
Lizardmen · Immortal Empires
Hexoatl
wh2_main_lzd_hexoatlHexoatl is a playable Lizardmen faction in Total War: Warhammer III, led by Lord Mazdamundi. In Immortal Empires it starts in Hexoatl with 1 region. It comes with the base game. Faction key wh2_main_lzd_hexoatl. Patch 9.0.4, from the game's data tables.
Start here
Immortal Empires, patch 9.0.4: facts from the game's data, each linking to the full section.
Start and neighbours

Starts at Hexoatl (Isthmus of Lustria)
- 1.New World Colonies — Port Reaver · near (2.1%) · minor faction
- 2.Keepers of Bliss — Macu Peaks · near (2.8%) · minor faction
- 3.Ss'ildra Tor — Ss'ildra Tor · near (3.7%) · minor faction
- 4.Skeggi — Skeggi · medium (4.4%) · minor faction
- 5.Blue Vipers — Pahuax · medium (5.0%) · minor faction
Nearest starting capitals, measured on the game's minimap as a share of its width: near ≤ 4%, medium ≤ 10%, far beyond. See it on the full map
Climate at a glance
3 suitable · 4 unpleasant · 5 uninhabitable
Victory at a glance
Short victory: 4 objectives · long victory: 4
- Maintain control of the following 3 province(s), either by direct ownership or through vassals and military allies: Jungles of Pahualaxa, Isthmus of Lustria, The Isthmus Coast
- Spend at least 1,000 Spawning Sequence.
- Construct landmark: Stellar Pyramids of the Southern Skies
Leader's quests
- Sunburst Standard of Hexoatl — opens at rank 7
- Cobra Mace of Mazdamundi — opens at rank 12
Key units and where they are recruited
COMPUTED — per role, the Lizardmen unit that tops the role's cost list on best units by the numbers (base stats, multiplayer cost; the race's standard roster — units it has only with Unit caps off, the extended roster, are left out). Recruitment: the first building level that unlocks it (building_units_allowed).
Skink CohortMelee infantry · Health per 1,000 gold: 24,615
Recruited from Lower Caste Spawning Chamber (Spawning Chamber, level 1)
Chameleon StalkersMissile infantry · Missile damage per 1,000 gold: 10,000
Recruited from Braves Spawning Chamber (Spawning Chamber, level 2)
Feral Cold OnesMelee cavalry · Health per 1,000 gold: 10,048
Recruited from Cold One Hollow (Cold Ones, level 1)
KroxigorMonstrous infantry · Health per 1,000 gold: 8,160
Recruited from Spawn-Pools of the Chosen (Outdoor Spawning Pool, level 3)

Ripperdactyl RidersMonstrous cavalry · Health per 1,000 gold: 5,682
Recruited from Vivarium (Terrarium, level 2)
Faction leader

Lord Mazdamundi
Hexoatl
Lord Mazdamundi is fully roused in Hexoatl, City of the Sun, ready to wage war on all who bring the Great Plan into discordance.
- Construction cost: -40% for Star Chamber buildings
- Rite cost: -30%
- Diplomatic relations: -20 with all non-Lizardmen factions
- Construction cost: -40% for Star Chamber buildings
- Rite cost: -30%
- Diplomatic relations: -20 with all non-Lizardmen factions
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"The time of inaction is over. The great purpose must be accomplished." The Lizardmen are the reptilian guardians of Order. They follow the Great Plan set down by the Old Ones, as interpreted by the Slann Mage-Priests who direct the small and capable Skinks, the Saurus Warriors, bestial Kroxigor and myriad other reptilian servants. Being cold-blooded, Lizardmen reside in the warmer climates, mainly across the jungle-continent of Lustria and the Southlands. Hidden within the undergrowth are the temple-cities where the Slann contemplate and the other reptilian castes live to serve the Old Ones’ will. Shining brightest of all the ancient temple-cities is Hexoatl, the City of the Sun. Though Itza is the First City, Hexoatl has eclipsed it in importance due to its status as home to Lord Mazdamundi, the most active of all the remaining Slann Mage-Priests. Due to its location and history, the City of the Sun is the most fortified and martial of all the temple-cities. Whereas the boundaries of most other cities simply merge with the jungle, Hexoatl has mighty walls and serried ranks of Saurus patrol its plazas. Until recently, even the Norse trespassers of Skeggi and its surrounding colonies avoided Hexoatl, although that has changed of late. Yet it is not just the city and its reptilian legions that enemies and invaders must be wary of, but its mighty leader, Lord Mazdamundi, oldest and most powerful of the living Slann Mage-priests; he who can bring ruination upon cities; he that rides the horned beast. After years of contemplation, Mazdamundi has come to a simple epiphany: the Great Plan cannot move to the next phase until the first stage has been completed. This involves relocating a few, select races and the utter obliteration of the fell spawn that infests the world. And so, with the fire of Old One, Chotec, burning within Lord Mazdamundi, the time of inaction is over – the Great Plan will be executed – order *will* come from Chaos, no matter the cost!
Victory conditions
Immortal Empires, from the campaign script (victory_objectives_config.lua) in the game's own words. All factions
Short Campaign Victory
- Maintain control of the following 3 province(s), either by direct ownership or through vassals and military allies: Jungles of Pahualaxa, Isthmus of Lustria, The Isthmus Coast
- Spend at least 1,000 Spawning Sequence.
- Construct landmark: Stellar Pyramids of the Southern Skies
- Unlock Hero: Lord Kroak
REWARDS
- Blessed Spawnings pool capacity for Blessed Temple Guard: +2
- Blessed Spawnings pool capacity for Blessed Temple Guard: +2
- Construction time: -2 for Geomantic buildings (factionwide)
- Spawning Sequence gain from Geomantic buildings by: +100% (all regions)
- Construction time: -2 for Geomantic buildings (factionwide)
- Spawning Sequence gain from Geomantic buildings by: +100% (all regions)
Long Campaign Victory
- Achieve the Short Victory conditions.
- Control all provinces of Lustria either by direct ownership or through vassals and military allies: Jungles of Pahualaxa, Isthmus of Lustria, The Isthmus Coast, Culchan Plains, Headhunter's Jungle, Spine of Sotek, The Lost Valley, River Qurveza, Mosquito Swamps, The Gwangee Valley, The Turtle Isles, Piranha Swamps, The Creeping Jungle, Jungles of Green Mist, Aymara Swamps, Copper Desert, The Night Forest Road, The Capes, Volcanic Islands
- Construct landmarks: The Emerald Pools and Vaults of the Old Ones
- Spend at least 2,000 Spawning Sequence.
REWARDS
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
Spawning Sequence: +5,000
Plan a co-op campaign with Hexoatl — partners by start distance, climate and victory conditions. Its start next to the race's other factions: best Lizardmen factions.
Climate
Suitable
Desert
Jungle
Savannah
Unpleasant
Temperate Island
Magical Forest
Mountain
Temperate
Uninhabitable
Chaotic Wasteland
Frozen
Ocean
Undead Wasteland
Wasteland
How settling Hexoatl fares in each climate (campaign_group_racial_suitability_effects and its member criteria). What each level does, for every race.
Source: factions, start_pos_factions and start_pos_regions (campaigns wh3_main_combi and wh3_main_chaos), frontend_faction_leaders and faction_groups, patch 9.0.4.