The newtlings are the progeny of the Draconis of the Steel Realms. The Dragon Born (now extinct), dragonnewts, dragonlings, Lizardfolk, Troglodyte, and the other minor species that once worshiped them and enhanced their power are long faded from the Helca. The lizard folk still venerate their ancient kin and are allies when needed, but most real dragons are gone from Helca.
Whip Tails vs. Weighty Tails: The violent clashes of the Lizard Folk (weighty tails) and the Troglodytes (whip tails) decimated their populations over time. When the Dragon Caves of the south were purgesd, most of both Newtlings of the realms were purged from the area. There are still a few colonies of Lizard Folk on the western shores of The Roj Sea. Otherwise they are scattered all over the realms in small communities, usually now where they can form alliances with druids. They also find salt water marshes good homes as their hardened scale or stench secretions keep the disease carrying insects at bay. These names exist as they reflect the evolution of the particular species on Helca. Their tail movements tell more about their emotions than any other part of their body:
Draconic Mystics:Both species still have a tie to their ancient Draconic heritage and leverage the Draconic spark and venerate the Ur-Dragon spirits. Their shamans can awaken the land around them, turning trees, brush, and plants into defenses and watchers. The lizard folk are far more potent in their mystic endeavors, but also less violent and aggressive.
The troglodytes have a whip like thin and long tail that can do the same damage as a claw. Sometimes the more organized clans have been known to put a wooden or soft metal spike over it. These creatures are extremely hardy, existing in filthy swamps and out of the way places with murky water. They are known to employ a nasty poison made from feces and organic matter. They most often move in single file and through water to hide their numbers. The breed faster than the Weighty tails as they are less intelligent and more violent so their attrition is higher.
Combat: These creatures are known to make mud and clay towers of up to 7m tall and organize into large bands. They use stone and wood tools & weapons, rarely make armor, and employ poisons and insect swarms. They also prefer to carve out soft limestone caves in marshes and bogs. They cultivate poisonous plants and bacteria, and breed large insects – all of which keep outsiders away from their habitat and affect them not at all, due to their own stench and mucous-like coatings. They dislike fire as it dries them out, and they suffer greatly when in a dry state – much more so than their lizard folk cousins.
The lizard folk have a large alligator like tail, but it is not a weapon. It prevents people from walking directly behind them unless there is a 2m gap between them. If not, and they are not given that personal space, they cannot sustain their land movement rate. The tail is part of their balance and walking mechanisms and personal space. Usually both of the flanking spaces behind them and directly behind them. Enemies attacking them from behind, must use double movement to into these spaces to strike at them instead of the normal five, making their attacks using movement, especially in the water, difficult to make opportunities for.
Combat: Lizard folk are practiced artisans – making high quality tools and weapons from natural materials. While they have been known to refine metals, they typically dislike the heat processes to do so. They are gifted in making glues and honing edges for razor sharp weapons. They are practiced in using the blow gun and darts to get into armor from a distance, with armor piercing munitions. They are gifted botanists as well, breeding many a river, pond, or sea side plant for extraordinary flavors and sleep or paralysis toxins. They have been known to live in symbiosis with and breed giant insects – bees, wasps and the like, and keep giant snakes as guardians.