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MA Xibalba, Flooded Caves

Lore

Xibalba is a vast realm of dark water-filled caverns beneath the forests of Mictlan. According to legend, the sun and the moon passed through the cavernous realm 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. But the cavernous realm was struck by a great disaster. A star fell into the ocean and a great deluge flooded the caves of Xibalba. The bat people drowned or fled the caves, but other inhabitants soon emerged. The Zotz were replaced by refugees from the shattered Atlantis. The fallen star, or possibly the dark magic of Xibalba, changed the Atlantians. The Atlantians of Xibalba developed more toadlike traits and different broods emerged. They called themselves Muuch, toad people. Their kings, the Bacabs, mighty mages of the deluge, conquered the last Xibalban city and built a Muuch kingdom in the caves underneath the forests of Mictlan. After a while the Muuch began to settle the forests above their caverns and a new brood of Muuch appeared. A brittle alliance of Muuch and Zotz has formed in the forests. Meanwhile the Bacabs hunted down the remaining Zotz hiding in dried-out caves and forced them into servitude. Now Xibalba is a Muuch kingdom with a small subjugated Zotz population.

"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. …

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

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
death 44 (Rare 5)
blood 44 (Rare 5)
fire 22
earth 22
nature 22 (Rare 3)
air 11
holy 22
Heroes
fire 22blood 11holy 33
earth 22death 44blood 33holy 33
fire 11death 33nature 11blood 33holy 33
Summons air 22nature 44blood 22holy 33
water 22nature 44blood 22holy 33
fire 22nature 44blood 22holy 33
death 22nature 44blood 22holy 33
(req. nature 44)
air 44water 33holy 33
air 44water 22nature 22holy 33
fire 22air 44water 22holy 33
air 44water 22death 22holy 33
(req. air 44)
Flying, Stealthy Light Infantry
Scorpions
Flying
Stealthy
Patrol Bonus (-1)
Blood Searcher
Blind Fighter
Cold Blooded
Forest Survival
Theft of the Sun Awe
Standard Forts
Cave forts get extra gold and resources

Capitol Gems: 3watergem1earthgem1deathgem

Sloth Limit + 1
Heat Limit + 1

Prefers Heat Scale + 1

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Muuch Scout
35
1
1
Forest Recruit only
Commentary here.
Muuch Batab
60
11
1
Forest Recruit only

Stealthy (50)
Commentary here.
Zotz Batab
60
3
1
Forest Recruit only
Cave Recruit only
Commentary here.
Ah Itz
90
1
2
water 11death 11rp 99
Commentary here.
Ah Ha'
140
1
2
Underwater Fort Recrute
water 11earth 11holy 11rp 99
Sacred
Commentary here.
Muuch Ajaw
160
34
1
Underwater Fort Recrute
holy 11
Sacred
Commentary here.
Way
200
1
2
Forest Recruit only
Cave Recruit only
nature 22blood 11rp 77random010%

Sacred
Supply Bonus (20)
Shapechanger (Jaguar)
Commentary Here.
Jaguar Replaces All With:
Animal
Darkvision(50%)
Stealthy (40)
forest survival
Shapechanger (Way)
Camazotz
230
1
2
Capital Recruit
Cave Recruit
death 22blood 11rp 1313random1100%
Commentary here.
Chak Muuch Assassin
160
27
_
Capital Only
Sacred
Assasin (1)

Poisonous Skin (20)
Stealthy (65)
Commentary here.
Muuch K'uhul
405
1
2
Underwater Fort Recrute
water 22earth 11death 11holy 11rp 1515random1100%
Sacred

Gift of Water Breathing(50)
Commentary here.
Bacab
635
1
4
Capital Only
water 33earth 22death 11holy 22random1100%
10%
rp 1919
Sacred

Cold Resistance (5)
Resource Bonus (5)
Twiceborn (Wight mage)
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Muuch Militia
7
3
_
Commentary here.
Muuch Scout
35
1
1
Forest Recruit only
Commentary here.
Zotz Warrior
8
1
6
Recruitment Limit: 15
Forest Recruit only
Cave Recruit only
Commentary here.
Zotz Warrior
8
2
6
Recruitment Limit: 15
Forest Recruit
Cave Recruit
Commentary here.
Muuch Dart Thrower
10
4
_
Commentary here.
Muuch Warrior
10
3
_
Commentary here.
Muuch Warrior
10
5
_
Commentary here.
Muuch Warrior
10
10
_
Commentary here.
Muuch Warrior
10
11
_
Commentary here.
Muuch Jungle Warrior
10
5
_
Forest Recruit only

Stealthy (40)
Forest Survival
Commentary here.
Lakam Ha' Warrior
10
5
_
Underwater Fort Only
Commentary here.
Lakam Ha' Warrior
10
5
_
Underwater Fort Only
Commentary here.
Chak Muuch Dart Thrower
19
5
_
Capital Only
Sacred

Poisonous Skin (20)
Commentary here.
Chak Muuch Obsidian Warrior
26
26
_
Capital Only
Sacred

Poisonous Skin (20)
Commentary here.
Wo' Muuch
35
34
_
Capital Only
Sacred
Commentary here.

Heroes

: 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)
blood 33rp 1111
Sacred

Assassin
Commentary here.
Chamiabac - Demon of the Bone Staff
Earliest Arrival Turn (20)
earth 22death 44blood 33holy 33rp 2323
Sacred
Commentary here.
Chamiaholom - Demon of the Skull Staff
Earliest Arrival Turn (20)
earth 22death 44blood 33holy 33rp 2323
Sacred
Commentary here.
Ahalpuh - Demon of Pus
Earliest Arrival Turn (20)
fire 11death 33nature 11blood 33holy 33rp 2121
Sacred
Stealthy (40)

Supply Bonus (+10)
Reaper (5%)
Commentary here.
Ahalgana - Jaundice Demon
Earliest Arrival Turn (20)
fire 11death 33nature 11blood 33holy 33rp 2121
Sacred

Supply Bonus (+10)
Reaper (5%)
Commentary here.
Ahalmez - Sweeping Demon
Earliest Arrival Turn (20)
blood 33rp 1111
Sacred

Assassin
Commentary here.

National Spells

Summons

Ritual

: Unique, Sacred, Poison Resistance (7), Stealthy (40), Supply Bonus (+40), Forest Survival, Shapechanger
: Animal, Cold Blooded, Swamp Survival, Swimming

Summon Spell Unit Special Attributes Comments
Summon Jaguar Toads
(Conjuration 1)
nature 11holy 11 and 2naturegem

Jaguar Toad x 3
Sacred

Poison Resistance (15)
Poison Skin (15)
Undisciplined
Commentary here.
Summon Jade Serpent
(Conjuration 4)
water 22 and 3watergem

Jade Serpent x 2
Sacred

Poison Resistance (15)
Standard (1)
Amphibious
Commentary here.
Summon Monster Toad
(Conjuration 5)
nature 22 and 1naturegem

Monster Toad
Sacred

Poison Resistance (25)
Poison Cloud (5)
Poison Skin (20)
Undisciplined
Trample
Commentary here.
Summon Balam
(Conjuration 7)
nature 44 and 60naturegem

Balam of the North or
Balam of the East or
Balam of the South or
Balam of the West
air 22nature 44blood 22holy 33rp 2121
water 22nature 44blood 22holy 33rp 2121
fire 22nature 44blood 22holy 33rp 2121
death 22nature 44blood 22holy 33rp 2121
Commentary here.
Changes shape into:

Balam of the North
Balam of the East
Balam of the South
Balam of the West

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

Patrol Bonus (+1)
Blood Searcher (+1)
Cold Blooded
Commentary here.
Summon Chaac
(Conjuration 8)
air 44 and 75airgem

Chaac of the North or
Chaac of the East or
Chaac of the South or
Chaac of the West
air 44water 33holy 33rp 1919
air 44water 22nature 22holy 33rp 2121
fire 22air 44water 22holy 33rp 2121
air 44water 22death 22holy 33rp 2121
Common Attributes:
Unique
Sacred
or Shock Resistances (5 to 22)
Supply Bonus (+50 to +70)
Flying
Storm Immunity
Need Not Eat
Commentary here.

Other National Spells

Combat

  • Break the First Soul: (Blood 2)
    blood 11
    Commentaryy here.
  • Break the Second Soul: (Thaumaturgy 2)
    earth 11
    Commentary here.
  • Break the Third Soul: (Thaumaturgy 2)
    air 11
    Commentary here.
  • Break the Fourth Soul: (Thaumaturgy 2)
    death 11
    Commentary here.
  • Gift of the First Soul: (Blood 3)
    blood 11
    Commentary here.
  • Gift of the Second Soul: (Thaumaturgy 3)
    earth 11
    Commentary here.
  • Gift of the Third Soul: (Thaumaturgy 3)
    air 11
    Commentary here.
  • Gift of the Fourth Soul: (Thaumaturgy 3)
    death 11
    Commentary here.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

Fire

Ah K'in Kan Ek' with fire 22 is the best option for climbing Fire, especially since its death 11 allows it to forge a Skull of Fire.

nature 44 can Summon Balam for a 1 in 4 fire 22blood 22. With Blood boosters, the Balam can Bind Arch Devil, which has fire 44.

blood 88 can Bind Demon Lord for a 2 in 6 chance of at least fire 44.

Air

Both Ah Itz and Camazotz have air 11 (1 in 4 chance for either). The Camazotz has an additional Death path and slightly better stats. Empowerment is the only way to climb to the key air 44.

nature 44 can Summon Balam for a 1 in 4 air 22.

blood 88 can Bind Demon Lord for a 1 in 6 chance of air 55.

Water

No native access. nature 44 can Summon Balam for a 1 in 4 water 22.

air 44, which is very difficult to get to, can Summon Chaac, which has at least water 22.

Earth

earth 22 Ah K'in Kan Ek' (1 in 3) has the highest Earth. earth 11blood 11 Ah Itz (1 in 4) or earth 11blood 11 Camazotz (1 in 4) have Earth and Blood, which is useful for climbing Earth. Using the Ah K'in Kan Ek' in combination with one of the Mages, and an Onaqui, empowerment is not necessary. The Ah K'in Kan Ek' creates the Earth boosters, the Mage creates the Earth boosters requiring Earth and Blood, and the Onaqui creates Blood boosters for the Mage.

blood 88 can Bind Demon Lord for a 1 in 6 chance of earth 44.

Astral

No native access. death 33 can Summon Spectre for a 7 in 16 chance of astral 11.

fire 22blood 44 can Bind Arch Devil for a 1 in 4 chance of astral 33.

earth 33death 11 can cast Hidden in Sand and Hidden Underneath which give at least astral 11.

death 33 can Summon Spectre for a 7 in 16 chance of at least astral 11.

blood 88 can Bind Demon Lord for a 1 in 6 chance of astral 44.

Death

death 44 Onaqui (1 in 4) is high enough and has the right paths to make many Death boosters without any empowerment.

EA Xibalba can make all the extra arms items, which are useful for Death boosters.

Nature

nature 22 Onaqui (1 in 4) can make an Armor of Twisting Thorns. A Earth random with an Earth booster and a Nature booster might be able to make the unique The Tome of Gaia. Without The Tome of Gaia, a level of empowerment is necessary.

blood 88 can Bind Demon Lord for a 1 in 6 chance of at least nature 44.

EA Xibalba can make all the extra arms items, which are useful for Nature boosters.

Glamour

No native access. death 33 can Summon Spectre for a 7 in 16 chance of glamour 11.

nature 33 can cast Forest Troll Tribe for a 1 in 4 chance of glamour 11.

blood 88 can Bind Demon Lord for a 3 in 6 chance of at least glamour 44.

Blood

An Onaqui, even without the Blood random, can climb the Blood path without help. It can even create the unique The Black Book of Secrets.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/xibalba-ma.1714406453.txt.gz · Last modified: 2024/04/29 16:00 by joste