The Known World 327 members · 82 stories
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Prince_Staghorn
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The exact phylogenic position of Lizardfolk is somewhat debatable, with few experts agreeing on anything more than them being within the Crocodylomorpha. The most popular theory places them within their own group in the Notosuchia, but otherwise no one is quite sure.

This naturally of course means that the term "Lizardfolk" itself is a misnomer, due to these beings not only being non-squamates, but non-Lepidosauromorphs in general. However, the term has stuck, and most Lizardfolk do not seem to mind.

Lizardfolk

Swamp-dwellers found across the world, Lizardfolk are often thought of as barbarians, but in fact possess a sophisticated tribal culture. Living in a hunter-gatherer society, each tribe is led by a chief. Chiefs are selected every few years through a test of strength within the tribe so only the strongest rules. They have absolute authority on all matters and assembly of the tribe to discuss matters only happens once in a blue moon.

Lizardfolk are organized in a stratified social structure that sets the chief at top of the tribal hierarchy. Below the chief are other tiers that assist the chief in maintain order throughout the community.

Chief > Council of Elders > Warriors > Tribesmen

However, there do exist other orders that do not belong in these categories.

  • Druids: Led by the Elder Druid, these magic practitioners assist tribal life through the use of magical cures and weather forecasts to predict dangers. Druids are distinct in that they decorate their body with body paint.
  • Hunters: Composed of rangers, they are not only responsible for hunting and fishing, but also gathering timber from the forest. They are given most autonomy as collecting resources from the forest is hazardous, but still acquiesce to the chief's control.
  • Travelers: A unique class which is separate, but served to be an integral part of Lizardfolk society. These are Lizardfolk who leave the tribe to venture out and see the outside world. Those that wish to become travelers are rare, unless force to under certain conditions, food shortages. etc. A Lizardfolk is distinguished by the burn mark on their chest which is branded when one chooses to leave the tribe, signifying they are outside the jurisdiction of the tribe. Most travelers never return, because of misadventure or finding a new life. Those that do return however, bring back news of the outside world and with it, new ideas. The information brought by these wanderers are a treasure to be evaluated and judged that could aid their tribe. So while travelers are mostly avoided out of respect and stigma, they are still prominent beings in society.

A Lizardfolk male

Males have an average height of 6'3", and possess thick, armor-like scales. These make up the bulk of the hunters in a community.

An albino Lizardfolk female

Females are slightly shorter than the males, and lack the large scales of the males. The females are mostly in charge of taking care of the children, but also often act as druids.

Ssuran

Native to Stirrope and Khaan, Ssuran are normally found in temperate marshes and swamps. Ssuran are passable swimmers however, and may be found in underwater cave systems.

Ssuran are primitive omnivorous reptiles typically standing from six to seven feet tall. Their scales are normally dull, earthy colors such as green, brown, or gray. They have a tail for balance, which measures three to four feet long. Typical weight is between 200 and 300 pounds (90 and 136 kg). There are several subspecies of Ssuran however, and these can range from 3-foot-tall (0.91 m) pygmies to 9-foot-tall (2.7 m) giants.

Blackscales are larger and more barbaric, with dark scales.

Poison Dusk are smaller, chameleon-like Ssuran who frequently utilize poisoned arrows.

Ssuran society is primarily patriarchal, with the strongest member normally in charge. Shamans are typically counselors, and normally do not lead tribes. Wherever they make their home, survival is the main priority for any Ssuran. Ssuran mostly worship the deity Semuanya, whose main agenda is the reproduction and survival of the species. Females are known to lay a clutch of up to 30 eggs at a time, though many of these don't survive due to defects, predation, wars, etc. Males can mate at any time, but females must wait three months since she last laid eggs to build up the calcium required to lay so many eggs. Gestation takes another three months, meaning that in ideal conditions a female could lay up to 60 eggs in a single year. Incubation for the eggs takes another three months. Once hatched, Ssuran grow to medium size within eight years and reach sexual maturity by ten years of age. They never stop growing, though the speed at which they grow declines considerably by ten years of age. The oldest Ssuran are known to last up to 90 years.

A major difference in Ssuran thinking is that they don't feel remorse for killing and don't feel a sense of loss for family members. They don't take any joy or pleasure in killing, but they simply don't have the same sort of compassion that other sentient folks do. They are friendly with others and are capable of long lasting relationships. Ssuran will seek revenge against one who has wronged them or one who has killed a friend. This should not be confused with compassion or remorse as the motivation for avenging a dead companion is that the Ssuran feels like it owned a friendship, much like killing a pet or burning a house might motivate others.

Family units are broken into tribes and clans that vary in size depending on availability of food. In scarce times, the young are chased from their homes upon reaching maturity by the older ones. Many of these exiled Ssuran form their own clans and tribes, but some return home once food is common again. Young are cared for by the group as a whole, but stop being given preferential treatment as soon as they are able to aid in food gathering.

Troglodytes

Native to Khaan, Troglodytes are a warlike race of carnivorous reptiles that dwell in natural subterranean caverns and in the cracks and crevices of mountains.

Troglodytes stand about 6 feet tall, are covered in roughened leathery scales, and have a toothy lizard-like head. Males are easily distinguished from females by the fin-like crest that runs across their heads and down their necks. Coloration for both sexes varies due to the troglodyte's chameleon-like ability to change skin tone, but grayish brown is most common. Most troglodytes wear little more than a leather weapons belt, with perhaps a small bag of semi-fresh meat. Leaders adorn their belts with pieces of steel, a sign of power in troglodyte culture. They speak their own language apparently derived from a simplified version of the lizardfolk tongue, but this is accompanied by a vast, full vocabulary consisting of smells generated by troglodyte scent glands. This olfactory language was apparently their original means of communication, and they adopted words from the lizardfolk dialect of Draconic purely to make themselves comprehensible to outsiders. Their olfactory language takes precedence over all others.

Troglodyte society is organized into clans, with each clan led by a chieftain (usually the biggest and most fearsome troglodyte). A number of subchieftains also are present, chosen from those troglodytes that most distinguished themselves in battle. Rank is loose and internal squabbles common. Most chieftains lead only as long as the clan stays fed (and not one meal longer).

Troglodytes value steel above all else, using it to make javelins and as a form of wealth. Individual troglodytes carry nothing of real worth, but their lair may contain considerable treasure amassed from their raids on the outside world. Often this wealth is carelessly strewn about, mixed in with half-eaten food, or just shoved into some out-of-the-way corner.

Sauraphon

Native to Tapiri, the Sauraphon society is highly sophisticated, despite their technology being fairly primitive, as they use stone tools and weapons with some bronze bits here and there. One area where they do make a lot of use of metalworking is in gold plates, which they have a lot of. These they use to keep records and important bits of information on because they live in damp stone cities in the middle of rainforests where paper would fairly quickly rot away. Other species, for reasons the Saurophon have a hard time understanding, have an odd obsession for this yellow metal beyond simply valuing its corrosion resistance and try to steal these plates to melt them down. This really gets under their scales.

Sauraphon are also well known for taming several species of Retrosaur, using them as beasts of burden and war mounts.

Sauraphon society has remained unchanged for millenia, being focused around a highly structured and strictly enforced caste system, with certain breeds making up each caste.

The Slann, in spite of their toad-like appearance, are in fact reptilian. They are the ruling caste of Saurophon society, acting as the organizers, and architects. Unlike the rest of their species, the Slann are notoriously few in numbers, with population usually consisting of no more than a few dozen individuals at any given place.

However, Slann are ridiculously powerful magic wielders. There are stories stating that with a flick of their fingers, Slann can topple cities, engulf foes in flames or open vast vents in the ground below.

The Slann see the world differently from other beings. Their orderly minds are constantly at work deciphering complex problems and wandering the cosmos. To the Slann, time passes more quickly than it does for short-lived creatures, and a Slann will regularly slip into extended periods of restful contemplation that lasts decades, or even centuries. They sit unmoving on their stone palanquins or in their Star Chambers, and to an outsider a Slann might appear asleep, or even dead. So deeply do they meditate that signs of life are hard to detect. Their breaths are shallow and far apart, their eyes unblinking and vacant, yet the Slann are attuned to more than mortals realize.

Saurus are the warriors and guardians of their society, making up the hardened core of the fighting forces. Saurus are brutish yet disciplined creatures. Even unarmed, they are extremely dangerous- their sharp claws can gouge grooves into rock or tear out a foe’s throat with ease. Their muscular tails can smash ribcages, and their mouths are full of enormous dagger-shaped teeth. The power of their crocodilian jaws is such that a vicious Saurus bite can sever a limb or crush steel. If not killed outright, those bitten by a Saurus bear infected wounds, often succumbing to a foul fever and dying within a matter of days. Although they can, at times, appear slow of reflex and sluggish, Saurus can still achieve speed on the march thanks to the power of their loping gait. Their tough hides bear spines, bony crests and thick scales that can turn aside all but the surest of sword strokes. For further defense, Saurus will at times bear shields- bladed crescents made from the cured hides of dinosaurs, retrosaurs, and dragons.

Skinks are the workers, artisans and crafters of their society. Skittish and quick, Skinks stand out from the rest of the sluggish Saurophon in terms of mental capacity, outmatched only by the Slann. Indeed, without Skinks, it is theorized that Saurophon society would likely collapse.

Skinks are highly organised and sociable beings that instinctively work well in groups. Of all the Sauraphon, the Skinks are the most communicative, using their changeable skin tones and crests colours to add subtle inferences to their vocal language, in which they chitter endlessly in high-pitched voices full of clicks, hisses and other curious sounds.

Though mainly meant to be the workforce, Skinks take up weapons during their many patrols as well as to join the fighting during times of war. As troops, they range between reckless audacity and sudden panic. Their skittish nature makes them much more prone to fleeing than the stoic Saurus. They are typically used in two different types of formation. Most commonly, the Skinks advance before the bulk of the main army, harassing the foe’s advance with hails of darts.

Finally, the Kroxigor act as strong and obedient construction workers, laborers and in times of war, powerful warriors. In all practicality, the Kroxigor are essentially a larger and far more powerful version of the Saurus. They are hulking creatures, their bodies consisting of slabs of rock-hard muscle and their massive jaws bristling with razor-sharp teeth. They move in silence, save for the heavy thumping tread of their feet. When enraged, they unleash their only form of speech- a blood-curdling roar that reverberates across the jungle.

Under the guidance of Skink overseers, the Kroxigor accomplish many great task that would require a great amount of strength to muster, such as hauling and placing the massive stone blocks instrumental in the composition of the ziggurat temples. Perhaps due to the tedium of their labors, the Kroxigor are extremely simple-minded creatures that require and often desire direction, and will instinctively obey all instructions from their smaller kin with an almost alien level of obedience.

It is interesting to note that historically, the Sauraphon have only had intermittent contact with other Tapiri empire-builders such as the Coatl and Ahuitzotl, and even today maintain little contact with the outside world.

Firenewt

Native to the deserts of Zebrica, Saddle Arabia, and Camelu, Firenewts live in a cruel, martial society dominated by priests. Firenewts encountered outside their lair are members of a hunting or war party. They delight in torturing captives and roasting them alive. Intertribal relations tend toward genocidal warfare. Warriors earn great honor by destroying the hatching ground of an enemy tribe.

Firenewts are carnivorous. They eat anything they can hunt down, even indulging in cannibalism when disposing of captives and eggs from rival firenewt tribes. They find equines a delicacy.

Firenewt females lay two to six eggs twice each year. All eggs are collected by the priests and taken to the hatching ground. The hatching ground is the heart of both the firenewt colony’s life and the priests’ power. Although eggs and hatchlings are supposedly raised communally without record or regard for bloodline, in truth the priests maintain secret records for each egg. The priests discreetly eliminate the eggs of their enemies or of those who possess “undesirable” traits. Eggs hatch in six months. The young are divided by sex and assigned to groups of ten that are each raised and taught by two females. Each young firenewt is assigned to an adult who serves as mentor. The priests reward their allies by secretly assigning them their actual offspring.

Prince_Staghorn
Group Admin

6295152 working on my end

Prince_Staghorn
Group Admin

6295243 I knew i'd reel you back to this group!

I see some likes Overlord too :3

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