Lizardfolk of Andrus [World of Andrus]

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Lizardfolk of Andrus

Lizardfolk culture began in the deep swamps of western Lower Andrus. Thousands of years before any other culture started building structures tribes of Lizardfolk began to form and build mud huts and small villages. Their development was slow but steady and eventually these small villages began to expand into more substantial mud brick buildings and even stone structures.

As their culture became more refined they began to explore other areas outside their Mother Swamp. Luckily the climate of Lower Andrus is predominantly hot. Lizardfolk explorers discovered the Shining Cities of the Medusa and negotiated trade in both goods and knowledge. With improved understanding of stone and magic the Lizardfolk looked beyond Lower Andrus, north toward Upper Andrus and colonization.

After many years a flotilla arrived in Upper Andrus seeding a new colony in the salt marshes along the southern edge of the new land. They encountered the Bast'et and warred over hunting grounds and resources.

Eventually the Royal Naga discovered the new settlers. Seeing potential the Naga opened negotiations for trade just like the Medusa. Through their relations with the Naga the Lizardfolk carved out a new tribeland from the Bast'et hunting grounds. However, small villages kept vanishing from the edges of the territory. The Lizardfolk blamed the losses on the Bast'et and openly warred with them.

The Naga were responsible for capturing Lizardfolk settlers and their clutches of eggs to experiment using dark rituals and alchemical formulae. Thus the Nagaji servitors were created from captive Lizardfolk. With this newly created force the Naga began capturing more and larger settlements. By the time the Lizardfolk and Bast'et were aware of the Naga treachery most Lizardfolk and Bast'et were already captive. This exponentially increased the number of loyal Nagaji and assured an iron grip on Upper Andrus for the Naga Imperium.

News of the plight of their colonists in Upper Andrus reached the Mother Swamp. The Lizardfolk beseeched the Medusa for assistance in freeing their colony from the tyranny of the Naga. Of course the Medusa knew of their Naga bretheren to the north. The next ships sent north were full of Lizardfolk troops and Vishkanya mystics.

This is where the player's story begins…

Lizardfolk Character Creation

From the Kobold Press Advanced Races Compendium, Page 194

  • +2 Strength, +2 Constitution, −2 Intelligence : Lizardfolk are tough and powerful but often care little for education beyond pragmatic needs or tribal stories.
  • Medium : Lizardfolk are Medium creatures and have no bonuses or penalties due to their size.
  • Humanoid : Lizardfolk are humanoids with the reptile subtype.
  • Speed : Lizardfolk have a base speed of 30 ft. and a swim speed of 15 ft. They gain a +8 racial bonus to Swim skill checks.
  • Natural Attacks : Lizardfolk gain a bite (1d3 points of damage) and two claw (1d4 points of damage each) primary natural attacks.
  • Natural Armor : Lizardfolk have a +2 natural armor bonus.
  • Hold Breath : Lizardfolk can hold their breath for a number of rounds equal to 4 × their Constitution before they risk drowning.
  • Skills : Lizardfolk gain a +2 racial bonus to Acrobatics skill checks.
  • Languages : Lizardfolk begin play speaking Draconic. Lizardfolk with high Intelligence scores can choose from the following: Aquan, Common, Giant, and Orc.

Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. They have proven to be very adaptable through use of their Domain magic and tenacity for survival.

Most lizardfolk stand 6 to 7 feet tall and weigh 200 to 250 pounds, their powerful muscles covered in scales of gray, green, or brown. Some tribes have short dorsal spikes or brightly colored frills, all swim well by moving with flicks of their powerful 4-foot-long tails.

lizardfolk_character_creation.txt · Last modified: 2018/01/11 06:14 (external edit)