A Primer on the Tribes

The lizardfolk are not unknown to the people on the mainland, but they rarely cross paths. Here's what the mainlanders are relatively sure of:
=== A Clan or a Tribe? ===
A tribe can be made up of many clans. A single tribe usually shares a language, pantheon, and basic laws, while a clan is more of a geographical arrangement. A "tribesman" is a lizardfolk that serves as part of tribe's leadership, but isn't a member of any particular clan.
A lizardfolk can change clan and even tribe as they wish, although most clans are distrustful of any who would betray their heritage to do so. A lizardfolk seeking to make that change would also need the permission of the clan-chief of the clan they hope to join. This happens very rarely, as lizardfolk are xenophobic in the extreme.
=== The Mah-Kuri ===
There are many dozens of clans, but nearly all under the banner of the Mah-Kuri. Their name means "Green Scale", or less literally, "a thing every lizardfolk has". The Mah-Kuri consider all lizardfolk a member of the tribe, regardless of their personal circumstances. In practice this works well, the Mah-Kuri sets out laws, and oversees disputes between clans. Unlike other humanoids that adopt this style of government, clans are not required to pay taxes to the Mah-Kuri leadership, although many elect to send some form of tribute.
For their part, the Mah-Kuri are the dominant tribe in the Valley, and have kept infighting and inter-clan squabbles to an appreciable minimum. Every clan will have one or more tribesfolk among them, to serve as an adviser to help the clan grow and prosper without damaging the interests of other clans. A small clan will have one tribesfolk, a larger clan will have three, and the largest tribes have six: One, three and six being holy numbers in the tribe's chosen pantheon.
=== The Iwi ===
While every lizardfolk is technically a member of the Mah-Kuri tribe, the Iwi instead are a separate group who act as a spiritual center to the Mah-Kuri, and other tribes as well.
The Iwi never have more than 316 members at any one time. The reason for this is slightly convoluted, but it involves their belief that each lizardfolk is comprised of the three virtues (the mind, the husk, and the life), as well as the six parts (the nose, the claws, the calves, the liver, the heart, and the tail). Their internal organizational structure is made of groups of sixs and threes, all serving different functions, and all training up individuals to take their place when the time comes.
What the Iwi actually does is rather more straightforward: they are tasked with maintaining the spiritual connections between each lizardfolk, their gods, their ancestors, and their history. In practice they're particularly conservative religious scholars, and almost all divine casters. However, they are all expected to know the prayers, ceremonies, and spiritual necessities for dozens of gods and clans. 
Iwi means "clavicle", as it's a common myth that all lizardfok are born with their clavicle fully grown. Should the Iwi find themselves short on numbers, clans consider it their duty to send promising young ones off to audition for the Iwi. Because of the static number of Iwi, the stronger the lizardfolk tribes become, the weaker the influence of the Iwi, and vice-versa.
=== The Ware-Ware ===
The Ware-Ware tribe is small, and not officially recognised by the Mah-Kuri (who simply consider them to be a rogue clan). In return, the Ware-Ware do not recognise the legitimacy of the Mah-Kuri, or the Iwi, which makes them pariahs to a rather heavy degree.
Ware-Ware means "Forgotten", a term they actually use as an insult. They claim to be the only ones who "remember" the glory days of the lizardfolk empire, although the exact nature and magnificence of the empire is historically rather suspect. Nevertheless, the Ware-Ware believe they can lead the other tribes to a more glorious future, although very few lizardfolk flock to their banner