Lizardfolk

## On Lizardfolk

*"Like us, they are children of the dragons! That makes us kin!"- Vek, kobold druid, assuming plenty of unproven history.*

*"I've never met a better survivalist. When we were stuck in the Ocho Swamp he found food we could eat and made arrows out of bone before guiding us to safety. I wish he hadn't made them out of my friend Jek. But hey, he was already dead. No reason we all had to die right?"- Zef, human adventurer, being pragmatic.*

*"Lizardfolk are understandable. They are almost warforged in practicality. It is refreshingly rare outlook among organics."- Smasher, warforged cleric, appreciating the simplicity of the lizardfolk worldview.*

*"Lizardfolk are a bit dull, but at least they aren't liars."- Loyal, tiefling sorcerer, on why she has no problem with lizardfolk.*

Hailing from the vast Ocho Swamps, lizardfolk are a race of reptilian humanoids who prioritize survival above all else. They can seem cold and aloof, even a little alien, but their motivations are deceptively simple. Stay alive. That isn't to say lizardfolk can't be great heroes and adventurers, far from it, they simply have different motivations. A lizardfolk's concept of survival does extend to their tribe and, as such, adventuring parties can safely rely on their lizardfolk companions. Lizardfolk are a simple people who don't waste time arguing about emotions or morals because seeing the next day is what matters. While most lizardfolk are found within their ancestral homeland of the Ocho Swamps, scattered tribes are found throughout the swamps of other lands, several tropical islands, and the jungles of the Southern Continent.

## Physical Description:

Lizardfolk are semi-aquatic reptilian humanoids that resemble lizards or crocodiles. Their skin is covered in thick scales that range in color from dark green to shades of brown or even gray. Their eyes are snake-like, yellow and reptilian, with simple slit noses and no visible ears. Taller than humans and powerfully built, lizardfolk stand between 6 and 7 feet, weighing on average between 200 and 250 pounds. Aside from their sharp claws and teeth, lizardfolk are recognized for their tails. These are non-prehensile and muscular, growing between three or four feet in length, used for balance on land and to propel themselves through the water in a manner similar to an alligator. Although non-reptilians see all lizardfolk as nearly identical, even struggling to differentiate between males and females due to a lack of obvious sexual characteristics, lizardfolk can easily tell one another apart, though they struggle to identify individual warmbloods. Lizardfolk keep their skin relatively moist and need to wet their bodies regularly in dry climates.

As coldblooded beings, lizardfolk are cautious around the environments they visit when outside their favored swamps. Because they are emotionless, lizardfolk put little emphasis on clothing beyond furs, tarps and wet sashes when trying to survive hostile environments. They never use tattoos or jewelry. Normally they wear nothing beyond satchels and pouches to help carry their items, though they use armor whenever necessary. Though they never pay for decoration they'll always acquire the highest quality items whenever possible, as these help with the survival process.

## History:

The lizardfolk have dwelt in the depths of the Ocho Swamps for as long as any warmblood can remember. Some believe them to be among Apia's oldest inhabitants, perhaps the creation of a long dead god. This historic confusion isn't helped by the lizardmen themselves, who consider writing things down to be wasted time. Each tribe's shaman does pass down oral traditions that have some similarities, but vary depending on the type of lizardfolk or the tribe's location. Some believe that the god Essylliss, the celestial crocodile, mated with an ancient green dragon whose clutch of eggs includes the demigod Semuanya. Semuanya's own offspring would then become the lizardfolk. Others suggest The Green Lord transformed a clutch of lizards into the modern race, so that others would understand how to survive and thrive in nature. Still others believe they are a yuan-ti slave race, bio-engineered for service. Others view them as a chunk of the Ouroboros that fell to Apia Prime before gaining sentience. Each of these possibilities are supported by different shamans and strange carvings not made by modern lizardfolk.

Despite their reclusive nature, many lizardfolk were enslaved by several races notably the ancient yuan-ti, who prized them beyond the "mammals." The competing mind flayers stole many, implanting them with tadpoles to create the tzakandi, who served the illithids as slave warriors. Several beholders laid claim to the Ocho Swamps and spent much of their reigns battling lizardfolk rebels who would attack them. Lizardfolk from several swamps were involved in Latrell's Rebellion, fighting the beholders alongside the other races. While most returned to the swamps, some choose to remain among warmbloods, thriving as hunters, trappers and trackers.

While the Ocho Swamps are hardly settled it is a foolish being indeed who denies the lizardfolk dominance of the region. Their tribes battle the bullywugs, ignore the giff, trade amongst themselves and often war with each other. Lizardfolk can be seen in civilized lands, serving as mercenaries, hunters or adventurers. While several attempts have been made to conquer the Ocho Swamps none have been successful. Despite the general disdain for writing, lizardfolk shamans do carve border markers that help their tribes differentiate territory, as well as warn the warmbloods they are now entering into a land which they don't belong. Historically, armies and adventurers regularly vanish inside the Swamps meaning rumors of great cities or and powerful strongholds deep within cannot be verified. Most of Apia's powers give the swamps a wide birth.

## Geography:

The vast majority of lizardfolk live within Ocho Swamps. The undisputed master of that land, numerous tribes battle for control of the region, though always banding together against outsiders. Smaller communities live inside swamps in Vitteodel, Taskanda and Latrellus. On the tropical islands of Teteus' fingers and Tortal Island, variant lizardfolk exist. They can also be found on the Southern Continent.

## Personality:

Lizardfolk are cold blooded. This is both a physical and emotional truth. Lizardfolk seem emotionless and alien to most races, who are mammalian (even kobolds and dragonborn have mammalian characteristics), and don't understand their reptilian brains. It is true that lizardfolk don't have emotions as other races do though they understand the importance of community and working together. To a lizardfolk, the single most important thing is survival. Everything else is either an enemy, ally, tool, or food, and treated appropriately. They aren't cruel or callous but simply driven by different goals. Even friends and allies become food and tools upon death. This extends to other lizardfolk, who don't hesitate to eat their own dead and transform their bodies into weapons or tools. There is no room for sentimentality within the swamp and a lizardfolk expects to be eaten after his own death, that's what's best for the tribe.

They speak simply, without figurative language, and either don't understand, or disdain, metaphors. If a lizardfolk wants to leave, he won't say, ‘let’s get out of here.' It would be, ‘we must leave.’ They speak exclusively in present tense, using cause and effect to describe how they feel. For example he'd say “the wind chills us” to signify it's cold. A lizardfolk eats often, whenever he wants without hesitation, no matter the social situation or expectations. They see no use for manners unless they serve a higher purpose that can aid their survival, such as impressing an important noble. They are ultimately a practical people who simply seek to survive, even thrive, without concern for warmblooded opinion.

## Society:

When outside the cities of the warmbloods, lizardfolk are tribal, ruled by the largest, oldest male. Typical tribes range from a few dozen to several hundreds, with multiple tribes either co-existing or battling for land depending on their history. The chief rules uncontested, making decisions about where to hunt, where to fight and how loot should be distributed. He is assisted by several shamans who interpret the will of various lizardfolk gods, interpret various omens, and give advice related to survival. Lizardfolk chiefs can be any alignment, though most recognize that cruelty is inefficient and so rule with a degree of leniency.

Nothing is wasted among the tribe. They use every part of the animals hunted, plants harvested and materials gathered. This includes their own bodies, much to the shock of their warmblooded friends. Their bone spears are made from their father's remains while many rafts or huts are covered with his hide. Lizardfolk hide is a prized commodity on the black market of non-lizardfolk which more than one unscrupulous tribe has taken advantage of to great profit. They don't roam as much as tribal orcs, instead occupying relatively fixed locations, building villages within the land claimed by that tribe. Aside from the stone pillars erected by shamans, either as boundary markers or religious observances, the only buildings of significance are hatcheries. Lizardfolk lay clutches of eggs which are gathered into one steaming-hot building in the center of the village. Guarding the eggs is the most important task for many females who watch over them for fear they will be eaten or destroyed by the tribe's enemies. Because all babies hatch from the central clutch a traditional family unit is unknown among lizardfolk. No lizardfolk knows who their mother or father is, so in a very real sense the tribe is the family. While not emotional as warmbloods understand it, lizardfolk loyalty to the tribe is beyond compare. Only those of the tribe can be fully trusted. Lizardfolk will regularly domesticate crocodiles, alligators, giant turtles and various forms of dinosaurs, viewing them as allies or cattle. These animals aren't kept as pets, a concept foreign to the survival-minded lizardfolk, but rather useful tools that aid in survival. They will trade with other tribes and, rarely, with outsiders, but only if they see the benefit of the exchange. These trades are typically for goods as coin serves little use in the swamps. Those tribes closer to warmblood settlements, seeing the value mammals put on coin, will accept and use it, but only with the outsiders. Among their own people all items belong to the tribe to be used and distributed as needed.

## Religion:

Lizardfolk worship all manner of gods. Some pray to their ancestral deity Essylliss the celestial crocodile but many more revere the demigod Semuanya, lord of survival. The worship of Set, the evil snake god, and Tiamat the evil dragon queen, grows among evil lizardfolk tribes who seek excuses for their excesses. The most detestable tribes praise the Great Old One turned demon lord Tsathogga. Bahamut, the platinum dragon, is the patron of several good-aligned tribes while others have turned to worship of Sobek, the Za'icoran crocodile god of rivers and war. A few of the oldest cults praise the mysterious Ouroboros itself or the very concept of life, death and entropy. These tribes are incredibly isolated and strange, even to other lizardfolk.

## Alignment:

The vast majority of lizardfolk are true neutral. They don't care for the particulars of good or evil because survival is their primary goal. While different tribes can shift towards one side of the alignment spectrum or the other, this is usually due to the influence of a dragon, they almost always include neutrality in the alternative axis. There are more neutral good than neutral evil lizardfolk, though not by a large margin.

## Relations:

The vast majority of lizardfolk relations are with other tribes. The lizardfolk have a complicated relationship with other tribes, the origins of these various feuds or alliances are beyond warmblood understanding. These feuds won't stop all tribes from allying if an outside force attempts to conquer the swamp they call home. In general, lizardfolk view all warmbloods as individuals, they are either allies, enemies or food, depending on the individual.

They are primarily rivaled by bullywugs, who share much of the same territory and constantly skirmish with them. Kobolds and dragonborn are viewed as "scale-cousins" and treated with a respect not afforded to typical non-lizardfolk. The feelings are mutual and small minority groups of kobolds and dragonborn can be found living among lizardfolk tribes. The giff are respected for their strength and typically avoided.

Lizardfolk view dragons as the ultimate being and adore them with reverence that borders on worship. They'll do whatever a dragon says as loyal followers and servants. Evil dragons take advantage of this loyalty and recruit lizardfolk tribes as minions. Good dragons try to steer the lizardfolk towards goodly deeds. It's always known whenever a dragon is in the area because normally reclusive lizardfolk will be suddenly very active.

## Language:

Lizardfolk speak draconic, with a unique cadence and tone. It's a far simpler variation, without past or future tense. Still, anyone who speaks draconic can easily understand the lizardfolk. Many also learn common, in case they need to communicate with the warmbloods.

## Names:

Lizardfolk names are harsh and difficult to understand for warmbloods. They tend to be aggressive sounding, ranging in length from only a few letters to quite long.

**Example Male names:** Kuz, Trok, Yiz, Kokuat, Atli, Groaszixl, Bhajikzausz, Bhajakxazk, Onjiccux, Ukoccix

**Example Female names:** Thriz, Shask, Thas, Shudria, Shrareix, Srekkoss, Ejognuh, Botidrie, Iaccura, Bazeitisk

## Adventurers:

Lizardfolk adventurers are more common than one might expect, given their reclusive, insular nature. Due to their tribal upbringing, lone lizardfolk will seek out powerful allies to aid in their survival. Others are exiles who, with nowhere else to turn, become adventurers for the same reason. Others are interested in finding dragons or other great monsters, so they can emulate their survival skills. Some are sent on rare missions to acquire information or goods the tribe needs but cannot make. Lizardfolk adventurers are typically barbarians, rangers or druids.

## Racial Traits:

Lizardfolk stats are described below.

+2 Constitution, -2 Intelligence. Lizardfolk are hearty but not interested in book learning or academic study.

Medium size.

A lizardfolk’s base land speed is 30 feet. They also have a 20 foot swim speed.

+2 Natural armor bonus

Natural Weapons: 2 claws (1d4) and bite (1d4).

Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.

Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.

Favored Class: Barbarian, Druid, Ranger