Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Lizardmen · Immortal Empires

Itza

wh2_main_lzd_itza

Itza is a playable Lizardmen faction in Total War: Warhammer III, led by Gor-Rok. In Immortal Empires it starts in Itza with 1 region. It comes with the base game. Faction key wh2_main_lzd_itza. 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 Itza (River Qurveza)

  1. 1.Wardens of the Living Pools — The Sacred Pools · near (2.1%) · minor faction
  2. 2.Pallid Nurslings — Xhotl · near (2.4%) · minor faction
  3. 3.Apostles of Change — Chaqua · near (2.8%) · minor faction
  4. 4.Spine of Sotek Dwarfs — Mine of the Bearded Skulls · near (3.8%) · minor faction
  5. 5.Xlanhuapec — Xlanhuapec · near (3.8%) · 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

Every climate below · what each level does

Victory at a glance

Short victory: 4 objectives · long victory: 4

  • Destroy the following faction(s): Clan Pestilens, Pallid Nurslings, Blooded Wanderers, …
  • Construct landmarks: The Emerald Pools and Serpent Lairs of Sotek
  • Spend at least 1,000 Spawning Sequence.

All objectives and rewards below

Leader's quests

The quest battles

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).

Faction leader

Gor-Rok

Gor-Rok

Itza

In Itza, the First City of the Lizardmen, Gor-Rok stands at the helm of Lustria’s martial might in the jungle-continent’s heartlands.

The Great White Lizard
  • Barrier hit points: +500 for all units when defending settlements
  • Rite of Resilience: Barrier and defence bonuses for Saurus
  • Starts the campaign with control of Lord Kroak
  • Defensive supplies: +500 (all regions)
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"No fear. No pain. More scars for the Old Ones!" Since the days of their creation, the Lizardmen have been at the forefront of the battle for the world’s survival. While much has been lost over the long ages of warfare against the many foes of Order, the Lizardmen still fight on, unleashing their cold-blooded savagery upon any who stand in the way of their sacred mission. Ever-primed for war, the Lizardmen march to battle with armies comprised of titanic reptilian beasts who lumber onto the battlefields surrounded by vicious cohorts on the ground as well as in the sky, all in aid of the Great Plan. Unsurprisingly, the greatest of the Lizardmen cohorts are stationed at a location of paramount importance to them and their fulfilment of the Old Ones’ will – Itza, the First City. For buried in the labyrinth beneath the primordial temple-city’s wide concourses are vaults containing many of the Old Ones’ creations, including devices of such potential devastation that not even the Slann Mage-Priests dare dwell upon their nature for too long. Itza is also home to the most powerful and ancient practitioners of magic to be found anywhere in the world, most notably the venerable Relic Priest Lord Kroak, whose indomitable spirit has guarded Itza against the return of Chaos ever since the Great Catastrophe. It is not only powerful figures like Kroak who help uphold the Old Ones’ plan, however, for there are other champions at Itza with the same steadfast resolution. At the apex of Itza’s tallest pyramid is the resting place of the Great White Lizard, Gor Rok. Like all Saurus, Gor-Rok is a fighting machine, a creature wholly purposed for war and the slaughtering of enemies. Unlike most of his species, however, he has albino colourings and is oversized, his heavy frame corded with muscles covered with scales tough enough to deflect all but the most determined of sword thrusts. Indeed, Gor-Rok has survived horrendous wounds and bears monstrous scars, yet never has injury hindered him from duty or prevented him from achieving victory. Now, with his Skink attendants having hefted the Mace of Ulumak upon his shoulder and with the Shield of Aeons strapped to his arm, Gor-Rok has descended from his resting place once again. With Itza and indeed the whole of Lustria suffering new threats, the Great White Lizard is on the prowl. With cold-blooded purpose, he senses his role in the Great Plan: to go where the fighting is thickest and help the Old Ones’ children in battle wherever he can. Those that do not fall beneath the powerful blows of his mace shall be smashed aside by his massive shield, or otherwise brutally crushed beneath his mighty tread.

Victory conditions

Immortal Empires, from the campaign script (victory_objectives_config.lua) in the game's own words. All factions

Short Campaign Victory

  1. Destroy the following faction(s): Clan Pestilens, Pallid Nurslings, Blooded Wanderers, Clan Spittel
  2. Construct landmarks: The Emerald Pools and Serpent Lairs of Sotek
  3. Spend at least 1,000 Spawning Sequence.
  4. Cast Deliverance of Itza 20 times with Lord Kroak

REWARDS

Deeper Spawning Pools
  • Blessed Spawnings pool capacity for Blessed Saurus Warriors (Shields): +2

Follower or item: Oldblood Champion

Long Campaign Victory

  1. Achieve the Short Victory conditions.
  2. Construct landmarks: Temple of Mists and Vaults of the Old Ones
  3. 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
  4. Spend at least 2,000 Spawning Sequence.

REWARDS

Conscription
  • Global recruitment duration: -1 turn for all units (all armies)
  • Global recruitment capacity: +2

Spawning Sequence: +5,000

Plan a co-op campaign with Itza — 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 Itza 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.