Alright, so this is what I have written down so far. Abzan might need some balancing.
Anafenza - Abzan Houses (Salt Road Patrol)
Gain

Food for each outgoing

Trade Route with another Civilization or City State. The range of

Trade Routes is increased for Abzan cities on desert tiles. When an Abzan

Trade Route is plundered, there is a chance the plunderer will be destroyed instead.
UU: Siege Rhino
Replaces Knight. Does not require Horses. -1

Movement Speed when not travelling through Desert tiles. At the beginning of each turn, each Abzan unit within a 1-tile radius heals 15% of its total health and each enemy unit loses 15% of its total health.
UI: Kin-Tree
Unlocked at Philosophy. Can only be built on Desert tiles without Hills. Cannot be built next to another Kin-Tree or a city. Provides +1

Culture and +1

Faith. Non-Abzan non-combat units cannot travel over Kin-Tree tiles. Upon discovering Chivalry, an additional +1

Culture is added, and each Desert tile around the Kin-Tree gains +1

Food.
Sidisi - Sultai Brood (Doom of the Golden Fang)
Units move through marshes and jungles at normal speed. Upon being defeated in combat, Sultai units provide

Gold equal to twice their combat strength.
UU: Rakshasha
Replaces Great Prophet. Cannot travel through closed borders. As well as being generated by

Faith, Rakshasha also spawn after a certain number of units have been destroyed. When a Rakshasha converts a city, all combat units within a 1-tile radius become Sultai Zombies.
UB: Necropolis
Replaces Garden. Does not require fresh water. +1

Gold in each Jungle and Marsh tile. Dead units in a Necropolis provide

Production which can be spent at any time.