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The Cold Sun lizardfolk are more rightfully simply called "lizardfolk", and date back to Eberron's beginning. However, they are frequently called the "Cold Sun" lizardfolk to differentiate them from the other species of lizardfolk: the Blackscale and the Poison Dusk. Most of these species of "original" lizardfolk have banded together to form the Cold Sun Federation, though there are some tribes of lizardfolk that are not part of this federation.[2][3]

History[]

In order for the tribes of the Cold Sun Federation to keep Masvirik trapped, they must protect the dragonshards that are scattered around Q'barra. However, the arrival of human colonists in Q'barra has complicated matters. As settlers from New Galifar and Hope continued to explore Q'barra, they destroyed many lizardfolk tribes. An additional problem arose when House Tharashk dragonshard hunters began farming the areas around Haka'torvhak. Knowing that the removal of these dragonshards could allow Masvirik to rise again, the Cold Sun Federation set their sights on the human settlers. In 969 YK, the Cold Sun Federation coordinated an assault on the human settlements. The humans suffered major losses, but their superior magic pushed back the Cold Sun tribes.[2][3]

The assault prompted Duke Ven ir'Kesslan of Newthrone to strike up the Newthrone Accords with the Cold Sun tribes. This document outlined lands owned by the Cold Sun, as well as the borders of the human settlements of Q'barra. The Cold Sun tribe agreed, but remain overly cautious of the treaty.[3] Though the Cold Sun Federation and the humans of New Galifar have stuck to their truce, House Tharashk has been using the assault 29 years ago as a reason to advance their plot to purge all the lizardfolk from Q'barra. Khalar Velderan d'Tharashk, a viceroy of House Tharashk, has championed this cause.[4]

Society[]

A total of twenty-four tribes make up the Cold Sun Federation, though only seven border human settlements in Q'barra. The Twilight Walkers tribe of lizardfolk have become allies of the humans of humans in Q'barra, working with the settlements of Jarot and Newthrone.[2][5] One of the tribes, the Fallen Bones tribe, is said to have inhabited the former Overlord ruin of Mar'saval, and have allied themselves with the troglodytes that live within the ruins.[5] Other named tribes include the Lingering Light and the Shining Claws.[3]

Unknown to most, the Lords of Dust have been manipulating the Cold Sun Federation to spark a new war with the Blackscale lizardfolk. The Lords of Dust hope that this will put their plans into motion that will result in Masvirik being freed once again.[2]

Because the Cold Sun tribes were touched by the couatls, they all dream shared dreams. Sometimes these dreams will reveal portions of the Draconic Prophecy. Because of this shared dreaming, the tribes have focused on verbal histories over written ones; the lizardfolk will often refer to something in the dream, which they use as a reference in their daily language.[3]

Description[]

Lizardfolk of the Cold Sun Tribes appear as reptilian humanoids, with green scales covering their bodies and long tails behind them. They have clawed hands and toothy jaws, which they use for unarmed attacks. Like the other species of lizardfolk, the Cold Sun lizardfolk fight with crafted weapons. They can hold their breaths for a long time. In general, the Cold Sun Tribes live in patriarchal societies scattered across Q'barra.[1]

Appendix[]

External Links[]

References[]

  1. 1.0 1.1 1.2 1.3 Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Monster Manual (3.5 edition). (Wizards of the Coast), p. 169. ISBN 0-7869-2893-X.
  2. 2.0 2.1 2.2 2.3 Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), pp. 194–197. ISBN 0-7869-3274-0.
  3. 3.0 3.1 3.2 3.3 3.4 Keith Baker (December 2010). “Poison Dusk, Black Sun: Explore Q'barra, Part 2” (PDF). Dungeon #185 (Wizards of the Coast) (185)..
  4. Keith Baker (September 2010). “Blood and Dragonshards: Backdrop Q'barra, Part 1” (PDF). Dungeon #182 (Wizards of the Coast) (182)..
  5. 5.0 5.1 James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Player's Guide to Eberron. (Wizards of the Coast), pp. 128–129. ISBN 0-7869-3912-5.

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