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About Ergalian ChiefLizardmen stats:
Lizardmen +2 Dex +2 Int -2 Str [0 RP] Lizardmen are fast and contemplative, however they usually tend to lack real muscle power Medium sized creature
Lizardmen race background:
These Lizardmen are part of the Ergalian tribe, a group of lizardfolk that have sought seclusion from their more barbaric counterparts. They live in preferably warm swamps, marshes and bogs, places where many other races or tribes would not survive as easily as they can. Living in this harsh environment has made them well adjusted to it over several generations, not dying as much to the plant poisons and swamp fever as when they came into the lands. There are other dangers however, as alligators and Giant Frogs prey on the unwary Lizardmen, also the occasional Wyvern/Drake that flies over sends most of them into hiding. Their own food consists of small amphibians, birds, berries and plant roots. Small wooden cottages and makeshift wooden dens make up the village, protected by a series of stakes with wire between them with bones that rattle to alert the evening guards. Most of the villagers and warriors are knowledgable of the land, being able to treat small wounds and mild sickness with extracts and salves from the surrounding swamp. They are not a warlike people, happy to stay in the swamps for now. Being hunter-gatherers, their weaponry consists of spears, bows and clubs, sometimes tipped with poison. Armour is usually created from the hides of Giant Frogs or alligators that they went after with a hunting party, tough or subtle leather decorated with small bones and feathers for their best warriors.
Civilization wise they will stick to their shamanistic ways for a while, eventually learning to shape the swamps around them, drying them up, to build stone structures and temples upon this sturdier land. Valueing wisdom of the land and knowledge, they will likely be a civilization that builds great libraries eventually. Leaders in the Ergalian Tribe are chosen by their skills in the hunt, Every year, unless in special circumstances, the hunter with the most impressive skill wins the right and duty to act as leader. Nystan himself has been leader for the past 8 years, a feat never before seen.
Before every hunt, the shamans and druids perform a ritual in which they ask the god of the swamp for a good and safe hunt, enacting all the animals they wish to catch and all the animals they wish to avoid.
The dead are often offered to the Swamp God to appease him and return the dead to where they came from. Often this means laying their dead to rest in one of the many pools outside the village. Some of the more memorable Lizardmen are burned and honoured in the Szartha Loguss; The Ancestors' Lodge. Nystan, current Leader:
Nystan, age: 36 years old Male Lizardman Ranger Woodland Skirmisher 2 TN Medium Humanoid (Lizardfolk, Reptilian) Init +4; Senses Perception +6, Low-Light Vision (+2 Perception vs animals or in swamps) --------------------
AC 19, T 14, FF 15 (+4 Dex, +3 Armor, +2 Natural)
Speed 30 ft. (Light Armor) , Swim 30 feet
Str 12(14-2), Dex 18(16+2), Con 12, Int 12(10+2), Wis 13, Cha 10
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Focused Enemy (Animal): At 1st level, a woodland skirmisher selects one favored enemy (usually “humanoid [human]”). He does not gain additional favored enemies at higher levels. He does get to increase his favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level.
Favored Class: Ranger (+2 HP)
Technological Advancements:
Technological advancements Besides the basics of Pottery, Fire, Simple clothing, Simple Weapons, Spoken Language they would probably have basic fletching (able to create at least shortbows and arrows), herbalism (as a prelude to alchemy) and runic scripture. Future development would include real alchemy and poison making from plants, writing, bookbinding, advanced fletching (making of longbows and composite bows), leatherworking and tar/oil delving from the swamps.
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