LIZARDMAN LIZARDMEN
Lizardman are a scaled and cold-blooded folk who took to the marshes long before anyone thought to write it down. They are patient in a way that unnerves warmer races, and in no hurry to explain themselves. A Lizardman sees in the dark unaided, carries a heavy tail, and swims as readily as walking. They hold still and go unnoticed when it suits them. They can also raise a caustic venom in the throat and SPITACID at an enemy from across the room, and what it lands on does not stay whole for long. That tail earns its keep. A stroke meant to cripple a leg will as often find the tail instead, and cost its owner far less than it should have. In time it grows back. The marsh folk do not take strangers on request. The right to walk as one of them is earned, and until it has been the Guild will not perform the change. See Also: RACES, CHANGERACE