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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 | ??????????????????????????????????????????? ![]() ![]() ![]() ![]() ![]() ![]() ![]() Theft of the Sun Awe | ![]() |
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
:
amphibious,
darkvision (50%),
Swamp Survival,
Swimming
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Muuch Scout ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Muuch Batab ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Zotz Batab ![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Ah Itz ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ah Ha' ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Muuch Ajaw ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Way ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary Here. |
![]() | Jaguar | Replaces All With: ![]() ![]() ![]() ![]() ![]() | |
![]() | Camazotz ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Chak Muuch Assassin ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Muuch K'uhul ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Bacab ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Muuch Militia ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Muuch Scout ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Zotz Warrior ![]() ![]() ![]() Recruitment Limit: 15 ![]() ![]() | ![]() | Commentary here. |
![]() | Zotz Warrior ![]() ![]() ![]() Recruitment Limit: 15 ![]() ![]() | ![]() | Commentary here. |
![]() | Muuch Dart Thrower ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Muuch Warrior ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Muuch Warrior ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Muuch Warrior ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Muuch Warrior ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Muuch Jungle Warrior ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Lakam Ha' Warrior ![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Lakam Ha' Warrior ![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Chak Muuch Dart Thrower ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Chak Muuch Obsidian Warrior ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Wo' Muuch ![]() ![]() ![]() ![]() | ![]() ![]() | 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. |
: Unique,
Sacred,
Poison Resistance (7),
Stealthy (40),
Supply Bonus (+40),
Forest Survival,
Shapechanger
:
Animal,
Cold Blooded,
Swamp Survival,
Swimming
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Jaguar Toads (Conjuration 1) ![]() ![]() ![]() | ![]() Jaguar Toad x 3 | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Jade Serpent (Conjuration 4) ![]() ![]() | ![]() Jade Serpent x 2 | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Monster Toad (Conjuration 5) ![]() ![]() | ![]() Monster Toad | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Balam (Conjuration 7) ![]() ![]() | ![]() 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 Balam of the East Balam of the South Balam of the West | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Changes shape into: ![]() Balam of the North Balam of the East Balam of the South 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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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.