Table of Contents

LA Gath, Last of the Giants

Lore

Gath is a land still trying to catch up to the prosperity of those around it. When it was known as Hinnom, it had a lead over its surroundings; this was provided by the Grigori (the "Watchers"), six angels of full Celestial splendor, who descended upon Mount Hermon and taught the Avvim their secrets. For better or for worse, the now-infamous Azazel taught the Avvim the "high arts" of civilization – cosmetics, warcraft, and exploitation – and the Avvim thus defeated the other small Giants in their lands.

The Watchers committed one undeniable sin, which had them excised from the world; they took Avvite wives and laid with them, resulting in the birth of the Nephilim. Though Titans of unquenchable appetites, the Nephilim were not demons but living men, and to banish them would require the flooding of the world. This never happened, and Hinnom did not have enough rain to keep the Nephilim cowed, so the insatiable goliaths made Hinnom theirs. They ate, used, and eventually discarded Hinnom, siring the Rephaim with Avvite wives of their own in the process. The Rephaim, in-turn, broke Hinnomite society; both with the size of their mouths, and with their quantity. All-male, and destined to sire only male children, the Rephaim were cursed by the Heavens (or genetics) to grow weaker with each generation; and the Avvite men, losing their wives and crushes to the Rephaites' charms, were destined to either degrade or disappear into this new subrace.

Gath is (or at least was) a vast land, largely vacant of its natives. The largest generation of Rephaim was in the era of Ashdod, perhaps the only Hinnomite city to survive the whims of the first brood; this was a dark age for the Rephaim, with little to eat and few women to court, one in which the "degenerated" Giants learned some decency and humility. But while a little suffering is good for the character, too much can bend an individual to dangerous extremes. Ashdod's ruling tribe, the Anakim, declined far more gracefully than the other Rephaim, and their lifespans kept up with their stature. There are still some Anakim who remember Ashdod's fall to either the humans or the Abysians, some who remember when humans didn't quarrel in their presence, and even some who recall stories of the first Rephaites' Bloody rites. Fearing for the survival of their final city, and given absolute control of religious affairs, the Anakim have ordered that blood shall be spilt anew… Only, instead of drinking it themselves, they shall offer it to strengthen their Lord and savior. The smaller folk are mixed on this, and even some of the smaller Giants are horrified.


"Hinnom, Ashdod and Gath are heavily influenced by ancient Israelite, Canaanite and Philistine concepts. I have always been intrigued and fascinated by biblical mythology, and had long I wanted to include the Nephilim and biblical Genesis myths into the game. However, I was worried that I would not do the sources justice, so it took a while before I finally got down to finishing the nations. The Bible, the Book of Enoch, the Dead Sea scrolls and the Ras Shamra texts of Ugarit and interpretations of these texts are the main sources of the nations. Gath, … draws more heavily from Israelite and Philistine concepts. Early Israelite religion and history with a centralized cult at the temple and Israelite tribes, combined with the legends of David and Goliath of Gath are obvious sources for the late iteration of the nation. I wanted the nation to be an abomination, slowly becoming more civilized throughout the ages. Hinnom is perhaps more than any other nation in the game an evil nation. I'm not very fond of the concept of evil, but it would be difficult to claim that the cannibalistic giants of Hinnom are anything but." -Illwinter

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
fire 22 (rare 3)
earth 22 (rare 3)
astral 22 (rare 3)
death 22
nature 22
blood 22
holy 33
Heroes
astral 33nature 44
Summons
nature 33holy 33 (req. astral 44nature 11)
holy 33 (req. astral 55fire 22)
astral 44holy 44 or
air 44holy 44 or
fire 44holy 44 or
earth 44holy 44
(req. astral 77fire 33)
Gittite Infantry
Several Human Tribes with different skills.
Sacred
Fire Resistance
Gluttony
Wasteland Survival
Fear of the Flood
Healer
Giant Forts
Temples cost 1200

Capitol Gems: 1firegem1earthgem2astralpearl
Heat Limit + 1
Prefers Heat Scale + 1

Blood Sacrifice: May blood sacrifice to increase 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.

Most of the population of Gath – the realm as a whole, not the city – is human. These Size 3 (three-to-a-square) fellows are prohibited from blacksmithing. Most of them are perfectly fine in Wastes, and a fair amount of them have well-trained troops with 11 Attack Skill and 11 Defence Skill. Eight of the Twelve Tribes of Israel can be found here:

  • The Tribes of Reuben and Naphtali are large but pretty average, with only 10's in most stats (including ATT and DEF).
  • The Tribe of Iassachar has only 7 Morale; but to be fair, they stick to roles where Morale would be low anyway.
  • The Tribes of Zebulun and Asher are rich, and they have professional troops. Asherites use their wealth to purchase iron gear (but aren't used to Wastelands), while Zebulunites have 13 Morale.
  • The Tribe of Gad has 5 Fire Resistance and 11 Strength, attributed to being slightly Abysian.
  • The Tribe of Benjamin has Pillagers, owing to some hard times the other human Tribes put upon them.
  • The Tribe of Levi is incredibly zealous, giving Gath Sacred troops in every province! It's a shame that, other than their elevated Morale (and being Sacred), they're pretty average.

Most native Gittites wouldn't count as "giants" in some definitions; they're only Size 4 (two-to-a-square). They are very similar to the Avvim at the start of their history, such that only their little horns, their 5 Fire Resistance, and their fashion sense distinguishes them. Gittite soldiers have 24 HP, 1 Natural Protection, 15 Strength, 11 Attack Skill and Defence Skill, 12 Morale and Magic Resistance, and adaptations for Wastes.

The proper "Giants" of Gath are limited to the capital, counting the Size 6 Gibborim, their Seren rulers, and their Size 7 Anakite elders. These men vary in statistics, but they're all Sacred, they all have 5 Fire Resistance, and they all eat like far-larger beings.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Iassacharite Scout
35
6
1
Stealthy (55)
Wasteland Survival
Mountain Survival
Forest Survival
A generic scout except for added Wasteland Survival, slightly improving movement.
Iassacharite Sage
60
2
1
random010%rp 66
Sacred
Wasteland Survival
Old Age (55/50)
Mundane Researcher
The Iassacharite Sage is one of only a few units that can research without also having magic paths, and is unaffected by drain scales. They are also cost only one recruitment point, and their sacred nature halves their upkeep relative to non-sacred units. This means that they turn commander points and gold into research very quickly and efficiently. They provide a unique opportunity for Gath to research effectively while taking drain scales.

Their main downside is that, aside from the rare few that gain magic paths, they can only research, and cannot be deployed as battle mages.
Benjaminite Commander
55
1
1
Ambidextrous (2)
Pillager (5)
Wasteland Survival
A mostly generic 50-leadership commander.
Gittite Commander
115
25
1
Fire Resistance (5)
Wasteland Survival
A more durable 100-leadership commander.
Levite Priest
65
2
1
holy 11
Sacred
Wasteland Survival
A weak priest. Prone to being shot at by indie archers without a bit of care in scripting.
Iassacharite Sibyl
90
2
2
astral 11nature 11rp 99
Supply Bonus (10)
Fortune Teller (10%)
Wasteland Survival
Female
The Iassacharite Sybil's paths are well-suited for early combat buffs, with spells like Body Ethereal and Barkskin coming online at only Alteration 3. Later on, they can form communions to cast higher path spells such as Mind Burn and Soul Slay. However, they are fragile compared to Gath's larger Gittite mages, and may burn out easily if used as communion slaves.
Abba
245
2
2
nature 22random1100%rp 1111
Fire Resistance (5)
Stealthy (50)
Healer (1)
Heretic (1)
Supply Bonus (20)
Wasteland Survival
As a reliable nature 22 mage, the Abba has good utility in combat. It has the rare healer ability, allowing it to stave off diseases in other commanders or restore the effectiveness of wounded troops. Its stealth provides some unpredictability to Gath's movement. Its only disadvantage is that it is somewhat expensive for the magic paths due to these extra abilities.
Kohen
180
2
2
blood 11holy 22random1100%rp 99
Sacred
Fire Resistance (5)
Wasteland Survival
Grand Communicant
Although they are hardly the cheapest blood hunters compared to mages such as the Mictlan Priest or Pyrenian Monk, Kohanim still provide Gath with the fort-recruit blood hunting needed to make ample use of its national demon summons. Their low paths somewhat limit their combat power outside of expensive blood sabbaths.
Yeddeoni
180
2
2
earth 11death 11random1100%rp 1111
Fire Resistance (5)
Wasteland Survival
The Yeddeoni provides Gath with several strong paths, albeit unreliably; earth 22s are excellent buffers while death 22s can raise longdead and access the Memories of Stone spell. The other randoms provide good crosspaths for forging and combat.
Seren
280
79
2
Capital Only
random020%
Sacred
Fire Resistance (5)
Gluttony (3)
Wasteland Survival
The Seren provides Gath with its only 150-leadership commander, though at a premium due to his durability. They compete for capitol recruitment with the Kohen Gadol.
Kohen Gadol
540
33
4
Capital Only
blood 22holy 33random2200%
10%
rp 1313
Fear The Flood (5)
Sacred
Fire Resistance (5)
Gluttony (5)
Wasteland Survival
Grand Communicant
The Kohen Gadol provides Gath with battlefield-wide blessing and throne claiming capability, pairing well with its sacred summons and anyfort sacred recruits. They also have modest, but reliably useful combat paths. Furthermore, each Kohen Gadol can lead an army with their respectable 100 leadership.

Troops

Sprite Unit Name Special Attributes Comments
Naphtali Spearman
10
11
9
Wasteland Survival Generic, lightly-armoured spearman.
Reubenite Archer
10
7
9
Wasteland Survival Generic archer.
Benjaminite Slinger
11
11
12
Ambidextrous (2)
Pillager (2)
Wasteland Survival
Notable for wielding two swords and thus being slightly able to defend itself in melee combat.
Gadite Swordsman
12
28
14
Fire Resistance (5)
Wasteland Survival
Medium infantry with some fire resistance.
Zebulunite Soldier
13
15
16
Formation Fighter (2)
Wasteland Survival
Light infantry that fits four to a square. Perhaps could be used as a blocker unit after application of Body Ethereal.
Asherite Soldier
15
27
21
Gath's most heavily armoured infantry. Fairly expensive for an otherwise unremarkable human unit. Slow on the strategic map and in combat.
Zebulunite Horn Blower
20
16
21
Standard (1)
Formation Fighter (2)
Wasteland Survival
Raises the morale of its squad. Useful to fit in for high-stakes engagements where morale becomes important.
Gittite Soldier
25
22
15
Fire Resistance (5)
Wasteland Survival
Light infantry, but fairly inexpensive and deals a bit more damage than its human counterparts.
Levite Zealot
15
17
14
Sacred
Patrol Bonus (2)
Wasteland Survival
Although the Levite Zealot is not a particularly inspiring sacred unit on the basis of its own stats, it is very cheap and can be recruited in all forts. It is also an excellent source of patrol strength for managing unrest from blood hunting while being light on upkeep.
Gibbor
70
43
23
Capital Only
Sacred
Fire Resistance (5)
Gluttony (2)
Wasteland Survival
While the Gibbor is less impressive on an individual basis than some other sacreds, it combines many desirable qualities. Its main weakness of only moderate protection is offset by its high HP and low cost, allowing Gath to quickly mass these early in the game. It has reasonable base combat stats over which a bless can be laid. Its attack, though low density, is magical and deals high damage. Being size 6 allows it to wade through Gath's human roster and fit in a square with another unit, considerably improving the durability and damage of Gath's front line.

With a decent bless, the Gibbor can significantly ease expansion in an age of crossbows and heavy cavalry, giving Gath great tempo in the early game. Afterwards, the Gibbor remains relevant due to its high damage, magic-weapon attack.

Heroes

Sprite Unit Name Special Attributes Comments
Nabi Multi-Hero holy 22
Sacred
Wasteland Survival
Commentary here.
Sabba - Sibyl of Hermon
Earliest Arrival Turn (5)
astral 33nature 44rp 1919
Sacred
Poison Resistance (7)
Healer (2)
Supply Bonus (40)
Fortune Teller (20%)
Wasteland Survival
Spirit Sight
Female
Commentary here.

National Spell and Item

Summons

Summon Spell Unit Special Attributes Comments
Summon Mazzikim
(Conjuration 3)
nature 11 and 3naturegem

Mazzik x 10
Stealthy (+40)
Flying
Need Not Eat
Demon
Wasteland Survival
Commentary here.
Call Malakh
(Conjuration 4)
astral 22 and 9astralpearl

Malakh
holy 11
Sacred
Fire Resistance (5)
Shock Resistance (5)
Stealthy (+60)
Awe (+4)
Invulnerability (15)
Magic Being
Flying
Need Not Eat
Spirit Sight
Commentary here.
Summon Lilot
(Conjuration 5)
nature 44 and 15naturegem

Lilot
Stealthy (+55)
Dream Seduction (Morale vs. 14)
Flying
Demon
Wasteland Survival
Female
Commentary here.
Call Hashmal
(Conjuration 6)
fire 11astral 33 and 21astralpearl

Hashmal
holy 22
Sacred
Fire Resistance (25)
Shock Resistance (5)
Fire Shield (10)
Awe (+5)
Invulnerability (20)
Magic Being
Ethereal
Flying
Need Not Eat
Inquisitor
Spirit Sight
Commentary here.
Call Arel
(Conjuration 7)
astral 44nature 11 and 39astralpearl

Arel
nature 33holy 33rp 1111
Sacred
Fire Resistance (5)
Poison Resistance (20)
Shock Resistance (5)
Healer (3)
Awe (+6)
Invulnerability (15)
Supply Bonus (+30)
Magic Being
Flying
Need Not Eat
Spirit Sight
Female
Commentary here.
Call Ophan
(Conjuration 8)
fire 22astral 55 and 49astralpearl

Ophan
holy 33
Sacred
Fire Resistance (15)
Poison Resistance (25)
Shock Resistance (15)
Fire Shield (11)
Awe (+6)
Patrol Bonus (+50)
Eyes (12)
Magic Being
Inanimate
Ethereal
Flying
Trample
Need Not Eat
Spirit Sight
Commmentary here.
Call Merkavah
(Conjuration 9)
fire 33astral 77 and 222astralpearl

Chayot
astral 44holy 44rp 11
fire 44holy 44rp 11
air 44holy 44rp 11
earth 44holy 44rp 11
Sacred
Fire Resistance (22)
Poison Resistance (15)
Shock Resistance (22)
Fire Shield (17)
Awe (+7)
Invulnerability (30)
Pathboost (-6ALL, +6 Current)
Spreads Dominion (1)
Magic Being
Flying
Counts as Sun
Need Not Eat
Eye Vengeance
Spirit Sight
No Wish
Summons in Battle (Ophan x 4)
Shapechanger (→ ChayotChayotChayotThis)
Commentary here.
Memories of Stone
(Enchantment 5)
earth 11death 22 and 10deathgem
in Waste

Fossil Warrior x 5 + [1/2 per lvl]
Fire Resistance (5)
Cold Resistance (5)
Poison Resistance (25)
Poor Amphibian
Pierce Resistant
Undead
Magic Being
Inanimate
Need Not Eat
Never Heals
Stone Being
Spirit Sight
Commentary here.
Scapegoats
(Blood 3)
blood 11 and 8bloodslave
in Waste

Se'ir x 2
Sacred
Berserker (+4)
Need Not Eat
Demon
Wasteland Survival
Commentary here.
Summon Shedim
(Blood 4)
air 11blood 33 and 28bloodslave
in Waste

Shed x 3
Resist Shock (15)
Storm Power (2)
Flying
Storm Immunity
Need Not Eat
Demon
Commentary here.

Other Spells

Combat

Magic Access

General Access

Elements

Sorcery

Rites

*The random paths on each Kohen Gadol are linked, so the results are either two levels or zero.

Boosted Access

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

Call Merkavah summons a Chayot, an astral 44holy 44 mage. It can change shape to have fire 44, air 44, and earth 44, but it cannot have crosspaths. It also requires a Pretender with the right paths to reasonably be able to summon.
Bind Heliophagus summons one of four mages with some combination of high paths in Fire, Death, or Blood.
Bind Demon Lord has a chance of summoning a mage with a high levels in any of the paths except Water.

See More

Dominions 6: LA Gath Pre-game by Babel Builder