"Mictlan is a nation mainly inspired by the Aztecs and their practice of blood sacrifices. The name is that of the realm of the dead in Aztec mythology." -Illwinter
Suitably named after Aztec Hell, Mictlan has always been isolated; any of its neighbors and visitors have long-since learned that keeping contact with them would end in them being either enslaved by the Kings or exsanguinated by the Blood Cult. Since the dawn of their Empire, Blood has been spilled to feed the waning powers of Mictlan’s Hungry God, for the Gods in Mictlan’s Early Age were as mortal as their worshipers. The Hungry God of the Early Age was revered through its two Faces (the Sun & the Moon) and its two Domains (the Rain & the Forest), but the worship of all four arguably played out in the same way.
Mictlan isn't exactly the best example of the archetypal Blood nation, but you will certainly need a good understanding of Blood Slaves to survive. As a Human nation without even passable equipment or a reliable Dominion, every decision must be thought through carefully. To offset this somewhat, your Mage-Priests each have a decent discount, and you have plenty of unique tools to work with once you figure out how to avoid immediate collapse. This is certainly not a nation for beginners, though if you don't understand Blood, attempting a sink-or-swim approach with this nation may help you learn quickly.
Race | Military | Magic Access | Priests | Buildings |
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Average Humans Prefers 1 Heat Forest Survival | Primitive Gear Cheap Infantry Slave Levies Sacred Shapeshifters | 3 2 (rare 3) 2 2 2 1 (rare) Heroes: 11 (one) 33 (one) Summons: 33 (requires 11) 112 (requires 3) With 4 & 101: 313 (25%) 214 (25%) 223 (25%) 1213 (25%) With 4 & 60: 243 (one) 423 (one) 243 (one) 423 (one) | Powerful (3) Only 1 outside capital Blood Sacrifice +1 Fire Bless point +2 Blood Bless points | Primitive Fortified Cities |
Temple of the Land | Temple of the Rain | Temple of the Moon | High Temple of the Sun |
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Enables recruitment of: - Priest King - Eagle Warrior Produces 1 per turn | Enables recruitment of: - Rain Priest Produces 1 per turn | Enables recruitment of: - Moon Priest Produces 1 per turn | Enables recruitment of: - Sun Warrior - High Priest of the Sun Produces 3 per turn Produces 2 per turn |
Provide a brief overview of commanders and units and what tools they provide you with. Outline any peculiarities across the roster (e.g. the animal tag, cold blooded). Highlight any particular strengths of the roster and describe their roles (e.g. high-quality infantry, thugs, powerful mages).
Jaguar Warriors are pretty cool guys, able to heal afflictions that they will no-doubt acquire due to their Wounded Shape. They're especially notable because you can get them from any fort with a temple; most of your other good units aren't so generous.
Nahualli are your off-capital Mages, and while they don't have Blood, they can Contact Couatls to get good Magic access and decent Priests outside your perpetually-busy capital. They can also transform into scrumptuous Turkeys to fly around and look funny; somehow they can still cast spells in this form.
Sprite | Unit Name | Special Attributes | Comments |
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Scout 25 1 1 | Stealthy (50) Mountain Survival Forest Survival | Your basic scout. Nothing to say here. | |
Tribal King 90 15 1 | Sacred Taskmaster (1) Slaver (Slave) Forest Survival | Chaff-collector and competent leader. | |
Mictlan Priest 65 1 2 | 11010% 7 Sacred Forest Survival | Budget Blood Slave collector/sacrificer & Research monkey. | |
Nahualli 125 1 2 | 12010% 11 Supply Bonus (20) Shapechanger (Turkey) Spirit-Sight Forest Survival | Couatl-summoner & off-cap Mage. Could also handle Communions with your Moon Priests and/or Priest-Kings. The Turkey shape may be ridiculous but will grant the Nahualli lots of map mobility and extra HP. |
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Rain Priest 175 1 2 Capital Only | 222 13 Sacred Forest Survival | Not too appealing at first (unless you like Frost Fiends), but can Summon Tlaloques & Jade Serpents later on. | |
Moon Priest 175 1 2 Capital Only | 222 13 Sacred Darkvision (50%) Forest Survival | Tzitzimitl-summoner & Blood-Slave-saving Communion Master. | |
Priest King 230 5 2 Capital Only | 222 13 Sacred Taskmaster (1) Slaver (Slave) Supply Bonus (20) Forest Survival | Crossbreeder, 4-squad leader, and slaver supreme. | |
High Priest of the Sun 290 1 2 Capital Only | 233 15 Sacred Forest Survival Old Age(54/46) | Ozeotl-summoner, Tlahuelpuchi-contacter, Hellfire-rainer, and liaison with Devils & their princes. |
description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (common indie like units with no gimmicks), merge units into a single description entry if functionally similar battle roles with only minor differences in gear.
Sprite | Unit Name | Special Attributes | Comments |
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Warrior 9 1 7 | Forest Survival | Slinger with Shield. Archers prefer shooting at low prot targets so they can keep the heat of Jaguar Warriors while still being more protected and can trade because of their shields. |
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Warrior 9 5 7 | Forest Survival | Slinger with Shield and armor. Best suited as lance catchers, being cheap but will still last longer than the barechested warriors. |
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Warrior 9 7 7 | Forest Survival | A good expanding alternative to your sacreds. Javelins give them an advantage over low prot indies that would normally shred Jaguar Warrior like barbarians. | |
Warrior 9 14 7 | Forest Survival | The above warrior but with better melee weapons and armor. Less often seen line troops as Sloth is a popular dump scale for Mictlan, but still useful as mage bodyguards. |
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Moon Warrior 12 15 14 | Darkvision (50%) Forest Survival | Warrior with great weapons and darkvision. Moon warriors start getting useful when you start amassing your demon army and learn how to cast the Darkness spells. Make great fort recruits when going with a Darkness army strategy. |
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Feathered Warrior 18 14 21 | Standard (1) Forest Survival | Boost the morale of the Warriors he is with. Sacreds have good moral but boosting higher it can be important especially when there are so many abilities that force you to roll it many times. | |
Jaguar Warrior 26 4 31 | Sacred Wounded Shape (Were Jaguar) Forest Survival | A fantastic sacred in-game being a recruit anywhere greatweapon guy with a second werebeast shape with 3 attacks. Beware of mass firepower, they don't have high prot or shields. |
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Eagle Warrior 15 3 14 Capital Only | Sacred Ambidextrous (3) Flying when Blessed Forest Survival | Another excellent sacred, gaining the ability to fly when blessed, so can assassinate commanders in the rear like other flying nations. Also suffers the same weakness as Jaguar Warriors |
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Sun Warrior 18 15 18 Capital Only | Sacred Resist Fire (5) Forest Survival | Another sacred, being an armored warrior with javelin and resistance to fire. Less appealing than the other sacred choices in terms of offense and competes with the recruitment of Eagle Warriors. Ok During early game expansion depending on blessing when keeping expansion party casualties low is important. |
Sprite | Unit Name | Special Attributes | Comments |
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Mictlipoctli - King of Legends Hero turn arrival limit:(5) | 333 17 Sacred Undead Inanimate Need-Not-Eat Spirit Sight Pierce Resistant Fire Vulnerability (10) Resist Cold (15) Resist Poison (25) Reanimator-Priest Reanimation Bonus (2) | A Mound Fiend with blood magic, Breaking you early into death if you get him before Blood 7. | |
Tepeyocatl - Eagle Priest | 111 9 Sacred Ambidextrous (3) Flying Forest Survival | Eagle warrior commander but more importantly he adds Air magic to your communions. |
This section is the longer version of the 'Magic Access' column in National Features. List which paths the nation has access to, what level in each path and the maximum level attainable with common boosters. Avoid discussing in too much depth as much of the information is already covered in MelficeBelmont's Boosting and Access Guide. The length of this section will vary greatly depending on the nation, and does not have to be formatted in the same way as the example below. Some explanation may be required for more complicated boosting methods (e.g. commanderifying a unit with hidden paths). What exactly these paths can be used for can largely be explained in later sections, but pointing out good crosspaths works well in this section too. Mention communion access if applicable.
List combat and ritual spells unique to the nation. Keep descriptions brief but elaborate on any particularly useful spells. Nation-defining national spells (e.g. Bind Jaguar Fiends for EA Mictlan or Scapegoats for LA Gath) can be highlighted like important commanders or units.
Combat
Ritual
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
youtube of someone discussing the nation
guide page on steam??
forum thread or AAR
Nations | |
---|---|
Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |