to pray and sacrifice. Allows Lizalfos soldiers to train at their second Upgrade level.