Lizardman

Knowledge Level: 
3 - Very common, noble born children are taught this during classes.
Statistics
Creator: 
Religion: 
Keywords: 
Tropical, surprisingly smart when in cold temperature. Extremely territorial. Extremely religious (they build mighty underground temples in the jungle.)
Age: 
180

Lizardmen live in warmest regions on Heimr. and can most commonly be found on the islands surrounding the continent. They are the only species that is cold blooded and they are the only species who sheds their own skin.

Most of the other species are only vaguely aware of their existence. And even fewer Heimerians have ever seen one. Lizardmen care little for what happens outside their communities. This is mostly due to their cold blooded nature. Their main concerns in life is to stay warm. Unlike the warm blooded races Lizardmen do not have to eat several times each day. Because their bodies do not constantly use energy to regulate their temperature, they can go without food for several weeks at a time as long as the do not engage in straining activities.

When their body temperature is chilled Lizardmen are calmed and better organized. When Lizardmen are warm their bodies become more active and they are much more hastened and easily angered. They are also very territorial. They will fight any invader including their own friends. They have a great respect for territory and personal property and will kill or maim friend or foe for intruding on their personal terrain. This will happen regardless of how warm or cold they are. Though the discomfort may provoke a greater desire for deadly vengeance.

Physical appearance

Lizardmen have scales from top to bottom. These tend to be very durable and tough. In a way it is their natural armor. However because the skin does not naturally regenerate it's scales a Lizardmen will in his life time go through several years in which many if not most of the scales are lost, leaving vulnerable areas on their bodies.

The skin of a Lizardmen tends to vary between a dark green and a brownish grey. The scaleless parts of their body are often pink like that of humans. Their Thick and ridged tail helps them balance. They do not have the ability other races share which allows them to balance efficiently. So without a tail they are unable to walk properly.

Physiology

The size of lizardmen is determined by it´s lifestyle. A lizardmen that performs allot of heavy labour grows large and bulky while a lizardmen that sneaks around, becomes small and nimble.

They also have the great advantage of regenerating limbs. As long as no vital organ is lost Lizardmen can grow any body part back within 3 months. The strength of Lizardmen is comparable to that of Ogres, however lost limbs are never as strong as the original.

Rather then having their scales grow as they become needed, Lizardmen shed their entire skin when they grow. They do this around every 40 years. Though this can be slower or faster depending on how much he or she has eaten and thus been able to grow. On average Lizardmen shed their skin four times during their life. Each time growing taller as they do so.

The average lifespan of a lizardman is 180 years. After about their 160th birthday and their forth skin change their bodies deteriorate very fast until they die, if a lizardmen is about 175 years old their bodies are numb, unfeeling and mostly held together by rope and bandages. They usually change skin (like a snake) at around their 40th birthday, 80th birthday, 120th birthday and at the age of 160.

Diet

Lizardmen are omnivorous, they will eat anything and everything that crosses their path if hungry, this includes dead enemies and comrades. (They don't eat elders that died of old age out of respect though.) They usually do not cook their food before eating it. Lizardmen set traps to capture small animals and use bow and arrow or blowrods (with or without poisonous darts) to hunt birds and other tree dwellers. They don't really hunt big animals but if they find a cadaver they will gladly take it.

Common culture

Most of the Lizardmen live in a warm climate. This means that by day their bodies are more active. This energy is put into the construction of giant pyramids and monolithic temples used in their religion. Lizardmen are often superstitious. These beliefs vary between individuals.

Men and woman are equal in most colonies and children are raised by the community. Lizardmen are very protective of their colonies' children and of the ones they mated with they are not usually monogamous though. Everyone has their own task in serving the community. This is why lizardmen colonies run smoothly.

Territorialism

Most lizardmen colonies stand neutral towards the other races. Lizardmen are not very interested in what outsiders have to say. And because they tend to kill anyone that enters their territory there is very little contact with other communities.

People that do venture into lizardmen terrain will quickly find in the jaws of several hungry guardsmen. Their dead bodies are then taken to the great fire and is either sacrificed or devoured by temple builders.

It is rare for lizardmen to fight among each other. If such a conflict thus occur it is always the result of a territorial dispute. The result of any conflict is almost always death. As a general rule the lizardman who lives is the one who the territory originally belonged to. This is the only form of law the lizardman understand and respect. This fierce territorial behaviour makes it very difficult for other races to deal with Lizardmen. The only way this can be done is for an ally to contact the lizardmen over a distance and then wait for him to come and meet them on neutral ground.

Language

Lizardmen have their own language, to people who don't speak the language it sounds like a collection of hisses and snarls. Some of the more educated Lizardmen, mostly leaders and high priests, are known to also speak both high and/or low language. Most of the common lizardmen however, don't speak them with the exception of a few words.

Art, music and literature

Lizardmen are surprisingly crafty, they usually make religious art such as small carved wooden statues painted with paint made from plants, clay and earth and small paintings on wooden pallets. They make jewelry such as clay beads, wooden beads and small figurines which they wear as necklaces. If a Lizardmen changes it's skin it will, in many cultures, keep a piece of the former skin embedded in a figurine. (The more figurines the older the Lizardmen.)

Lizardmen are always building new halls for their temples to keep changing and refining them. If the new halls are ready they will desert the old ones . This is why some of their temples are gigantic maze like complexes which consist of many halls and corridors. There have been instances of outsiders entering the labyrinths blinded by their greed for treasure and never come out again.

Most of the time other lizardmen destroy the temples and labyrints that have been build after a certain amout of time or when the engineering of the temple becomes to outdated. This is both to use the materials to build a new temple and to honour zalz. Some temples do survive this tradition and remain for centuries.

Lizardmen don't write, however they do make large murals and small drawings that, if looked at well, tell the mythical and less mythical stories of their kind. They draw in a simple, colourful way.

Rituals

lizardmen rituals are usually done in name of Zalsz the tertiary god who created the lizardmen. Since the domains of this god are renewal an psyche the rituals are usually made for occasions which involve one or both of these things. The rituals change are never really the same.

Examples of common lizardmen rituals

  • Ritual of birth (to welcome a baby to this world)
  • Rite of parting (funeral rite)
  • Rite of renewal (usually done to initiate priests and new temple halls)
  • Rite of progression (skin changing)
  • Ritual of creation (not the same as the troll ritual of creation, this ritual centers around mating and creating new life)

Examples of rare lizardmen rituals

  • Rite of combined knowledge (a complex and rare rite which allows the participants to combine their minds, this rite has to be repeated on a regular base to keep the participants from becoming insane)