The character, you mean?elaborate on this as I wish to know
Okay, let me see if I can lay out my thought process in coming up with him. This is gonna be long, so I'll put it behind spoiler tags for those who aren't interested....
Game rules do not give lizardfolk any specific issues with cold temperatures, or advantages in warm temps - so I decided they were not really ectothermic (cold-blooded). I played him as what's called "mesothermic" - they generate their own body heat more than a cold-blooded animal, but less than a warm-blooded one. Not really a role playing point, but folks might have asked.
I played him as an obligate carnivore - which means that he could, and would, eat things other than meat, he's required to get some meat in his diet in the long term. Plants didn't have all the nutrients he needed.
Some bits of reptilian biology: In the past, there was a model called the "triune brain", which included the so called "lizard brain" that handled instinctual action, the limbic system that handled emotions, and the neocortex, which handles logical reasoning, language, and such. This model was used to suggest that reptiles do not have emotions, as such, and the legacy lizardfolk lore leans into that.
But, it is poppycock. Today we know the structures in the mammalian limbic system that process emotional responses generally have analogs in reptiles (and birds). Those structures do, however, have some what different interconnectivity and relative sizes, so I chose to go with the idea that emotional responses are processed somewhat differently in lizardfolk.
In fact, in mammals, emotional responses are typically faster than logical ones. So, humans get angry, or scared, or joyful before we fully understand a situation, and if we want our logic to really hold sway, we have to work at it. For my character, I flipped that - emotional responses were only about as fast as logical ones - so my character effectively didn't have to fight his own emotions in the short term, which would appear cold and logical by comparison to mammalian reactions. But he wasn't Spock, and especially could form long term emotionally driven bonds, which is important later.
Mammals signal their emotional states a great deal in body language and facial expression. Lizardfolk, not so much. Their body posture is reserved, and their faces just don't have the musculature to be very expressive. This enhances the appearance of being unfeeling.
The flat affect is enhanced by vocal apparatus. Reptiles don't have a particularly adaptable vocal apparatus, which is why draconic is a fairly sibilant lanugage - lots of hisses, clicks, and other sounds made with the tongue and mouth, rather than vowels coming from the throat. I went so far as to posit that his normal vocal apparatus couldn't handle Common or Elven or most other mammalian languages.
Making most of those sounds required a variation of the mechanisms crocodiles use to "bellow", which takes a bit of effort. It produced a fairly monotone, rumbly voice, without a lot of change of tone to denote meaning or emotion. It is also a little weird for him, because that mechanism is mostly used in mating and threat displays to communicate body size, often over distance through water. So, he wasn't comfortable speaking except in draconic, because to him doing so always felt to him like whatever else he was doing, he was also shouting, "I am BIG and IMPRESSIVE!" And so he would limit how much he would speak, since nobody else in the party knew draconic. Early in play, this looked like "stupid barbarian" and I was fine with doing a slow reveal on how much he had going on in his head. But it also meant as a role-playing note he didn't go for idle chit-chat. He listened just fine. But he spoke up when it mattered.
Now, let's talk about culture.
We are talking about a people who live in warm swamps. No mining. So, not much metallurgy, not much stonework. Few large trees for lumber or firewood. Most of the materials they have rot over fairly short timescales in the environment they live in. So, they build few large permanent structures. Without structures, there's no where to keep stuff. And honestly, they don't need a lot of stuff. They have natural armor and weapons, and don't particularly need much shelter from the elements. Stuff weighs you down in the swamp.
So, we are talking about a very utilitarian approach to material goods. You don't keep stuff you don't really need. Most of the stuff you need you can make from the natural materials around you. So, acquisition of material wealth isn't really a thing.
Also, food storage in a warm swamp without salt mining is a bit of a problem. Even if you can dry or smoke meats, they'll tend to get moldy quickly. Food is mostly use it or lose it.
You know what else goes bad quickly? The bodies of your own people. But you can't put up individual memorials that last. If you make the bodies of the dead important, you are going to be sorely disappointed. So... you don't. "Your friend died. That's sad. Now heave him into the swamp already 'cuz he's getting pretty ripe..." The memory of them is the important bit, not their physicality after death.
So, food goes bad quickly. And the bodies of the dead aren't important to you. And you are an obligate carnivore. And say you and the village just killed an ogre who wandered in...
You don't eat your own kind, because that spreads disease. But other folks? You don't hunt sentient creatures, because that's asking to be seen as a monster yourself. But if you already took all the risk in killing him for other reasons, you oughta get something out of it. He's just meat now anyway...
And those ogre bones will make a great axe handle...
These are an egg-laying people - their kids don't get mother's milk, so there's no strict need for maternal bonding, and thereby no real need for pair bonding of parents. But, we do have a culture and learning, so there is some child rearing done - but that can be on the community level. Eggs are handed off to a few creche wardens until they hatch and for a short while afterwards, but soon enough the young are wandering around the village, learning from whatever adult will teach them today. Child rearing becomes a community affair, with most adults having some responsibility, and some protective and rearing duties all the time.
And if some of your party members act, well, a bit immature, your lizardfolk compatriot may start to see them sort of like kids who need protection.
I played him as an obligate carnivore - which means that he could, and would, eat things other than meat, he's required to get some meat in his diet in the long term. Plants didn't have all the nutrients he needed.
Some bits of reptilian biology: In the past, there was a model called the "triune brain", which included the so called "lizard brain" that handled instinctual action, the limbic system that handled emotions, and the neocortex, which handles logical reasoning, language, and such. This model was used to suggest that reptiles do not have emotions, as such, and the legacy lizardfolk lore leans into that.
But, it is poppycock. Today we know the structures in the mammalian limbic system that process emotional responses generally have analogs in reptiles (and birds). Those structures do, however, have some what different interconnectivity and relative sizes, so I chose to go with the idea that emotional responses are processed somewhat differently in lizardfolk.
In fact, in mammals, emotional responses are typically faster than logical ones. So, humans get angry, or scared, or joyful before we fully understand a situation, and if we want our logic to really hold sway, we have to work at it. For my character, I flipped that - emotional responses were only about as fast as logical ones - so my character effectively didn't have to fight his own emotions in the short term, which would appear cold and logical by comparison to mammalian reactions. But he wasn't Spock, and especially could form long term emotionally driven bonds, which is important later.
Mammals signal their emotional states a great deal in body language and facial expression. Lizardfolk, not so much. Their body posture is reserved, and their faces just don't have the musculature to be very expressive. This enhances the appearance of being unfeeling.
The flat affect is enhanced by vocal apparatus. Reptiles don't have a particularly adaptable vocal apparatus, which is why draconic is a fairly sibilant lanugage - lots of hisses, clicks, and other sounds made with the tongue and mouth, rather than vowels coming from the throat. I went so far as to posit that his normal vocal apparatus couldn't handle Common or Elven or most other mammalian languages.
Making most of those sounds required a variation of the mechanisms crocodiles use to "bellow", which takes a bit of effort. It produced a fairly monotone, rumbly voice, without a lot of change of tone to denote meaning or emotion. It is also a little weird for him, because that mechanism is mostly used in mating and threat displays to communicate body size, often over distance through water. So, he wasn't comfortable speaking except in draconic, because to him doing so always felt to him like whatever else he was doing, he was also shouting, "I am BIG and IMPRESSIVE!" And so he would limit how much he would speak, since nobody else in the party knew draconic. Early in play, this looked like "stupid barbarian" and I was fine with doing a slow reveal on how much he had going on in his head. But it also meant as a role-playing note he didn't go for idle chit-chat. He listened just fine. But he spoke up when it mattered.
Now, let's talk about culture.
We are talking about a people who live in warm swamps. No mining. So, not much metallurgy, not much stonework. Few large trees for lumber or firewood. Most of the materials they have rot over fairly short timescales in the environment they live in. So, they build few large permanent structures. Without structures, there's no where to keep stuff. And honestly, they don't need a lot of stuff. They have natural armor and weapons, and don't particularly need much shelter from the elements. Stuff weighs you down in the swamp.
So, we are talking about a very utilitarian approach to material goods. You don't keep stuff you don't really need. Most of the stuff you need you can make from the natural materials around you. So, acquisition of material wealth isn't really a thing.
Also, food storage in a warm swamp without salt mining is a bit of a problem. Even if you can dry or smoke meats, they'll tend to get moldy quickly. Food is mostly use it or lose it.
You know what else goes bad quickly? The bodies of your own people. But you can't put up individual memorials that last. If you make the bodies of the dead important, you are going to be sorely disappointed. So... you don't. "Your friend died. That's sad. Now heave him into the swamp already 'cuz he's getting pretty ripe..." The memory of them is the important bit, not their physicality after death.
So, food goes bad quickly. And the bodies of the dead aren't important to you. And you are an obligate carnivore. And say you and the village just killed an ogre who wandered in...
You don't eat your own kind, because that spreads disease. But other folks? You don't hunt sentient creatures, because that's asking to be seen as a monster yourself. But if you already took all the risk in killing him for other reasons, you oughta get something out of it. He's just meat now anyway...
And those ogre bones will make a great axe handle...
These are an egg-laying people - their kids don't get mother's milk, so there's no strict need for maternal bonding, and thereby no real need for pair bonding of parents. But, we do have a culture and learning, so there is some child rearing done - but that can be on the community level. Eggs are handed off to a few creche wardens until they hatch and for a short while afterwards, but soon enough the young are wandering around the village, learning from whatever adult will teach them today. Child rearing becomes a community affair, with most adults having some responsibility, and some protective and rearing duties all the time.
And if some of your party members act, well, a bit immature, your lizardfolk compatriot may start to see them sort of like kids who need protection.