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 |
---|---|---|---|---|
3 (Rare 4) 3 (Rare 4) 3 (Rare 4) 3 2 2 1 1 | Hero 431 431 431 431 431 2242 Summons 32454 (req. 8) 4443 (req. 8) 4443 (req. 8) 4443 (req. 8) 543 (req. 8) 4443 (req. 8) | 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: 2212
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 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 | 1 Sacred Wasteland Survival | Commentary here. | |
Qedesot 100 2 1 | 1 Sacred Wasteland Survival | Commentary here. | |
Horite Shaman 125 2 2 | 111 5 Resist Fire(5) Resist Cold(5) Darkvision (50%) Supply bonus (10) Wasteland Survival Mountain Survival | Commentary here. | |
Ammi 170 2 2 | 2200% 9 Wasteland Survival Fortune Teller (15%) | Commentary here. | |
Acha 225 2 2 | 2 9 Wasteland Survival Healer(2) Supply bonus (20) | Commentary here. | |
Kohen 350 8 2 Holy Points x 2 | 111100% 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 | 213300% 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 | 312200% 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. |
: 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. |
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. |
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. |
Summon Lilot (Conjuration 5) 4 and 15 | Lilot | Stealthy (+55) Dream Seduction (Morale vs. 14) Flying Demon Wasteland Survival Female | Commentary here. |
Summon Se'irim (Blood 3) 2 and 23 in Waste | Se'ir x 5 | 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. |
Release Lord of Civilization (Blood 9) 8 and 177 | Grigori: | Common Attributes: Sacred Unique Fire Resistance (15) Poison Resistance (15) Resist (15) Stealthy (+60) Fear (+10) Invulnerability (30) Damage Reversal (14 vs. MR) Corruptor (Morale vs. 13) Magic Being Flying Need Not Eat Demon Spirit Sight No Wish | Commentary here. |
Semyaza - Grigori or | Differences: 4443 Poison Resistance (22) Healer (3) Supply Bonus (+40) Corruptor (Morale vs. 14) | Commentary here. | |
Shamshiel - Grigori or | Differences: 4443 Fire Resistance (22) | Commentary here. | |
Kokabel - Grigori or | Differences: 543 | Commentary here. | |
Arakiel - Grigori or | Differences: 4443 | Commentary here. | |
Ezekiel - Grigori or | Differences: 4443 Shock Resistance (22) | Commentary here. | |
Azazel - Grigori | Differences: 32454 Fire Resistance (20) Fear (+15) Invulnerability (35) Corruptor (Morale vs. 15) | 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. 25 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 32, 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: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
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