Nation of short-lived, heat radiating humanoids, who also have darkvision (50). In EA, the main path they have access to is fire. They have minor access to astral and blood through their cap-only warlocks, along with minor earth access through the slow-to-recruit Anointed of Rhuax. In EA, most Abysian units are heavily armoured and thus use a good amount of resources. Capitol sites produces a total of 6 fire gems per turn.
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, because they would burn to cinders in the glowing hands of the Abysians. The war machine of Abysia also includes Salamanders, lizardlike 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, population will still die slowly in Abysia-controlled provinces with Death scales.
Strategy Overview Edit
- Heavy infantry - take productivity scales
- Tons of fire magic: Firestorm, fireball, heat from hell
- Blood magic