I'm now adding altered unit descriptions to the 'Sword & Sorcery' mod, to reflect the added abilities, along with general expansions and improvements of the 'lore'.
For example -
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SALAMANDER
Lizardmen are creatures of water, and view fire as a demonic and unnatural element. But once in a generation from a clutch of lizardman eggs, a creature of fire, a Salamander, is born. Burning bright with golden scales, the Salamander is seen as an omen of strife. Ordinary Lizardmen shun these creatures, but do not dare to kill them off.
Instead they are taken into the care of the Shamans, and raised as sacred warriors. Whether they are freaks of nature or otherworldly creatures mimicking the feral Lizardmen, Salamaders will always answer the call of Lizardmen in times of need. But as outcasts incapable of entering water, they spend much of their time doing mercenary work for the lords of the land-bound races.
Salamanders are superbly skilled and swift swordsmen, and can set enemies aflame with their swords or with blood spilled from their wounds. The most powerful salamanders can call flame to life at range.
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LURKER
The Lurker is a large flat-bodied monster which resembles a giant frog. This creature lives in swamps, cave-lake, and other murky waters from which it sets out to hunt. Though the Lurker is strong and has a poisonous bite, the creature's gaze is more dangerous.
Peering down from two long eyestalks, the Lurker has the power to dominate mortal minds, rendering them biddable until feeding time. Sometimes its tadpoles will be laid in a living captive. Despite this, the Lurker is not an evil creature, but merely a predator beast. As intelligent as dogs, they are sometimes trained by the Lizardmen to guard territory and seize prisoners for interrogation, ransom, or feeding Basilisks.
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GREEN WYVERN
The Green Wyvern is a serpentine creature resembling a dragon in form, though not in wits or power. Dimwitted and rejected by other dragonkind as inferior, these creatures angrily assert their strength over those weaker than themselves. Green Wyverns live in swamps, and the Lizardmen have had to learn to flatter these monsters.
Green Wyverns generally do not eat the Lizardmen, and take on a role as their patrons when appeased by gifts. When the offerings are deemed unsatisfactory, they only eat a couple Lizardmen (often decoys dressed up as shamans or leaders) to set an example. For all their flaws, the Wyverns are not cowardly, and are feared allies of the Lizardman race. The great fangs of a Green Wyvern drip with venom, but only the most ancient can muster a vitriol breath to rival that of true dragons. Their scales are not nearly as strong as armor.
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BASILISK
Basilisks are landbound swampland Turtle-Dragons with monstruous appetites. The Lizardmen have learned the hard way to satisfy their hunger with a constant supply of meat. Cattle, cripples, and prisoners of war gathered by Lurkers are all sacrificed alike. In Lizardman society it is considered an honor to be be consumed by a Basilisk. The Shamans teach that the soul of the victim lives on within the great monsters: at any rate, the oldest of the beasts grow cunning, and can conceal themselves while swimming even despite their great size.
Heavily armored and amphibious, the Basilisk is strong enough to tunnel through the earth and demolish city walls. It attacks with a broad maw lined with daggers of ivory, and its hideous gaze can slay on sight alone. Legends claim the creature turns its victims to stone, but the truth is no less terrible. With a glance it strikes death into the hearts of its victims, and then consumes the warm flesh before it can become rigid as stony death.
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ELVEN LONGBOWMAN
Despite lacking the strength of other races, Elven archers somehow wield big longbows tirelessly. The baffled archers of other races, who train years to develop strength in their arms, claim that it must be magic. They are correct, for the bow of an Elf is not dead wood, but retains the heart of the tree whence it came. An Elf's bow aids its wielder in drawing it, and only the accuracy of Elven Archers testifies to their skill.
In a world where Elven numbers have dwindled, the ability to fight at range has become more important. Archery combined with summoned vines has become the classic Elven tactic. Elves feel most at home in the forests and are able to move easily through heavily wooded areas; the most experienced can conceal themselves in foliage.
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I especially like the last one, since otherwise the idea that a physically weak race would be good archers really pisses me off for being illogical.
Post edited May 31, 2020 by southern