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Xibalba is a vast realm of dark caverns beneath the forests of Mictlan. According to legend, the sun and the moon passed through the labyrinthine caverns on their daily journey to the eastern horizon. On this journey they were guarded by the bat people, Zotz, that dwelled in the dark reaches of the Xibalban underworld. Being almost blind, they would not see and not covet the splendor of the sun. No one has seen the sun or the moon pass through Xibalba for ages, but the Zotz keep their vigil and their traditions alive. But lately the bat people has lost purpose and the priestly rulers of Xibalba look to the surface world to once more bask in the splendor of the sun and the moon. The Zotz are led by priest-kings from various cities, and only the priesthood represents centralized power. They still train the sacred Sun Guides once tasked with guarding the celestial entities through the dark world of Xibalba. The Zotz have contact with surface dwellers, primarily those of Mictlan, and have adopted some of their technology and practices. The Zotz have an affinity for blood hunting and black magic. Despite being guides of the sun, their skill in solar magic is limited. The Zotz are numerous and live in great swarming cave colonies. Numbers rather than strength allows them to win their battles.
"Xibalba is a nation inspired by Mayan mythological concepts as expressed in the Mayan texts Popol Vuh and Chilam Balam. The Popol Vuh describes the creation of the world and other mythological concepts. It also tells of the hero twins Hunahpú and Xbalanqué and their travels to Xibalba, the Mayan underworld, through which the sun travels during the night. Ever since high school, when I first came across the TTRPG Chill, and found a creature named Camazotz, I've been intrigued by bat-gods and Mesoamerican myth. The bat-god was actually the first god made for Mictlan, when that nation appeared in Dominions 2. When I started to work on Xibalba it was clear from the beginning that it would be a Mayan nation of bat-people.
Xibalba was also one of the first nations to get a national global spell based on its national backstory. The concept had been used when we remade the themes and carrion woods into a national spell, but we were never fond of how that worked out. The Xibalban Theft of the Sun along with the Agarthan Unleash Imprisoned Ones reintroduced the national global enchantments.
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Xibalba is a vast realm of dark caverns beneath the forests of Mictlan. According to legend, the sun and the moon passed through the labyrinthine caverns on their daily journey to the eastern horizon. On this journey they were guarded by the bat people, Zotz, that dwelled in the dark reaches of the Xibalban underworld. Being almost blind, they would not see and not covet the splendor of the sun. No one has seen the sun or moon pass through Xibalba for ages, but the Zotz keep their vigil and traditions alive. Lately, the bat people have lost purpose and the priestly rulers of Xibalba look to the surface world to once more bask in the splendor of the sun and moon. The Zotz are led by priest kings from various cities, and only the priesthood represents centralized power. They still train the sacred Sun Guides that were once tasked with guarding the celestial entities through the dark world of Xibalba. The Zotz have contact with surface dwellers, primarily those of Mictlan, and have adopted some of their technology and practices. The Zotz have an affinity for blood hunting and black magic. Despite being guides of the sun, their skill in solar magic is limited. The Zotz are numerous and live in great swarming cave colonies. Numbers—rather than strength—allow them to win battles." -Illwinter
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
4 (Rare 5) 4 (Rare 5) 2 2 2 (Rare 3) 1 2 | Heroes 213 2433 13133 Summons 2423 2423 2423 2423 (req. 4) 433 4223 2423 4223 (req. 4) | Flying, Stealthy Light Infantry Scorpions | Trample | Standard Forts Cave forts get extra gold and resources |
Capitol Gems: 312
Sloth Limit + 1
Heat Limit + 1
Prefers Heat Scale + 1
Blood Sacrifice: Priests can sacrifice a blood slave at a temple to help extend the dominion.
: Stealthy (40), Patrol Bonus (-1), Blood Searcher (+1), Blind Fighter (1), Flying, Cold Blooded, Forest Survival
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Batab 60 4 1 Forest Recruit Cave Recruit | Commentary here. | ||
Xibalban Scorpion Trainer 85 1 1 | Beastmaster (3) | Commentary here. | |
Ajaw 145 2 1 | 1 Sacred | Commentary here. | |
Ajaw Kan Ek' 240 1 2 | 2 Sacred | Commentary here. | |
Ah Nakom 95 1 2 | 117 Sacred Inspirational (-1) | Commentary here. | |
Chilan 145 1 2 Cave Recruit | 1119 Sacred Fortune Teller (10%) | Commentary here. | |
Ah K'in 155 1 2 | 111100%9 Sacred Theft of the Sun Awe (1) | Commentary here. | |
Ah Itz 165 1 2 | 111100%11 | Commentary here. | |
Camazotz 225 1 4 | 211100%13 | Commentary here. | |
Ah K'in Kan Ek' 385 10 2 Capital Only | 21121100%15 Sacred Fire Resistance (5) Theft of the Sun Awe (1) | Commentary here. | |
Onaqui 790 1 4 Capital Only | 31321100% 10%21 Sacred Stealthy (40) Supply Bonus (+10) Blood Searcher (+2) Cause Unrest (+3 per Month) Blind Fighter (1) Flying Need Not Eat Demon Forest Survival Dominion Monster Summoner (Beast Bat) Summon Allies (Beast Bat) x 2 | Commentary here. |
: Stealthy (40), Patrol Bonus (-1), Blood Searcher (+1), Blind Fighter (1), Flying, Cold Blooded, Forest Survival
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Large Scorpion 1 1 2 | Stealthy (40) Blind Fighter (1) Undisciplined Animal Magic Being Need Not Eat Mindless Wasteland Survival | Commentary here. | |
Giant Scorpion 5 1 2 | Poison Resistance (15) Stealthy (40) Blind Fighter (1) Undisciplined Animal Magic Being Need Not Eat Mindless Wasteland Survival | Commentary here. | |
Xibalban Warrior 8 1 6 Forest Recruit Cave Recruit | Commentary here. | ||
Xibalban Warrior 8 2 6 Forest Recruit Cave Recruit | Commentary here. | ||
Xibalban Dart Thrower 8 2 6 | Commentary here. | ||
Xibalban Guard 10 5 12 | Bodyguard (2) | Commentary here. | |
Xibalban Scorpion 15 1 Limited Recruitment (15/turn) | Poison Resistance (15) Darkvision (100) Eyes (8) Undisciplined Animal Wasteland Survival | Commentary here. | |
Sun Guide 18 20 24 | Sacred Poison Resistance (15) Fire Resistance (5) Bodyguard (3) Theft of the Sun Awe (1) | Commentary here. |
: Stealthy (40), Blood Searcher (+2), Cause Unrest (+3 or +5 per Month), Blind Fighter (1), Flying, Need Not Eat, Demon, Forest Survival, Summon Allies (Beast Bat) x 2
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Chek Ahau - Halach Uinic | Sacred Inspirational (1) Theft of the Sun Awe (1) | Commentary here. | |
Ahaltocob - Stabbing Demon (Multi) Earliest Arrival Turn (20) | 311 Sacred Assassin | Commentary here. | |
Chamiabac - Demon of the Bone Staff Earliest Arrival Turn (20) | 243323 Sacred | Commentary here. | |
Chamiaholom - Demon of the Skull Staff Earliest Arrival Turn (20) | 243323 Sacred | Commentary here. | |
Ahalpuh - Demon of Pus Earliest Arrival Turn (20) | 1313321 Sacred Stealthy (40) Supply Bonus (+10) Reaper (5%) | Commentary here. | |
Ahalgana - Jaundice Demon Earliest Arrival Turn (20) | 1313321 Sacred Supply Bonus (+10) Reaper (5%) | Commentary here. | |
Ahalmez - Sweeping Demon Earliest Arrival Turn (20) | 311 Sacred Assassin | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Sacred Scorpion (Conjuration 3) 11 and 2 | Sacred Scorpion | Sacred Poison Resistance (15) Darkvision (100%) Eyes (8) Undisciplined Animal Wasteland Survival | Commentary here. |
Summon Jaguars (Conjuration 3) 21 and 20 | Jaguar x 25 | Sacred Darkvision (50%) Stealthy (40) Undisciplined Animal Forest Survival | Commentary here. |
Summon Balam (Conjuration 7) 4 and 60 | Balam of the North or Balam of the East or Balam of the South or Balam of the West | 242321 / 242321 / 242321 / 242321 Unique Sacred Poison Resistance (7) Stealthy (40) Supply Bonus (+40) Forest Survival Shapechanger | Commentary here. |
Changes shape into: Balam of the North Balam of the East Balam of the South Balam of the West | Adds: Blood Searcher (+2) Cause Unrest (+3 per Month) Blind Fighter (1) Flying Need Not Eat | Commentary here. | |
Changes shape into: Balam of the North Balam of the East Balam of the South Balam of the West | Removes: Cause Unrest (+3 per Month) Need Not Eat Replaces: Blood Searcher (+2 to +1) Adds: Patrol Bonus (-1) Cold Blooded | Commentary here. | |
Summon Chaac (Conjuration 8) 4 and 75 | Chaac of the North or Chaac of the East or Chaac of the South or Chaac of the West | 43319 / 422321 / 242321 / 422321 Common Attributes: Unique Sacred or Shock Resistances (5 to 22) Supply Bonus (+50 to +70) Flying Storm Immunity Need Not Eat | Commentary here. |
Bind Beast Bats (Blood 2) 1 and 8 | Beast Bat x 3 | Sacred Stealthy (40) Blind Fighter (1) Flying Need Not Eat Demon Forest Survival | Commentary here. |
Bind Jaguar Fiends (Blood 4) 4 and 16 | Ozelotl x 3 | Sacred Flying Need Not Eat Demon Forest Survival | Commentary here. |
Contact Onaqui (Blood 7) 4 and 101 | Onaqui | 21311100%19 Sacred Supply Bonus (+10) Blood Searcher (+2) Cause Unrest (+3 per Month) Blind Fighter (1) Flying Need Not Eat Demon Forest Survival Dominion Monster Summoner (Beast Bat) Summon Allies (Beast Bat) x 2 | Commentary here. |
Beast Bat x 8 | Sacred Stealthy (40) Blind Fighter (1) Flying Need Not Eat Demon Forest Survival | Commentary here. | |
Rain of Jaguars (Blood 8) 26 and 40 | Ozelotl x 14+ | Sacred Flying Need Not Eat Demon Forest Survival | Commentary here. |
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.