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
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.
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Heroes ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() | Flying, Stealthy Light Infantry Scorpions | ![]() ![]() ![]() ![]() ![]() ![]() ![]() Theft of the Sun Awe | ![]() ![]() ![]() ![]() ![]() |
Capitol Gems: 31
2
Sloth Limit + 1
Heat Limit + 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 ![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Xibalban Scorpion Trainer ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Ajaw ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Ajaw Kan Ek' ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Ah Nakom ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Chilan ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ah K'in ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Theft of the Sun Awe (1) | Commentary here. |
![]() | Ah Itz ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Camazotz ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ah K'in Kan Ek' ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Theft of the Sun Awe (1) | Commentary here. |
![]() | Onaqui ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Giant Scorpion ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Xibalban Warrior ![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Xibalban Warrior ![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Xibalban Dart Thrower ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Xibalban Guard ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Xibalban Scorpion ![]() ![]() ![]() Limited Recruitment (15/turn) | ![]() ![]() Eyes (8) ![]() ![]() ![]() | Commentary here. |
![]() | Sun Guide ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() 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 | ![]() ![]() ![]() Theft of the Sun Awe (1) | Commentary here. |
![]() | Ahaltocob - Stabbing Demon (Multi) Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Chamiabac - Demon of the Bone Staff Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Chamiaholom - Demon of the Skull Staff Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ahalpuh - Demon of Pus Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ahalgana - Jaundice Demon Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ahalmez - Sweeping Demon Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Sacred Scorpion (Conjuration 3) ![]() ![]() ![]() | ![]() Sacred Scorpion | ![]() ![]() ![]() Eyes (8) ![]() ![]() ![]() | Commentary here. |
Summon Jaguars (Conjuration 3) ![]() ![]() ![]() | ![]() Jaguar x 25 | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Balam (Conjuration 7) ![]() | Balams: | Common: Unique ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Balam of the North or Balam of the East or Balam of the South or Balam of the West | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Changes shape into: ![]() Balam of the North or Balam of the East or Balam of the South or Balam of the West | ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Changes shape into: ![]() Balam of the North or Balam of the East or Balam of the South or Balam of the West | ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Summon Chaac (Conjuration 8) ![]() ![]() | ![]() Chaac of the North or ![]() Chaac of the East or ![]() Chaac of the South or ![]() Chaac of the West | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Common Attributes: Unique ![]() ![]() ![]() ![]() ![]() ![]() Casts Each Battle (Natural Storm) Chaac of the North has: ![]() Chaac of the East has: ![]() | Commentary here. |
Bind Beast Bats (Blood 2) ![]() ![]() | ![]() Beast Bat x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Bind Jaguar Fiends (Blood 4) ![]() ![]() ![]() | ![]() Ozelotl x 3 | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Contact Onaqui (Blood 7) ![]() ![]() | ![]() Onaqui | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Beast Bat x 8 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Rain of Jaguars (Blood 8) ![]() ![]() ![]() | ![]() Ozelotl x 14+ | See above. | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
Ah K'in Kan Ek' with 2 is the best option for climbing
Fire, especially since its
1 allows it to forge a Skull of Fire.
4 can Summon Balam for a 1 in 4
2
2. With
Blood boosters, the Balam can Bind Arch Devil, which has
4.
8 can Bind Demon Lord for a 2 in 6 chance of at least
4.
Both Ah Itz and Camazotz have 1 (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
4.
4 can Summon Balam for a 1 in 4
2.
8 can Bind Demon Lord for a 1 in 6 chance of
5.
No native access. 4 can Summon Balam for a 1 in 4
2.
4, which is very difficult to get to, can Summon Chaac, which has at least
2.
2 Ah K'in Kan Ek' (1 in 3) has the highest
Earth.
1
1 Ah Itz (1 in 4) or
1
1 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.
8 can Bind Demon Lord for a 1 in 6 chance of
4.
No native access. 3 can Summon Spectre for a 7 in 16 chance of
1.
2
4 can Bind Arch Devil for a 1 in 4 chance of
3.
3
1 can cast Hidden in Sand and Hidden Underneath which give at least
1.
3 can Summon Spectre for a 7 in 16 chance of at least
1.
8 can Bind Demon Lord for a 1 in 6 chance of
4.
4 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.
2 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.
8 can Bind Demon Lord for a 1 in 6 chance of at least
4.
EA Xibalba can make all the extra arms items, which are useful for Nature boosters.
No native access. 3 can Summon Spectre for a 7 in 16 chance of
1.
3 can cast Forest Troll Tribe for a 1 in 4 chance of
1.
8 can Bind Demon Lord for a 3 in 6 chance of at least
4.
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.
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: 4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6
2
0
3
1
2
3
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.