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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Hero ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Rephaite giants with enormous appetites Horite cave dwellers Enkidu slaves Avvite giants Chariots | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() |
Capitol Gems: 22
1
2
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.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Avvite Scout![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Avvite Commander![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Qedesim![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Qedesot![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Horite Shaman![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ammi![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Acha![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Kohen![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ba'al![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Melqart![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
:
Resist Cold (5),
Resist Fire (5),
Darkvision (50%),
Wasteland Survival,
Mountain Survival
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Enkidu Slave ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Horite![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Horite Hunter![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Horite Champion![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Avvite Spearman![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Avvite Light Infantry![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Avvite Swordsman![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Avvite Heavy Archer![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Avvite Horn Blower![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Dawn Guard![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Avvite Charioteer![]() ![]() ![]() | ![]() | Commentary here. |
![]() | War Cart | ![]() ![]() ![]() | Commentary here. |
![]() | Rephaite Warrior![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
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: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Mazzikim (Conjuration 3) ![]() ![]() | ![]() Mazzik x 10 | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Lilot (Conjuration 5) ![]() ![]() | ![]() Lilot | ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Summon Se'irim (Blood 3) ![]() ![]() in ![]() | ![]() Se'ir x 5 | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Shedim (Blood 4) ![]() ![]() ![]() in ![]() | ![]() Shed x 3 | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Release Lord of Civilization (Blood 9) ![]() ![]() | Grigori: ![]() ![]() ![]() ![]() | Common Attributes: ![]() Unique ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() No Wish | Commentary here. |
![]() Semyaza - Grigori or | Differences: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Shamshiel - Grigori or | Differences: ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Kokabel - Grigori or | Differences: ![]() ![]() ![]() | Commentary here. | |
Arakiel - Grigori or | Differences: ![]() ![]() ![]() ![]() | Commentary here. | |
Ezekiel - Grigori or | Differences: ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
![]() Azazel - Grigori | Differences: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
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.
A Fire random Ba'al has
3. 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.
No native access. 8 can Bind Demon Lord, which has a 1 in 6 chance of giving a
5 demon lord. It may seem like a low rate, but it also has a 3 in 6 chance of at least
4.
No native access. 2
5 can Contact Lamia Queen for a 7 in 16 chance of at least
1.
3 can Summon Spectre for a 7 in 16 chance of at least
1.
An Earth random Ba'al has
3
2, 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.
3 Ba'al (1 in 3), with a
Blood booster, or an
2 Melqart with an
Astral booster, can forge the unique The Oath Rod of Kurgi.
Horite Shaman is the only native option. If it can get to 3 using boosters forged by other mages, it can use Hidden Underneath.
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.
No native access. 3 can cast Forest Troll Tribe for a 1 in 4 chance of
1.
3 can Summon Spectre for a 7 in 16 chance of at least
1.
A Melqart can climb Blood relatively easily. An
3 Ba'al (1 in 3) can create the Tome of Lower Planes, making it even easier.
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.
Chassis: Awake Titan of Crossroads
Paths: 4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6
2
0
3
1
2
3
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.