Tlaxtlan, the "City of the Moon," also known as the "Revered Abode of Lunamancers," and the "Fourth City," is a Lizardmen temple-city of Lustria that was built and named when but a single moon, Mannslieb, orbited the world of Mallus, not the two that can be seen today.[1a]
This temple-city is the destination for those Slann mage-priests who specialise as astromancers and prognosticators; their observations of the moon and stars made for stunningly accurate predictions of future events.[1a]
With the Great Catastrophe unleashed on the mortal world by the the destruction of the Old Ones' Polar Gates, however, Mallus' second moon Morrslieb, composed of the pure, solidified Chaos energy called warpstone, came into being. It is not subject to the universal laws held in such high regard by the Slann, for it orbits according to no fathomable pattern -- a source of unending consternation to the Slann and Skink Priests who still look to the stars to read the future and maintain the Great Plan.[1a]
The Slann mage-priests of Tlaxtlan, and their Skink Priest attendants, have long pondered the impossible conundrum that is the Chaos Moon. They have dedicated much energy towards pushing it out of Mallus' orbit, directing meteorites to strike it and hundreds of other ploys, yet still the fell moon plagues them and the rest of the Known World.[1a]
History[]

The Lizardmen temple-city of Tlaxtlan, the City of the Moon
According to Lizardmen legends, the City of the Moon was created by the Old One Tlazcotl. The Skinks tell stories of how Tlazcotl taught the Lizardmen of the temple-city to read the night sky. The moon and stars see everything, their light beginning in the past and reaching into the future. By Tlazcotl's teachings, the Tlaxtlani Slann shared in everything the celestial bodies saw. They were the Old Ones' most trusted overseers, those who watched over every decision and measured every outcome. At least, this is what the Tlaxtlani say.[3a]
Whatever the truth, Tlaxtlan's original purpose was subsumed by the tragedy of the Great Catastrophe.[3a]
As the Polar Gates fell and their mysterious masters vanished, the Lizardmen saw a green scar tear itself across the sky. In a burst of sheer sensation, a new moon appeared. This was the first time the Tlaxtlani saw the Chaos Moon that the Men of the Empire would later name Morrslieb and they learned to hate it above all other foes. The powers of the true moon, called Mannslieb or the White Moon by Men, twisted in the Slann's grip. New power, dark and corrupt, flowed through the temple-city. Near a quarter of the city's Slann perished in this moment alone, the magic they wielded turning back on them, becoming a foul parody of their mighty work. Stone ran like water, the air filled with the taste of sound. Where the Chaos Moon's light fell, Daemons reigned.[3a]
Tlaxtlan fought to defend all they had accomplished as the Daemons entered the mortal realm and poured across Lustria. This was a losing battle. At this time, no temple-city had been designed with defence in mind. Tlaxtlan's wide stone avenues, towering pyramid temples, and delicate observatories were quickly overrun, forcing the Lizardmen back to the steps of the Great Pyramid of Tlazcotl. The city only survived thanks to three Slann, sent to the Ziggurat of Quetli by Lord Adohi-Tehga. There, they succeeded in activating one of the Old Ones' most powerful artefacts, an arcane barrier of incredible strength.[3a]

Icon of the army of the Lizardmen temple-city of Tlaxtlan depicting the True Moon as seen in Total War: Warhammer II.[4]
This held the Daemons at bay, though sadly not all the city could be contained within. Tlaxtlan emerged from the Great Catastrophe relatively unharmed. But the magic which fuelled their divining was never the same. Always, the taint of the Chaos Moon could be felt within it, spreading like ink in water, unless properly bled away.[3b]
Despite this, Tlaxtlan is still regarded as a place of astromancers and arcane prognosticators. The jungle has been pushed back for miles around the city, allowing a clear view of the night sky. Many of their pyramids and temples double as observatories, where Skinks carefully track the movements of the heavens through intricate lenses made by the Skinks of Spektazuma. Some buildings even move, following the courses of certain astral bodies.[3b]
Orreries, shimmering mechanical assemblies of silver and jewels, turn high above the streets. The horned peak of the Temple of the Eclipse holds the shrouded moon in place, feeding the city with its power. Over it all, the Great Pyramid of Tlazcotl stands, as impassive and unchanging as the Old One it is dedicated to.[3b]
The rulers of Tlaxtlan seek to emulate their patron deity. They are quiet, watchful, and rarely act without first considering a matter from all possible angles. They know the future is a delicate thing, at once as implacable as the changing seasons, yet as brittle as a bubble on the face of the Amaxon River. To act in haste is to risk acting against the Old Ones' Great Plan and it is all too easy to cut the tether binding the present to a desired future.[3b]
This caution has sometimes brought the Tlaxtlani into conflict with hastier members of their people, who feel it is only by their action and sacrifice Tlaxtlan may continue in its indolence. However, many Lizardmen victories would never have been possible if not for their predictions. It was thanks to the efforts of the great Skink astromancer Tetto'eko, for example, that a massing of Skaven in Quetza was uncovered, and the Chameleon Skink Oxyotl dispatched to prevent the Skaven's Eshin Assassins from ambushing Lord Mazdamundi.[3b]
Despite this, unrest is growing in Tlaxtlan. Thanks to its proximity to the Amaxon, Tlaxtlan has often been among the first temple-cities discovered by foreigners to Lustria's shores. The mage-priests and prognosticators of the temple-city pondered long and hard upon this issue. So far, they have determined these newcomers are a part of the Great Plan, and not to be killed out of hand.[3b]
In some cases, this has led to a cautious exchange between the two parties, Skinks approaching outsider settlements ostensibly to trade, but really to watch and study the foreigners so the Slann might better know how to deal with them. This attitude rankles with some of Tlaxtlan's younger Slann, who are swayed by Lord Mazdamundi's more aggressive philosophies.[3b]
Meanwhile, the edict that the outsiders should not be killed provides little comfort to those satellite settlements who are often the first to fall victim to raiders. On the back of such discord, the Red Cult of Sotek is growing in strength and influence. More Skinks turn to the god of vengeance, hearing their message of action and bloody retribution, in stark contrast to Tlaxtlan's meditative patience.[3b]
How aware the Slann are of this is hard to say. They keep their eyes fixed on the heavens; their every thought turned to their celestial foe. The Chaos Moon continues to pervert their careful divinations, its insidious power seeping into the Geomantic Web through Tlaxtlan's astromantic alignments. It is a thing which does not belong in the Great Plan.[3b]
Many times, the Tlaxtlani have tried to rid themselves of it. Sometimes, they even seem to succeed. The Chaos Moon retreats into the black abyss, fading until it becomes little more than a green speck within the sky. The next night, it returns, fat and full, a grinning face sneering at all who pit themselves against it. Some among the Slann now think of nothing else save destroying the Chaos Moon. Only then will their visions and city be purified. Only then will they be able to see the Great Plan as it is meant to be.[3b]
Notable Events[]
- ca –10,000 IC - The Slann of the Third Spawning are generated by the Old Ones. They found the temple-cities of Tlaxtlan, Quetza and Zlatlan.[3l]
- 513 IC - Lord Zltep of Tlaxtlan passes from the world. the last words he uttered become known as the incantation of Xetlipocutzl. The Mage-Priest did not complete this prophecy, however, and it is said that should anyone ever do so, the world will come to an end.[3l]
- 1492 IC - Marco Colombo, Tilean merchant prince and explorer, voyages to Lustria. He arrives on the fifteenth day after the zenith of the Itchli Star. The event is predicted in the prophecy of Zhol-Tlapoc. He witnesses the defeat of a Dark Elf raid on Tlaxtlan.[3l][Note 1]
- 2418 IC - The Slann Mage-Priest Tecciztec of Tlaxtlan, the City of the Moon, enacts a sorcerous ritual aimed at pushing the Chaos Moon out of its orbit. The Mage-Priest fails to muster sufficient power. The Chaos Moon is shaken, and chunks of it split away, to fall with devastating effect upon the lands across the great ocean.[3l]
Geography[]

A map of Tlaxtlan
Tlaxtlan, the fourth temple-city founded by the Lizardmen, lies south of the Piranha Swamps in Lustria. Those travelling down the Amaxon River might catch the distant gleam of its spires, decorated with silver and platinum in emulation of the true moon.[3a]
Tlaxtlan is both a vital node in the Geomantic Web and a microcosm of the web itself. Earthbound Magic moves through it in perfect order, directed and channelled by its temples and monuments. Someone walking along its roads, past the spawn-pools and corral-arena, may feel a gentle tug at their awareness. They are walking in the flow of geomantic power as it is drawn to the city's centre. If one is not careful, they might unconsciously follow their feet into the barrios and all the way to the central plaza. Here, the Great Temple of Tlazcotl stands, the spoke around which Tlaxtlan turns.[3g]
At the centre of the city of Tlaxtlan is the Great Temple of Tlazcotl, the residence of the great Slann mage-priest Lord Adohi-Tehga of the Second Spawning. Surronding the temple are the Four Blood Shrines of Sotek, a site where great mass sacrifices were made to satisfy the Serpent God Sotek's eternal thirst for blood. In the western portion of the city lies the Temple of Tepok, where a great cadre of priests have been incanting a spell for nearly 1,000 years. In the south-western corner lies the great Dome of Haunchi, where many Slann often go to meditate.[2a]
To the north-west lies the Pyramid of Tzunki, where several great spawning pools are located. South of the central temple lies the great Statue of Tlazcotl, as well as the Mortuary Shrines where interred Relic Priests are kept hidden and safe by an entire regiment of Temple Guard and mortician-priests. This is also the place where a great Engine of the Gods, known as the Guardian, resides and protects the city's southern entrance.[2a]
Directly east of the central temple lies the Ziggurat of Quetli, where the Slann often congregate in order to summon forth a protective magical barrier for the city. Further east lies the Temple of Itzl and the Corral-Arena, where the great reptilian beasts of the jungle are often indentured into the Lizardmen's service. Finally to the north lies the great Barrios of the Skinks, where it is said that more than 10,000 Skinks toil for the city everyday.[2a]
Great Temple of Tlazcotl[]

A keyed map of the locations of Tlaxtlan
Legend tells how Tlaxtlan's central pyramid-temple was built by the Old One Tlazcotl itself. Four entrances cut into its many-stepped sides, leading to a circular platform on which stands the pyramid's main spire. Inside lie the temple-city's greatest treasures. The Plaque Chamber holds Tlaxtlan's sacred prophecies. Meditation chambers let in no light, save the moon's. Huge orreries turn in the darkness, showing stars matching none in the sky. Below, the circular base holds the Saurus' barracks, where Tlaxtlan's hosts gather and train. Their chambers take up much of these lower levels, alongside armouries, food stores, map rooms, and the subterranean spawning caverns. So great is the number of Saurus, it takes an entire barrio of Skinks to keep them fed and their weapons maintained.[3g]
At the temple's peak sits the Star Chamber, framed by a statue of twin-headed Tlazcotl. Here, the Slann Lord Adohi-Tehga sits at the centre of a placid pool, watching the moons as they battle across the night sky. His chambers stand open to the elements, providing unrivalled views of the city below and the sky above. Skink attendants serve his every need, watched by implacable Temple Guard bearing Tlazcotl's blessing.[3g]
When the full moon stands between Tlazcotl's heads, silver lines appear throughout the temple. The air grows so still it muffles speech and even one's own heartbeat becomes a distant, sluggish thing. When Adohi-Tehga was asked what this meant, he thought for a decade before answering, "Depart." The questioning attendant promptly left the city.[3g]
Blood Shrines of Sotek[]
At each corner of Tlaxtlan's central plaza stands a tall tower, similar in appearance to the pyramid-temples, with steps so steep even the Skinks must climb on all fours. When moonlight falls across these steps at the right angle, it draws an undulating snake's body with their shadows. These silhouettes meet serpent-head statues flanking the tower's entrance, revealing Sotek in stone and shadow. Whenever this happens, prisoners are disgorged from the tower's base. Eager Skinks force the captives to climb to where Sotek's priest waits for them, knife raised in praise.[3g]
Sotek's worship did not initially gain support in Tlaxtlan, but the city could not long ignore the faith that the vengeful new god inspired in the Skinks. In the City of the Moon, Sotek has taken on a new significance. All Tlaxtlani Lizardmen despise the Chaos Moon. By their sacrifices, they hope to empower Sotek.[3g]
One day, the forked-tongue comet will appear again, blazing with the snake god's eternal hunger. Then, the Chaos Moon will be swallowed and Sotek will restore order to the mortal world once more.[3g]
Temple of the Eclipse[]
Inside the city lies the temple dedicated to the study of the moon's eclipsing. Whenever the two moons Morrslieb and Mannslieb align, the temple shakes with power generated from this heavenly event.[4]
The Temple of the Eclipse is overseen by the ancient Skink Tetto'eko. It is said the temple stands as tribute to the kinship which existed between Tepok and Tlazcotl, and the Old One of the sky is honoured highly in Tlaxtlan. Those who serve in the Temple of the Eclipse understand the flow of the Wind of Azyr greater than any other practitioners, save perhaps Lord Adohi-Tehga himself.[3g]
Blessed Pyramid of Tzunki[]
Tzunki's temple floats in a serene pool. Water runs down its many-stepped sides, the stones painted green with algae. Tzunki's Skink Priests do not wear the elaborate headdresses favoured by those who serve in the other temples. It would only weigh them down. To enter the Blessed Pyramid of Tzunki, one needs to swim.[3g]
The interior is taken up by a pond with enormous lily pads, strong enough to support the Skink supplicants. Ever-burning lanterns stand about its edges, scattering their light across the water's surface. However, it is not just the water's reflection which lends the walls their shimmering appearance. Gold lines mark every surface, coming together to form an elaborate map.[3g]
The Skinks believe Tzunki drew this outline of the World Pond, and that it contains mysteries hinting at the Great Plan's culmination. Things are shown which no scrying spell can find -- a swirling confluence lying off the Southlands' east coast, Albion connected to the Old World by a land bridge, and a string of islands stretching between Ulthuan and Naggaroth. The priests wish to discover if these are images of how the Known World originally was before the Great Catastrophe, or how it should be.[3g]
Chalchi, one of the Skink Priests of Tzunki, has served in Tzunki's temple his whole life, trying to unravel the map's mysteries. He believes the only way to be sure is to head out into the World Pond and see for himself. He prays to Tzunki for a means to do so.[3g]
Shrines of Tepok[]
The Shrines of Tepok cluster about the Temple of the Eclipse, west of Tlaxtlan's temple plaza. At first glance, the paths through its many ranks of stelae follow the city's precise alignments. However, walk among them with your mind unprepared and you quickly become lost. Only those blessed by Tepok with an appreciation for magic's flow may navigate the shrines.[3g]
Many of Tlaxtlan's younger Slann live amidst the shrines, situating themselves atop stelae where they can observe their unique flow of power. Skink Priests, wishing for greater understanding, allow themselves to become lost among the stelae, following where the magic leads. Together, the Skinks and Slann have been incanting a single spell for almost one thousand years, their words forming at once in the mind of anyone who sets foot amidst the shrines. When the spell will end, and what it will accomplish, no one knows.[3g]
Mortuary Shrines of the Holy[]
All temple-cities honour their fallen Slann. Tlaxtlan differs as its Relic Priests do not reside within the great pyramid-temple. Instead, two buildings flank the temple plaza's southern gate. Skeletal stone Slann perch atop every corner, sitting above walls etched with their lives' work. Yet it is the stillness which most notice first. Anyone who approaches finds their thoughts begin to still and an overwhelming, choking peace settles upon them. These are the Mortuary Shrines, the final resting place of all Slann who die in Tlaxtlan's service.[3i]
The Mortuary Shrines are forbidden to anyone save the Slann, the Temple Guard, and the Mortician Priests. These attendants differ from other cultures' death priests as they do not wear the funereal paraphernalia often associated with such a calling. In fact, it is forbidden to bring bones or symbols of any death gods such as Morr near the shrines, nothing which might attract the Wind of Shyish or corrupting Dhar inside. Those who wield such forces find their magic bleeding away the closer they get.[3i]
Dome of Huanchi[]
A huge stone dome marks Tlaxtlan's south-western quarter. This is the Dome of Huanchi, a temple dedicated to the jaguar god of the night and the hunt. Inside, night reigns eternal. No light can enter the dome and the sound of the temple-city falls away, leaving those within cut off from their senses.[3i]
The dome's interior is separated into various levels. The ground level is a sweltering, nocturnal jungle where jaguars and other predators wander free and ritual hunts are held in honour of Huanchi. Above this, the darkness gives way to a star map. To touch a star is to illuminate it in glowing glyphs.[3i]
Finally, the highest level is the Oblivion Chamber. Slann meditate here at the very point of non-existence, cut off by the dome's strange power from all sense of self. This chamber is forbidden to any but the Slann, as only a Slann has the strength of mind to find their way back to their body. Even some of them have failed, their bodies remaining empty in the Oblivion Chamber, less aware than even the dead Relic Priests.[3i]
Sun Temple of Chotec[]
In a temple-city dedicated to the moon, the sun god Chotec enjoys less favour than elsewhere. Nonetheless, the Sun Temple of Chotec is still important to Tlaxtlan's precise layout. The pyramid-temple is filled with polished bronze mirrors, directing the sun's rays and the fiery Wind of Aqshy, magnifying the Lustrian heat many times over. Only the hardiest Skinks can stand the temperatures for long and even they must cool themselves in pools set aside for this purpose.[3i]
Whenever the Saurus muster for war, they come first to the Sun Temple. Here, the warmth quickens their blood, preparing them for the battles ahead. Other Lizardmen also come here when quick thought is required, presenting offerings to Chotec in thanks.[3i]
The Sun Temple is a mirror of the Moon Temple in distant Hexoatl. Once a year, the ruling Slann Lord Adohi-Tehga carries out the Ritual of the Setting Sun, while in Hexoatl, Lord Mazdamundi oversees the Ritual of the Rising Moon. The temperature around the Sun Temple becomes cooler after this and it takes many weeks to rise to its former intensity.[3i]
Currently an emissary from Hexoatl is staying within the Sun Temple. He brought with him an item taken from a recent Dark Elf raid which Hexoatl wishes to consult Tlaxtlan's astromancers about. It appears to be of Lizardmen creation and bears the glyphs of Tlazcotl and Chotec both, but no record of such an object can be found in Hexoatl's histories.[3i]
Skink Barrios[]
Skink barrios exist throughout Tlaxtlan, though the northern Barrios of the Worker are by far the largest. Almost ten thousand Skinks live and work within this district of the temple-city, which is further subdivided into living spaces, workshops, and market favelas. Mirror-eyed statues of Tlazcotl stand everywhere, surrounded by offerings brought at each day's end.[3j]
Record House[]
The Record House is the centre of the scribes' barrio, a vast stone-and-stucco edifice around which smaller Skink residences cling limpet-like to its walls. Here Skink scribes transcribe the temple-city's records, both sacred and mundane. The building is like the squat Skink homes, but many times larger to allow for the scrolls, books, and tally sticks shelved within. These continue underground, with cavern-rooms kept cool and dry to preserve precious documents.[3j]
The record keepers scurry about with great agility. Many are blessed with incredible memories, capable of finding the smallest scrap of information from anywhere within Tlaxtlan's extensive archives. Some pieces are said to date back as far as the Old Ones themselves.[3j]
Embassy of the Messenger[]
This low building looks little different from other Skink barrio homes, save for the glyph of the Old One Uxmac above its door. The Embassy of the Messenger is used by visitors to the city, Skink messengers and trade envoys come to Tlaxtlan from across the length and breadth of Lustria.[3j]
The Embassy is not a comfortable place. Skinks do not value privacy and do not expect to receive greater treatment when visiting another temple-city. The exception is food, which may be brought to them as a welcoming gift by local Skinks eager to receive news from their distant cousins.[3j]
While Skinks are the usual inhabitants, there are rare cases of warm-blooded folk like Men and High Elves being allowed to stay within the Embassy. Such people are rarely allowed to leave the Skink barrios without an escort, and they may find camping in the outskirts more comfortable than sharing quarters with a host of Skinks, all sleeping together to share warmth.[3j]
Gateway of Tlaxtlan[]
The Gateway of Tlaxtlan stretches high over Tlaxtlan's northern Skink barrios. In appearance, it is an elaborate stone archway, framing nothing but the jungle beyond. However, look closely and you see a slight shimmer to the air. The world shifts in colour, clouds take a few minutes longer than they should to pass from one side of the arch to the other, and a roiling sickness settles in your gut. Fortunately, you will not be able to get too close, as the gateway is guarded by the city’s largest Kroxigors, encased in enchanted armour.[3j]
The Gateway was once Tlaxtlan's entrance to the Paths of the Old Ones, that mystical network of routes and roads which defy distance and stretch to all points of the Known World. However, after the Paths became a haunt for Daemons, the Gateway of Tlaztlan spewed out corrupting magic, twisting the Lizardmen before it into hideous mockeries of the Old Ones' work. It took the sacrifice of the Slann mage-priest Tlaztlan to seal the gate and it is said his spirit holds it shut still.[3j]
Outskirts[]
Beyond Tlaxtlan's protective magic, the temple-city breaks down into satellite settlements, cultivated swamplands, and watch stations. The Skinks who live among the outskirts have little reason to venture into the city proper, and despite still living within Tlaxtlan, may have more connection with Lizardmen further afield. This, coupled with their more isolated tasks, means they often seem distant and even parochial to those in the barrios.[3j]
Floating Gardens of Lost Xholankha[]
The Floating Gardens provide exuberant colour amidst Tlaxtlan's cold silver spires, a series of large platforms suspended in mid-air, overspilling with plant life. Water pours from their edges in constant iridescent waterfalls and the air is thick with the smell of pollen and soil. Skink gardeners fly between the platforms on Terradons, their tools rattling as they harvest plants for medicines and potions.[3j]
Lustria is no stranger to unusual plant life. However, the Floating Gardens hold specimens unlike any within its borders. Some are familiar, if rare, herbs and trees from Lustria and elsewhere. Others exist only here, their seeds supposedly brought by the Old Ones in memory of mythical Xholankha.[3j]
The gardens are popular with the temple-city's Slann. They sit amidst them and experience a sense of peace and belonging which they would find difficult to explain to other mortals, even their fellow Lizardmen. The platforms float around one another in a never-ending dance of complex patterns. When they line up with the Itzi star, the Slann's sense of belonging turns into a disquieting wanderlust, disrupting their thoughts and even causing them to fidget.[3k]
Temple of Itzl and the Corral-Arena[]
The Temple of Itzl is one of Tlaxtlan's larger temple complexes. It doubles as the temple-city's corral-arena, a place where mighty Stegadon and Bastiladon are housed and trained. The grounds shake as Skink handlers put their enormous reptilian charges through their paces, their thunderous cries echoing across the city. Terradons soar overhead, diving in and out their aerie at the temple's peak. Meanwhile, inside the temple itself, Skink Priests of Itzl care for the temple-city's arcane weapons, to be mounted on the beasts when Tlaxtlan goes to war.[3k]
While Itzl is the Old One who oversees all cold-blooded creatures, the corral-arena tends to only stable the city's larger beasts of burden. Cold Ones, Carnosaurs, and Ripperdactyls all have their own caves and roosts further from the city.[3k]
However, the corral-arena does sometimes house stranger creatures. The priests are currently attempting to tame a group of Culchan sent as tribute from distant Oyxl. The Slann of Oxyl seem to believe it is auspicious to send these great birds to Tlaxtlan, but so far, the beast keepers have enjoyed little success with the creatures, and several of them have been eaten.[3k]
Spawn-Pools[]
- Spawn-Pool of the Guide - The Spawn-Pool of the Guide is named for the Skink Priests and Skink Oracles who have crawled from its waters. It is the only Skink spawn-pool within the temple-city proper and is watched over by the Great Statue of Tlazcotl. Those spawned from this pool are destined for leadership.[3k]
- Spawn-Pool of the Labourer - These spawn-pools lie to Tlaxtlan's north-east, cut through by well-tended causeways. The Skinks spawned here often prove to be the hardiest, and serve well as herders, cleaners, doctors, and warriors. Recently, Skinks carrying Quetzl's blessing came from these waters, a sure sign of tumultuous times to come.[3k]
- Spawn-Pool of the Worker - The most numerous, and most productive, of Tlaxtlan's Lizardmen spawn-pools, barely a week passes without the attendants pulling a new host of Skinks from these waters. These Skinks are Tlaxtlan's backbone, its artisans, scribes, and farmers, and are noted to have a particularly strong bond with their spawn-mates.[3k]
- Spawn-Pool of the Sentinel - This spawn-pool has been dormant for centuries, though its waters remain tended to. History states that Tlaxtlan's greatest guardians came from this spawn-pool. The attendants have recently spied a faint glimmer growing in the pool once again.[3k]
Tlaxtlan's Defences[]
All temple-cities have their own means for repelling invaders. Hexoatl relies upon its incredible fortifications, the walls around the city stretching up to rival its pyramid-temples. Xlanhuapec shrouds itself in magical mists, hiding from the eyes of any who come searching for the treasures it safeguards. Tlaxtlan uses neither of these. It trusts instead to the power of its magic and the strength of its military hosts.[3e]
Magical Defences[]
The city lacks the impenetrable walls of Hexoatl, the mighty hosts of Itza, and the esoteric defences of Xlanhuapec. It is less militant than many of its fellows, a place of cold contemplation and careful study. Without walls to bind it, Tlaxtlan has been free to expand, new roads, monuments, and observatories sprawling out from its central plaza.[3a]
Towering obelisks and impassive lizard-sphinxes mark out the city, each placed in careful consultation with the true moon's orbit. In this way, Tlaxtlan serves as a vital node on the Geomantic Web, harnessing the power of the heavens to fuel their defences and divinations.[3a]
Ziggurat of Quetli[]
East of the central pyramid-temple lies the Ziggurat of Quetli, dedicated to the divine protector and warrior god Quetzl. Should the city find itself under attack, Slann congregate in its ritual chamber. Here, under the guidance of Chuqa-xi, they invoke the shrine's power.[3e]
A ray of shimmering magic rises into the sky. It settles itself around the temple-city's edges, an impenetrable arcane dome which has never been breached. While Slann in other temple-cities can conjure something similar, this dome stems from an Old One artefact, many times more powerful than even those great spell-crafters can manage.[3e]
However, not all parts of Tlaxtlan fall within its reaches, the city having expanded since the Ziggurat was first built, and it takes some time to enact. This forms Tlaxtlan's final shield, a defence not lightly invoked as it leaves much of the city vulnerable and prevents its armies from marching out to meet the enemy.[3e]
The Guardians[]
The golden rings of the Guardians turn slowly above Tlaxtlan's southern gate. Any who pass below them can feel the power they hold, the air growing thick with thunder-storm potential. When the true moon aligns with the Guardians, this power becomes so strong even those without the Second Sight can see the magic forming a silver halo around the devices.[3e]
The Lizardmen possess a few artefacts from the Old Ones' time. These so-called "Engines of the Gods" are incredibly precious and are normally kept hidden deep within temple vaults, or mounted onto Stegadons in times of great need. The Guardians are an Engine of the Gods larger than any other known, capable of unleashing blasts which can scar reality itself.[3e]
They are constantly attended by dedicated Skinks, including a scribe whose role it is to note down the alignment of the markings on each ring at significant moments in the lunar cycle. While the Lizardmen can direct the Guardians' power, none truly know how they work and many fear what could happen should the Chaos Moon corrupt the power they draw from the city.[3e]
Statues of the Watcher[]
Tlaxtlan possesses many statues dedicated to their patron Old One and deity, Tlazcotl. These monuments seek to display its nature as the watcher of all, and those who walk the causeways, roads, or even try to approach Tlaxtlan through the jungles, may find themselves passing beneath these statues' mirrored stare. By far the most impressive is the Great Statue of Tlazcotl, which overlooks the Spawn-Pool of the Guide in central Tlaxtlan. The statue looms high over the central plaza, its many heads looking to every corner of the Geomantic Web. Offerings surround its base and Skink Priests from Tlazcotl's temple attend it daily to see what their master's eyes have witnessed.[3e]
The Great Statue can see everything which occurs before the lesser statues' eyes, their sight reflected in its own mirrored orbs. In this way, Tlaxtlan can never be taken by surprise. Even those approaching by stealth, unseen by living eyes, find the Lizardmen ready and waiting for them.[3e]
The Great Statue of Tlazcotl is rumoured to see all things in the universe and, if a Skink Priest can achieve the correct meditative state, they can direct its gaze beyond Tlaxtlan's borders. When not directed in such a way, the Great Statue's eyes show an unfamiliar night sky.[3e]
Occasionally, other images appear. Images of a star-strewn abyss in which worlds burn. Of a field covered in lines and symbols, surrounded by screaming supplicants. Of a dark and silent city, where Men squabble like rats. The priests believe these to be things which Tlazcotl is seeing and make careful note of each and every one. One day, they hope to see for themselves.[3e]
Forces of Tlaxtlan[]
Even with its impressive magical defences, Tlaxtlan maintains a strong military to defend both itself and its wider territories. Located on the edges of the Piranha Swamps, it lacks the large, natural cave formations favoured by Cold Ones and Troglodons. What the city lacks in cavalry, it more than makes up with a solid infantry core.[3e]
Skink Patrols[]
Skink patrols form both the temple-city's first warning system and its first line of defence. Small scouting bands patrol the surrounding Lustrian jungle constantly, reporting back on anything they find. They are supported in their efforts by the city's Chameleon Skinks. These stealthy hunters have ambuscades set up throughout the surrounding territory and rarely move from their stations, except to hunt down an intruder or warn Tlaxtlan of any threat greater than those they can handle.[3f]
When such a threat is identified, Skink warbands converge on their location. These diminutive reptilian warriors lack the strength and skill of their Saurus brethren, but their amphibious nature allows them to quickly intercept the enemy, delaying them as the city readies its defences. If the threat demands it, Salamanders and Razordons are released from their pens and driven towards the advancing foe. Dams are opened, allowing the swamp to swallow up the causeways.[3f]
To this are added the dangers of the Piranha Swamps, where the Skinks cultivate the region's plentiful supply of predatory fish. Kroxigor hide themselves beneath the waters, bursting up to ambush the incautious in a roaring, bloodthirsty mass of scale and muscle. Should the enemy overcome these, the Skinks fall back to harass their flanks, leaving them to deal with the waiting Saurus cohorts.[3f]
Tlaxtlan's Defenders[]
Even more so than many other temple-cities, Tlaxtlan relies heavily upon its Saurus infantry, the surrounding swamps being ill-suited for large cavalry formations. Before conflict, these warriors assemble at the Sun Temple of Chotec, lining up in perfect formation with their spawn-mates. Here they receive their orders from the Scar-Veterans and Oldbloods, while the sun god's Skink Priests channel the temple's power to quicken their cold blood for the battle.[3f]
If Tlaxtlan itself is threatened, these warriors form up into defensive blocks, forcing the enemy back with spears and saw-toothed shields. Many of the city's Saurus carry the blessing of Tlazcotl. These Saurus anchor the Lizardmen line, as even supernatural terrors find little purchase upon their stoic nature.[3f]
The Temple Guard, meanwhile, keep to their charges. Many line the steep steps of their ziggurats, waiting for the enemy to approach. They rarely join the fighting, no matter how things might go, holding back to defend the temples and Slann without any consideration beyond this duty.[3f]
When not in battle, the hosts of Saurus patrol the city. At certain times of day, all local Skinks know to step aside as the heavy tramp-tramp of Saurus marching in perfect step shakes the stones. Some of these Saurus have been following these patrol routes without change for centuries, their tireless dedication to the city's defence marked out on the stones themselves. Others take up watch stations along the roads, temples, and squares, not moving unless ordered, as still and watchful as the statues of Tlazcotl.[3f]
Notable Tlaxtlani Slann[]
- Lord Adohi-Tenga - Adohi-Tehga has ruled Tlaxtlan since before the Great Catastrophe. An impassive creature, more given to introspection than leading armies, Adohi-Tehga is respected throughout Lustria for his great wisdom, insight, and skill at divination. The outsiders' arrival has been weighing on Adohi-Tehga's mind in recent days. It is obvious to him they have a part in the Great Plan, but what this may be eludes him. He has set scouts to watch the Norscan settlement at Skeggi and Skink scribes to learn the outsiders' language, while he seeks answers from the true moon's orbit. Some who come to Lustria describe a feeling of being watched, of an enormous intellect brushing against their dreams, threatening to engulf all that they are -- and this is the potent presence of Adohi-Tenga.[3c]
- Lord Tecciztec - Tecciztec, a fourth-generation Slann, is dedicated to studying and destroying the Chaos Moon. Adohi-Tehga set him this task centuries ago and all his considerable intellect is bent upon it. Most recently, he led a ritual which attempted to push the Chaos Moon from its orbit. This blasted a chunk from the evil orb, raining toxic warpstone upon the unsuspecting peoples of the Known World. While the Chaos Moon remains, Tecciztec was heartened. It is not untouchable after all. Once again, the Slann has fallen to meditating upon the issue. While still revered, some among his attendants worry this focus is taking a toll. His latest mutterings have been fevered, about a creature born from the Chaos Moon released to wander the world, seeking revenge.[3c]
- Lord Chuqa-xi - Tlaxtlan's youngest Slann, Chuqa-xi is caretaker of the temple-city's magical defences. Unusual for a Slann of Tlaxtlan, Chuqa-xi is very militant in his mindset. He has seen Lord Mazdamundi's accomplishments and wishes for Tlaxtlan to take its place in enacting the Great Plan. However, he sees also the wisdom of Adohi-Tehga in not acting without proper knowledge, and has taken it upon himself to study the outsiders and how they might be used. Recently, Chuqa-xi has sent Skink raiding parties to bring back captives for him to investigate. Losing people to the jungle is common, and so far none have gone looking for the people Chuqa-xi has taken. However, stories are beginning to be told in Skeggi's taverns, of people turning up at Lizardmen holy places, their minds broken, attacking anyone who dares to approach them.[3c]
Notable Administrators of Tlaxtlan[]
As with all Lizardmen temple-cities, Tlaxtlan is ultimately ruled by the Slann. However, these lofty creatures rarely participate in day-to-day administration, and a Slann may not even speak within a Skink's lifetime. The running of the city therefore falls to Skink attendants, priests, and overseers.[3c]
- Tzku'Ta - A diminutive Skink, recently elevated to the dual status of Chief Attendant to Adohi-Tehga and Chief Skink Priest of Tlazcotl. It is a role they take extremely seriously. Tzku'Ta is normally found either in the Plaque Chamber or at their master's side, wax tablet in hand should Adohi-Tehga make a pronouncement, or mutter a brief utterance in his sleep. As Chief Attendant, Tzku'Ta speaks with Adohi-Tehga's voice and it is therefore him who oversee Tlaxtlan's daily administration, along with the other Skink Priests and overseers.[3c]
- Tetto'eko - Reputed to be the oldest living Skink in all Lustria, the Chief Astromancer of Tlaxtlan's Temple of the Eclipse is accorded honours normally reserved only for the Slann. He floats through the streets atop a palanquin, and Temple Guard bow low as he passes. Tetto'eko has often been entrusted with command of Tlaxtlan's legions. It is said no force led by him has been defeated, the strands of fate reshaping themselves to their needs. Though revered by all Skinks, Tetto'eko keeps himself removed from the doctrinal squabbles of his fellow Skink Priests. However, recent changes in the true moon's cycle have drawn him out from his temple. A lunar eclipse came when none should and stars hid their meanings behind it. He has sent out messengers to the other temple-cities, asking if their Sacred Plaques hold any clues. None have returned.[3d]
- Kupa'Ti - An intense Skink with a crest dyed the distinctive crimson of Sotek's followers, Kupa'Ti is Overseer of Fish and Forage, chief of all Tlaxtlani Skinks whose role is to see that the temple-city is well-fed. To this end, he rarely spends long within the city limits, travelling between insect farms, fisheries, and storehouses. It is a demanding task and one he takes great pride in, though it is not without dangers. Living outside the city's defences, Tlaxtlan's providers are often the first victims of attack. Kupa'Ti has been assailed many times. He would never question the judgement of his superiors, but each time a farm is sacked, he feels the strike against his duty strongly. In such situations, Skinks must seize the initiative and strike first.[3d]
- Pa'Qa - Pa'Qa is the Skink Record Keeper of Tlaxtlan who oversees Tlaxtlan's scribe barrios. Under his careful eye, messages and decrees are read, copied, and disseminated. He specialises in the sorting of tally sticks, keeping track of goods exchanged, Tlaxtlan's supplies, and other matters both marvellous and mundane. Pa'Qa has a gift for numbers and he can usually be found atop his overseer's chair, muttering over the latest tally sticks, while around him Skinks file information away. The Record Keeper is a respected figure, blessed by Tlazcotl with an ability to weigh information and see what truths lie behind it. While priests might see the future, Pa'Qa sees the present, forming pictures from the sticks and scrolls which flow through the scribe barrios each day. Recently tally sticks regarding supplies for rebuilding Huatl have gone missing. A careful investigation has found that more items vanished: papyrus scrolls with Lord Adohi-Tehga's latest proclamations, maps of the Tarantula Coast, and messages from Xlanhuapec.[3d]
Canon Conflict[]

A map showing, by mistake, the city of Tlaxtlan's location to the south of the ruins of Tlax.
- Note 1: The battle between the Dark Elves and the Lizardmen seen by Marco Colombo changes location on every source published during the years, Warhammer Armies: Lizardmen (5th and 7th Edition) and Warhammer Fantasy Roleplay 4th Edition: Lustria state that happened in Tlax, or at least this is what Marco Colombo writes on his diary.[5a] But all three timeline sections of those books indicate Tlaxtlan as the place of the battle.[2b] It is important to note that Marco Colombo, has misunderstood and annotated wrong several names in his diary.[5a] And that the glyph "tlax" in Saurian, the Lizardmen tongue, could mean just "city" or "pyramid temple". When the Skink scribes want to refer to a city in their texts they use this glyph. If they want to name a specific city, then they will spell out the name of the city in alphabetic glyphs, followed by the glyph for city.[5b]
Trivia[]
Tlaxtlan's name is derived from that of the capital city of the Mexican state of Tlaxcala. During the arrival of the Spanish conquistadors, Tlaxcala was a powerful kingdom and the only independent city-state left which continued to openly defy the Aztec Empire's hegemony over central and southern Mexico. They would later ally with the Spaniards and were instrumental during the Fall of Tenochtitlan.
For their service, the Tlaxcalans was protected by the Spanish Crown and were shielded from the oppression of the other native peoples of Mexico by the Viceroyalty of New Spain. They were amongst the first native peoples to be assimilated into the emerging hybrid Mexican culture, allowed themselves to be baptized as Christians and even aiding the conquests of the Spaniards in campaigns to the north and south, creating an enduring partnership. Tlaxcalan forces joined their Spanish counterparts to put down revolts such as the Mixtón Rebellion and accompanied them to conquer places such as Guatemala, northern Mexico and even the Philippines.