The Codeil are the magically enlightened and evolved offshoot of lizardfolk. After the return of the White Elves the tribes of lizardfolk living in the swamplands and desert region of Petra were approached by the White Elf leadership. They were offered the gift of greater Wisdom along with the gift of new additional land in exchange for their allegiance to the White Elves in bringing justice, order and peace back to Petra. The Codeil were specifically selected for their Constitution and ability to survive in the harsh swamp and desert environments, along with being hearty frontline fighters. With their aid the White Elves were able to drive out the last human dissenters (the Scarrans) and beastmen that sought refuge in the harshest and darkest corners of the newly conquered Petra.

When they accepted the allegiance and were magically evolved the White Elves gave them the name Codeil. There evolution though has caused a division among their own race. Codeil outside of Petra distrust their newly enlightened kin, especially Black Scale lizardfolk. Black Scales have even gone so far as to form alliances with the Scarrans when it benefits them. Black Scales will attack Codeil on sight. Any Codeil slain by Black Scales are assured to be the main course of their enemies meal that night.

Personality: Before their enlightenment, Codeil used to seem harsh and strange—standoffish savages and bloodthirsty cannibals. Yet while all of these descriptors were true, those races who trade and interact within the borders of Codeil settlements quickly see that this is only one side of their society—among their own kind, they are a vibrant and passionate people. Codeil have an extensive oral tradition, with even the fiercest warriors able to recount rumbling epic poems around the fire pits, passing tribal lore down through millennia. In cold winter months, these storytellings can sometimes last for days, with new tellers taking over as the old ones grow weary. Dancing and ritualistic battles reenacting key scenes are common, and frequently involve elaborate costumes.

Since their enlightenment the Codeil have developed a written language, art and trade with the White Elves and other races and realms of Amistade.

Many Codeil have become skillful artisans, especially adept at leatherwork and weaving. It is said a garment made by Codeil can keep out the strongest rain, the blowing sand and the coldest chill. A few pieces of their work can be found in shops specializing in rare items, and they have sold for tremendous prices. There leatherwork and weaving is now sought after by the new caravan merchants.

Codeil society is still extremely communal, and while within it individual Codeil might contest for honor and standing, the welfare of the society always comes first. Nowhere is this seen more clearly than in the raising of children. While Codeil courtship is fierce and passionate, they do not mate for life, and pregnant females are cared for by the individual clans as a whole. Once the eggs hatch, the birth mother often defers to the senior dam, and the entire clan acts in concert to teach the young their race’s history and the skills they need to survive. All adults understand the importance of rearing strong young, and go to any length to ensure the wellbeing of the next generation.

Male Codeil are surprisingly gentle with their offspring, and it is most often the females who bring discipline and order to the family. Males protect females and children from outside harassment with everything they have. It is the ultimate disgrace to the entire clan if a female or child is harmed.

Physical Description: Codeil are bipedal, reptilian humanoids that stand roughly 6 to 6 1/2 feet tall and weigh between 200 and 250 pounds. Their scales range in color from blue, green, yellow or brown and they have slitted golden eyes. Many breeds have short dorsal spikes or brightly colored frills on the backs of their heads or following their spines. Codeil tails are 3 to 4 feet long and are used for balance and tail swipes.

Relations: As a whole, Codeil prefer to keep to their own, interacting with Elves and other races only as much as needed to trade for items they can’t manufacture themselves. They inherently distrust humans since the great wars, because they seemed determined to expand into every untouched patch of land. Dwarves are regarded as excellent trading partners for stone and goods, and Kalish are generally considered acceptable, as they run the majority of the new caravans, while leaving little mark on any lands they travel through. Codeil still hold a particular hatred of troglodytes, whose similar physiology and vicious and capricious society they see as a degenerate mockery of their own honorable traditions.

Alignment: The newly enlightened Codeil are lawful in nature. Adventuring Codeil are less likely to fit the common mold, but will still tend toward good.

Society: Codeil society is patriarchal, with the strongest and most warlike male in the tribe invariably becoming its leader. Due to their continued growth into old age, this leader is frequently one of the oldest and most experienced members as well. Shamans are treated as respected advisors, but are rarely leaders themselves. While females share equally in the hunting and gathering, their slightly smaller size and relative delicacy during pregnancy make them less likely to hold positions of leadership, as the ultimate goal of any Codeil clan is the continuation of its line. For this reason, female leaders are likely sterile. This emphasis placed on male leadership, combined with the tendency of eggs to hatch females unless carefully tended, only perpetuates the gender imbalance.

Codeil Lands: In the past Codeil were seen as bloodthirsty savages, ready to emerge from the swamps and overrun unwary travelers. However since their enlightenment that no longer holds true. During this time of rebuilding and renewed trading the other realms are developing a new view of the Codeil.

From the Codeil point of view though, they ask only to be left alone to build their new society, and tend their new lands. However they still find themselves beset by swarms of humanoids and displaced humans intent on taking their land.

Since the return of the White Elves, Codeil have begun to build thoughtfully designed, well-defended settlements and towns—the better to protect themselves during the sluggish night hours when other predators are more active. While settlements might consist of little more than mud wallows and reed huts, easily left or taken down, permanent Codeil structures are becoming more elaborate. The standard clan home for Codeil is usually dug into a hillock in farm lands, or on an island rising out of the marsh, with rings of outward-pointing stakes creating a sharp hedge capable of deterring all but the most determined animal life. Within, a settlement is generally lit with soft rush-lights hung from trees, and clusters of small sod houses or mud and swamp-grass mounds dot the landscape. A Codeil home usually has a single entrance, covered with a simple wood door or leather flap to keep out the elements and trap warmth, and a small chimney hole to vent smoke. Codeil still have little concern for personal privacy, and numerous family groups live inside a single home with only simple wood or mud walls, or reed screens to separate them. At night most families gather around fireplaces or fire pits, telling stories and basking in each other’s warmth and company.

Religion: After their enlightenment most Codeil turned to the worship of Semuanya, the enlightened mother. Her clerics and druids teach that the Codeils chief concern is their seeking of knowledge and propagation of future generations.

Language: All Codeil speak and write draconic. Codeil also speak common, elven and the language of several of their enemies.

Names: Codeil take distinctly reptilian sounding names, full of sharp clicks and sibilant hisses.

Male Names: Ayamet, Bel Zaar, Dresdak, Garut, Goroket, Graunk, Kassmak, Kopep, Kroak, Kroq-gar, Litak, Mazdamundi, Myrkek, Nakai, Rokek, Sabuta Dal, Sanzo Sarza, Tehenauin, Vesk

Female Names: Dara, Grael, Hass, Jekraa, Keretch, Laress, Moratai, Ness, Rossake, Saas, Sarakek, Yssala, Zibota Lupar

Adventurers: The enlightened Codeil are curious and impulsive. They take up adventuring as a way to see the world and to feed their new found love of exploration and the gathering of knowledge. Their new found lawful beliefs also have sent many Codeil wandering about the realms. Those new wandering adventurers seek to protect the innocent, while demonstrating their new sense of duty toward society.

Codeil Racial Traits:

  • +2 Constitution, +2 Wisdom, -2 Charisma . The Codeil are a survivor race, and have above-average health.
  • Medium-size: as Medium-sized creatures, the Codeil gain no special bonuses or penalties on account of their size.
  • Base movement rate is 30 feet.
  • +4 racial bonus to Balance. The Codeil have semi-prehensile tails that they use for balance, giving them a distinct advantage over other humanoids of similar size and build.
  • +4 racial bonus to Jump. The Codeil are quite nimble for their size, and their hollow bone structure and large leg muscles grant them an advantage when leaping.
  • +4 racial bonus to Swim. Webbed feet and hands, combined with their ability to hold their breath longer than most other races (see below), give them above-average swimming ability.
  • Hold Breath: A Codeil can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
  • Darkvision: Codeil can see in the dark up to 60 feet.
  • Bonus Racial Feat: Tail Swipe – as per Improved Trip feat.
  • +5 natural armor bonus.
  • Natural Weapons: 2 claws (1d4) and bite (1d4).
  • Automatic Languages: Draconic, Common, Elven. Bonus Languages: Aquan, Goblin, Gnoll, Orc and Troll.

Sandfolk Racial Variant

Sandfolk: Not all Codeil have been content to sit idly by and watch as their swamps retreat and mammalian humanoids take over the continents. Thousands of years ago, several tribes of Codeil gathered together their greatest shamans and created an answer: a new breed of Codeil capable of surviving comfortably in the harshest of dryland conditions and carrying on the tribal lore, should the swamps be wiped out completely. These Sandfolk, as they’re known, are covered in thick, horny scales, and also bear the unique ability to squirt poison from their mouths as a ranged attack. Treat them as Codeil, but trade the hold breath special ability for the ability to squirt poison (range 10 ft.; Fort save DC 13; initial 1 Con and secondary 1d4 Con).

Semuanya Semuanya appears as a large Codeil shaman with a long wooden staff. During times of peace, lizardfolk call her the Breeder; during times of hardship they call her the Watcher or the Seeker.

Relationships: Semuanya is an aspect of the “World Serpent” deity worshiped in different forms by the various reptilian races. Her worshipers are enthusiastically slaughtered by the Black Scale cultists of Sess’innek, but to date Semuanya has not elected to care.

Realm: The great bog where Semuanya dwells can be found in the wet roots of the World Tree. The bog is an untamed, primordial place and is filled with Codeil petitioners of all types. At its center seated on a great stone sunning herself is Semuanya.

Worshipers: Codeil tribes often contain clerics and shaman who derive power from the worship of Semuanya. Semuanya’s priests are unorganized, acting as general caretakers for their tribes. They are required to breed every season, and those who become infertile lose their spells and generally commit suicide. New shamans learn at the feet of the previous generation, and replace them when the older shamans grow infertile. Semuanya’s priests distinguish themselves from their fellows with kilts of blue-green.

Temples: The Codeil do not normally build temples to Semuanya, worshiping her instead at small stone shrines in their communal homes.

Rituals: In times of strife, prayers to Semuanya take the form of efficient hisses and reptilian barks. In times of peace and plenty, Codeil take the time to intone longer chants and epic poems in the Draconic tongue. Hunting prizes are sacrificed to Semuanya monthly, when the moon (name) is full.

Holy Days: Semuanya’s holy days are the times of the full moon.


World of Amistade SilverBeetle