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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
2 (rare 3) 2 (rare 3) 2 (rare 3) 2 2 2 3 | Heroes 34 Summons 33 (req. 41) 3 (req. 52) 44 or 44 or 44 or 44 (req. 73) | 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: 112
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:
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.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Iassacharite Scout 35 6 1 | Stealthy (55) Wasteland Survival Mountain Survival Forest Survival | Commentary here. | |
Iassacharite Sage 60 2 1 | 010%6 Sacred Wasteland Survival Old Age (55/50) Mundane Researcher | Commentary here. | |
Benjaminite Commander 55 1 1 | Ambidextrous (2) Pillager (5) Wasteland Survival | Commentary here. | |
Gittite Commander 115 25 1 | Fire Resistance (5) Wasteland Survival | Commentary here. | |
Levite Priest 65 2 1 | 1 Sacred Wasteland Survival | Commentary here. | |
Iassacharite Sibyl 90 2 2 | 119 Supply Bonus (10) Fortune Teller (10%) Wasteland Survival Female | Commentary here. | |
Abba 245 2 2 | 21100%11 Fire Resistance (5) Stealthy (50) Healer (1) Heretic (1) Supply Bonus (20) Wasteland Survival Female | Commentary here. | |
Kohen 180 2 2 | 121100%9 Sacred Fire Resistance (5) Wasteland Survival Grand Communicant | Commentary here. | |
Yeddeoni 180 2 2 | 211100%11 Fire Resistance (5) Wasteland Survival | Commentary here. | |
Seren 280 79 2 Capital Only | 020% Sacred Fire Resistance (5) Gluttony (3) Wasteland Survival | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Naphtali Spearman 10 11 9 | Wasteland Survival | Commentary here. | |
Reubenite Archer 10 7 9 | Wasteland Survival | Commentary here. | |
Benjaminite Slinger 11 11 12 | Ambidextrous (2) Pillager (2) Wasteland Survival | Commentary here. | |
Gadite Swordsman 12 28 14 | Fire Resistance (5) Wasteland Survival | Commentary here. | |
Zebulunite Soldier 13 15 16 | Formation Fighter (2) Wasteland Survival | Commentary here. | |
Asherite Soldier 15 27 21 | Commentary here. | ||
Zebulunite Horn Blower 20 16 21 | Standard (1) Formation Fighter (2) Wasteland Survival | Commentary here. | |
Gittite Soldier 25 22 15 | Fire Resistance (5) Wasteland Survival | Commentary here. | |
Levite Zealot 15 17 14 | Sacred Patrol Bonus (2) Wasteland Survival | Commentary here. | |
Gibbor 70 43 23 Capital Only | Sacred Fire Resistance (5) Gluttony (2) Wasteland Survival | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Nabi Multi-Hero | 2 Sacred Wasteland Survival | Commentary here. | |
Sabba - Sibyl of Hermon Earliest Arrival Turn (5) | 3419 Sacred Poison Resistance (7) Healer (2) Supply Bonus (40) Fortune Teller (20%) Wasteland Survival Spirit Sight Female | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Mazzikim (Conjuration 3) 1 and 3 | Mazzik x 10 | Stealthy (+40) Flying Need Not Eat Demon Wasteland Survival | Commentary here. |
Call Malakh (Conjuration 4) 2 and 9 | Malakh | 1 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) 4 and 15 | Lilot | Stealthy (+55) Dream Seduction (Morale vs. 14) Flying Demon Wasteland Survival Female | Commentary here. |
Call Hashmal (Conjuration 6) 13 and 21 | Hashmal | 2 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) 41 and 39 | Arel | 3311 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) 25 and 49 | Ophan | 3 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) 37 and 222 | Chayot | 441 → 441 → 441 → 441 → 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 (→ Chayot → Chayot → Chayot → This) | Commentary here. |
Memories of Stone (Enchantment 5) 12 and 10 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) 1 and 8 in Waste | Se'ir x 2 | Sacred Berserker (+4) Need Not Eat Demon Wasteland Survival | Commentary here. |
Summon Shedim (Blood 4) 13 and 28 in Waste | Shed x 3 | Resist Shock (15) Storm Power (2) Flying Storm Immunity Need Not Eat Demon | Commentary here. |
*The random paths on each Kohen Gadol are linked, so the results are either two levels or zero.
See Magic Access. These guides supplement the summaries at the top.
Call Merkavah summons a Chayot, an 44 mage. It can change shape to have 4, 4, and 4, 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.
Gaining four Astral boosters to get a Ring of Sorcery and then the Ring of Wizardry is tricky, but the hero, Sabba - Sibyl of Hermon, has 3. It's still tricky, but less so.
Highest Starting: 2 Kohen Gadol (1 in 3)
Skull of Fire
11 Yeddeoni (1 in 4)
Bind Arch Devil
22 Kohen Gadol (1 in 3) +
No national access.
Ether Gate
11 Yeddeoni (1 in 4) +
Ether Lord has a 1 in 4 chance of 1.
No national access.
Contact Lamia Queen
12 Abba (1 in 3) +
Lamia Queen has a 7 in 16 chance of at least 1.
Summon Spectre
2 Yeddeoni (1 in 4) +
Spectral Mage has a 7 in 16 chance of at least 1.
Highest Starting: 2 Yeddeoni (1 in 4) or Kohen Gadol (1 in 3)
Pebble Skin Suit Unremovable
22 Kohen Gadol (1 in 3) +
The Tome of Gaia Unique
12 Abba (1 in 3) +
Blood Stone
22 Kohen Gadol (1 in 3) +
Father Illearth
22 Kohen Gadol (1 in 3) +
Father Illearth has 4 but no feet for Earth Boots.
A Yeddeoni can have the right crosspaths for the Atlas of Creation (Unique) but it requires too many boosters to be practical.
Highest Starting: 2 Kohen Gadol (1 in 3)
Coin of Meteoritic Iron
11 Yeddeoni (1 in 4) +
Golem Construction
11 Yeddeoni (1 in 4) +
Golem has 2.
Oath Rod of Kurgi Unique
22 Kohen Gadol (1 in 3) +
Ether Gate
11 Yeddeoni (1 in 4) +
Ether Lord has 3
The Void Sphere Unique
22 Kohen Gadol (1 in 3) +
It's a lot of Astral boosters, but potentially doable.
A Yeddeoni can have the right crosspaths for the Atlas of Creation (Unique) but it requires too many boosters to be practical.
Highest Starting: 2 Yeddeoni (1 in 4)
The Black Book of Secrets Unique
22 Kohen Gadol (1 in 3)
Highest Starting: 2 Abba. The hero, Sabba - Sibyl of Hermon, has 4.
Call Arel
12 Abba (1 in 3) or 11 Iassacharite Sibyl +
Arel has 33.
The Tome of Gaia Unique
12 Abba (1 in 3) +
Moonvine Bracelet
12 Abba (1 in 3) +
No national access.
Troll King's Court
2 Yeddeoni (1 in 4) or Kohen Gadol (1 in 3) +
Troll King has 1
Summon Spectre
2 Yeddeoni (1 in 4) +
Spectral Mage has a 7 in 16 chance of at least 1.
Forest Troll Tribe
2 Abba +
Troll Shaman has a 1 in 4 chance of 1
Highest Starting: 2 Kohen Gadol (1 in 3)
Tome of the Lower Planes Unique
22 Kohen Gadol (1 in 3) +
The Black Book of Secrets Unique
22 Kohen Gadol (1 in 3)
Tome of the Lower Planes Unique
22 Kohen Gadol (1 in 3) +
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Format for putting a pretender build in.
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.