Lizardfolk

No nation in the formal sense — unconquered peoples of the dinosaur continent's interior. See Peoples Unconquered document.

Territory: Hold the interior of the same landmass where the Myrean Confederacy and the Giants hold coastal footholds (the African analog continent — see Geography document). Dinosaurs as the continent's apex predators are a large part of why the interior has never been conquered — no army, human or otherwise, has taken it at acceptable cost. Lizardfolk sovereignty here is a fact of geography and biology as much as culture.

Ancient warrior culture: Predates the human kingdoms. Lizardfolk remember being the dominant power on the continent before the Great Houses rose, and that memory shapes how they treat every other people who now claims civilization over them — not as a superior, just as a very recent one.

Not evil — wild. Lizardfolk aren't meant to read as an evil people, just an incredibly raw, savage, and untamed one. Their reputation and the danger of their territory come from ferocity and a genuinely alien culture, not malice.

Shamanic tradition — earth and blood, not stewardship. Lizardfolk spellcasters work a witch-doctor's craft pulling on the same raw, untutored current the Elves' Primal tradition draws from — but where a Druid heals what the Long War broke and treats the land as something to steward, a Lizardfolk shaman treats it as something to dominate and be answerable to, the same relationship the Lizardfolk have with their own territory generally. Ritual runs on blood offerings, trophy-taking from the interior's dinosaur apex predators, and appeasement of ancestor and territory-spirits rather than healing or growth magic. The Elven authority that governs Primal casting elsewhere has no reach here and wouldn't recognize this as the same tradition even if it noticed the overlap — this is Primal magic's rawer, untutored cousin, arrived at independently rather than taught. Mechanically closer to a shaman/witch-doctor kit than a standard Druid — more violence and territorial magic, less growth and healing.

The Kobolds: To Lizardfolk as goblins were to orcs — subordinate, separate, cunning, resentful. Share the same landmass and territory as the Lizardfolk, occupying whatever niche the Lizardfolk themselves don't bother to hold directly.

Note on "unconquered": Lizardfolk are unconquered in the sense that matters for this document — no nation, Giants or Confederacy included, has taken the continent's interior. The apex-predator ecology is as much the reason as anything cultural, and it means the border with the coastal powers is a standing fact of life rather than an active campaign.

Open: Lizardfolk political/social structure beyond "unconquered ancient warrior culture"; specific totems, ancestor-spirits, or territory-spirits a shaman actually appeases; the exact nature of the Kobolds' resentment and whether it's ever exploitable by outsiders; relationship (if any) to the dinosaurs themselves beyond prey/apex-predator — do Lizardfolk have any bond with or reverence for the animals sharing their ecological niche; full shaman/witch-doctor kit mechanics.