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Lizardfolk

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I heard about lizard men in stories my parents told. They were the stuff of fireside tales.
  — Sage of Shadowdale[10]

Lizardfolk (also known as lizard men[5][4]) were a race of reptilian humanoids native to Toril.

DescriptionEdit

Lizardfolk were semi-aquatic[9] reptilian humanoids. Their skin was covered in scales and varied in color from dark greens through to shades of brown, grey and black. Lizard folk were often between 6 and 7 feet tall and weighed between 200 and 250 pounds.[8] Lizardfolk had non-prehensile tails that grew to 3 or 4 feet.[9]

Although non-reptilians struggled to tell the difference between males and females, lizardfolk could easily distinguish themselves.[8] Lizardfolk could hold their breath far longer than humans could[11] and were particularly gifted swimmers.[12]

Lizardfolk were hatched from clutches of eggs. The eggs were well protected and were usually found in swamps. Some lizardfolk laid their eggs in air-filled caves underwater. The eggs and skin of lizard folk are bitter and inedible.[4] Lizardfolk reached maturity within five years of hatching. Although lizardfolk had a similar lifespan to humans, it was rare for lizardfolk to grow old as they usually died in combat.[8] As lizardfolk aged their bodies slowed down. Most lizardfolk over the age of 60 spent their days laying on warm rocks.[7]

Lizardfolk had to keep their skin relatively moist and needed to wet their bodies regularly if they were in dry climates. For this reason they were particularity fearful of desert landscapes.[12] The skin of lizardfolk could be fashioned into armor.[4]

PersonalityEdit

Lizardfolk have no interest in money or jewels. They valued things based on whether or not it was good to eat.[7] Lizardfolk could often become distracted at the appearance of food, even if they were in combat.[12] To the lizardfolk, the most delicious meat was human flesh[7][4] but more civilised tribes often resisted this craving.[9] Lizardfolk are quick to consume anything that is edible, for this reason lizardfolk never kept pets.[6]

Most lizardfolk were content to live their lives out in the swamps and marshes where they were born but some wished to learn more about the races that lived outside. Lizardfolk rarely travelled alone. If they left the swamp they would do so in pairs or groups of three. Lizardfolk feared that without another of their own kind with them, they would lose their identity and be seduced by the civilised way of the outside world.[7] Those that ventured into towns or cites were often alarmed, frightened, or offended by the environment.[13]

CombatEdit

Most lizardfolk had little interest in battle tactics. Despite their impressive hunting skills, lizardfolk often relied on strength and weight of numbers in battle. If lizardfolk were being pursued or their camps were in danger, they would lay simple traps.[7]

The weapons that lizardfolk tended to use were simple. Lizardfolk preferred weapons they could fashion themselves, but would sometime utilize weapons they found or stole.[7] The barbed dart was a weapon unique to the lizardfolk.[6]

SocietyEdit

Lizardfolk society was made up of tribes. A typical tribe would have 150 lizardfolk. 50 male, 50 female and 50 hatchlings. Tribes were patriarchal[7][3] and leaders were chosen for their strength and power alone. Although challenges for leadership were rarely made, anyone in the tribe could try and seize power from the leader. This would leave the tribe unorganized and vulnerable until a new leader took charge or the old leader reaffirmed their position.[7]

Females in the tribes were responsible fro hatching eggs, raising young and maintaining the camp. Camps varied in style from tribe to tribe. The simplest would just be leaves for bedding, but some built crude dwellings. All the females in the tribe would work together to raise the young.[7] The lizardfolk tribes had no farming traditions, so food was acquired through hunting, scavenging or stealing.[8]

HomelandsEdit

Lizardfolk could be found anywhere there warm or temperate marshes and swamps.[8] There were populations of lizardfolk in the Deepwash, the Flooded Forest, the Marsh of Chelimber, the Marsh of Tun, and the Great Swamp of Rethild.[8] Lizardfolk could also be found in the cooler swamps of the sword coast like the Lizard Marsh[8] and the swamps at the mouth of the Winding Water.[14]

CultureEdit

When a member of the tribe died, they were consumed by the rest of the tribe in a ceremony. In this way they became part of the tribe both literally and figuratively.[7]

LanguageEdit

Lizardfolk spoke Draconic[note 2] and smarter individuals sometimes learnt bits of Common. Depending on where they lived, lizardfolk might have learnt other languages like Dwarven, Elven, Goblin, Orc or other languages. Most lizardfolk were illiterate.[7]

ReligionEdit

Most lizardfolk worship Semuanya. This religion is maintained by shamans and clerics. Although they had no shrines or temples, lizardfolk were very proud of their religious traditions and their deity.

Interracial RelationsEdit

Lizardfolk rarely interact with other races as their swampy homelands are home to few other sentient creatures. The main competitor in the swamps are bullywugs, who lizardfolk tend to despise.[15]

The few times that lizardfolk do interact with neighbouring communities is to pillage and hunt. Some of the more civilized tribes were known to trade or learn from other races.[6] Lizardfolk were most likely to negotiate with halfings.[2]

Lizardfolk believed they were one of the first races on Toril and that all the civilised races evolved from weak lizardfolk who left the swamps.[8] For this reason, lizardfolk consider themselves better than most other races[8] and consider themselves the "real people" of Faerûn. Lizardfolk refereed to most of the civilised races as "softskins".[7]

In places where lizardfolk raiding parties threatened civilisation, interracial relations could be particularly bad, In the coastal village of Lathtarl's Lantern the hunting of lizard folk became a sport.[16]

HistoryEdit

Lizardfolk marsember

Lizardfolk conquer Marsember in 289 DR.

It's likely that lizardfolk were an off shoot of the ancient Creator Races known as the Sarrukh.[8]

In -1732 DR the Lapal tribes imported large numbers of lizardfolk as slaves from the Great Swamp of Rethild. Many of the lizardfolk escaped into the land that would become Halruaa.[17]

In -189 DR the armies of Serpentes conquer the Tashalar. The army was made up of lizardfolk and yuan-ti.[18]

In 289 DR lizardfolk claim the flooded city of Marsember after King Torst and his brother are slain in the flooding.[19]

In 993 DR several lizardfolk tribes migrate eastward from Serpent Hills into the newly forming Marsh of Chelimber.[20]

In 1330 DR the community of Reeshov sees an influx in lizardfolk after the creatures are freed from mind flayer control.[21]

Notable lizardfolkEdit

Griss'tok
King Griss'tok was the ruler of Surkh. He was known for only speaking in Draconic.[22]
Gathan
Gathan was a lizardfolk chieftain in the Vast Swamp until 1374 DR when he was captured by members of the Church of Shar.[23]
Redeye
Chief Redeye was the leader of a band of lizardfolk who lived in the Lizard Marsh in 1372 DR.[24]
Ketsarra Shadowscale
Ketsarra was a half-black dragon and half lizardfolk commander in the Lost Refuge in 1374 DR.[25]
Sleyvas
Sleyvas was a lizardfolk shaman who lived in the Marsh of Chelimber.[26]

AppendixEdit

NotesEdit

  1. Races of Faerûn (2003) states that lizardfolk have darkvision. The more recent Monster Manual (2008) states that they have normal vision. This wiki's policy prioritizes realm-specific information over information from core rulebooks.
  2. 2.0 2.1 The books Monster Manual (1977) and The Complete Book of Humanoids (1993) both state that lizardfolk had their own language. The more recent and realm-specific book, Races of Faerûn (2003) states that the native lizardfolk language is Draconic. This wiki's policy prioritizes realm-specific information over information from core rulebooks.

See AlsoEdit

  • Lizard king: A larger and more powerful variant of the lizardfolk.
  • Firenewt: A sepia colored, roughly humanized variant adapted to hot and volcanic climates.

AppearancesEdit

Lizardfolk have appeared in several adventures and video games.

AdventuresEdit

Video GamesEdit

Further ReadingEdit

External LinksEdit

GalleryEdit

Main: Category:Images of lizardfolk

ReferencesEdit

  1. Wizards RPG Team (2014). Monster Manual 5th edition. (Wizards of the Coast), p. 204. ISBN 978-0786965614.
  2. 2.0 2.1 2.2 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), p. 178. ISBN 978-0-7869-4852-9.
  3. 3.0 3.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual 3.5. (Wizards of the Coast), p. 169. ISBN 0-7869-2893-X.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 David "Zeb" Cook et al. (1989). Monstrous Compendium Volume One. (TSR, Inc). ISBN 0-8803-8738-6.
  5. 5.0 5.1 Gary Gygax (1977). Monster Manual. (TSR, Inc), p. 62. ISBN 0-9356-9600-8.
  6. 6.0 6.1 6.2 6.3 Reynolds, Forbeck, Jacobs, Boyd (March 2003). Races of Faerûn. (Wizards of the Coast), p. 142. ISBN 0-7869-2875-1.
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 Reynolds, Forbeck, Jacobs, Boyd (March 2003). Races of Faerûn. (Wizards of the Coast), p. 141. ISBN 0-7869-2875-1.
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 Reynolds, Forbeck, Jacobs, Boyd (March 2003). Races of Faerûn. (Wizards of the Coast), p. 140. ISBN 0-7869-2875-1.
  9. 9.0 9.1 9.2 9.3 Bill Slavicsek (1993). The Complete Book of Humanoids. (TSR, Inc), p. 40. ISBN 1-5607-6611-5.
  10. 10.0 10.1 James Butler, Elizabeth T. Danforth, Jean Rabe (1994). Elminster's Ecologies (Coastal Aquatic Lands: The Sea of Fallen Stars). (TSR, Inc), p. 15. ISBN 1-5607-6917-3.
  11. Reynolds, Forbeck, Jacobs, Boyd (March 2003). Races of Faerûn. (Wizards of the Coast), p. 143. ISBN 0-7869-2875-1.
  12. 12.0 12.1 12.2 Bill Slavicsek (1993). The Complete Book of Humanoids. (TSR, Inc), p. 42. ISBN 1-5607-6611-5.
  13. Bill Slavicsek (1993). The Complete Book of Humanoids. (TSR, Inc), p. 41. ISBN 1-5607-6611-5.
  14. Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 49. ISBN 1-5607-6940-1.
  15. Wizards RPG Team (2014). Hoard of the Dragon Queen. (Wizards of the Coast), p. 69. ISBN 978-0786965649.
  16. Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 50. ISBN 1-5607-6940-1.
  17. Brian R. James and Ed Greenwood (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 34. ISBN 978-0-7869-4731-7.
  18. Brian R. James and Ed Greenwood (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 53. ISBN 978-0-7869-4731-7.
  19. Brian R. James and Ed Greenwood (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 68. ISBN 978-0-7869-4731-7.
  20. Brian R. James and Ed Greenwood (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 113. ISBN 978-0-7869-4731-7.
  21. Brian R. James and Ed Greenwood (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 137. ISBN 978-0-7869-4731-7.
  22. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 217. ISBN 0-7869-1836-5.
  23. Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (2007). Cormyr: The Tearing of the Weave. (Wizards of the Coast), p. 70. ISBN 07-8694-119-7.
  24. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 224. ISBN 0-7869-1836-5.
  25. Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (2007). Cormyr: The Tearing of the Weave. (Wizards of the Coast), p. 67. ISBN 07-8694-119-7.
  26. Snowblind Studios (2001). Chris Avellone, Ezra Dreisbach, Ryan Geithman. Baldur's Gate: Dark AllianceInterplay.

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