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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Heroes ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() | Amphibious Infantry Flying Stealthy Light Infantry | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() |
Capitol Gems: 31
1
Sloth Limit + 1
Heat Limit + 1
:
Stealthy (40),
Patrol Bonus (-1),
Blood Searcher (+1),
Blind Fighter (1),
Flying,
Cold Blooded,
Forest Survival
:
Darkvision (50%),
Amphibious,
Swamp Survival,
Swimming
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Muuch Ajaw ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Ah Itz ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ah Ha' ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Muuch K'uhul ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Chak Muuch Assassin ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Camazotz ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Bacab ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Muuch Scout ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Muuch Batab ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Zotz Batab ![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Way ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary Here. |
![]() | Jaguar | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Muuch Militia ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Muuch Dart Thrower ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Muuch Warrior ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Muuch Warrior ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Muuch Warrior ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Muuch Warrior ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Chak Muuch Dart Thrower ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Chak Muuch Obsidian Warrior ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Wo' Muuch ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Zotz Warrior ![]() ![]() Limited Recruitment (15 per turn) ![]() ![]() | ![]() | Commentary here. |
![]() | Zotz Warrior ![]() ![]() Limited Recruitment (15 per turn) ![]() ![]() | ![]() | Commentary here. |
![]() | Muuch Jungle Warrior ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Lakam Ha' Warrior ![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Lakam Ha' Warrior ![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Red Face | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Mamich Lum - Grandmother Earth Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Jaguar Toads (Conjuration 1) ![]() ![]() ![]() | ![]() Jaguar Toad x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Jade Serpents (Conjuration 4) ![]() ![]() | ![]() Jade Serpent x 2 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Monster Toad (Conjuration 5) ![]() ![]() | ![]() Monster Toad | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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. |
See Magic Access. These guides supplement the summaries at the top.
8, which is actually achievable, can Bind Demon Lord for one of six powerful mages. All have
4, half have
3, half have at least
3, and each other path, except
Water, at least one has at a high level.
No Recruitable Access. 4, possible with a
2 Way and boosters, (see Nature section below), can Summon Balam for a 1 in 4 chance of
2.
5 can Bind Heliophagus for a 1 in 4 chance of
4.
1 Camazotz (1 in 3) is the only recruitable
Air mage. Its crosspaths aren't helpful.
4, possible with a
2 Way and boosters, (see Nature section below), can Summon Balam for a 1 in 4 chance of
2.
4 Bacab (1 in 4) is the highest
Water mage. It can attempt the unique Orb of Atlantis.
3 Bacab (1 in 4) is the highest
Earth mage but, a
1 Bacab (1 in 4) with a
Nature booster or a
1 Muuch K'uhul (1 in 4) with both a
Nature booster and an
Earth booster, can attempt the unique Tome of Gaia.
No Native Access. 3
1 can cast Hidden in Sand in Wasteland for a 1 in 3 chance of
2. It can also cast Hidden Underneath underneath for a 3 in 4 chance of at least
1.
3 can Summon Spectre for a 7 in 16 chance of at least
1.
Multiple mages in MA Xibalba have 2 but Camazotz has both
2 and 1 in 3 chance of
2 and can attempt the unique The Black Book of Secrets.
4, possible with a
2 Way and boosters, (see Nature section below), can Summon Balam for a 1 in 4 chance of
2.
5 can Bind Heliophagus for a 2 in 4 chance of at least
3.
A 2 Way is the highest
Nature mage recruitable. With two
Blood boosters, it can make an unremovable Armor of Twisting Thorns.
A 3
1 Bacab can Contact Naiad to get a
3
3 mage. With a Thistle Mace she can Summon Balam to get native
4. With boosters, the Balam will go even higher.
A 1 Bacab (1 in 4) with a
Nature booster or a
1 Muuch K'uhul (1 in 4) with both a
Nature booster and an
Earth booster, can attempt the unique Tome of Gaia.
No Native Access. 4 can cast Troll King's Court for
1.
3 can Summon Spectre for a 7 in 16 chance of at least
1.
3 can cast Forest Troll Tribe for a 1 in 4 chance of
1.
2 Camazotz (1 in 3) is the highest
Blood mage recruitable and can attempt the unique The Black Book of Secrets.
2
5 can Contact Lamia Queen for a 7 in 16 chance of at least
1.
5 can Awaken Treelord for a 1 in 3 chance of a stationary
1.
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.