Kingdom Building Rules:
*Claimed vs. maintained hexes: Typically, lizardfolk tribes claim more land than they can truly defend. This is primarily a consequence of needing to rotate through hunting grounds over the course of years--swamps are not the richest of hunting grounds, even for those familiar with them.
Maintained hexes work just like claimed hexes in the normal kingdom-building rules. Unless you specify otherwise, you claim all hexes adjacent to your maintained hexes, unless this overlaps with someone else's claim. Certain hex buildings have effects based on adjacent claimed hexes.
*Population: Lizardfolk populations grow slower than human populations, and are far less mobile. Because of this, buildings require population to operate, rather than people moving in to man structures you build. While you will slowly gain population over the years, for the most part your growth will depend on convincing others to join you.
The Garut Tribe
Known for keeping a rough balance between the power of their shaman and the strength of their warriors
In the Rass-Zatak clan
--The Hunt-Leader Verassa, Serrask's 'second-in-command', is a heavily-built lizardwoman, skilled in battle, and was the likeliest choice for next chief before Serrask bested her. Now she serves as leader of the hunters and warriors of the tribe, and is, surprisingly, one of the chief's greatest supporters.
Or perhaps it's not surprising, as it's quite traditional for the Hunt-Leader to support the Chief no matter the circumstances.
--The Shaman Ssalik, who officially advises Serrask but, by tradition, is his greatest critic. It's a tradition she seems to relish following, politely not-quite-accusing him of abandoning the ways of the ancients and listening too much to 'that warm-blood' (she seems to have a special hatred for Yera). Still, she's powerful, she's respected, and she never goes too far in her criticisms, so she hasn't yet caused problems, rather given voice to those already existing in the tribe.