Lizardfolk Species in Reluria | World Anvil
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Lizardfolk

Dwellers of the swamps and desert.

There are few that can deny the hardiness of the scaled people created by Kor. They have found the most inhospitable places in Reluria to dwell, and they do so in contentment. When one sees them in the a town or city it is a rare sight indeed. Instead, they are usually found in the lonely places of the world, surviving or sometimes acting as the hunters they are.  
- Revus Mileworn, Merchant Prince

Civilization and Culture

Naming Traditions

Lizardfolk tend to base their names off of Draconic words. This is usually a single name with a special meaning to that individual. For example a warrior who wields an impressive axe is known as Garurt (axe in Draconic). Or a huntress that uses camouflage as she hides in the swamp may be called Achuak (green in Draconic).

Gender Ideals

Males tend to be the warriors of the tribe. Females are the hunters, and these roles are kept very separated. Only males are allowed into the priesthood of Osu. But clerics of both genders may enter into the worship of Kor.

Average Technological Level

Lizardfolk tend to live in small villages deep in the swamp, and subsist on hunting and gathering. A separate group (perhaps a tribe) also live in the desert, sometimes using old dwarven ruins as their home. Most of the equipment and tools used by Lizardfolk is made from the creatures and materials around them, such as stone, bone and hide. When they do have metal weapons it is usually something they have won in battle. Their nomadic lifestyle keeps them from thinking in a permanent way about tools and residences.

Major Language Groups and Dialects

Lizardfolk speak a variant of Draconic, as well as the Elder Speech created by Kor for all his peoples. Lizardfolk that interact with other races have learned common, but find some words difficult to say with their jaw shape.

Culture and Cultural Heritage

Lizardfolk are survivors first and foremost. They admire strength and tenacity, and find weakness and foolishness offensive.

Common Customs, Traditions and Rituals

Lizardfolk warriors and hunters are tasked with felling a great beast or enemy to reach adulthood. After the success of the battle they keep a trophy from it and usually incorporate it into their armor, weapon or jewelry some kind. Losing this trophy is considered an ill omen and the warrior or huntress will do anything to get it back.

History

Lizardfolk were created by Kor in the first age of Cadash. According to their legends they are also one of his earliest creations (although most of the First Folk claim this). It is said that they existed mostly in the southern continent in the earliest times. A migration at the beginning of the second age (recorded by the elves) has them arriving in Reluria at that time.

Common Myths and Legends

Like nearly all the first folk, the great god Kor is greatly revered for bringing the species to life. However, worship of the dragon god Osu has grown in popularity since the the third age. There is a tale of a great Lizardfolk hero Kepesk (the Storm) who fought with dragons against forces of Chaos. At the end of the tale Kepesk was transformed into a great dragon and so gained immortality. This has lead to a hero cult to spring up around this great hero and worshiped in his own right.

Interspecies Relations and Assumptions

Lizardfolk are often seen as isolationist, and are rare to see out of their enclaves. Most other races treat them with curiosity and a bit of suspicion. Lizardfolk admire and respect strength, so dwarves and Anubine tend to be the races they will gravitate to.
Lifespan
Come of age at 14 and live about 60 years.
Average Height
Tend to be a little taller than humans. Their frills can make this height difference look even more pronounced. They are considered medium sized.
Average Weight
Lizardfolk are bulkier than most humans and their scales do add some weight as well.
The following are game specific details if you want to play a Lizardfolk character in a Reluria campaign.  
  • Constitution increases by 2.
  • Wisdom increases by 1.
  • Alignment: Tend to be neutral bent.
  • Hold Breath: Up to 15 minutes
  • Swim Speed: 30 feet
  • Bite: May make a bite attack as a reaction when hit by a melee attack. This is a natural weapon and is 1D4 plus STR modifier of piercing damage.
  • Hunter's Lore: May be proficient on two of the following: Animal Handling, Nature, Perception, Stealth or Survival.
  • Natural Armor: AC - 13+Dex mod and shield benefits apply.

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