Table of Contents

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 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….

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….

In the middle era Xibalba is flooded and toad people take over. Toads are important in Mesoamerican iconography and I wanted them to have a role in a Mayan nation. I also liked the idea of a nation that goes through heavy changes during the eras. Mesoamerican flood myths and concepts of the Bacab were used in conjunction with a slightly rewritten Atlantian backstory to fit the concept of a flooded underworld inhabited by Atlantian refugees."
-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
water 44 (Rare 5)
earth 33 (Rare 4)
death 22 (Rare 3)
nature 22 (Rare 3)
blood 22
air 11
holy 22
Heroes
water 22earth 22death 22holy 44
water 22earth 22death 11holy 22 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)
Amphibious Infantry
Flying Stealthy Light Infantry
Flying
Stealthy
Blood Searcher
Cold Blooded
Forest Survival
Darkvision (50%)
Amphibious
Swimming
Gift of Water Breathing
Poisonous Skin
Shapechanger
Primitive Forts

Capitol Gems: 3watergem1earthgem1deathgem

Sloth Limit + 1
Heat Limit + 1

Prefers Heat Scale + 1

National Units

: Stealthy (40), Patrol Bonus (-1), Blood Searcher (+1), Blind Fighter (1), Flying, Cold Blooded, Forest Survival

: Darkvision (50%), Amphibious, Swamp Survival, Swimming

Commanders

Sprite Unit Name Special Attributes Comments
Muuch Ajaw
160
34
1
Underwater Fort Recruit
holy 11
Sacred
Commentary here.
Ah Itz
90
1
2
water 11death 11rp 99
Commentary here.
Ah Ha'
140
1
2
Underwater Fort Recruit
water 11earth 11holy 11rp 99
Sacred
Commentary here.
Muuch K'uhul
405
1
2
Underwater Fort Recruit
water 22earth 11death 11holy 11rp 1515random1100%
Sacred

Gift of Water Breathing (50)
Commentary here.
Chak Muuch Assassin
160
27
1
Capital Only
Sacred

Stealthy (65)
Poisonous Skin (20)
Assassin (1)
Commentary here.
Camazotz
230
1
2
Capital or
Cave Only
death 22blood 11random1100%rp 1313
Commentary here.
Bacab
635
1
4
Capital Only
water 33earth 22death 11holy 22random1100%
10%
rp 1919
Sacred

Cold Resistance (5)
Gift of Waterbreathing (120)
Resource Bonus (5)
Twiceborn (Wight Mage)
Commentary here.
Muuch Scout
35
1
1
Forest Only

Stealthy (50)
Forest Survival
Commentary here.
Muuch Batab
60
11
1
Forest Only

Stealthy (50)
Commentary here.
Zotz Batab
60
4
1
Forest or
Cave Only
Commentary here.
Way
200
1
2
Forest or
Cave Only
nature 22blood 11random010%rp 77

Supply Bonus (20)
Shapechanger (Jaguar)
Commentary Here.
Jaguar Darkvision(50%)
Stealthy (40)
Animal
Forest Survival
Shapechanger (Way)
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Muuch Militia
7
3
3
Commentary here.
Muuch Dart Thrower
10
4
9
Commentary here.
Muuch Warrior
10
3
9
Commentary here.
Muuch Warrior
10
5
9
Commentary here.
Muuch Warrior
10
10
9
Commentary here.
Muuch Warrior
10
11
9
Commentary here.
Chak Muuch Dart Thrower
19
5
19
Capital Only
Sacred

Poisonous Skin (20)
Commentary here.
Chak Muuch Obsidian Warrior
26
26
29
Capital Only
Sacred

Poisonous Skin (20)
Commentary here.
Wo' Muuch
35
34
39
Capital Only
Sacred
Commentary here.
Zotz Warrior
8
1
Limited Recruitment (15 per turn)
Forest or
Cave Only
Commentary here.
Zotz Warrior
8
2
Limited Recruitment (15 per turn)
Forest or
Cave Only
Commentary here.
Muuch Jungle Warrior
10
5
9
Forest Only

Stealthy (40)
Forest Survival
Commentary here.
Lakam Ha' Warrior
10
5
9
Underwater Fort Only
Commentary here.
Lakam Ha' Warrior
10
5
9
Underwater Fort Only
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Red Face water 22earth 22death 11holy 22rp 1515
Sacred
Darkvision (50%)
Stealthy (65)
Assassin (5)
Amphibious
Swamp Survival
Swimming
Female
Commentary here.
Mamich Lum - Grandmother Earth
Earliest Arrival Turn (20)
water 22earth 22death 22holy 44rp 1717
Sacred
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Fear (7)
Amphibious
Female
Commentary here.

National Spells

Summons

Ritual

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

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 (20)
Undisciplined
Trample
Commentary here.
Summon Jade Serpent
(Conjuration 4)
water 22 and 3watergem

Jade Serpent x 2
Sacred

Poison Resistance (15)
Standard (1)
Amphibious
Forest Survival
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)
Blind Fighter (1)
Flying
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
Shock Resistance (22)
Supply Bonus (+50 to +70)
Flying
Storm Immunity
Need Not Eat
Commentary here.

Other National Spells

Combat

Magic Access

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

General Access

Elements

Sorcery

Rites

Crosspaths

Boosted Access

blood 88, which is actually achievable, can Bind Demon Lord for one of six powerful mages. All have blood 44, half have death 33, half have at least glamour 33, and each other path, except Water, at least one has at a high level.

Fire

No Recruitable Access. nature 44, possible with a nature 22 Way and boosters, (see Nature section below), can Summon Balam for a 1 in 4 chance of fire 22.

blood 55 can Bind Heliophagus for a 1 in 4 chance of fire 44.

Air

air 11 Camazotz (1 in 3) is the only recruitable Air mage. Its crosspaths aren't helpful.

nature 44, possible with a nature 22 Way and boosters, (see Nature section below), can Summon Balam for a 1 in 4 chance of air 22.

Water

water 44 Bacab (1 in 4) is the highest Water mage. It can attempt the unique Orb of Atlantis.

Earth

earth 33 Bacab (1 in 4) is the highest Earth mage but, a nature 11 Bacab (1 in 4) with a Nature booster or a nature 11 Muuch K'uhul (1 in 4) with both a Nature booster and an Earth booster, can attempt the unique Tome of Gaia.

Astral

No Native Access. earth 33death 11 can cast Hidden in Sand in Wasteland for a 1 in 3 chance of astral 22. It can also cast Hidden Underneath underneath for a 3 in 4 chance of at least astral 11.

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

Death

Multiple mages in MA Xibalba have death 22 but Camazotz has both death 22 and 1 in 3 chance of blood 22 and can attempt the unique The Black Book of Secrets.

nature 44, possible with a nature 22 Way and boosters, (see Nature section below), can Summon Balam for a 1 in 4 chance of death 22.

blood 55 can Bind Heliophagus for a 2 in 4 chance of at least death 33.

Nature

A nature 22 Way is the highest Nature mage recruitable. With two Blood boosters, it can make an unremovable Armor of Twisting Thorns.

A water 33nature 11 Bacab can Contact Naiad to get a water 33nature 33 mage. With a Thistle Mace she can Summon Balam to get native nature 44. With boosters, the Balam will go even higher.

A nature 11 Bacab (1 in 4) with a Nature booster or a nature 11 Muuch K'uhul (1 in 4) with both a Nature booster and an Earth booster, can attempt the unique Tome of Gaia.

Glamour

No Native Access. earth 44 can cast Troll King's Court for glamour 11.

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

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

Blood

blood 22 Camazotz (1 in 3) is the highest Blood mage recruitable and can attempt the unique The Black Book of Secrets.

death 22nature 55 can Contact Lamia Queen for a 7 in 16 chance of at least blood 11.

nature 55 can Awaken Treelord for a 1 in 3 chance of a stationary blood 11.

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?

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