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Ashdod is a dry wasteland inhabited by the Rephaim, giants descended from the Nephilim of primordial times. The Rephaim have degenerated and lost the prodigal powers of their predecessors, but they are still mighty in comparison to other beings. While not as mighty as they once were, there are still a few Rephaim with pure blood. In the Twin Cities of Ashdod and Ashkelon live the Anakim, mightiest of the Rephaim, and the Anakite priest-kings. With the disappearance of the Nephilim and the pureblooded Rephaim, the Nephilim Cult has been replaced by ancestor worship. Malikum, Rephaite kings of old, are worshiped at sacred banquets for the dead. The Kohanim of earlier times have been replaced by the Zamzummim, priest-mages and shepherds of the dead, who fulfill their purpose in life by being devoured at the funerary banquets.
"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 |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Heroes ![]() ![]() Summons ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() | Gittite Infantry Several Human Tribes with different skills. | ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() |
Capitol Gems: 11
2
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.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Iassacharite Scout ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Iassacharite Sage ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Benjaminite Commander ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Gittite Commander ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Levite Priest ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Iassacharite Sibyl ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Abba ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Kohen ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Yeddeoni ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Seren ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Naphtali Spearman ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Reubenite Archer ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Benjaminite Slinger ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Gadite Swordsman ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Zebulunite Soldier ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Asherite Soldier ![]() ![]() ![]() | Commentary here. | |
![]() | Zebulunite Horn Blower ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Gittite Soldier ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Levite Zealot ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Gibbor ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Nabi Multi-Hero | ![]() ![]() ![]() | Commentary here. |
![]() | Sabba - Sibyl of Hermon Earliest Arrival Turn (5) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Mazzikim (Conjuration 3) ![]() ![]() | ![]() Mazzik x 10 | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Call Malakh (Conjuration 4) ![]() ![]() | ![]() Malakh | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Lilot (Conjuration 5) ![]() ![]() | ![]() Lilot | ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Call Hashmal (Conjuration 6) ![]() ![]() ![]() | ![]() Hashmal | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Call Arel (Conjuration 7) ![]() ![]() ![]() | ![]() Arel | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Call Ophan (Conjuration 8) ![]() ![]() ![]() | ![]() Ophan | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Eyes (12) ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commmentary here. |
Call Merkavah (Conjuration 9) ![]() ![]() ![]() | ![]() Chayot | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Counts as Sun ![]() Eyeloss on Attackers ![]() No Wish ![]() ![]() | The "-2" in the magic paths means three boosters are needed just to reach level 1. Commmentary here. |
Memories of Stone (Enchantment 5) ![]() ![]() ![]() in ![]() | ![]() Fossil Warrior x 5 + [1/2 per lvl] | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Stone Being ![]() | Commentary here. |
Scapegoats (Blood 3) ![]() ![]() in ![]() | ![]() Se'ir x 2 | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Shedim (Blood 4) ![]() ![]() ![]() in ![]() | ![]() Shed x 3 | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
Call Merkavah summons a Chayot, an 4
4 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
1
1 Yeddeoni (1 in 4)
Bind Arch Devil
2
2 Kohen Gadol (1 in 3) +
No national access.
Ether Gate
1
1 Yeddeoni (1 in 4) +
Ether Lord has a 1 in 4 chance of 1.
No national access.
Contact Lamia Queen
1
2 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
2
2 Kohen Gadol (1 in 3) +
The Tome of Gaia Unique
1
2 Abba (1 in 3) +
Blood Stone
2
2 Kohen Gadol (1 in 3) +
Father Illearth
2
2 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
1
1 Yeddeoni (1 in 4) +
Golem Construction
1
1 Yeddeoni (1 in 4) +
Golem has 2.
Oath Rod of Kurgi Unique
2
2 Kohen Gadol (1 in 3) +
Ether Gate
1
1 Yeddeoni (1 in 4) +
Ether Lord has 3
The Void Sphere Unique
2
2 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
2
2 Kohen Gadol (1 in 3)
Highest Starting: 2 Abba. The hero, Sabba - Sibyl of Hermon, has
4.
Call Arel
1
2 Abba (1 in 3) or
1
1 Iassacharite Sibyl +
Arel has 3
3.
The Tome of Gaia Unique
1
2 Abba (1 in 3) +
Moonvine Bracelet
1
2 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
2
2 Kohen Gadol (1 in 3) +
The Black Book of Secrets Unique
2
2 Kohen Gadol (1 in 3)
Tome of the Lower Planes Unique
2
2 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.