Lizardfolk/Shoalsali (Sho-al-sah-lee)
Nomadic trading folk who follow the coasts and love to learn.
Basic Information
Anatomy
Lizardfolk, unlike dragonborn, have tails. They have thick scales that protect them from coral and sea rocks while they swim.
Biological Traits
Lizardfolk can hold their breath for a very long time, which helps them dive for food or interesting alchemical reagents. Their claws and teeth are strong and sharp.
Growth Rate & Stages
Lizardfolk hatch from their eggs after about 6 months. Children grow rapidly with the proper nutrition and care, reaching about 5 ft tall by age 10. They then grow more slowly and are considered full adults around 20 years old, when the first spots appear on their head or face scales.
Ecology and Habitats
Lizardfolk can tolerate dry climates, but it's quite uncomfortable. They tend to stay near coasts and rivers just for the delight of swimming.
Dietary Needs and Habits
The typical shoalsali diet includes plenty of greens - algae or seaweed, spinach and herbs, watercress and roots. They do eat some meat but tend to prefer it raw or salted, and shellfish is a special treat.
Additional Information
Social Structure
The nomadic Shoalsali have groups that are a cross between a family, a school, and a company. These tribes are led by the most respected researcher, who sets the course of travel according to their field of study and the needs of the group. Other tribe members include the leader's close relatives and students who share the same goals and theories. One tribe might spend twenty years circling through the same few harbors as they study amphibian vocalizations. Another tribe might wander all the way north to the borders of Alfheim, hoping to witness the blooming of the Constellation Vines.
Shoalsali born in the same tribe do not partner with each other, even if they have different biological parents. Usually, some elders will arrange an introduction when two tribes meet, hoping to exchange ideas and inspire young minds to join them.
Shoalsali born in the same tribe do not partner with each other, even if they have different biological parents. Usually, some elders will arrange an introduction when two tribes meet, hoping to exchange ideas and inspire young minds to join them.
Geographic Origin and Distribution
Lizardfolk first appeared on the coasts of Estier, specifically the rainy dunes and lichen rocks of the Disjoined Duchies. They are uncommon in other places, but exciting ingredients might draw them to a new home for a while. Some large cities, for instance, have shoalsali neighborhoods along a river.
Symbiotic and Parasitic organisms
Some elderly lizardfolk cultivate colorful living accessories - barnacles, lichens, even coral. Wearing these is a way to demonstrate patience and knowledge, but they must be immersed in the ocean for at least a few hours per day.
Civilization and Culture
Naming Traditions
Lizardfolk names often contain a vowel hiatus (two adjacent vowels that say two syllables) and an S somewhere. Common names include Miosho (My-o-sho), Skeanski (Skay-on-skee), Hasluan (Ha-slu-on).
Average Technological Level
The Shoalsali are one of the most inventive folk of Estier, along with orcs and some humans. Lizardfolk are renowned for their alchemy, creating useful items from the ocean's creatures and trading with miners for rare elements. The sunrod is a well-known invention that has become known throughout the Disjoined Duchies, a light source that works underwater and creates no heat. On a darker note, Teos the Traveler developed a substance that burns on exposure to air, and the formula for this "Teos Torch" has been exported throughout the world as a weapon.
Major Language Groups and Dialects
Shoalsali language is often hard for other folk to speak. There are many short word fragments that form compound words, so lizardfolk teachers will encourage you to practice good breath control.
History
The Shoalsali are one of the younger peoples of Tephra. They were first seen on the coasts of Estier in the early Age of Mortals, and it seems they were created in a collaboration between Boccob and Sekolah. Both gods claim full responsibility for the lizardfolk, but their creations don't particularly care to choose a single patron.
Historical Figures
Teos the Traveler was an unusual shoalsali leader who brought her students and family on a long journey. While her purpose was to circle the whole continent of Estier, the caravan was driven through a portal to the World Between during a mighty storm. Emerging after months of harrowing travels, Teos and her tribe found themselves in a valley that opened to the sea. They had found their way, accidentally, into The Shielded Lands and a prime location for trade. The group set up a camp and began to exchange their otherworldly goods with local orcs and gnomes, until finally a small village had grown in that harbor. Teos never lived to see her namesake settlement become a thriving port town, but her adventures are still celebrated each year, when Teosinte children go exploring in and around the city to look for the lost portal that led her here.
Lifespan
80 years
Average Height
5.5 ft
Average Weight
180 lb
Body Tint, Colouring and Marking
Grey-green scales, with white spots indicating age.
+2 Constitution, +2 Intelligence, -2 Charisma. The lizardfolk are quick learners and deep divers, but their focus can distract them from other people.
As Medium creatures, Shoalsali receive no special size bonuses or penalties.
Base land speed of 30 feet.
+4 racial bonus to Balance, Swim, and choice of Knowledge (Nature) or Craft (Alchemy).
+3 natural armor bonus
Natural Weapons: Shoalsali have two claw attacks and a secondary bite attack, each dealing 1d4 damage.
Hold Breath: A shoalsali can hold their breath for a number of rounds equal to 4 times their Constitution score.
Shoalsali have 2 levels of humanoid as racial hit dice before taking any class levels. This grants 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0. They have skill points from these levels: 5 times (2+Int modifier) with class skills of Balance, Swim, Knowledge (Nature), Survival, and Craft (any). These hit dice also grant them one feat. Their total Level Adjustment is +3, so a level 4 halfling druid is about equal to a level 1 shoalsali druid.
Lizardfolk can automatically speak Shoalsali and one Common language. Bonus languages include Elven song, Southern Halfling Language, Western Orcish, Gnomish, and Islandine.
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