Temple of the Quetzalcoatl, Cabracán
Species: Saurian (dominant, standard, River Clutch, and Jungle Clutch), Elves, Drakes, Humans
Era: Ancient
Paths: Cerulean Sea, Sea of Anguilla, Gulf of Scales, Mireywood (Jungle, Forest), Saka (Boglands)
Contacts: Saka, Arridea, Norngard (Trade)
Enemies: Mireywood (Border Disputes)
Government: Theocratic Mercantilism
Capital: None. Major Cities: Zipacná, Cabracán, Gucumatz, Q'umarkaj, Qacix, Yum Kaax
Origin Languages: Draconic (local dialect)
Typical Encounters: Crocodile, Craftsman, Engineer, Farmer, Gladiator, Giant Lizard, Hydra, Jaguar, Mathematician, Merchant, Myrmidon, Mercenary, Pirate, Priest, Naga, Sailor
Keyword Qualities: Ancient City-States, Guerilla Warfare, Astrology, Gladiator Fights, Ziggurats
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Xibalba has been settled by the Saurians as long as anyone in Aea can recall. The land is a peninsula dominated by an ancient and active volcanic chain; its fertile soils and resource-rich mines support an immense cosmopolitan population. Millenia of cizilization has cultivated or developed nearly every inch of the land, and it is known throughout the wider world to be a place of impeccable gardens and well-maintained aqueducts and roads. The penninsula’s access to two oceanic coasts make it a formidable sea power, and with military training from hatching, its Irregulars are famed the world over as a military force and mercenaries.
The lands are dominated by six population-dense city-states: the port cities Zipacná and Q'umarkaj, diamond-rich Cabracán, Gucumatz of the Fountains, Qacix the Fire City, and the city of gardens and canals, Yum Kaax. Over millennia, this six city-states have fought each other incessantly, and each has dominated the others countless times. Currently, Qacix holds dominion under the rule of Yik'in Chan K'awiil the Dragon-Lord.
Saurian society is a rigid caste system dominated by priests, who rule as the mouthpeice of their god, Itzamna. Itzamna speaks directly to every citizen of Xibalba, providing support or criticism, advice or secrets. Foreigners find this strange, as Xibalbans are often seen having conversations with no one, but are in truth conversing with Itzamna. Itzamna believes in a might (be it political, economic or military) is right doctrine, and openly sets city-state leaders upon each other, to ensure only the best rise to rule. This idea trickles down into the populace as a whole, and Xibalbans, while not outwardly hostile to the rest of Aea, consider themselves imminently their superiors. Such an attitude leads to near-constant raids by Irregulars on its neighbors, not for conquest, but to ritually capture notable individuals to enhance the status of Xibalban warlords. Such captives are treated with respect and honor for the remainder of their lives, as wards of the cities. Such wards often go on to obtain prominent status in Saurian society. Warfare is seen as art and ceremony moreso than for conquest; the Xibalbans are content to stay within their traditional homelands and mostly make war on each other. Fortunately for the rest of Aea, this tradition has kept them from subjugating their neighbors.
Exceptionalism is rewarded in Xibalba, despite strict division of classes, and provides the only true egalitarian path to higher social standing. Their sprawling history speaks of many common folk who listen to the words of Itzamna and their ancestors and rise to the pinnacle of power. Merchants, gladiators and farmers have all acceded to rulership of the six cities. This is not limited to race, either – history shows that non-Saurians have been chosen by Itzamna to rule.
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Beyond the incessant squabbling of the city-states, the most popular tavern topic in the six-cities are gladiators. Such contest are seen as a literal display of religious doctrine, as Might Is Right is on full display between combatants. The arenas of Xibalba are unrivaled in both spectacle and scope, and gladiators hold celebrity status unrivaled. The games draw visitors and combatants from all over the world, and help produce some of the most successful military leaders and mercenaries in Aea.