Lizardmen

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Language: English  • magyar
Lizardmen
Total population
c. 175,530
Regions with significant populations
Etrand shield.svg Etrandc. 150,000
Keldorn shield.svg Keldornc. 20,000
Etrancoast shield.svg Etrancoastc. 5,000
Gabyr shield.svg Gabyrc. 500
Neressa shield.svg Neressac. 30
Languages
Lizardman and various local languages
Religion
Lizardman Religion

Lizardmen are a cold-blooded humanoid race, mainly characterized by thick scale, sharp thinking and high level of endurance. They populate mainly swamps and sylvan mountains. They tolerate all sorts of climates and terrains, with the exception of very low temperature: cold is their weak point. Unlike normal lizards, they mainly eat meat, but they never prey on sentiment beings (like Humans), they also like fruits, but they never eat grains/cereals (nor alcoholic beverage made out of it). Weaker lizardmen live at least 900 years, while the stronger could live up to 1300 years. The colour of the scales can vary regardless of gender. Their eyes can be green, yellow or orange.

Their limbs are muscular and they can endure physically demand work for long, although not as nimble or agile as elves, they can endure running for longer amount of time than Elves or Orcs, either up to hills or on the flat ground. They are neutral to other races, they are not expansive, they are conservative and tradition-respecting. They do not engage in combat with those who doesn't attack first*, although in battle the enemy is clearly enemy for them, they do not hold them back when fighting someone who wants their head. Their warriors are more fond of agility and speed than raw strength, although they don’t underestimate the last either. They usually use spears or missile weapons, but there are some who prefer swords or heavy weapons (such as battle axes). They also use their strong tails in battle! Due to their thick skin, they do not wear armour, and they wear clothes rarely - most of the time only trousers.

They live in smaller or bigger communities, but it’s not rare for the younger to decide to become an adventurer, travelling warrior or mercenary. There are some of them who are spellcasters, mostly shamans who help the community with their magic and teach them in the ways of the religion. There are also some of them who decide to be mages. There are some who aren’t born to their kind. They are usually sociable, but not always accepted due the way they look.

Despite the stereotype, they rarely worship Dragons or other lizards. They easily see trough lies and know when someone’s telling lies or the truth. So that’s why they are honest, which sometimes makes them feel uncomfortable (and their charisma suffers)

Due to the fact that they are peaceful and are reluctant to fight, Orcs consider them “barbarians and cowards”, while elves and dwarves respect them because of their patience.

Reminder: they are humanoid reptiles and NOT mammals (they reproduce with eggs, and there isn't a too big difference between the way males and females look)

Hitory

Pre-Imperial

Before the formation of the Ancient Lizardman Empire, the Lizardmen were part of the caste system that the Massenpreost Despotanfras race created for their civilization, occupying the Warrior caste.

It was a Lizardman rebellion/coup started by Hwortrang Zarrek that led to the ultimate downfall and extinction of the Massenpreost Despotanfras race and the formation of the Ancient Lizardman Empire.

Imperial

The Ancient Lizardman Empire saw the prolifiration of the Lizardman race. If it wasn't for all the archeology and written records, no one would think today that this race of pacifistic, anti-expansionist, naturer-respecting and tradition-nurturing race of hummanoid reptilians was once a race of expansionist and imperialistic revolutionaries, slave-owners, legionaries, explorers, scholars, architects, pyramid-builders, and most importantly, colonizers. However, as the history books tell us, the Lizardmen of that time were keen to expand their farmlands, to conquer new territories and and prolifirate their race.

Off course, as their empire lasted 17 000 years, it is important to note, that their expansion was a lot slower than that of humans. While an impatient human ruler may decide that he wants to be the Emperor of Artograch in just one decade, the Lizardmen were slow and careful expansionists, slowly and gradually expanding from their homelands.

Roughly around 6000 BEKE, the Empire colonized Lizards Island, which broke off to form its own state around 3700 BEKE.

Post-Imperial

By the end of their empire's lifespan, the Lizardmen had to deal with food shortages leading to famines, plague, natural disasters, climate change (cooling), as well as a mixture of rebellions (both popular and slave), high corruption, hyperinflation, religious schisms, inner conflicts and so much more. In truth, the sacking of the capital and massacre of the ruling family at the hands of the invading Dwarves didn't really cause the fall of the Empire - more like it gave the mercy kill to an Empire that has already fallen in all but name.

The end of the Lizardman Empire however did not mean the immediate end of the Lizardman domination of Continental Artograch, or the immediate end of urban civilization. While a new religious movement that captured the souls of an increasing amount of Lizardmen advocated for returning to a simpler and closer-to-nature lifestyle to prevent repeating the mistakes of the Empire, not every Lizardmen followed that direction until the aftermath of the Proto-Elven invasion.

While the majority of Lizardmen would live in villages and tribes after the fall of their Empire, several city-states sprung up on the coastlines and rivers and continued to prosper well into the last centuries preceding the eventual Proto-Elven invasion. In fact, there were also a few tribal kingdoms that existed, with their leaders all harbouring ambitions to recreate the Empire.

The Proto-Elven invasion is remembered as a cataclysmic holocaust in Lizardman history - that event when the world as they knew it ceased to exist, when from being the race that used to dominate the continent, they got cornered and pushed into the obscure swamplands that no one else dared to traverse. This event is known to the Lizardmen as either The Great Erasure, or the Rain of Tears. Untold numbers of Lizardmen were killed, their settlements burned to the ground and completely erased from history with no remains at all - basically all of the post-Imperial Lizardman history up to that point was completely wiped from history, all archeological evidence destroyed by Proto-Elven raiders looking for loot. Ironically, it was the post-collapse abandonment of Imperial-era facilities (such as the pyramid-temples) that preserved these buildings from the wrath of the initial wave of Proto-Elven genocidal colonists and raiders looking for loot, letting them later be visited by adventurers and archeologists alike.

This cataclysm was the event that finally led to every surviving Lizardmen accepting a new way of life: to live simply, to live close to nature, to be pacifistic, isolationist and non-expansionist. This, however was not to last, as even after being effectively cornered into the swamplands of Southern Etrand, the Lizardmen of Artograch still had to fend off later Human incursions, such as the expansionism of Fathred the Great.

History however has strange ways of injecting irony into itself, and later course of events would ironnically pair up the Lizardmen and the Humans as allies against the Wood Elves during the Great War. This wasn't the first time when Men and Lizardmen would be paired up against a common enemy, as the alliance between the two formerly rival races was revived during the Orcish Invasion of Etrand and Dragoc, and eventually cemented under the rule of King Tondbert I of Etrand, who forbade the violent colonization of Lizardmen lands, and promised to guarantee protection (from the overzealous human colonists) and autonomy (freedom to keep their own religion, language, customs and currency) to those Lizardmen tribes who accepted Etrandish suzerainty.

Native populations

Insular Lizardman Empire

Template:Lizardmen in the Insular Lizardman Empire

Lizardman diaspora

Etrand

Template:Lizardmen in Etrand

Etrancoast

Template:Lizardmen in Etrancoast

Neressa

Template:Lizardmen in Neressa

Gabyr and Keldorn

Currently, 20,500 Lizardmen live on the island that happens to be occupied by the Republic of Keldorn and the Free City of Gabyr, making up making up 5.54% of the island's population. Out of them 20,000 live in Keldorn, making up 7.72% of the republic's population, while 500 live in Gabyr, making up 0.45% of the city-state's population.

The Lizardman community of Gabyr was always an insignificant one: the swamp-dwelling, somewhat pacifistic, semi-nomadic lizardmen men of today are not sea-people, and the city of Gabyr never really had an appeal to them. The small amount of Lizardmen who live in Gabyr are primarily translators, sages, magicians, and a small number of pirates, as rogues exists amongst all races - even the noble lizardmen.

The Lizardman community of Keldorn is as old as the state itself. One might think that the semi-nomadic, simple-living, pacifistic noble Lizardmen of the swamps would find no appeal in the dark arts and Keldorn, but they'd be wrong. There has always been a small-but-visible segment of the Lizardman population who had an interest in the Dark Arts, many of them merely suppressing it, or practicing their crafts in secret before the opportunity to migrate to Keldorn arose. As a matter of fact, necromancy is a far older profession than one might imagine, dating back all the way to the Ancient Lizardman Empire - even the human founders of the Republic of Keldorn didn't pull necromancy out of their buttocks, but rather studied from ancient Lizardman sources, or from actual Lizardmen who practiced the Dark Arts.

Attributes (FRPG)

Enabled aligment: any

Disabled secondary races: Vampire, Therianthrope

Minimum Maximum
Strength 8 18
Agility 10 20
Intelligence 8 18
Wisdom 8 18
Endurance 10 20
Charisma 4 16