This is an old revision of the document!
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 |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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.
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 ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | A generic scout except for added Wasteland Survival, slightly improving movement. |
![]() | Iassacharite Sage ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 ![]() ![]() ![]() | ![]() ![]() ![]() | A mostly generic 50-leadership commander. |
![]() | Gittite Commander ![]() ![]() ![]() | ![]() ![]() | A more durable 100-leadership commander. |
![]() | Levite Priest ![]() ![]() ![]() | ![]() ![]() ![]() | A weak priest. Prone to being shot at by indie archers without a bit of care in scripting. |
![]() | Iassacharite Sibyl ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | As a reliable ![]() |
![]() | Kohen ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The Yeddeoni provides Gath with several strong paths, albeit unreliably; ![]() ![]() |
![]() | Seren ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Naphtali Spearman ![]() ![]() ![]() | ![]() | Generic, lightly-armoured spearman. |
![]() | Reubenite Archer ![]() ![]() ![]() | ![]() | Generic archer. |
![]() | Benjaminite Slinger ![]() ![]() ![]() | ![]() ![]() ![]() | Notable for wielding two swords and thus being slightly able to defend itself in melee combat. |
![]() | Gadite Swordsman ![]() ![]() ![]() | ![]() ![]() | Medium infantry with some fire resistance. |
![]() | Zebulunite Soldier ![]() ![]() ![]() | ![]() ![]() | Light infantry that fits four to a square. Perhaps could be used as a blocker unit after application of Body Ethereal. |
![]() | Asherite Soldier ![]() ![]() ![]() | Gath's most heavily armoured infantry. Very slow on the strategic map and in combat. | |
![]() | Zebulunite Horn Blower ![]() ![]() ![]() | ![]() ![]() ![]() | Raises the morale of its squad. Useful to fit in for high-stakes engagements where morale becomes important. |
![]() | Gittite Soldier ![]() ![]() ![]() | ![]() ![]() | Light infantry, but fairly inexpensive and deals a bit more damage than its human counterparts. |
![]() | Levite Zealot ![]() ![]() ![]() | ![]() ![]() ![]() | 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 ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | 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. |
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 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Pathboost (-6ALL, +6 Current) ![]() ![]() ![]() Counts as Sun ![]() ![]() ![]() No Wish ![]() ![]() | Commentary 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. |
*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 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.