BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Lizardfolk

Creature of Earth

My friend proposed to his girlfriend the other day. She was frilled. ...What do you mean you don’t get it?
— Overheard in a Kirkwall tavern
  The Lizardfolk are a hardy and very diverse bunch. Long before Kirkwall existed, the Lizardfolk civilization was growing underground, stretching from the Free Marches to Feralden. Only remnants survive from this time however, as the darkspawn have destroyed all but eventually three thaigs. Kal’Hirol, where all of their smithing knowledge was created, fell during the First Blight.  The capital, Kal-Sharok, was sealed by the inhabitants of Orzammare to save them from the oncoming horde, leaving them as the only surviving thaig.  

Lizardfolk vary wildly in looks between individuals. Some are short, some tall. Some have frills on their heads, others have horns on their snouts—the most impressive have both horns and frills on their heads. Scales cover their bodies, mostly in dark greens, reds, and browns, and sometimes blues. Typically, they have long, thick tails which are not fully prehensile so cannot be used for delicate manipulations like the tail of a Cat, but they do pack a powerful punch if swung in the right direction. Even if they don’t all look massive, Lizardfolk are naturally muscular.

 

The vast majority of Lizardfolk live in Orzammare, with more scattered around above ground, living in small villages or traveling groups. They stand out a great deal in Feralden and may at first be met with frightened reactions. In an adventuring party, a Lizardfolk is often the strongest member, so brute force tasks may fall to them. Whether this is a natural predisposition or comes from years of living in Orzammare, Lizardfolk are quite often experienced merchants. They usually know how to work a situation to get the most out of it.

Basic Information

Biological Traits

Talents

 

Quirks

Additional Information

Social Structure

  • Caste system

Facial characteristics

  • Can have frills on their heads
  • Can have horns on their snouts
  • The most impressive have both

Geographic Origin and Distribution

  • Orzammare

Symbiotic and Parasitic organisms

Symbiotic

Civilization and Culture

Naming Traditions

Feminine names

  • Althild, Branka, Ethelwid, Hildred, Jarvia, Orta, Peada, Sigge
 

Masculine names

  • Eadrek, Gorim, Kerdik, Legnar, Oerik, Oswulf, Roshek, Vengest, Witred
 

Family names

  • Azagale, Cadash, Dunnharg, Gundaar, Korkill, Kitrik, Moratin, Ortan, Tethras, Varen

Major Organizations

  • dwarves

Major Language Groups and Dialects

Common Taboos

  • Leaving for the surface
Genetic Ancestor(s)
Genetic Descendants
Average Physique
  • Vary wildly in looks
  • Can be short or tall
  • Have long, thick tails that do pack a powerful punch if swung in the right direction
  • Naturally muscular
Body Tint, Colouring and Marking
  • Scales cover their bodies
  • Can be dark green, red, brown, and sometimes blue
Related Organizations

Remove these ads. Join the Worldbuilders Guild

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!