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Lizardmen, also known as Lizardfolk, Lizardwomen, and Children of the Old Ones, are bi-pedal Reptilian humanoids hailing from the jungle continent of the far south. The two classes of Lizardman are the Skinks, and the Saurus.



A Saurus Lizardman

Long before the time of the Elves and Dwarves, or even the Trolls, there were only the Old Ones. What is known of them now is very little, but what we do know is that they were the first to walk our sacred lands, many moons before the cult of Sotek. The Old Ones were a benevolent people, for they plucked from their heads the ancient wood and made for the Elves the vast forests, gave these monkey-like Elves the gift of nature and magic, then said "go forth into these great lands of leaves and vines and prosper." They then turned to the bearded, ragged, and simple Dwarves, gave them the ability to construct and engineer, breathed fire into ground and made arise the great mountain ranges of the lands. The Old Ones then said to the Dwarves, "go forth into these rocks and caverns of precious metals and gems and prosper." They then turned to the Humans, the ruiners of all things good, pricked their fingers, spilling the living things of the world onto the land, and gave them the knowledge of husbandry so they may learn humility and the ability to give to the land rather than take from it. They then said to the Humans "go forth and give back to that which you have taken so much. Care for these creatures so the world may too enjoy the fruits of their existence." But unlike the others, the Humans resented these tasks given to them and vowed to tame the lands they so felt belonged to them. This angered the Old Ones, who cursed the Humans for their insolence. But the Humans cared not, threw down their herding staves, and vowed to take for themselves and do as they pleased. Soon they cleared forests, killed herds upon herds of animals, poisoned the airs and waters with their wastes, and began praying to false gods. The Old Ones became distraught, so they came to the Elves and Dwarves begging their assistance in dealing with these unruly creations, but the Elves and Dwarves too did not come to the aid of those that had given them so much, for they had began worshipping false idols and expanding beyond their means.

So then The Old Ones decided it was time to bring new creations into the world, creations that would bring balance back to the lands they loved so. But rather than create those like they had before, they took a different approach. To the tucked away places of the world did they go. From the swamp matter were the Goblyns created, from the stones and trees was life breathed into the Trolls, from the clay deposits of rivers and streams were the Ogres shaped, and from the desert dunes and dry steppes did the Bugbears come down. So were the races born that would balance the destructive and insidious nature of the ungrateful ones. The Old Ones now knew that only bloodshed could come next and this made them somber. Rather than watch their creations destroy themselves, The Old Ones decided to leave for good and leave their creations to their own devices. But before this decision was final, one Old One, who the Lizardmen believe was Sotek, was tasked with creating the new guardians of the natural world. No more natural of a place was found than the sweltering jungles of the great southern continent. This paradise became a new land for which to make their dreams possible. Searching for a creation unlike those before, the Old Ones found the cold-blooded, yet curious critters of the jungle floors. Sotek chose these various lizards and deemed them his children. From all shapes, sizes, and colors they came, and Sotek passed them around to the other Old Ones. Huanchi the Mysterious took the black as his favorites, as did Tepok the Wise revere the green, and Tlazcotl the Unyielding took the blue for his kind, and Quetzl the Ferocious saw the red lizards as is own, and Chotec the Bright did take whites for his champions. Finally came Sotek, who took all these newly marked Lizards into his arms and instilled upon them all the secrets of the known world. The Children did then rise up in the jungle knowing the task laid before them and began fulfilling the wishes of their creators. These Lizardmen began building cities, developing mathematics, sciences, a writing system, and their society flourished.

So too did a societal structure develop, where the more quick-witted and agile Lizards, known as the Skinks became the intellectual movers of the Great Plan. The burly and tougher Lizards became known as the Saurus, the literal movers of Lizardman society through the use of their seemingly endless brute strength. The Saurus haven't quite the grasp of the Great Plan, but the natural and ferocious instinct to attack all things that threaten Lizardman civilization make it rather clear that theirs is one of innate knowledge. For seemingly endless years has this continued. The Lizardmen, tasked with guarding the natural world from the horrible failed first creations have maintained their way of life for thousands upon thousands of years. Being true children, the Lizards age in a way unnatural to most living beings, reaching in excess of several millennia over a single life time. For the most part the jungles have remained unchanged and safe from interference. The conquesting Humans and curious Dwarves haven't proven too problematic, but every passing of moons do the attacks seem more frequent. Temples have been razed, robbed, rebuilt, and razed again. Soon the Lizardmen will see it on all sides, and so must the Great Plan expand beyond the jungles for the first time. It is time these cold-blooded eyes get a true glimpse of the Old World left behind for the failures of creation...


Lizardfolk city.jpg

Lizardfolk live, for the most part, within or near six cities throughout their jungle home. The cities themselves are similar in design and concept, built around temples to the gods and catering to all the daily needs of the lizardfolk. Each city however is named after one of the gods; Sotek’s city being the largest and the unofficial capital of the lizardfolk empire. Each city is populated by the many colors and kinds of lizardfolk, only slightly leaning in favor of the color of the god that city is named for.

The city of Sotek is the largest and sits in the center of the lizardfolk empire. The city has the largest temples and all colors of lizardfolk flock to make their homes there.

The city of Chotec is built deep within the jungles, hidden away from invaders, traders or even timid lizardfolk. The city is often in a state of religious fervor, sometimes spilling into the rest of the empire when zealous inhabitants travel with their divine messages.

The city of Quetzl is on the very outskirts of the lizardfolk empire, placed there to protect the lizardfolk heartland from any invaders. Inhabitants are often the fiercest and bravest of all the lizardfolk colors.

The city of Huanchi is not a physical place, but the afterlife for lizardfolk, existing outside of the material world. This city is the eternal home of deceased lizardfolk and provides them with all of the comforts of the other cities. The city of Huanchi is connected to all of the other cities through their graveyards. [See: Death & Afterlife]

The city of Tlazcotl is built upon the banks of a great river, making travel and trade into and out of the city to the rest of the empire simple and quick. The city is known for its fine goods that are sent to the other cities as well as it’s hard working inhabitants who take pride in their home.

The city of Tepok is located on the sea. They are the trading capital of the empire and known for their vast libraries of information collected from all over the world. Adventurous lizardfolk often set out from this city and can find like minded travelers here.

Each city is governed by a council of skinks, one of each color who are elected every ten years. The councils make decisions for their own cities, surrounding areas, and communicate with each other to best govern the lizardfolk empire. Decisions are made by a simple majority vote, each council member must vote in some way. In this regard no city has more sway than another. Lizardfolk who are outside the domain of their home empire tend to still make decisions in committee form. They will seek out lizardfolk of other colors and accept the outcome of a vote on any given topic.


Lizardmen have currently found a home within the Horde of Monsters, a military force consisting of like-minded creatures from all over the Globe led by the cunning Goblyn High General Izareth. Whether the Horde is considered organized or not is irrelevent, the Lizardmen only seek to preserve the World which they consider theirs. A mutual understanding has been made between the Horde and Lizardmen so that all parties may obtain their goals, however small said goals may be. Ultimately the Horde seek to crush the supposedly "good" races of the World. The Lizardmen cannot bring themselves to disagree considering no green, blue, or purple skin has ever attempted to encroach on the sacred grounds of the Lizardman jungles. Lizardmen generally feel quite at home amongst the tribal and shamanistic races of the Horde. As of now they aren't going anywhere.

Some Undead Lizardmen have opted to ally themselves with more kindred groups.


  • Saurus

The Saurus are the shock troops of the Lizardmen. Having evolved from crocodiles, they aren't very far from their ancestors in the intelligence department. They are basically big, strong, stupid slaves that take orders from Skinks. They are the greatest athletes in Lizardman society, far exceeding most humanoids in strength, fighting prowess, and natural instinct. A saurus always wins, even when one loses.

Current Saurus: [[]]

Red Saurus
Blue Skinks
  • Skinks

The Skinks make up the majority of the Lizardmen race. They maintain authority over the Saurus, and also serve as the architects of the cities. Their intelligence is roughly on par with the rest of the Humanoid races such as Humans and Dwarves, although they are physically superior and far sexier as well.

Current Skinks: Mekoot Lob'o, Mekoot Darvax, Nixx, Dalany, Limfao, Sylsyth, Vaec

Skink & Saurus Coloration

The color of a Lizardman's hide indicates his position in the society. Most Skink and Saurus are blue-skinned, signifying that they will be another vertebrae in the backbone of Lizardman society.

  • White:

This is the color of spirituality and zealousness. Those marked with this color are said to be prophetic and touched by the very hand of Sotek himself. White Lizardmen usually go on to be tribal chieftains, priests, soothsayers, and spreaders of the divine word of Sotek. Think of them as Lizardman evangelists. They have been known to work other Lizardmen into a wild frenzy with their words.

Appearance: White Lizardmen, being typically more spiritual than the rest of the society, tend to don cloth-heavy garb. Robes, skirts, and priestly mantles are typical of White Lizardmen--along with a heavy emphasis on religious artifacts, jewelry, and other knick-knacks befitting of a religious zealot. They are not as armor-reliant as other colors, choosing to armor only a small portion of their bodies in exchange for accessories. Weapons typically carried are pointy staves, daggers, and maces.

--Current White Lizardmen: Mekoot Lob'o, Dalany

  • Red:

This is the color of battle and ferocity. The Lizardman born with this color already has his destiny laid out before him. He is a soldier - a cold-blooded, merciless killing machine. He is always on the front lines with whatever weapon he can get his scaly hands on. Red Lizardmen have no fear and only have the will to destroy the enemy. They are the chosen warriors of Sotek, protectors of jungles, and the guardians of the temples.

Appearance: Red Lizardmen take a more practical approach to gear. Red Lizardmen have enough sense to armor their bodies, but not to the point of immobility. A Red Lizardmen knows that any engine of destruction needs some form of protection. Battle harnesses are a commonplace among Reds, as are fully-armored arms and even some leg armor. Reds like to reach a balance between self-protection and mobile destruction. Weapons befitting of a Red Lizardmen include greatswords, greatclubs, greataxes, glaives, and dual-weapons.

--Current Red Lizardmen: Mekoot Darvax

  • Blue:

Blue is the color of masonry and stoicalness. Blue Lizardmen are the most common, and serve as the backbone of Lizardman society. Their duty is to protect the sanctity of the ancient world, if that means maintaining the society or taking up arms in battle. Typically Blue Lizardmen are the masons of the society, which also makes them the weapon masters. There isn't a single weapon the Blue Lizardmen can't use effectively, making him a valuable asset on the field of battle.

Appearance: Blue Lizardmen, being weapons masters, have no set place on the field of battle. However, when a role isn't needing to be filled elsewhere, Blues are typically put on the front lines with the biggest hunks of wood they can find and a set of armor that would make a Black Orc blush. Blues believe in the motto "more is better" and attempt to gather up a piece of armor for every body part while also seeking to throw a wall in front of it. In this role, Blues are typically found moving a one-handed weapon around a heavy shield.

--Current Blue Lizardmen: Sylsyth

  • Green:

Green Lizardmen are the more scholarly type, seeking to know everything there is to know about Lizardman society and lore. They are the masters of all things ancient and are privy to all Lizardmen gods, not just Sotek. Although their interests mainly lie in matters pertaining to lore, they aren't exactly uncommon on the battlefield. While they aren't front line fighters, they are very crafty and quick-witted on the battlefield. They move in and out of lines when using melee weapons and are usually the archers of the society.

Appearance: Green Lizardmen seek to maintain their mobility at all times. Being archers and skirmishers means their main goal is rarely being a target while dealing a maximum amount of damage at the longest range possible. Maintaining a distance from the enemy is rarely achieved while covered in armor or lugging around a piece of wood. That isn't to say Greens never wear armor or use shields, it's just they would rather drop something than have it be a potential damper on their mobility. Typical armament includes bows, arrows, javelins, and light one-handed weapons.

--Current Green Lizardmen: Limfao

  • Black:

Black Lizardmen are warriors under the God of stealth, Huanchi. They are typically the hunters and gatherers of society. They tend to be even more cold-blooded than your standard Lizardman, which is hard to grasp, I know. They are notorious trackers and the same goes for the battelfield. Black Lizardmen never, ever fight on the front lines, and are always looking for an opportunity to catch someone flat-footed and off their guard. It is rumored that Black Lizardmen naturally secrete a poison on their hides with which they use to coat their various weaponry.

Appearance: Black Lizardmen tend to take on a more chameleon-like appearance than the rest of their brothers. Always attempting to achieve total stealthiness, Blacks remove any items attached to them they may go "clang clang" while not necessarily removing all accessories. Naturally Blacks want to maintain a fast enough movement to catch unwilling victims before they can react, but armor is usually worn in sensible moderation. Typical weaponry includes light shields, one-handed weapons, daggers, and javelins.

--Currect Black Lizardmen: [[]] Vaec


  • Coloration

A Lizardman's color makes up most of his garb. However, they can be liberal with shades of said color. A Blue Lizardman wearing teal is not out of the question. A general and overall theme is kept as it pertains to color. A Lizardmen is well aware of his position and prefers to flaunt it.

  • Headgear

There remains no standard for Lizardmen in this department. Naturally, anything that covers up hair and/or looks tribal is welcome.

  • Shirts/Tunics

Lizardmen are not uniform in this area outside their prospective color. Lizardmen typically don't wear much clothing above the waist. Lizardwomen wear a variety of tops; all sleeve lengths, dresses and vests are common. They favore multiple layers.

  • Pants/Loincloths

Loin cloths are a requirement for all Lizardmen. Much work, care, and detail goes into the construction of a loin cloth meaning no two loin cloths are ever the same. Lizardmen immerse themselves into their loin cloths--they view them as blue prints for their existence and the source of their power. Naturally, wearing clothing underneath the loin cloth is a good idea--no commandos.

  • Accessories

This is highly encouraged in Lizardman society. Anything tribal, Mayan, Aztec, lizardly, etc. is acceptable and encouraged. Accessorizing to the point of inconvenience is welcome.


A Lizardmans various strengths and weaknesses will differ between his breed and status within the Lizardman culture.


While there do exist opposite genders of Lizardmen within the society, they rarely mate due to their life spans being so long. Skinks & Saurus have been known to easily live for multiple millennia. A natural need to mate usually only occurs after a great war where Lizardman numbers have taken a dramatic hit. Females will lay their eggs deep inside the ancient temples in areas known as spawning pools where the eggs will incubate and hatch on their own. There remains only one eye witness account of Lizardmen mating, which was recorded by an unknown Human source travelling the jungles of the Old Ones:

"The Skinks circled each other a few times. Once or twice each opened their mouths and lunged at the other, although neither skink was actually bitten. After this sparring match the male moved away from the female.

Four days later the two skinks encountered each other again, in approximately the same place. Once again, the two Skinks circled each other. Neither attempted to bite the other immediately; instead they continued to circle. Surprisingly, the male squeezed under the female, until she was sitting on top of him. The female then headed away from the male, moving about eight feet before the pursuing male caught up to her. Once again the two began to circle each other.

The male bit the female's tail, although not firmly. He quickly released it and then bit again from the left side, further up the tail toward the female's body. He then bit the area over her pelvis. He held this grip for a few moments, and then released it as she began to circle around him. She continued moving, with the male following. He approached her from the right and attempted to seize her midsection. She shrugged this attempt off, and moved a few inches forward. The male moved up beside her, and still from the right side seized the skin over her shoulders.

The male held the female by the shoulders for about two minutes. Neither skink moved during that time. The male then slid over the female, still holding her by the shoulders. His right foot was draped over her hips while he pivoted his groin under her hips. His tail passed under hers, and he used his left leg to push up and under her pelvic area. They maintained this position for just over one minute, and then the male relaxed and moved his groin out from under the female. The male moved away, and after a few minutes, the female also walked away. The whole incident took less than fifteen minutes."

It remains unknown if Saurus mating follows a similar ritual.


The Old Ones fell to the earth, which was barren and lifeless. Every gemstone known to intelligent life took shape as a massive creature, taller than the tallest mountain.

Chotec the Bright was made up of milky quartz and took form as a giant howler monkey, causing the earth itself to crack under the pressure of his immensely loud howls. Quetzl the Ferocious was made up of carnelian and took shape as a massive wild boar, quick to anger and lash out at his enemies. Tlazcotl the Unyielding was made up of lapis and was the largest of the Old Ones, taking the shape of a hercules beetle, a gentle, but stoic giant. Tepok the Wise was comprised of malachite and soared above the Old Ones as an osprey, striking with efficiency, precision, and intent. Rounding out the group was the great black onyx viper, Huanchi the Mysterious, lurking in the shadows, awaiting the prime opportunity to lash out.

These five Old Ones banded together in an alliance as the primary colors and sought to lead the other Old Ones in the ways passed down from the greatest of the Old Ones, the chromatic Sotek, the great serpent.

Sotek was from the first crop of Old Ones, made up of precious metals spread across the entire universe by the Ancient Ones. Their names have been lost, save for Sotek, who became the taskmaster for these latest Old Ones.

Sotek placed the five primary colors in charge of shaping this barren world with mountains, ocean, rivers, forests, jungles, canyons, volcanoes, and ice caps. So they did as commanded and took dominion over the remaining Old Ones, which were made up of various other gemstones, such as tigerseye, moss agate, turquoise, amethyst, hematite, and practically every color known to lizard kind.

Dozens of these Old Ones walked the earth, doing as commanded, until they grew defiant of Sotek and began questioning why it was they who took orders from the five rather than the other way around. Revolts led to all out war between the Old Ones, of which heavy losses and great destruction occurred. The five stuck together and emerged victorious, but not without having to smash all other Old Ones into tiny pieces, which scattered across the world, serving as a reminder of the defiance.

Without these forces to assist them, the remaining Old Ones sought the creation of life itself as the next step, leaving the creations to their own devices and to enjoy the beautiful world left behind. The rest of this story is known, but the failure is also known.

So after the creation of the Lizardmen, the Old Ones made the decision to rid themselves of this world and leave it in the hands of their latest creations.

Ultimately seeing their work as a failure, the Old Ones destroyed themselves in a hail of gemstones that also scattered across the entire world. This is why Lizardmen collect as many of these gemstones as they can, to remember, gain wisdom, and perhaps hear the echoes of the Old Ones past.

The spirit of the Old Ones shines through in the colors of the Lizardmen, expressed in the animal spirits of which the Old Ones took shape. White Lizardmen are the priests and shamans because Chotec was the loud and inspiring howler monkey. Quetzl the wild boar shines through in the heart of the every bloodthirsty red Lizardmen. Tlazcotl was patient and grounded, much like his blue Lizardmen, the backbone of society. Tepok was calculating and contemplative in battle, which is why the green Lizardmen take the more intelligent approach of staying behind the lines and firing arrows. Huanchi the viper infused the black Lizardmen with his cunning poisons and affinity for striking from the shadows.

Death & Afterlife

Death is not a frightening subject for lizardfolk. Their long lifespans make the afterlife a welcoming change for most. The afterlife spreads out much like their own empire in life, but it contains only the city of Huanchi at it’s center and jungles surrounding it.

The city of the dead is the entrance place into the afterlife. It connects to the physical cities of the lizardman empire through their graveyards. When a lizardperson dies their body, or their loincloth if their body cannot be returned to a city, is buried in a graveyard with a simple ceremony led by a white lizardperson. This allows their spirit to enter the afterlife and live forever in the city of Huanchi or the world of the dead. A lizardperson spirit cannot enter the afterlife without being properly buried inside a cemetery. It has been rumored that particularly holy white lizardfolk have consecrated ground outside their home empire to serve as graveyards for their fallen comrades who died far from home and connect their spirits back to the world of the dead.

Lizardmen Pantheon

  • Sotek: Great Old One, Creator of the Lizardmen, God of Anger
  • Chotec the Bright: God of Fire, Sun & Life
  • Quetzl the Ferocious: God of War & Protection
  • Huanchi the Mysterious: God of Night, Shadow & Death
  • Tlazcotl the Unyielding: God of Earth & Stolidness
  • Tepok the Wise: God of Air, Knowledge & Writing

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