Skink
Vengefulnoob
Member
- Messages
- 14
- Likes Received
- 46
- Trophy Points
- 13
The personal fluff for my own small Temple of the First and the denizens thereof. I tried to make a temple that fulfils my own love for all things aquatic, as well as providing a unified location for my collected armies to thrive, interact, fight and indeed, survive, whilst the Lizardmen study them. Essentially, a reverse Jurassic Park.
Tlaxtzoatl ("Water-Foundation Temple")
Along the mighty Amaxon, deep in the piranha swamps, where the delta closes slightly to a near-bottleneck, a large island lies, Tlaxtzoatl. Once the site of a smaller Kahoun, now ruined, some time after the Great Catastrophe, the Slann of Tlaxtlan decided to build a new Kahoun there.
Tlaxtzoatl may be a small Temple, but it is one with an enormous population relative to it's size. The entire Temple and it's environs float on a series of artificial islands that intersect the direct centre of the main island, with access achievable only through a central canal which is often blocked by thick mangrove trees at the behest of the ruling Slann. Around the city, Skinks and Saurus teem, and offer their blessings to Tzunki, the Old One of waters. Amongst waterfalls, deep azure pools, raging torrents and soft flowing rivers, the First here spend their time ruminating on the nature of water. Being so surrounded by water, the Lizardmen spawned here are preternaturally good swimmers, even without the blessing of Tzunki. Indeed, most of the patrols around the island are conducted not by terradons or outriders, but hosts of skinks and aquatic saurus.
There is one additional way onto the island, used only in the rarest of circumstances, whereby others of the First who arrive at the Stone Guardian commune with the temple. Once the Temple confirms their intentions, hexagonal stones rise from the Amaxon's depths, forming a causeway leading to the island. This path is usually only used by visiting Slann or militant hosts, and often causes the whole isle to be shrouded in mist so as to allow the identity and method of crossing to be kept secret.

Around the island, small settlements have been built by younger races. Tlaxtzoatl's place in the centre of the Piranha Swamp once resulted in a strategic clash for the West of the Island during the War of the Beard, during which time, the Asur of Caledor built the Watcher of the Stars, and the Dawi built Kraka Dradin.
Men too, claimed parts of the island, with Tileans claiming the region of the island known as Graffia not long after Marco Colombo returned with his tales of riches, and Araby sending an expedition which was marooned to the South, founding the small burgeoning settlement of Chamik.
These four settlements have struggled to carve a place for themselves against the thick jungles of the Island, but have not been able to advance much further than the shore, instead electing to build on the water where possible. The inability of the younger races to advance further into the dense jungles is entirely by the design of the first. Tlaxtzoatl is a minorly important nexus in the Geomantic web, connecting Spektazuma and Tlaxtlan.
Tlaxtzoatl's Slann Mage Priest, Zoekk, is a 4th generation Slann, and has been largely content to allow the warmbloods to settle the coasts of the island, but has been subtly imbuing the surrounding jungle with great vigour, which causes them to form a nearly impenetrable wall of buttress roots and thick branches. Adding to this is the swampy nature of the ground further in the island, with dense mangrove swamps teeming with giant crocodiles, piranhas and turtles which preclude further investigation.
That Zoekk is quite so happy to allow this teeming combination of races on Lustrian soil is no accident. Each settlement is built on ground specifically cleared long ago, along geomantic ley-lines, for these settlements. By fortune and misfortune, the warmbloods have all been lured to this particular island, and have felt no inclination to return. This serves Zoekk's purposes well, for he seeks to study the warmbloods closely, to foster their civilisations, and to see that they fulfil their role in the Great Plan. Should all else fail, these settlements shall serve as a seed-bank of civilizations, allowing the propagation of cultures in the future.
Tlaxtzoatl serves not only as a temple to Tzunki, but as an observatory of the warmbloods, established so long ago that no senior Slann care to remove its' denizens, useful as they are with providing insight. And so, Zoekk continues his vigil, prays to Tzunki, and watches.
Tlaxtzoatl Kahoun
Founded some time after the Great Catastrophe, Tlaxtzoatl was, for a time, merely a place of pilgrimage along the routes to Tlaxtlan, Spektazuma or Tlanxla, but saw rapid construction during the Age of Strife, as Men began their first forays into Lustria. Now a growing Kahoun, Tlaxtzoatl serves as a guardian to the innermost reaches of the Amaxon, preventing raiding parties from sailing with abandon towards Itza. Tlaxtzoatl falls under the protection of Tlaxtlan, though it maintains a sizeable force of it's own and some considerable autonomy due to its' special status as a religious site. Unlike other Kahouns, Tlaxtzoatl is almost entirely dedicated to the worship of Tzunki, though it maintains smaller temples dedicated to Sotek and the other primary Old One deities.
Lord Zoekk: Slann Mage Priest of the 4th Spawning, Formerly of Itza, then Tlaxtlan. Zoekk has a reputation as a very calm Slann indeed, and is known for his tolerance, and even, some say, admiration, of the other Children of the Old Ones. Zoekk is also known for being a remarkably lively Slann, rarely if ever meditating, though he rarely seems to concern himself with the matters of state further afield in Lustria, instead investing himself in his studies of Warm-bloods.
He disagrees with Lord Mazdamundi's interpretation of the younger races' role in the Great Plan, and this has earned him some notable rivals in Tlaxtlan. Some skinks even quietly chirp that the reason their Lord was sent to Tlaxtzoatl was part mission, part exile. Zoekk has one notable rival above all others, however; Lord Chuqua-Xi of Tlaxtlan. Chuqua-Xi is best known for his creation of brain-slaves from stranded Warm-blood sailors along the coast, something that Zoekk has repeatedly described as abhorrent to the Old Ones, a blasphemy that equates Chuqua-Xi to one of the necromancers of Nehekara or Sylvannia. Being of the same spawning, Chuqua-Xi and Zoekk have long feuded over the matter, with most Slann content to allow the argument to rage unabated.
Tlaxtzoatl ("Water-Foundation Temple")
Along the mighty Amaxon, deep in the piranha swamps, where the delta closes slightly to a near-bottleneck, a large island lies, Tlaxtzoatl. Once the site of a smaller Kahoun, now ruined, some time after the Great Catastrophe, the Slann of Tlaxtlan decided to build a new Kahoun there.
Tlaxtzoatl may be a small Temple, but it is one with an enormous population relative to it's size. The entire Temple and it's environs float on a series of artificial islands that intersect the direct centre of the main island, with access achievable only through a central canal which is often blocked by thick mangrove trees at the behest of the ruling Slann. Around the city, Skinks and Saurus teem, and offer their blessings to Tzunki, the Old One of waters. Amongst waterfalls, deep azure pools, raging torrents and soft flowing rivers, the First here spend their time ruminating on the nature of water. Being so surrounded by water, the Lizardmen spawned here are preternaturally good swimmers, even without the blessing of Tzunki. Indeed, most of the patrols around the island are conducted not by terradons or outriders, but hosts of skinks and aquatic saurus.
There is one additional way onto the island, used only in the rarest of circumstances, whereby others of the First who arrive at the Stone Guardian commune with the temple. Once the Temple confirms their intentions, hexagonal stones rise from the Amaxon's depths, forming a causeway leading to the island. This path is usually only used by visiting Slann or militant hosts, and often causes the whole isle to be shrouded in mist so as to allow the identity and method of crossing to be kept secret.

Around the island, small settlements have been built by younger races. Tlaxtzoatl's place in the centre of the Piranha Swamp once resulted in a strategic clash for the West of the Island during the War of the Beard, during which time, the Asur of Caledor built the Watcher of the Stars, and the Dawi built Kraka Dradin.
Men too, claimed parts of the island, with Tileans claiming the region of the island known as Graffia not long after Marco Colombo returned with his tales of riches, and Araby sending an expedition which was marooned to the South, founding the small burgeoning settlement of Chamik.
These four settlements have struggled to carve a place for themselves against the thick jungles of the Island, but have not been able to advance much further than the shore, instead electing to build on the water where possible. The inability of the younger races to advance further into the dense jungles is entirely by the design of the first. Tlaxtzoatl is a minorly important nexus in the Geomantic web, connecting Spektazuma and Tlaxtlan.
Tlaxtzoatl's Slann Mage Priest, Zoekk, is a 4th generation Slann, and has been largely content to allow the warmbloods to settle the coasts of the island, but has been subtly imbuing the surrounding jungle with great vigour, which causes them to form a nearly impenetrable wall of buttress roots and thick branches. Adding to this is the swampy nature of the ground further in the island, with dense mangrove swamps teeming with giant crocodiles, piranhas and turtles which preclude further investigation.
That Zoekk is quite so happy to allow this teeming combination of races on Lustrian soil is no accident. Each settlement is built on ground specifically cleared long ago, along geomantic ley-lines, for these settlements. By fortune and misfortune, the warmbloods have all been lured to this particular island, and have felt no inclination to return. This serves Zoekk's purposes well, for he seeks to study the warmbloods closely, to foster their civilisations, and to see that they fulfil their role in the Great Plan. Should all else fail, these settlements shall serve as a seed-bank of civilizations, allowing the propagation of cultures in the future.
Tlaxtzoatl serves not only as a temple to Tzunki, but as an observatory of the warmbloods, established so long ago that no senior Slann care to remove its' denizens, useful as they are with providing insight. And so, Zoekk continues his vigil, prays to Tzunki, and watches.
Tlaxtzoatl Kahoun
Founded some time after the Great Catastrophe, Tlaxtzoatl was, for a time, merely a place of pilgrimage along the routes to Tlaxtlan, Spektazuma or Tlanxla, but saw rapid construction during the Age of Strife, as Men began their first forays into Lustria. Now a growing Kahoun, Tlaxtzoatl serves as a guardian to the innermost reaches of the Amaxon, preventing raiding parties from sailing with abandon towards Itza. Tlaxtzoatl falls under the protection of Tlaxtlan, though it maintains a sizeable force of it's own and some considerable autonomy due to its' special status as a religious site. Unlike other Kahouns, Tlaxtzoatl is almost entirely dedicated to the worship of Tzunki, though it maintains smaller temples dedicated to Sotek and the other primary Old One deities.
Lord Zoekk: Slann Mage Priest of the 4th Spawning, Formerly of Itza, then Tlaxtlan. Zoekk has a reputation as a very calm Slann indeed, and is known for his tolerance, and even, some say, admiration, of the other Children of the Old Ones. Zoekk is also known for being a remarkably lively Slann, rarely if ever meditating, though he rarely seems to concern himself with the matters of state further afield in Lustria, instead investing himself in his studies of Warm-bloods.
He disagrees with Lord Mazdamundi's interpretation of the younger races' role in the Great Plan, and this has earned him some notable rivals in Tlaxtlan. Some skinks even quietly chirp that the reason their Lord was sent to Tlaxtzoatl was part mission, part exile. Zoekk has one notable rival above all others, however; Lord Chuqua-Xi of Tlaxtlan. Chuqua-Xi is best known for his creation of brain-slaves from stranded Warm-blood sailors along the coast, something that Zoekk has repeatedly described as abhorrent to the Old Ones, a blasphemy that equates Chuqua-Xi to one of the necromancers of Nehekara or Sylvannia. Being of the same spawning, Chuqua-Xi and Zoekk have long feuded over the matter, with most Slann content to allow the argument to rage unabated.
Last edited: