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dom6:hinnom-ea

EA Hinnom, Sons of the Fallen

Lore

Hinnom is a dry wasteland inhabited by giants. At the dawn of time, on the sacred Mount Hermon, six Angels in full celestial splendor descended to aid and instruct the giants of the land. The Avvim were a people strong and beautiful of mind and body. They were adept students and their culture flourished under the tutelage of the Grigori, the angelic Watchers. But before long the Angels became enamored with the Avvim and taught them things that should not be taught. Tempted by the beauty of the Avvim, they took their daughters as wives and sinned before the Celestial Powers. Their offspring were the Nephilim, giants of godlike power, abominable to the world. The Angels were imprisoned in the Infernal Realms for their sins, but the Nephilim were partly of this world and could not be banished by the Celestial Powers. The Nephilim made themselves kings over the Avvim, and they fathered sons who became known as the Rephaim. The Nephilim and their sons had unnatural appetites and consumed food, livestock, beasts and finally their own offspring. With time, the Nephilim left Hinnom in search of a purpose and left their sons to rule the Avvim.

"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.

Hinnom draws more heavily on the biblical and Enochian tradition, while the veneration of the deified dead kings of Ashdod draws inspiration from the Ras Shamra and Canaanite/Ugaritic concepts of the dead. The rephaim/r'p'm of the Ugaritic texts are ghosts or deified dead rather than giants, so Ashdod turned out a bit different than I first intended, with death magic replacing blood. The shift from blood to death gave the nation a different and interesting mood. . . .

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 33 (Rare 4)
earth 33 (Rare 4)
astral 33 (Rare 4)
blood 33
nature 22
air 22
death 11
holy 11
Hero
fire 44blood 33holy 11
air 44blood 33holy 11
earth 44blood 33holy 11
astral 44blood 33holy 11
nature 44blood 33holy 11
fire 22astral 22blood 44holy 22
Summons
fire 33earth 22astral 44blood 55holy 44 (req. blood 88)
astral 44nature 44blood 44holy 33 (req. blood 88)
air 44astral 44blood 44holy 33 (req. blood 88)
fire 44astral 44blood 44holy 33 (req. blood 88)
astral 55blood 44holy 33 (req. blood 88)
earth 44astral 44blood 44holy 33 (req. blood 88)
Rephaite giants with enormous appetites
Horite cave dwellers
Enkidu slaves
Avvite giants
Chariots
Sacreds (2 pts.)
Cause Unrest
Kills Population
Gluttony
Fear of the Flood
Fear
Resist Fire
Need Not Eat
Giant Forts

Capitol Gems: 2firegem2earthgem1astralpearl2bloodslave

National Special Features

Prefers Heat Scale +2
Heat Limit +1

Blood Sacrifice: Priests can sacrifice a blood slave at a temple to help extend the dominion.

The Avvim are civilized Giants, Size 4 beings (two-to-a-square) adapted to Wastes. The average Avvite soldier has 24 HP, 1 Natural Protection, 15 Strength, 11 Attack Skill and Defence Skill, and 12 Magic Resistance and Morale; their priests and mages are less able, however. They have typical mobility for small giants (16 Map Movement & 14 Combat Speed).

The Horim are uncivilized Giants, Size 4 beings (two-to-a-square) barely different from cavemen. The average Horite has 25 HP, 2 Natural Protection, 17 Strength, 13 Morale while buck naked, 8 Magic Resistance, and 9's in Attack Skill, Defence Skill, and Precision. They also have typical mobility for small giants (16 Map Movement & 14 Combat Speed). Due to their hard existence, they have 5 Fire Resistance, 5 Cold Resistance, 50% Darkvision, and adaptations to Mountains and Wastes.

The Rephaim are the true masters of Hinnom, however. They come in Size 7 and Size 8 varieties, with the Size 7 ones being troops. At a bare minimum, Rephaim have 50 HP, 3 Natural Protection, 20 Strength, 11 Attack Skill, 9 Defence Skill, 13 Morale, 2 Encumbrance, 15 Magic Resistance, and 5 Fire Resistance; all of them have at least one stat that's better than this baseline, though. The soldiers have 20 Map Movement and 16 Combat Speed naked. Last-but-not-least, all Rephaim have a bonus attack, capable of cutting people in half by swinging their heads down. Unfortunately, this power comes at a price; Rephaim have no need of food, but will still feast on whatever Supplies are present, and will also eat the locals.
Fortunately, there's no penalty for just leaving a Rephaite in an empty Waste. In fact, Rephaim have 5 less Morale while it rains.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Avvite Scout
55
14
1
Stealthy (50)
Wasteland Survival
Mountain Survival
Forest Survival
Commentary here.
Avvite Commander
115
23
1
Wasteland Survival Commentary here.
Qedesim
90
2
1
holy 11
Sacred
Wasteland Survival
Commentary here.
Qedesot
100
2
1
holy 11
Sacred
Wasteland Survival
Commentary here.
Horite Shaman
125
2
2
earth 11death 11nature 11 5
Resist Fire(5)
Resist Cold(5)
Darkvision (50%)
Supply bonus (10)
Wasteland Survival
Mountain Survival
Commentary here.
Ammi
170
2
2
random2200% 9
Wasteland Survival
Fortune Teller (15%)
Commentary here.
Acha
225
2
2
nature 22 9
Wasteland Survival
Healer(2)
Supply bonus (20)
Commentary here.
Kohen
350
8
2
Holy Points x 2
blood 11holy 11random1100% 9
Sacred
Resist Fire (5)
Cause Unrest (+2/Month)
Kills Population (20)
Gluttony (10)
Fear of the Flood (5)
Need Not Eat
Wasteland Survival
Commentary here.
Ba'al
635
3
4
Capital Only
Holy Points x 2
blood 22holy 11random3300%
10%
15
Sacred
Resist Fire (10)
Fear (5)
Cause Unrest (+5/Month)
Kills Population (50)
Gluttony (15)
Fear of the Flood (5)
Need Not Eat
Wasteland Survival
Commentary here.
Melqart
675
107
4
Capital Only
Holy Points x 2
blood 33holy 11random2200% 15
Sacred
Resist Fire (10)
Adept Sacrificer (3)
Fear (5)
Blood Searcher (3)
Cause Unrest (+8/Month)
Kills Population (80)
Gluttony (20)
Fear of the Flood (5)
Need Not Eat
Wasteland Survival
Commentary here.

Troops

: Resist Cold (5), Resist Fire (5), Darkvision (50%), Wasteland Survival, Mountain Survival

Sprite Unit Name Special Attributes Comments
Enkidu Slave
11
2
3
Slave Commentary here.
Horite
18
1
4
Commentary here.
Horite Hunter
21
3
13
Commentary here.
Horite Champion
23
2
10
Commentary here.
Avvite Spearman
25
21
15
Wasteland Survival Commentary here.
Avvite Light Infantry
25
13
15
Wasteland Survival Commentary here.
Avvite Swordsman
25
22
15
Wasteland Survival Commentary here.
Avvite Heavy Archer
25
31
15
Wasteland Survival Commentary here.
Avvite Horn Blower
35
24
24
Wasteland Survival
Standard (1)
Siege Bonus (5)
Commentary here.
Dawn Guard
40
29
28
Wasteland Survival
Bodyguard (2)
Commentary here.
Avvite Charioteer
55
48
25
Wasteland Survival Commentary here.
War Cart Animal
Trample
Wasteland Survival
Commentary here.
Rephaite Warrior
100
50
39
Capital Only
Sacred
Resist Fire (5)
Cause Unrest (+2/Month)
Kills Population (20)
Gluttony (10)
Fear of the Flood (5)
Need Not Eat
Wasteland Survival
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Sons of the Grigori
Earliest Arrival Turn (20)
- Son of Azazel
- Son of Semyaza
- Son of Ezekiel
- Son of Shamshiel
- Son of Kokabel
- Son of Arakiel
Magic Paths Vary
Common Attributes:
Sacred
Resist Fire (15)
Fear (5)
Cause Unrest (+12/Month)
Kills Population (120/Month)
Gluttony (50)
Fear of the Flood (10)
Need Not Eat
Wasteland Survival
Commentary here.

National Spells and Item

Summons

Ritual
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.
Summon Lilot
(Conjuration 5)
nature 44 and 15naturegem

Lilot
Stealthy (55)
Dream Seduction (Morale vs. 14)
Flying
Demon
Wasteland Survival
Female
Commentary here.
Summon Se'irim
(Blood 3)
blood 22 and 23bloodslave

Se'ir x 5
Sacred
Berserker (4)
Need Not Eat
Demon
Wasteland Survival
Commentary here.
Summon Shedim
(Blood 4)
air 11blood 33 and 28bloodslave

Shed x 3
Resist Shock (15)
Storm Power (2)
Flying
Storm Immunity
Need Not Eat
Demon
Commentary here.
Release Lord of Civilization
(Blood 9)
blood 88 and 177bloodslave

- Azazel - Grigori
- Semyaza - Grigori
- Ezekiel - Grigori
- Shamshiel - Grigori
- Kokabel - Grigori
- Arakiel - Grigori
Magic Paths Vary
Common Attributes:
Sacred
Resist (15 to 22)
Stealthy (60)
Fear (15)
Invulnerability (30 to 35)
Damage Reversal (14 vs MR)
Corruptor (Morale vs. 13 to 15)
Magic Being Flying Need Not Eat Demon Spirit Sight No Wish
Commentary here.

Discounted Item

  • Wall Shaker (Construction 5)
    air 33 and 12airgem
    Commentary here.

Magic Access

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

The Sons of Grigori are a bunch of heroes with a wide variety of paths. After turn 20, Hinnom may suddenly find itself with 4 in a path it didn't have access to before.

Similarly, Release Lord of Civilization summons one of six Grigori who have widely varying paths.

Fire

A Fire random Ba'al has fire 33. If it can forge the unique The Ruby Eye, it can keep heading up. If it has two Blood boosters, it can cast Bind Arch Devil and have the Devil go up the path. Otherwise, it'll need to be empowered.

Air

No native access. blood 88 can Bind Demon Lord, which has a 1 in 6 chance of giving a air 55 demon lord. It may seem like a low rate, but it also has a 3 in 6 chance of at least glamour 44.

Water

No native access. death 22nature 55 can Contact Lamia Queen for a 7 in 16 chance of at least water 11.

death 33 can Summon Spectre for a 7 in 16 chance of at least water 11.

Earth

An Earth random Ba'al has earth 33blood 22, a great crosspath for climbing Earth. Also, the Horite Shaman, given an Earth and a Nature booster, can create the unique The Tome of Gaia.

Astral

astral 33 Ba'al (1 in 3), with a Blood booster, or an astral 22 Melqart with an Astral booster, can forge the unique The Oath Rod of Kurgi.

Death

Horite Shaman is the only native option. If it can get to earth 33 using boosters forged by other mages, it can use Hidden Underneath.

Nature

Horite Shaman with a Thistle Mace made by a Acha and an Earth booster, it can create the unique The Tome of Gaia. Use the Acha to climb the path.

Glamour

No native access. nature 33 can cast Forest Troll Tribe for a 1 in 4 chance of glamour 11.

death 33 can Summon Spectre for a 7 in 16 chance of at least glamour 11.

Blood

A Melqart can climb Blood relatively easily. An astral 33 Ba'al (1 in 3) can create the Tome of Lower Planes, making it even easier.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/hinnom-ea.txt · Last modified: 2024/04/22 20:48 by fenrir