Lizardfolk of Helca (weighty-tails)

Steel Realms

The Lizardfolk of Helca are a Newtling of Helca and the progeny of the Draconis of the Steel Realms. They are a form of the universal Lizardfolk of the iVerse.

Pool of Dreams: Helca is saturated to a high degree with the dreams of dragons, and the tribes/clans of Lizardfolk have been able to tap into that. Each has a ‘Pool of Dreams’ in their settlements. They have draconic dream triggers – they know when a dragon wakes, is born, dreams, dies, or leaves within a few hundred km from their Pool of Dreams in each settlement, as long as their shaman keeps it active.

  • Newtlings Breath – Network of Lizardfolk Shamans that communicate infrequently or for specific reasons using Laey Lines, their Pool of Dreams; With a Draconic Patron, they can transfer full dream visions and even allow the shamans to move through them. It is how they keep track of populations and threats to their kind.

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. It also has an organ that holds heat and keeps their blood warmer than their thin tailed cousins. 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.

Locations of Lizardfolk

Lizardfolk of The Steel Realms have a presence in this areas. They keep a low profile, are mostly self sufficient and non-competitive. Their aquatic nature makes the few interactions they have generally positive – efficient and cost effective servicing water craft once built, and finding/retrieving sunken goods.

Locales: Do not find lizard folk north of the Beyne River, and few on Lake Caolite, mostly in the Shelfers Cradle. While some lizard folk adapt to colder climes, large stable populations north of the river are not known to exist currently – though may be hidden deep in the Rhyl Forest.

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.


i20™ Character Details

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Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.

Chronicle of the Troglodytes of Helca

THIS IS MOSTLY PRIOR TO THE COMING OF THE BLOOD OF SAEMON

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these. Specific Lores may increase the chance of knowing specific elements.

Pervasive Knowledge / Very Easy Difficulty

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Common Knowledge / Easy Difficulty

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Rare Knowledge / Very Hard Difficulty


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


Realm's Aptitude Powers: Divine, Occult, and Psychic