User Tools

Site Tools


dom6:abysia-ma

MA Abysia, Blood and Fire

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 prefer 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. Abysian Warlocks are very powerful Blood mages and skilled crossbreeders. The Anathemant Priests of the Flame Cult practice blood sacrifice to strengthen the power of the Awakening God. 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, population will still die slowly in Abysiacontrolled 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 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 from Dominions: Priests, Prophets, and Pretenders. The others are Arcoscephale, Ermor, Pythium, Man, Ulm, Marignon, Caelum, C'tis, Pangaea, Vanheim, Jotunheim, Atlantis, and R'lyeh.

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
blood 44 (rare 5)
fire 33 (rare 4)
astral 33 (rare 4)
earth 11 (rare 2)
holy 33
Hero
fire 33blood 33holy 33
Human Infantry
No Missile Weapons
Salamanders
Fire Resistance
Darkvision
Heat Aura
Wasteland Survival
Assassin
Crossbreeder
Fire Power
Standard Forts
Forts reduce Heat Scale deaths by two steps.
Cave Forts have extra GoldGold and ResourcesResources.

Capitol Gems: 5firegem
Heat Limit + 2
Death Limit + 1
Prefers Heat Scale + 3
Bless Points + 1

People of the Flame: Death and Growth Scales have half the standard effect on Goldincome and population growth and no effect on supplies.

Blood Sacrifice: Priests can sacrifice a blood slave at a temple to help extend the dominion. This ability is not transferred to disciple nations. Disciple nations with this ability can still use it. These nations do not have dying dominion.

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 MA Abysia commanders have: Fire Resistance (25 to 30), Darkvision (50), Heat Aura (3 to 6), Wasteland Survival

Sprite Unit Name Special Attributes Comments
Slayer
Gold 95
10
1
Stealthy (60)
Ambidextrous (3)
Patience (1)
Assassin
Commentary here.
Beast Trainer
Gold 70
37
1
Animal Awe (4)
Uninspiring (1)
Beastmaster (3)
Commentary here.
Warlord
Gold 110
34
1
Ambidextrous (2)
Taskmaster (2)
Prophet Shape (War Master)
Commentary here.
Anathemant Salamander
Gold 260
1
2
fire 22holy 22rp 99
Sacred
Old Age
Prophet Shape (Anathemant)
Commentary here.
Anathemant Dragon
Gold 415
2
4
fire 33earth 11holy 33random010%rp 1313
Sacred
Old Age
Prophet Shape (Anathemant)
Commentary here.
Warlock Apprentice
Gold 190
1
2
astral 11blood 22rp 1111
Crossbreeder (2)
Old Age
Commentary here.
Demonbred
Gold 375
1
4
Capital Only
fire 22blood 22holy 22rp 1313
Sacred
Blood Searcher (1)
Flying
Prophet Shape (Demonbred)
Commentary here.
Warlock
Gold 400
1
2
Capital Only
astral 22blood 33random1100%
10%
rp 1717
Crossbreeder (6)
Old Age
Prophet Shape (Anathemant)
Commentary here.

Troops

: Fire Resistance (25), Darkvision (50), Heat Aura (3 to 6), Wasteland Survivor

Sprite Unit Name Special Attributes Comments
Humanbred
Gold 13
10
8
Fire Resistance (15)
Darkvision (50)
Slave
Wasteland Survivor
Commentary here.
Humanbred
Gold 13
10
8
Fire Resistance (15)
Darkvision (50)
Slave
Wasteland Survivor
Commentary here.
Abysian Infantry
Gold 20
26
8
Commentary here.
Abysian Infantry
Gold 20
26
8
Commentary here.
Abysian Infantry
Gold 20
27
8
Commentary here.
Abysian Infantry
Gold 20
28
8
Commentary here.
Salamander
Gold 50
1
15


Fire Power (1)
Undisciplined
Animal
Commentary here.
Lava Warrior
Gold 30
28
14
Capital Only
Sacred


Fire Power (1)
Ambidextrous (1)
Berserker (3)
Formation Fighter (-2)
Commentary here.

Heroes

: Fire Resistance (25 to 30), Darkvision (50), Heat Aura (3 to 6), Wasteland Survivor

Sprite Unit Name Special Attributes Comments
Rago - Rage Lord Sacred


Fire Power (1)
Ambidextrous (3)
Berserker (5)
Commentary here.
Chuzrael - Slayer

Stealthy (65)
Ambidextrous (3)
Patience (1)
Flying
Assassin
Commentary here.

Earliest Arrival Turn: (5)
Ba'al Chozron - Anathemant Warlock fire 33blood 33holy 33rp 1717
Sacred


Crossbreeder (8)
Commentary here.

National Spell and Item

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Summon Spectral Infantry
(Conjuration 2)
fire 11death 11 and 5deathgem

Smoulderghost x 7
Resist Fire (25)
Poison Resistance (25)
Heat Aura (3)
Undead
Ethereal
Need Not Eat
Wasteland Survival
Spirit Sight
Spiritform
Commentary here.
Pride of Lions
(Conjuration 3)
nature 22 and 9naturegem

Great Lion x 15+
Darkvision (50%)
Undisciplined
Animal
Commentary here.
Contact Scorpion Man
(Conjuration 8)
fire 11earth 11 and 12earthgem

Scorpion Man
Sacred
Fire Resistance (15)
Poison Resistance (15)
Fear (5)
Ambidextrous (2)
Magic Being \\ Wasteland Survival
Spirit Sight
Commentary here.

Other Spells

Combat

  • Liquid Flames of Rhuax (Evocation 5)
    fire 33earth 11
    Commentary here.
  • Inner Furnace (Enchantment 5)
    fire 33 and 1firegem
    Commentary here.

Ritual

  • Infernal Breeding (Blood 3)
    blood 22 and 25bloodslave
    Commentary here.
  • Hellscape (Alteration 6)
    fire 44 and 10firegem
    Commentary here.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

Recruit Access

Elements

  • fire 33 on Anathemant Dragons
  • No air magic
  • No water magic
  • earth 11 on Anathemant Dragons

Sorcery

  • astral 33 on one-in-four Warlocks (capital only)
  • No death magic
  • No nature magic
  • No glamour magic

Rites

  • blood 44 on one-in-four Warlocks (capital only)
  • holy 33 on Anathemant Dragons

Crosspaths

  • fire 33earth 11: Magma spells, Terracotta Soldiers, Iron Gryphons, some battle items
  • blood 44astral 22, astral 33blood 33: Horror spells, Master's Athame (Draining weapon), Shield of the Accursed (Horror Marks attackers)
  • blood 33astral 22fire 11: Infernal spells (such as Bind Fiery Imps and Infernal Prison), Solar Eclipse (Darkness), Astral Fires
  • blood 33astral 22earth 11: Illearths, long-ranged attack spells like Gifts from Heaven (with some boosting), Sky Metal Communion-weaving

Boosting Access

blood 88, which is reachable with a blood 44 Warlock (1 in 4) and non-unique Blood boosters, can Bind Demon Lord which gives a 3 in 6 chance of death 33, 3 in chance of at least glamour 44, 1 in 6 chance of astral 44, and a chance for high paths in all the others except Water.

Fire

With two, relatively easy to make Blood boosters, a Demonbred can Bind Arch Devil for fire 44.

Air

No native access. No simple summons.

Water

No native access. No simple summons.

Earth

Although MA Abysia's primary Earth path is a earth 11 Warlock (1 in 4). With a Blood booster, it can make an unremovable Pebble Skin Suit, getting it to earth 22 for Earth Boots and Blood Stones. Eventually, with Astral boosters, it might make a unique Atlas of Creation.

Astral

astral 33 Warlock (1 in 4) is the highest Astral available. It can make a Starshine Skullcap, the unique Dimensional Rod, and the unique The Oath Rod of Kurgi, without any boosters. A earth 11 Warlock and a fire 11 Warlock (both 1 in 4), with relatively easy to make boosters, can also create many Astral boosters

Death

No native access. blood 55, which is easy to reach, can Bind Heliophagus for a 2 in 4 chance of at least death 33

Nature

No native access. No simple summons.

Glamour

No native access. earth 44 can cast Troll King's Court for glamour 11.

Blood

blood 44 Warlock (1 in 4) is the highest Blood available. The astral 33 Warlock (1 in 4) can make two unique Blood boosters without any boosters.

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

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/abysia-ma.txt · Last modified: 2024/04/26 17:30 by fenrir