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dom6:xibalba-la

LA Xibalba, Return of the Zotz

Lore

Xibalba is a vast realm of dark caverns beneath the forests of Mictlan. Living in the caverns were the bat people, Zotz, but that changed when 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 Zotz were almost wiped out and their realm was conquered by atlantian refugees. For a long time the toad people ruled Xibalba and became powerful. Eventually the Bacabob left the caverns to conquer the sun-lit world. There they met Mictlan and the Lawgiver. The humans were more numerous and while the Xibalban Bacabob were mighty, they could not prevent the death of their kin. Slowly the Xibalbans were decimated and the Bacabob withdrew into the flooded city and fell into a centennial torpor. When the caves began to dry up the Zotz started to return in numbers. In the still waterfilled depths of Xibalba the Zotz priests found and unwittingly awoke the Bacabob. Now the Zotz once more inhabit their ancestral home, but serve the divinities of subterranean waters and the Awakening God.

"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
water 44 (Rare 5)
earth 33 (Rare 4)
death 33
nature 22 (Rare 3)
blood 22
air 11
holy 33
Heroes
fire 22water 44earth 44holy 44
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)
death 22nature 11blood 33holy 11random1100%
(req. blood 44
Flying, Stealthy Light Infantry
Amphibious Infantry
Flying
Stealthy
Blood Searcher
Blind Fighter
Cold Blooded
Darkvision
Amphibious
Very Primitive Forts

Capitol Gems: 1watergem1earthgem2deathgem

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. This ability is not transferred to disciple nations. Disciple nations with this ability can still use it. These nations do not have dying 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
5
1
Forest Recruit
Cave Recruit
Commentary here.
Ajaw
145
2
1
holy 11
Sacred
Commentary here.
Ajaw Kan Ek'
240
1
2
holy 22
Sacred
Old Age (107/100)
Commentary here.
Ah Ha'
140
1
2
Underwater Fort Recruit
water 11earth 11holy 11rp 99
Sacred
Darkvision (100)
Amphibious
Swamp Survival
Swimming
Commentary here.
Ah Itz
165
1
2
death 11blood 11random1100%rp 1111
Commentary here.
Way
200
1
2
Forest Recruit
nature 22blood 11random010%rp 77

Supply Bonus (20)
Shapechanger (Jaguar)
Commentary here.
Jaguar Darkvision (50)
Stealthy (40)
Animal
Forest Survival
Shapechanger (Way)
Commentary here.
Chilan
250
1
2
Cave Recruit
earth 11death 11holy 22random1100%rp 1111
Sacred

Fortune Teller (10%)
Commentary here.
Camazotz
280
1
2
Capital Only
earth 11death 22blood 11random1100%rp 1515

Old Age (103/100)
Commentary here.
Bacab
685
1
4
Capital Only
water 33earth 22death 11holy 33random1100%
10%
rp 1919
Sacred
Cold Resistance (5)
Darkvision (100)
Gift of Waterbreathing (120)
Resource Bonus (5)
Amphibious
Swamp Survival
Swimming
Twiceborn (Wight Mage)
Commentary here.
Batab
55
5
1
Underwater Fort Recruit
Darkvision (50)
Amphibious
Swamp Survival
Swimming
Commentary here.

Troops

: Patrol Bonus (-1), Blood Searcher (+1), Blind Fighter (1), Flying, Cold Blooded, Forest Survival
: Darkvision (100), Amphibious, Swamp Survival, Swimming

Sprite Unit Name Special Attributes Comments
Zotz Warrior
8
1
6
Forest Recruit
Cave Recruit

Stealthy (40)
Commentary here.
Zotz Warrior
8
2
6
Forest Recruit
Cave Recruit

Stealthy (40)
Commentary here.
Zotz Dart Thrower
8
2
6

Stealthy (40)
Commentary here.
Zotz Guard
10
5
12
Commentary here.
Zotz Guard
10
6
12
Commentary here.
Sak Muuch Dart Thrower
10
4
9
Commentary here.
Sak Muuch Warrior
10
10
9
Commentary here.
Sak Muuch Warrior
10
11
9
Commentary here.
Obisidian Warrior
18
19
24
Capital Only
Sacred

Fire Resistance (5)
Commentary here.
Wo' Muuch
35
34
39
Capital Only
Sacred
Commentary here.
Lakam Ha' Warrior
10
5
9
Underwater Fort Recruit
Darkvision (50)
Amphibious
Swamp Survival
Swimming
Commentary here.
Lakam Ha' Warrior
10
5
9
Underwater Fort Recruit
Darkvision (50)
Amphibious
Swamp Survival
Swimming
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Mam Lum - Grandfather Earth
Earliest Arrival Turn (10)
fire 22water 44earth 44holy 44rp 2525
Sacred
Fire Resistance (5)
Cold Resistance (12)
Darkvision (100)
Fear (5)
Resource Bonus (15)
Amphibious
Commentary here.

National Spells

Summons

Ritual

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
Animal
Trample
Cold Blooded
Swamp Survival
Swimming
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 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 Jade Serpents
(Conjuration 4)
water 22 and 3watergem

Jade Serpent x 2
Sacred
Poison Resistance (15)
Standard (1)
Animal
Cold Blooded
Amphibious
Swamp Survival
Forest Survival
Swimming
Commentary here.
Summon Monster Toad
(Conjuration 5)
nature 22 and 1naturegem

Monster Toad
Sacred
Poison Resistance (25)
Poison Cloud (5)
Poison Skin (20)
Undisciplined
Animal
Trample
Cold Blooded
Swamp Survival
Swimming
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.

Magic Access

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

Summon Chaac is tricky to get to, requiring three Air boosters. Really, a pretender with air 44 is the only practical way. One of the four Chaacs has fire 22. In terms of increasing paths, that's its only benefit. With two Fire boosters and one Air booster, it can create the The Magic Lamp to summon Al Khazim - Jinn.

Summon Balam requires nature 44, which is doable. All Balams have nature 44, which is higher than what a Way has. Their nature 44blood 22 also makes getting the Armor of Twisting Thorns Unremovable easier. As far as path boosting, 1 of the 4 Balams has fire 22, 1 of the 4 has air 22. The Balam of the South, with two Blood boosters, can Bind Arch Devil.

Abominable Arms
nature 22blood 22 Way +
The Abominable Arms are especially useful for holding additional Nature or Death boosters.

Multi-Path Boosters

The hero, Mam Lum - Grandfather Earth, has fire 22earth 44. Two Fire boosters allows it to make a Staff of Elemental Mastery and the Crown of the Elements Unique.

Fire

No national access except the hero, Mam Lum - Grandfather Earth who has fire 22.

Contact Onaqui
blood 22 Ah Itz or Camazotz (1 in 4) +
Onaqui has a 1 in 4 chance of fire 11.

Contact Onaqui
blood 22 Ah Itz or Camazotz (1 in 4) +
Onaqui has a 1 in 4 chance of fire 11.

Air

Highest Starting: air 11 Ah Itz or (1 in 4) and Camazotz (1 in 4)

Water

Highest Starting: water 44 Bacab (1 in 4)

Orb of Atlantis Unique
water 33earth 22 Bacab

Earth

Highest Starting: earth 33 Bacab (1 in 4)

Pebble Skin Suit Unremovable
earth 11blood 22 Camazotz (1 in 4) +

Blood Stone
earth 11blood 22 Camazotz (1 in 4) +

Father Illearth Can't wear boots.
earth 11blood 22 Camazotz (1 in 4) +
earth 22blood 11 Camazotz (1 in 4) +
Pedoseion - Father Illearth has earth 44

Astral

No national access.

Hidden in Sand in Wasteland
earth 33death 11 Bacab
Dust Priest has a 1 in 3 chance of astral 22.

Hidden Underneath Underneath
earth 33death 11 Bacab
Dust Priest has a 3 in 4 chance of at least astral 11.

Summon Spectre
death 33 Camazotz (1 in 4)
Spectral Mage has a 7 in 16 chance of at least astral 11.

Death

Highest Starting: death 33 Camazotz (1 in 4)

The Black Book of Secrets Unique
death 22blood 22 Camazotz (1 in 4)

Nature

Highest Starting: nature 22 Way

Contact Naiad
water 33nature 11 Bacab
Naiad has nature 33

Armor of Twisting Thorns Unremovable
nature 22blood 11 Way +

Glamour

No national access.

Troll King's Court
earth 33 Bacab (1 in 4) +
Troll King has glamour 11

Summon Spectre
death 33 Camazotz (1 in 4)
Spectral Mage has a 7 in 16 chance of at least glamour 11.

Forest Troll Tribe
nature 22 Way +
Troll Shaman has a 1 in 4 chance of glamour 11.

Blood

Highest Starting: blood 22 Ah Itz or Camazotz (1 in 4)

The Black Book of Secrets Unique
death 22blood 22 Camazotz (1 in 4)

Armor of Twisting Thorns Unremovable
nature 22blood 11 Way +

Contact Onaqui
blood 22 Ah Itz or Camazotz (1 in 4) +
Onaqui has a 1 in 4 chance of blood 44.

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-la.txt · Last modified: 2024/07/09 04:12 by johnnydown