Table of Contents
EA Abysia, Children of Flame
Lore
Abysia is a hot wasteland, at the center of which lies a great volcano whose lava-lit caverns are inhabited by magma-born humanoids. Their flesh radiates heat, and they are not harmed by flames. Abysians are stronger than humans and use very heavy armor and weaponry. Bows are not used, as they would burn to cinders in the glowing hands of the Abysians. The war machine of Abysia also includes salamanders, lizard-like beings composed of the same hot lava-born flesh as the Abysians. The Anointed of Rhuax and the Anathemant Priests of the Flame Cult practice blood sacrifice to strengthen the power of the Awakening God. The Warlocks of the Smouldercone, a newly formed magical order, practice Blood magic and search for suitable blood slaves in conquered lands. Abysians prefer to live in extremely hot places. They do not farm or hunt for a living, so their income and supplies are not affected by the Growth or Death scale of a province. However, the population will still die slowly in Abysia-controlled provinces with Death scales.
"Abysia does not have any clear inspirational sources. Malign devil-worshiping empires of the fantasy genre combined with some ancient Middle Eastern concepts, perhaps. Think of great temple ziggurats adorned with ever-burning braziers fed with still-beating hearts in pompous ceremonies, witnessed by a cowed populace of slaves and smoldering Abysian rulers. Imagine magma-lit caverns filled with screams, roars, and fleeting shadows. With blood sacrifices being part of the official state cult, it might be considered an evil nation, but it is sprung from elemental forces and only under the infernal influence ‒ and ignorance ‒ does the kingdom turn to evil. It is a tragic nation with a proud heritage, and dilution of their magic - perhaps due to temptation by infernal forces - leads it to embrace blood sacrifice." -Illwinter
Abysia is one of the original fourteen factions of the series, present in Dominions: Priests, Prophets, and Pretenders. The early version was made in Dominions 3, however, as an origin point; a way for players of Middle Abysia (the faction closest to the Abysia of the first game) to see how they ended up where they were. On that note, Late Abysia has origins in Dominions 2.
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 |
|---|---|---|---|---|
| | Hero | Fire Immune Very Heavy Infantry Salamanders Abyssal Crossbreeds No Missile Weapons | Short Life Spans | Forts reduce heat scale deaths by two steps and resources in cave forts. |
Capitol Gems: **6
==== National Special Features ====
**Heat limit +2
Death limit +1
Bless Points +2
Prefers
Heat Scale +3
Growth and
Death scales have half the standard effect on income and population growth, in addition to not affecting province supplies.
Mercenaries are about 25% more expensive.
Blood Sacrifice: Priests can sacrifice a blood slave at a temple to help extend the dominion.
The Smouldercone: Increases
heat in the capitol by a maximum of five.
Abysians are Lavaborn. These are Size 3 humanoids (three-to-a-square) with
25 Fire Resistance,
50% Darkvision, and a
Heat Aura, and they also do fine in
Wastes. The average Abysian Lavaborn has 15 HP, 13 Strength, zero Natural Protection, 7 Precision, 11 Morale, and 12 Magic Resistance. They are energetic but not very mobile, possessing 2 Encumbrance, 9 Defence Skill, 12 Map Movement, and 10 Combat Speed while naked.
Abysians burn bright and short, growing old at 35.
National Units
Commanders
All the commanders have the following abilities:
Darkvision (50% or more)
Resist Fire (25 or more)
Heat Aura (3 or more)
Wasteland Survival
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Slayer | ![]() | Commentary here. |
| Demonbred | ![]() | Commentary here. |
| Beast Trainer | ![]() | Commentary here. |
| Warlord | ![]() Prophet Shape (War Master) | Commentary here. |
| Warlock Apprentice | | A quick note: Abysian Heat Auras are obnoxious for Blood Slaves. The reach for Slave-use is wider than the Aura, but still. Consider having Blood Slaves gather around an indie commander, at least for longer battles. |
| Warlock | ![]() |
|
| Anathemant Salamander | ![]() | Commentary here. |
| Anathemant Dragon | ![]() | Commentary here. |
| Anointed of Rhuax | ![]() | Commentary here. |
Troops
All the troops have the following abilities:
:
Resist Fire (25)
Heat Aura (3 or more)
Wasteland Survival
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Abysian Infantry With Battleaxe | | Commentary here. |
| Abysian Infantry With Flail | Commentary here. | |
| Abysian Infantry With Axe | Commentary here. | |
| Abysian Infantry with Morningstar | Commentary here. | |
| Misbred | Start Affliction (75) Add random age (300) | Commentary here. |
| Salamander | ![]() | Commentary here. |
| Burning One | | Commentary here. |
Heroes
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Malphas - Warlock Earliest Arrival Turn (5) | | Commentary here. |
| Corruptor | | Commentary here. |
| Ba'al Chozron - Anathemant Warlock Earliest Arrival Turn (5) | | Commentary here. |
National Spells
Summons
Ritual
:
Fire Resistance (25),
Heat Aura (3 to 6),
Starting Affliction Chance (25% to 50%),
Old Age Chance (25% to 33%),
Wasteland Survival
:
Fire Resistance (15),
Poison Resistance (15),
Starting Affliction Chance (50%),
Old Age Chance (25% to 33%),
Wasteland Survivor, ![]()
Part Undead, Demon
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Infernal Breeding // (Blood 3) // | Hell Spawn or | | Commentary here. |
Hell Spawn or | | Commentary here. | |
Hell Spawn or | | Commentary here. | |
Hell Spawn or | | Commentary here. | |
Hell Spawn or | | Commentary here. | |
Hell Spawn or | | Commentary here. | |
Hell Spawn or | | Commentary here. | |
Hell Spawn or | | Commentary here. | |
Hell Spawn or | | Commentary here. | |
Hellbred Giant | Supply Size (10) | Commentary here. | |
| Summon Spectral Infantry // (Conjuration 2) // | Smoulderghost x 7 | | Commentary here. |
| Pride of Lions (Conjuration 3) | Great Lion x 15+ | | Commentary here. |
| Contact Scorpion Man // (Conjuration 8) // | Scorpion Man | | Commentary here. |
Other Spells
Combat
- Liquid Flames of Rhuax (Evocation 5)
3
1
Commentary here.
- Inner Furnace (Enchantment 5)
3 and 1
Commentary here.
Ritual
- Hellscape (Alteration 6)
4 and 10
Commentary here.
Magic Access
See Magic Access. These guides supplement the summaries at the top.
Recruit Access
Elements
4 on each Anointed of Rhuax (capital-only),
3 on Anathemant Dragons off-capital- No air magic
- No water magic
1 on each Anathemant Dragon
Sorcery
1 on each Warlock (capital-only)- No death magic
- No nature magic
- No glamour magic
Rites
2 on each Warlock (capital-only)
3 on each Anointed of Rhuax (capital-only),
2 on each Anathemant Dragon off-capital
Crosspaths
4
1: Magma spells (Liquid Flames of Rhuax being the national example), Terracotta Soldiers, Iron Gryphons, scorpions
2
1: Horror spells such as Call Lesser Horror (though these generally require boosting)
Boosting Access
Fire
Anointed of Rhuax starts at
4, making
Fire easy to climb.
Air
No native access. No simple summons.
Water
No native access. No simple summons.
Earth
1 with no useful crosspaths makes for a difficult climb. Maybe empower the Warlock in
Earth twice and
Blood once. (The same Warlock can be used to go up the
Blood path.) Once at
2
3, the Warlock can make a Blood Stone. At
4
3, the Warlock can summon Father Illearth and give him the Blood Stone.
Astral
Empower a Warlock to
2 , use Starshine Skullcap to get to
3, and hopefully get the Dimensional Rod. If using the same Warlock to go up
Earth and
Blood, which is risky, it can access many useful boosters and summons.
Malphas - Warlock starts at
3
2
4, great crosspaths for climbing
Astral.
Death
No native access.
8 can Bind Demon Lord for a 3 in 6 chance of at least
4.
Nature
No native access. No simple summons.
Glamour
No native access.
5 can Bind Heliophagus for a 2 in 4 chance of at least
4.
4 can summon Troll King's Court for
1.
8 can Bind Demon Lord for a 3 in 6 chance of
3.
Blood
A Warlock will have to be empowered once to
3, but it is an easy climb at that point. Have the same Warlock climb
Earth for benefits along both paths.
Malphas - Warlock is already at
4 and with an
Astral booster can create the unique Tome of the Lower Planes.
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
Chassis: Awake Titan of Crossroads
Paths:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
Weaknesses
What are the nation's weaknesses?
See More
Add links to guides or other overviews for this nation here.
Dominions 6: EA Abysia, Children of Flame by Babel Builder


and resources
in cave forts.
