Table of Contents

EA Mictlan, Reign of Blood

Lore

"Mictlan is a nation mainly inspired by the Aztecs and their practice of blood sacrifices. The name is that of the realm of the dead in Aztec mythology." -Illwinter

Suitably named after Aztec Hell, Mictlan has always been isolated; any of its neighbors and visitors have long-since learned that keeping contact with them would end in them being either enslaved by the Kings or exsanguinated by the Blood Cult. Since the dawn of their Empire, Blood has been spilled to feed the waning powers of Mictlan’s Hungry God, for the Gods in Mictlan’s Early Age were as mortal as their worshipers. The Hungry God of the Early Age was revered through its two Faces (the Sun & the Moon) and its two Domains (the Rain & the Forest), but the worship of all four arguably played out in the same way.

General Overview

Mictlan isn't exactly the best example of the archetypal Blood nation, but you will certainly need a good understanding of bloodslaveBlood Slaves to survive. As a Human nation without even passable equipment or a reliable Dominion, every decision must be thought through carefully. To offset this somewhat, your Mage-Priests each have a decent discount, and you have plenty of unique tools to work with once you figure out how to avoid immediate collapse. This is certainly not a nation for beginners, though if you don't understand Blood, attempting a sink-or-swim approach with this nation may help you learn quickly.

National Features

Race Military Magic Access Priests Buildings
Average Humans
Prefers 1 Heat
Forest Survival
Primitive Gear
Cheap Infantry
Slave Levies
Sacred Shapeshifters
blood 33
nature 22 (rare 3)
fire 22
water 22
astral 22
death 11 (rare)
Heroes:
air 11blood 11 (one)
death 33blood 33 (one)
Summons:
astral 33nature 33 (requires astral 11nature 11)
death 11nature 11blood 22 (requires blood 33)
With blood 44 & 101bloodslave:
death 33nature 11blood 33 (25%)
death 22nature 11blood 44 (25%)
death 22nature 22blood 33 (25%)
fire 11death 22nature 11blood 33 (25%)
With water 44 & 60watergem:
air 22water 44blood 33 (one)
water 44death 22blood 33 (one)
fire 22water 44blood 33 (one)
water 44nature 22blood 33 (one)
Powerful (holy 33)
Only holy 11 outside capital
Blood Sacrifice
+1 Fire Bless point
+2 Blood Bless points
Primitive Fortified Cities

Capital Special Sites

Temple of the Land Temple of the Rain Temple of the Moon High Temple of the Sun
Enables recruitment of:
- Priest King
- Eagle Warrior
Produces 1 naturegem per turn
Enables recruitment of:
- Rain Priest
Produces 1 watergem per turn
Enables recruitment of:
- Moon Priest
Produces 1 astralpearl per turn
Enables recruitment of:
- Sun Warrior
- High Priest of the Sun
Produces 3 bloodslave per turn
Produces 2 firegem per turn

Notable Units

Provide a brief overview of commanders and units and what tools they provide you with. Outline any peculiarities across the roster (e.g. the animal tag, cold blooded). Highlight any particular strengths of the roster and describe their roles (e.g. high-quality infantry, thugs, powerful mages).

Jaguar Warriors are pretty cool guys, able to heal afflictions that they will no-doubt acquire due to their Wounded Shape. They're especially notable because you can get them from any fort with a temple; most of your other good units aren't so generous.

Nahualli are your off-capital Mages, and while they don't have Blood, they can Contact Couatls to get good Magic access and decent Priests outside your perpetually-busy capital. They can also transform into scrumptuous Turkeys to fly around and look funny; somehow they can still cast spells in this form.

Commanders

Sprite Unit Name Special Attributes Comments
Scout
25
1
1
Stealthy (50)
Mountain Survival
Forest Survival
Your basic scout. Nothing to say here.
Tribal King
90
15
1
Sacred
Taskmaster (1)
Slaver (Slave)
Forest Survival
Chaff-collector and competent leader.
Mictlan Priest
65
1
2
blood 11holy 11random010% 7
Sacred
Forest Survival
Budget Blood Slave collector/sacrificer & Research monkey.
Nahualli
125
1
2
astral 11nature 22random010% 11
Supply Bonus (20)
Shapechanger (Turkey)
Spirit-Sight
Forest Survival
Couatl-summoner & off-cap Mage.
Could also handle Communions with your Moon Priests and/or Priest-Kings.
The Turkey shape may be ridiculous but will grant the Nahualli lots of map mobility and extra HP.
Rain Priest
175
1
2
Capital Only
water 22blood 22holy 22 13
Sacred
Forest Survival
Not too appealing at first (unless you like Frost Fiends), but can Summon Tlaloques & Jade Serpents later on.
Moon Priest
175
1
2
Capital Only
astral 22blood 22holy 22 13
Sacred
Darkvision (50%)
Forest Survival
Tzitzimitl-summoner & Blood-Slave-saving Communion Master.
Priest King
230
5
2
Capital Only
nature 22blood 22holy 22 13
Sacred
Taskmaster (1)
Slaver (Slave)
Supply Bonus (20)
Forest Survival
Crossbreeder, 4-squad leader, and slaver supreme.
High Priest of the Sun
290
1
2
Capital Only
fire 22blood 33holy 33 15
Sacred
Forest Survival
Old Age(54/46)
Ozeotl-summoner, Tlahuelpuchi-contacter, Hellfire-rainer, and liaison with Devils & their princes.

Troops

FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (common indie like units with no gimmicks), merge units into a single description entry if functionally similar battle roles with only minor differences in gear.

Sprite Unit Name Special Attributes Comments
Warrior
9
1
7
Forest Survival Slinger with Shield.
Archers prefer shooting at low prot targets so they can keep the heat of Jaguar Warriors while still being more protected and can trade because of their shields.
Warrior
9
5
7
Forest Survival Slinger with Shield and armor.
Best suited as lance catchers, being cheap but will still last longer than the barechested warriors.
Warrior
9
7
7
Forest Survival A good expanding alternative to your sacreds. Javelins give them an advantage over low prot indies that would normally shred Jaguar Warrior like barbarians.
Warrior
9
14
7
Forest Survival The above warrior but with better melee weapons and armor.
Less often seen line troops as Sloth is a popular dump scale for Mictlan, but still useful as mage bodyguards.
Moon Warrior
12
15
14
Darkvision (50%)
Forest Survival
Warrior with great weapons and darkvision.
Moon warriors start getting useful when you start amassing your demon army and learn how to cast the Darkness spells. Make great fort recruits when going with a Darkness army strategy.
Feathered Warrior
18
14
21
Standard (1)
Forest Survival
Boost the morale of the Warriors he is with. Sacreds have good moral but boosting higher it can be important especially when there are so many abilities that force you to roll it many times.
Jaguar Warrior
26
4
31
Sacred
Wounded Shape (Were Jaguar)
Forest Survival
A fantastic sacred in-game being a recruit anywhere greatweapon guy with a second werebeast shape with 3 attacks.
Beware of mass firepower, they don't have high prot or shields.
Eagle Warrior
15
3
14
Capital Only
Sacred
Ambidextrous (3)
Flying when Blessed
Forest Survival
Another excellent sacred, gaining the ability to fly when blessed, so can assassinate commanders in the rear like other flying nations.
Also suffers the same weakness as Jaguar Warriors
Sun Warrior
18
15
18
Capital Only
Sacred
Resist Fire (5)
Forest Survival
Another sacred, being an armored warrior with javelin and resistance to fire.
Less appealing than the other sacred choices in terms of offense and competes with the recruitment of Eagle Warriors.
Ok During early game expansion depending on blessing when keeping expansion party casualties low is important.

Heroes

Sprite Unit Name Special Attributes Comments
Mictlipoctli - King of Legends
Hero turn arrival limit:(5)
death 33blood 33holy 33 17
Sacred
Undead
Inanimate
Need-Not-Eat
Spirit Sight
Pierce Resistant
Fire Vulnerability (10)
Resist Cold (15)
Resist Poison (25)
Reanimator-Priest
Reanimation Bonus (2)
A Mound Fiend with blood magic, Breaking you early into death if you get him before Blood 7.
Tepeyocatl - Eagle Priest air 11blood 11holy 11 9
Sacred
Ambidextrous (3)
Flying
Forest Survival
Eagle warrior commander but more importantly he adds Air magic to your communions.

Magic

Magic Access

This section is the longer version of the 'Magic Access' column in National Features. List which paths the nation has access to, what level in each path and the maximum level attainable with common boosters. Avoid discussing in too much depth as much of the information is already covered in MelficeBelmont's Boosting and Access Guide. The length of this section will vary greatly depending on the nation, and does not have to be formatted in the same way as the example below. Some explanation may be required for more complicated boosting methods (e.g. commanderifying a unit with hidden paths). What exactly these paths can be used for can largely be explained in later sections, but pointing out good crosspaths works well in this section too. Mention communion access if applicable.

National Spells

List combat and ritual spells unique to the nation. Keep descriptions brief but elaborate on any particularly useful spells. Nation-defining national spells (e.g. Bind Jaguar Fiends for EA Mictlan or Scapegoats for LA Gath) can be highlighted like important commanders or units.

Combat

Ritual

Notable Generic Magic

Magic Items

Strategy

Power Curve

This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.

Expansion Strategies

List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.

Example Pretender Builds

List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.

See More

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR