I love me some lizardfolk. Back before we built Diaspora we played some Burning Wheel in a setting we built with Universalis. Central to the story was the dominant species, the lizardfolk, or “Saride”. Humans were illiterate and could not forge steel Saride could but suffered cycles of civilization as their animal core eventually destroyed them. Recently some Saride had learned to eat fish, which at once satisfied their carnivorous needs and did not provoke their Bloodlust and this allowed these communities to interact safely with humans. Below is a revision of the Saride work we did, excising the Burning Wheel material. Enjoy!
Lizardfolk (”Saride”, as they call themselves) have an affinity for all things objectively holy — that is, those things that relate to the side of Creation in the Fall. They are powerful carnivores and are fully literate. Since the war they have a racial hatred for all humans though there are individuals that reject this. They are exceptional weaponsmiths, holding the key to steel working, which only recently has been stolen by humans.
They are above all honourable, a trait that has been their downfall in war.
Lizardfolk spend a long time maturing — more so even than humans — during which period they are hatchlings. Some small percentage of hatchlings eat their sibling eggs if given the opportunity, which is usually a sign of serious mental deficiency. These eggeaters often revert to animal instincts, becoming outcasts and living wild and alone. These animal regressions may even revert to quadrapedal locomotion.
Technically lizardfolk are not reptiles as they are warm-blooded and are better described as ”saurian”. Their biological relationship is about midway between alligator-like large reptiles and the large birds. Their warm-bloodedness makes them well suited to most environments and they can spend as much time active as humans, though they prefer drier and warmer climates in general. They have powerfully muscled upper bodies, well suited to tool use including (maybe especially) weapons.
Lizardfolk suffer from the spiritual disease of Lust, and their entire culture is structured around ways to prevent it from triggering the next Great Migration. Individuals that are beginning to lose control are sometimes exiled where they may revert to animal nature or otherwise cope with their hungers. Sometimes, however, they are isolated within the military — used as the kernel of terrifying shock troops, spurred on to suicidal ferocity by the nearly insane among them.
In almost all lizardfolk cities, the core organisation is the Legion. The Legion is the only military organization and it has deep rules of etiquette and heraldry as it arose as an early solution to Lust: by placing strict constraints on behaviour, Lust can be somewhat ameliorated. This is the core of the Civilised trait (see below). Young lizardfolk are raised by no one in particular, though typically someone will take the role of Clutch-keeper and ensure that all the young are accounted for and taught cultural basics.
Lizardfolk in the city of Stonard have a unique stability insofar as they have the opportunity to take advantage of increased population density without increasing the density of lizardfolk as they live here side-by-side with humans. This co-existance of lizardfolk with humans may in fact be the solution to the Great Migration, contrary as it is to their instinctive hatred of (and desire to eat) humans.
Lizardfolk everywhere like games, but unlike their human counterparts, games of chance like dice or cards are not popular. Reptiles prefer games of strategy and there are several that have long cultural histories with rich strategic depth along the lines of both chess and go.
Lizardfolk always start in the Legion setting unless they are born in Stonard.
In the Legion a young saride will learn weapons and tactics and how to control their passions. If they fail at this control, they may still find a place in the military, though not as Legionnaires.
Saride that lose control or are born eggeaters may become outcasts. By most standards they are at least wild and often insane, but this is also a path to spirit binding: many great wizards are insane saride outcasts.
Some saride become scholars. This is a diverse category, including poets, navigators, cartographers, calligraphers, and astrologers. The scholar has high esteem in saride society: the are emblematic of a citizen overcoming Lust.
Saride born in Stonard are most often merchants and rhetoriticians.
Lizardfolk are natural carnivores and carry the natural weapons to prove it. They may use their needle-toothed jaws as a weapon when in inside arm’s reach fighting distance. The sharp bony claws protrude from their fingers and in the military these might be enhanced with steel gauntlets or finger rings.
Lizardfolk are honourable to a fault. This trait grants advantage on all tests that require honesty and fairness but a disadvantage on all tests that require falsehood, backstabbing, or deception.
Lizardfolk warriors are well versed in feeding themselves while on the battlefield, usually on the bodies of their fallen enemies. They see this as an honourable and even holy disposition of corpses though some species do not agree.
Animal reverts regain some of their ancestral sense of smell. Whenever their quarry is not actively attempting to disguise their scent, they gain advantage in tracking and observation. If they have been wild for long periods they often re-acquire quadrapedal locomotion, suffering some physical adaptation in the process. This makes them faster on all four legs than when bipdeal and Lizardfolk with this trait will often only stand on two legs in order to see further.
Lizardfolk at the heart of city culture are more resistant to their Lust. In this fashion both technology and art act against the great migration, and each civilisation lasts slightly longer. Indeed some saride have grown up with humans and only see them as prey in a suppressable way much in the same way as a human can see a cow not not immediately think of food.
The defining attribute of the lizardfolk is Lust. Their unquenchable Lust is the result of their designer’s intention: they shall be free in action but not in spirit. The presence of a fresh mammalian kill can drive a saride wild to eat. Or to kill. Nearby fighting may also provoke the response. For the particularly susceptible even a bad argument can turn into a frenzy of blood.
As lizardfolk are carnivores, food trade must revolve solely around meat. Farming animals is a dangerous pursuit for them and what animal farms exist have slaughtering duties carefully partitioned from other aspects of the industry. Hunters typically hunt alone and dress the kill well away from populations. They may even prepare the kill by smoking and/or salting well away from civilisation as well, making hunting a long term effort — the hunter must spend days or even weeks in the field carrying with them the equipment needed to preserve kills before returning. A necessary result of all this is that while lizardfolk vastly prefer a fresh kill, they will in populated areas have developed a taste for preserved or even partially rotten meat. Some of the most urban claim to have a preference for it.
When a saride goes wild, nearby saride may be compelled to do so as well. Consequently lizardfolk tend not to congregate in situations that may provoke a Lust response. They typically eat alone or in very small groups — no banquets or food festivals — and their spirit magics are also highly isolated. Similarly there will be no surviving lizardfolk populations that value combat as sport. Dueling will be strictly an honour matter to be settled out of reach of any others — even observers or seconds — and it would be considered the height of bad manners or even criminal behaviour to duel in a populated area.
This effect will also produce small unit strategies in order to reduce the risk of losing control of an entire army because of an exuberant few. The doctrine of fighting in rigid formation may act to reduce individual efforts outside the command as well.
Saride that have succumbed to their lust eventually affect those around them even when not overcome by it. Consequently saride that are becoming erratic or causing disturbances will eventually be isolated. Known dangerous backgrounds and occupations like spirit binders, combat veterans, and animal reverts will be ostracised. Scholarship and craftsmanship will be preferred in the urban setting for the purposes of congregation and consequently effective leadership of a lizardfolk society by the military alone is improbable and dangerous.
Lizardfolk take honour very seriously. Humans have cause to take their honour very seriously as well. When a saride discovers they have been lied to or that their reputation has been deliberately besmirched somehow, they will typically extract a most brutal and immediate revenge. Lust is not subtle. Society is therefore rigidly structured by etiquette and heraldry. Wherever lizardfolk must congregate in any numbers, heraldry identifies ranks of implied obedience as well as other more subtle cues to acceptable behaviour. Lizardfolk will be evasive rather than deceptive and will wield the truth bluntly as a weapon when needed. Lizardfolk do not haggle and may be offended by obvious incentives to do so — best to offer a fair price up front.
Lizardfolk do not have a family structure and consequently blood relationships are rarely known, let alone a resource of any use. Relationships worth mentioning are more typically debts of honour, long standing friendships or enmities, or professional relationships.