Itza

:For the settlement with the same name, please see Itza (settlement).
Itza is a playable Lizardmen faction introduced in Total War: Warhammer II at launch and later made playable with the Empire Undivided Update.
The faction was previously led by the Saurus Old-Blood Rinki but is now ruled by Gor-Rok, the Great White Lizard. Itza can be found in the heart of Lustria.
To play as Itza, you must download the free-DLC "Gor-Rok" which can found here.
== Background ==
Itza, the First City, is the greatest of the surviving Temple-Cities and is home to the most powerful and ancient practitioners of magic to be found anywhere in the world. Foremost amongst them is the venerable Relic Priest Lord Kroak, whose indomitable spirit has guarded Itza against the return of Chaos since the Great Catastrophe.
Itza itself is one of the most impressive of all the extant temple-cities. It is a sprawling metropolis with dozens of distinct districts, each overcrowded and bustling with Skink scribes and artisans moving at a frenetic pace, going about their various tasks vital to the running of such an important place. The skies above are filled with Terradons, each carrying messages or perhaps a dignitary from some far distant temple-city. Clustered in the heart of Itza are pyramid-temples which are taller than mountains and are great conduits of power. Within these great structures are many Slann Mage-Priests. At times, the concentration of so many ancient Slann causes the very air to seethe with arcing magical energy, while at others, a palpable feeling of serene contemplation overcomes all who visit. Buried in the labyrinth beneath the city’s wide streets are vaults that hold the most powerful of the Old Ones' creations, devices so potentially devastating that not even the Slann Mage-Priests dwell upon their nature long.
Watching over all of this are the warriors of the Host of Ina. The temple-city's armies are second to none, for they guard the First City, the sacred ground upon which the Old Ones themselves once walked. Although it has been hard-pressed on multiple occasions, Itza has never once, in its 10,000 year history, yielded to an attacker. The consequences of it doing so are too terrible to contemplate, and not only for the Lizardmen.https://warhammerfantasy.fandom.com/wiki/Itza
== Faction Effects ==
*Begins the campaign with access to Lord Kroak
*Rite of Resilience: unbreakable and defence for Saurus
*Recruit rank +3 for Saurus Scar-Veterans
*Upkeep -20% for Saurus units
==Starting territory==
Eye of the Vortex
*Itza, Northern Great Jungle
Mortal Empires
*Itza, Southern Great Jungle
Immortal Empires
* Itza, River Qurveza
== Victory objectives ==
=== Mortal Empires ===
=== Immortal Empires ===
==== Short Campaign Victory ====
* Occupy, loot, raze or sack 30 different settlements
* Destroy the following factions: Clan Pestilens, Pallid Nurslings, Blood Keepers, Clan Spittel
==== Long Campaign Victory ====
* Occupy, loot, raze or sack 70 different settlements
* Control all provinces of Lustria either by direct ownership or through vassals and military alliances: Culchan Plains, Headhunter's Jungle, Spine of Sotek, The Lost Valley, River Qurveza, Mosquito Swamps, The Gwange Valley, The Turle Isles, Piranha Swamps, The Creeping Jungle, Jungles of Green Mist, Aymara Swamps, Jungles of Pahaulaxa, The Isthmus Coast, Isthmus of Lustria, Copper Desert, The Night Forest Road, The Capes, Volcanic Islands
==Diplomatic traits==
Diplomatic traits:
*Cold-blooded Logic - the immutable, alien logic of the Lizardmen means they will only consider strong, emotive states when engaging in diplomacy.
*Aggressive - belligerent and warmongering, their armies reach far and wide with little regard for defence.
*Dissonance - other generations follow a false plan, they cannot be trusted.
==Trivia==
* Many things in the Warhammer universe are references to the real world and Itza is most likely a reference to Chichen Itza, a Mayan temple-city in modern day Mexico.
*Creative Assembly on dynamic start positions when playing as Itza/Gor-Rok: "One of the more important ones is that we moved Nakai away from the Northern Great Jungle so that Gor-Rok doesn’t need to be at war with Nakai’s vassal before he gains control of his first province. This is beneficial in several ways: firstly, it makes Gor-Rok’s start a little easier inkeeping with how we envisioned his difficulty curve. Secondly, it means that we don’t force an altercation between the two – they are after all both working towards the great plan (although you can of course head to war if you take a particular disliking to Nakai)."https://www.totalwar.com/blog/you-have-to-start-somewhere-all-about-dynamic-start-positions/
==References==
Category:Total War: Warhammer II Lizardmen factions
Category:Eye of the Vortex factions
Category:Mortal Empires factions
Category:Immortal Empires factions