Lizardmen
Ancient reptilian guardians rising to fulfill a cosmic destiny.
The Lizardmen are an ancient race of reptilian humanoids known as Saurians, created by the mysterious Old Ones to serve as guardians of the planet. They operate under a strict caste system and follow the Great Plan, a cosmic design intended to prepare Earth for a future destiny. In the world of Total War, they appear as a defensive powerhouse faction, emerging from hidden ruins to combat threats like Chaos or aggressive human kingdoms. Their society is driven by duty rather than ambition, viewing themselves as shepherds guiding lesser races while protecting the sanctity of the Old Ones' legacy.
Quick Facts
- Race
- Saurian (Lizardmen)
- Affiliation
- Servants of the Old Ones
- Leadership
- Slann Mage-Priests
- Status
- Active Guardians
- Primary enemy
- Chaos & Corrupt Mankind
- Home region
- Ancient Ruins and Jungles
Lore & Background
Forged in the distant past by the Old Ones, the Lizardmen were tasked with preparing Earth for humanity's eventual rise. When the Great Plan was disrupted by Chaos and the fall of their creators, they retreated into hibernation within stone temples across the world. They sleep until the stars align or a threat to the natural order awakens them. Their civilization is built around sacred rituals and the preservation of knowledge.
While lesser races fight for gold or glory, the Saurians fight only to maintain balance. The Slann Mage-Priests hold immense magical power, channeling the energies of the Old Ones to enforce the Great Plan. They view Chaos as a cancer that must be excised from reality. Despite their ancient wisdom, they are often misunderstood by other races who see them as monsters rather than protectors.
Their temples dot the landscape, hidden in jungles or mountains, serving as anchors for their magic and resting places for their armies between conflicts.
Reader's Guide
The Lizardmen were crafted by the enigmatic Old Ones to protect Earth until humanity was ready. In Total War, they play defensively, utilizing powerful magic and summoning units like Carnexi to overwhelm foes. Their armies favor high armor and slow, deliberate advances rather than speed. Key units include Saurus Warriors for the frontline, Skinks for skirmishing, and Slann Mage-Priests who command the battlefield with spells.
Players must manage Monoliths to boost magic output while defending sacred ruins from Chaos corruption. The caste system allows specialized roles, from Kroxigor heavy infantry to Cold One cavalry. Campaign objectives focus on restoring the Great Plan by reclaiming lost territories or purging chaotic entities. Success requires patience, strong magical defense, and leveraging their unique summoning mechanics to turn the tide of war against overwhelming odds.
They excel at holding ground while attrition wears down enemy forces through relentless magical pressure. Their natural magic resistance makes them resilient against enemy spellcasters, allowing Slann to dominate the arcane battlefield without fear of counter-spells.
Did You Know?
- Slann Mage-Priests are immortal but slowly lose their minds over time due to isolation and power.
- Skinks serve as the swift messengers and scouts of the Saurian armies, often outnumbering warriors.
- They view Chaos corruption as an abomination against the natural order designed by the Old Ones.
More in Legendary Lords & Heroes
Elsewhere in Total War Warhammer
Spotted an error? Know more?
Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced