“The sands of time erode all aside from our scales.”
— Lizardkin
Lizardkin, or Hasksorlar in their language, are an ancient race of upright reptiles hailing from a bygone place. They have a long history in the Tykonian steppe, being nomadic pastoralists by nature. But at the hands of a great and terrible empire, they were scattered across the Tykonian peninsula in a campaign of genocide—the Zurinayet, literally the “Great Killing”. They were threatened with eradication, but by staying true to their peregrine culture, they survived. Most Lizardkin today are steadfast traditionalists, slow to accept change and rejecting anything which might threaten their way of life—but given their history, such an apprehension should be expected.
Life expectancy: ~70 years
Height: 5'6"—6'4" (max.) [1,68—1,93 m.]
Weight: ~120—220 lbs. [54—99 kg.]
Language: Haskentele
Originating from a faraway place, the Lizardkin are an incredibly diverse race united by a shared history and some key characteristics. Lizardkin vary greatly in posture, shape, colour, and size—but they always resemble non-avian saurians*. Their bodies are adorned in scales which completely cover their skin, and they have a long tail which can be used much in the same way as a Gillian’s— being fully opposable and capable of delivering powerful blows (equivalent to a strong kick). All lizardkin have claws* which extend from each of their digits—sometimes expressed as a curled talon on the innermost toe or thumb. Usually, these claws are sharp** enough to be used offensively—but in some lizardkin, this is not the case. Forgoing sharpness and combative strength, some lizardkin have more durable claws, which are more suited for climbing or traversing rocky environments.
*Cosmetic only, unless otherwise stated (see below).
**Puncturing strength is equivalent to iron daggers; durability is the same as keratin.
In a rare few members of the race called Tachtan, claws and tails are dramatically reduced in length to the point of near-uselessness. These Lizardkin have taken a different path in life, and their bodies represent so. They are instead being replaced by a defensive, armoured shell* which covers the torso. Thanks to this shell, which has become part of their skeleton, they have developed special musculature that lets them retract their head and limbs inward for protection, though there are gaps for people to fit weapons through. They most closely resemble turtles and tortoises, and they are usually squat, broad-shouldered figures, though there are exceptions.
*Durability is equivalent to iron plate. This means they cannot wear armour over their shell, but limbs with plate won't be able to retract inward, and if they do, their plate would come off.
The Lizardkin are true traditionalists, keeping oral legends that stretch back hundreds of years. They are passed down from the eldest of a family to the youngest, ensuring their history survives for generations on. The most famous of these legends, the Kurlus, tells the story of their kingdom’s founding, and its subsequent destruction at the hands of the outsiders—although its details always vary widely between individual groups. Writing is mainly reserved for legal proceedings and marriage records, recorded as symbols in wooden carvings rather than papyri: when these are intended for public viewing, they are usually intricately decorated. In fact, the Lizardkin put a great deal of effort into the artistry of all forms, both physical and performative—patronage to artistic deities was widespread amongst the Lizardkin of old. However, most today worship the normal Tykonian gods.
So important are the arts to the Lizardkin that they have even been incorporated into their warfare, exemplified by their iconic War Masks (Leklar)—typically made of wood, with metal or obsidian linings. These highly decorated masks are the highest status symbol a warrior can possess, bearing the marks of their clan, their victories, and their rank. These war masks strike fear into their enemies and inspire unwavering pride amongst their people.
The Lizardkin retain close ties to the Avians, owing to a reason that has long since been forgotten. Minor conflicts are common between them, but they can almost always be resolved over drinks or games.