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dom6:xibalba-ea

EA Xibalba, Vigil of the Sun

Lore

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. …

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

Xibalba is a Hot "horde" nation, capable of creating large piles of sub-par soldiers to dump on enemies. The Zotz are basically mediocre Size-2 beings made Size-3 by their wings (and Caelum has a similar problem). Their wings let them pick their battles and allow them to attack the rear very early in combat. Their damage is decent-enough for the Early Ages to punch through with the first strike, possibly causing debilitation or a rout. In Dominions 4, this was enough; however, Dominions 5 heavily nerfed Xibalba by randomizing the attack order in combat, giving defenders the chance to attack Fliers as they land, and Dominions 6 hasn't made their prospects any better.

Beyond the first strike, Xibalba's troops aren't all that great. They don't have shields, so point-blank-range missile combat is very "hit-or-miss". They don't have much Morale, and their small HP pools make it fairly easy for squads to break in combat. Elite mages on the defending side can annihilate them with short-ranged evocations, though players typically don't script for this. The nation does have flying elites that are pretty decent in combat, however, particularly the Xibalban Guard and the Sacred Sun Guide. Xibalba also has Scorpions, ground troops that allow the nation to make their armies huge on paper; but aside from the Size-4 Scorpions, which are limited to 15-per-fort-per-turn, these are little better than Swarm chaff.

Magically, Xibalba is one of the Blood powers of the Age, albeit in an Age where most small provinces won't be ideal for Blood Hunting. Flying Mages can lug gems and Blood Slaves across the realm, and their Sabbaths can bring on Fire, Air, Earth, Death, and Nature. The nation is blessed with Mictlan's demon troops, specifically the Beast Bats and the ferocious Ozelotls, and these summoning rituals are far more turn-efficient than the generic Blood Magic of their levels. Last-but-not-least, the Zotz are good at both Blood-Hunting and Patrolling out the resulting Unrest.

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: 3firegem1earthgem2deathgem

National Special Features

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.

National Units

Commanders

: 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
holy 11
Sacred
Commentary here.
Ajaw Kan Ek'
240
1
2
holy 22
Sacred
Commentary here.
Ah Nakom
95
1
2
blood 11holy 11rp 77
Sacred

Inspirational (-1)
Commentary here.
Chilan
145
1
2
Cave Recruit
earth 11death 11holy 11rp 99
Sacred

Fortune Teller (10%)
Commentary here.
Ah K'in
155
1
2
fire 11holy 11random1100%rp 99
Sacred

Theft of the Sun Awe (1)
Commentary here.
Ah Itz
165
1
2
death 11blood 11random1100%rp 1111
Commentary here.
Camazotz
225
1
4
death 22blood 11random1100%rp 1313
Commentary here.
Ah K'in Kan Ek'
385
10
2
Capital Only
fire 22earth 11death 11holy 22random1100%rp 1515
Sacred

Fire Resistance (5)
Theft of the Sun Awe (1)
Commentary here.
Onaqui
790
1
4
Capital Only
death 33nature 11blood 33holy 22random1100%
10%
rp 2121
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.

Troops

: 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
15
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.

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

Summon Sacred Scorpion
(Conjuration 3)
earth 11death 11 and 2earthgem

Sacred Scorpion
Sacred
Poison Resistance (15)
Darkvision (100%)
Eyes (8)
Undisciplined
Animal
Wasteland Survival
Commentary here.
Summon Jaguars
(Conjuration 3)
nature 22holy 11 and 20naturegem

Jaguar x 25
Sacred
Darkvision (50%)
Stealthy (+40)
Undisciplined
Animal
Forest Survival
Commentary here.
Summon Balam
(Conjuration 7)
nature 44 and
Balams: Common:
Unique
Sacred
Poison Resistance (7)
Stealthy (+40)
Supply Bonus (+40)
Forest Survival
Commentary here.

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 or
water 22nature 44blood 22holy 33rp 2121 or
fire 22nature 44blood 22holy 33rp 2121 or
death 22nature 44blood 22holy 33rp 2121
Commentary here.
Changes shape into:

Balam of the North or
Balam of the East or
Balam of the South or
Balam of the West
Blood Searcher (+2)
Causes Unrest (+3 per Month)
Blind Fighter (1)
Flying
Need Not Eat
Commentary here.
Changes shape into:

Balam of the North or
Balam of the East or
Balam of the South or
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 or
air 44water 22nature 22holy 33rp 2121 or
fire 22air 44water 22holy 33rp 2121 or
air 44water 22death 22holy 33rp 2121
Common Attributes:
Unique
Sacred
Shock Resistance (22)
Supply Bonus (+50)
Flying
Storm Immunity
Need Not Eat
Casts Each Battle (Natural Storm)
Chaac of the North has:
Cold Resistance (5)
Chaac of the East has:
Supply Bonus (+70)
Commentary here.
Bind Beast Bats
(Blood 2)
blood 11 and 8bloodslave

Beast Bat x 3
Sacred
Stealthy (+40)
Blind Fighter (1)
Flying
Need Not Eat
Demon
Forest Survival
Commentary here.
Bind Jaguar Fiends
(Blood 4)
fire 11blood 11 and 16bloodslave

Ozelotl x 3
Sacred
Flying
Need Not Eat
Demon
Forest Survival
Commentary here.
Contact Onaqui
(Blood 7)
blood 44 and 101bloodslave

Onaqui
death 22nature 11blood 33holy 11random1100%rp 1919
Sacred
Stealthy (+40)
Supply Bonus (+10)
Blood Searcher (+2)
Causes Unrest (+3 per Month)
Blind Fighter (1)
Forest Survival
Flying
Need Not Eat
Demon
Forest Survival
Dominion Summoner (Beast Bat)
Summons in Battle (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)
fire 22blood 66 and 40bloodslave

Ozelotl x 14+
See above. 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.

Ritual

  • Theft of the Sun: (Enchantment 8)
    death 66fire 33 and 70deathgem in Capital Only
    Commentary here.

Discount Items

  • Scorpion Crown (Construction 7) fire 33death 22 and 12firegem8deathgem

Magic Access

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

General Access

Elements

  • fire 22 on each Ah K'in Kan Ek' (capital-only), fire 11 on each Ah K'in off-capital
  • air 11 on one-in-four Camazotz and Ah Itzob
  • No Water magic
  • earth 22 on roughly every third Ah K'in Kan Ek' (capital-only), earth 11 on Chilanob off-capital

Sorcery

  • No Astral magic
  • death 44 on roughly one-in-four Onaqui (capital-only), death 33 on every fourth Camazotz off-capital
  • nature 22 on roughly one-in-four Onaqui (capital-only)
  • No Glamour magic

Rites

  • holy 22 on each Ah K'in Kan Ek'
  • blood 44 on roughly one-in-four Onaqui (capital-only), blood 22 on one-in-four Camazotz and Ah Itzob off-capital

Boosting Access

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-ea.txt · Last modified: 2024/07/09 00:26 by johnnydown