Hinnom is a dry wasteland inhabited by giants. At the dawn of time, one the sacred Mount Hermon, six Angels in full celestial splendor descended to aid and instruct the land's giants. 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 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 themsalves 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 searching for 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 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 finish 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 nations' main sources. 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 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. I have looked a bit at Sumerian and Babylonian history when designing Hinnom and Ashdod. Gath, on the other hand 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 David and Goliath's legends 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
EA Hinnom has a variety of tough size 3 giant troops, a broad selection of magic paths, affliction healers, recruitable Super Combatants, national blood summons, and national longdead giants. Horite Shamans, Ammis, and Achas are strong and versatile mages in their own right, but the show's real stars are the Rephaim! Kohenim fuel your blood economy, Ba'alim are powerful mages who can sabbath and boost their way up to cast a great variety of powerful spells, Rephaite Warriors are some of the best sacred giants in the game, featuring 2 attacks each, high prot, amazing stats, and even magic weapons, lastly the Melqarts are Hinnom's recruitable Super Combatants, which Hinnom can buff, fluff, and equip to be among the best Super Combatants in the entire game.
While Hinnom has many paths available to it (7 paths in total, 6 of which are at level 2 or higher), crosspaths are a rarity; only the Rephaites and the Horite Shamans have any cross paths, and the Rephaites generally only mix Blood with Earth, Astral, or Fire. While depth in a given magic path is rarely an issue for Hinnom, their lack of cross paths can seriously cut down on the spells available to them and the items they can forge; notably, Hinnom misses out on Earth/Fire and Earth/Astral crosspaths for the Shield of Gleaming Gold and the Cyrstal Coin as well as Gifts from Heaven and Magma Eruption. Hinnom's Rephaites also suffer from their great hunger, disturbing and even eating the population, Melqarts doing so at the prodigious rate of 80 population and 8 unrest per turn each! With even their basic blood hunter, the Kohen Eating 20 population and causing 2 unrest each to turn, their blood economy will be particularly disruptive to their gold economy and will burn provinces to the ground in short order. Were it not for their Need Not Eat tag so that they can be safely sent to a barren wasteland when not needed elsewhere, Rephaites would soon ruin Hinnom's capital.
While Hinnom's Rephaite Warriors are generally inferior to their successors, the Ahiman Anakites, they are still strong sacreds for much the same reasons and can easily be made into nearly indestructible demi-gods. Hinnom also has the blood economy to make extensive use of its national Se'irim summon to supplement their capital only giants. Unlike Ashdod, Hinnom does not need to expand with its sacreds and can easily produce expansion parties each turn composed of Avvite Charioteers, though they will rapidly become obsolete against players.
EA Hinnom is a powerful nation in all stages of the game and can be played with a focus on scales or bless, and under either strategy will experience a strong early, middle, and late game.
Hinnom has a temperature preference for +2 heat and is able to sacrifice blood slaves to spread their dominion. Hinnom also has national longdead Rephaites. These are well-liked because they are larger and more dangerous than generic longdead. These national longdead can be most easily accessed through the Enchantment 1 ritual spell Reanimation which can be easily cast by any Horite Shaman.
Special Race Attributes | Military | Magic Access | Priests | Buildings |
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Prefers Heat Scale +2 Wasteland Survival Avvim: Size 3 1 Base PROT +14 HP vs. Humans +5 STR vs. Humans +1 ATT & DEF vs. Humans +2 MR & MOR vs. Humans Horim: Caveman traits Size 3 2 Base PROT Stronger than Avvim Dumber than Avvim -2 MR vs. Humans Rephaim: Size 5 3-5 Base PROT Sharp Horns Fire Resistance (7-8) Need not Eat Hedonism | Strong Medium Infantry Tramplers Population Killers Healers National Longdead | 3 3 (33%, Rare 4) 3 (33%, Rare 4) 3 (33%, Rare 4) 2 2 (25%) 1 National Heroes: 4, 4, 4, 4, 4, 4 National Late Game Summons 5, 4, 4, 4, 4, 5 (requires 8) | Weak Priests (1) Blood sacrifice ( Pros) | Giant Forts |
Mount Hermon | Gomorrah |
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Provides 2 per turn Provides 2 per turn Provides 1 per turn | Enables recruitment of: - Melqarts - Ba'als - Rephaite Warriors Provides 2 per turn |
As a Giant nation, your units have greater Strength and HP, but the army has fewer units in a square. They have above-average moral and MR. Horites are naked Giants with bad MR, but they alternatively Resist Heat and Cold damage.
Your Size 5 units "got the nasty habit of eating people alive." They will depopulate provinces quickly if left stationary, so either keep them moving or park them to a province you don't care about.
Your commanders are giants and half-giants; they're more expensive than most guys, but they're also much more resilient. Tramplers such as Air Elementals and battlefield wipes such as Earthquake will be less likely to obliterate them, allowing the mages to get their spells out and allowing the troops to avoid early routing.
Image | Unit Name | Special Attributes | Comments |
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Avvite Scout 40 16 1 | Stealthy (50) Wasteland Survival Mountain Survival Forest Survival | While very expensive for scouting, the Avvite scout is a fairly-cheap option for raiding pathetic PD. 32 upkeep (2.67 gold per turn). |
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Qedesim 65 2 1 | 1 Sacred Wasteland Survival | The Qedesim is a half-Giant Priest. While not trained for fighting, he's your cheapest vessel for your Bless. (Dawn Guards are cheaper, but they need leadership, which isn't cheap in Hinnom.) 26 upkeep (2.17 gold per turn). |
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Qedesot 70 2 1 | 1 Sacred Wasteland Survival | The Qedesots, mothers of Ashdod's giants, are the weakest of the Avvim. Despite that, they get an upcharge due to their 10 Leadership, which makes them Rephaim-herders. 28 upkeep (2.33 gold per turn). |
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Avvite Commander 85 26 1 | Wasteland Survival | 80 Leadership, take it or leave it. It might seem like overkill, but it's what you have. 68 upkeep (5.67 gold per turn). |
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Horite Shaman 90 2 2 | 111 5 Resist fire(5) Resist cold(5) Darkvision (50%) Supply bonus (10) Wasteland Survival Mountain Survival | Horite Shamans (or are they Shamen?) have a decent spread of paths for combat. They're low, but a 1 can get the Horite in light-thugging shape, while a 1 can make them raise Rephaite bones. There's also site-searching; they won't find everything, but skimming three paths at once is neat. 72 upkeep (6 gold per turn). |
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Ammi 120 2 2 | 2200% 9 Wasteland Survival Fortune Teller (15%) | The Ammi are your most effective researchers for their price. Hoping for an 2 might get annoying, but all four types are useful. 96 upkeep (8 gold per turn). |
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Acha 160 2 2 | 2 9 Wasteland Survival Healer(2) Supply bonus (20) | The Acha are 2 mages and healers of afflictions. They can cast Mass Protection for two Nature gems. Keep them around your supercombatants to heal and fluff them. 128 upkeep (10.67 gold per turn). |
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Kohen 250 8 2 | 111100% 9 Sacred Resist Fire (6) Wasteland Survival Gluttony (10) Kills Population (20) Cause Unrest (+2/Month) Need not Eat | Kohanim are the only Rephaim and Blood Mages you can recruit off-capital. The other Rephaim are much better as thugs, but they're not as widespread. They're your best blood hunters en masse, but their Rephaite nature makes them less than ideal. 100 upkeep (8.33 gold per turn). |
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Ba'al 455 3 4 Capital Only | 213300% 10% 15 Sacred Fear (5) Resist Fire (8) Wasteland Survival Gluttony (15) Kills Population (50) Cause Unrest (+5/Month) Need not Eat | For all of their hedonism and sins, the Ba'als are darn good Mages. → 3's go wide with damage output. → 3's pick off single targets (but can also provide Luck). → 3's provide all sorts of support. All Ba'als can Sabbath into Communions (at a bit of a cost) and/or Reinvigorate in battle, thanks to their 2. The possible crosspaths that 10% random provides make them even better. 182 upkeep (15.17 gold per turn). |
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Melqart 485 101 4 Capital Only | 312200% 15 Sacred Fear (5) Adept Sacrificer (3) Resist Fire (8) Wasteland Survival Gluttony (20) Kills Population (80) Cause Unrest (+8/Month) Need not Eat | The Melqarts are warrior-Ba'als, fully-equipped and juiced to the gills. Their Fear aura makes them Dai Oni without the weaknesses, though also without Death, Air, or that extra life. Their 3 lets them use Hell Power, just in case you want them MORE powerful. Outside of battle, Melqarts are your fastest Blood Hunters and Blood Sacrificers, though also your most destructive. 194 upkeep (16.17 gold per turn). |
Sprite | Unit Name | Special Attributes | Comments |
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Enkidu Slave 11 2 3 | Slave | Are bad at fighting but are gold efficent siege chaff, Great a cracking forts quickly. In battle, keep them in the back, having a lot of HP in reserve can stop your other units from HP routing. |
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Horite 20 1 4 | Resist Cold (5) Resist Fire (5) Darkvision (50%) Wasteland Survival Mountain Survival | Horite are mere naked men of the wild. During the early to mid game they work out as high strength glass cannon units. Their clubs outdamage the prot of most units. They resist the fatiguing effects of hot and cold, fast map move, and are even more respectable units when fighting in the dark. They fall of by late game because of their low MR. Regular Horites are the most spammable of the three, mix Horite Hunters in your units to reduce enemy Att and Def (especially when facing Elves). Horite Champions are improved Horites in every way. |
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Horite Hunter 23 3 13 | Resist Cold (5) Resist Fire (5) Darkvision (50%) Wasteland Survival Mountain Survival |
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Horite Champion 25 2 10 | Resist Cold (5) Resist Fire (5) Darkvision (50%) Wasteland Survival Mountain Survival |
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Avvite Light Infantry 25 14 15 | Wasteland Survival | Expander unit with a javelin. | |
Avvite Spearman 25 23 15 | Wasteland Survival | Alternative to Swordman. Light Infantry with more armor. Has a ranged weapon to disrupt enemy formation but may also disruptd your own lines when they throw. Pierce damage is situationally better than slashing against high prot targets. |
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Avvite Swordsman 25 25 15 | Wasteland Survival | Cost efficient line units, two in a square will win most matchups against another square of most other line units. You will start to feel the upkeep later in the game as you mass more of them. |
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Avvite Heavy Archer 25 35 15 | Wasteland Survival | High prot, high damage, longbows. Devastating second line, especially when buffed. |
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Avvite Horn Blower 35 25 24 | Wasteland Survival Standard (1) Siege Bonus (5) | Boosts troop morale even higher and cost effective siege strenth. Are not fighters, so mix them in with fighters. Slightly slower then other melee troops so less likly to get killed. |
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Dawn Guard 40 32 28 | Wasteland Survival Bodyguard (2) | Avvite Swordsman with magic weapons and are bodyguards. Expensive but still a good unit later game where magic weapons bypass spells like Fog Warriors. Bodyguards with Magic weapons are good at their job when Ethereal assassins start coming out. |
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Avvite Charioteer 75 31 51 | Trample Wasteland Survival | A great expander, able to trample over indies with ease, while javelins also dealing with barbarian indies. They are still expensive and players can counter chariots. fine to get a few for early game expantions. |
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Rephaite Warrior 130 53 29 Capital Only | Sacred Resist Fire (7) Wasteland Survival Gluttony (10) Kills Population (20) Cause Unrest (+2/Month) Need not Eat | Expensive but strong unit, high stats, two high damage attacks with one being magical. You have to be aggressive with them if you mass recruit them, to prevent them from devouring all your tax payers. Very strong in the early game will eventualy fall off when the game transitions to late game with all its giant counters. |
By midgame you have the chance for the Nephilim, Children of Watchers, fathers of the Rephaites.
They are all lager Melqarts with the following features: Sacred, Fear (5), Resist fire (15), Wasteland Survival, Gluttony (50)
Kills Population (120), Cause Unrest (+12 Per Month), Need Not Eat
They even more destructive to your population, so Keep them in the Rephaites parking lot.
Sprite | Unit Name | Special Attributes | Comments |
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Son of Azazel Minimum hero arrival turn: 20 | 2242 21 | The best fighter. (+1 ATT/DEF) | |
Son of Semyaza Minimum hero arrival turn: 20 | 431 19 healer (3) Resist poison (22) | Dec | |
Son of Ezekiel Minimum hero arrival turn: 20 | 431 19 Resist shock (22) | The most Precise. (+2 PRE) | |
Son of Shamshiel Minimum hero arrival turn: 20 | 431 19 Resist fire (22) | Dec | |
Son of Kokabel Minimum hero arrival turn: 20 | 431 19 | Dec | |
Son of Arakiel Minimum hero arrival turn: 20 | 431 19 | The strongest. (+3 STR) |
Hinnom has 5 national spells, Summon Se'irim, Summon Shedim, Release Lord of Civilization, Summon Mazzikim, and Summon Lilot.
Reanimation is effectively a national spell, as many of the troops it will generate are Rephaite longdead. These longdead are superior in both damage output and durability and can support Hinnom's conventional forces. 50% of them are Longdead Rephaite, Longdead Rephaite, or Longdead Rephaite,
Hinnom can access the following paths on their recruitable mages, without counting heroes, summons, or 10% randoms;
To get 5, give an 3 Ba'al Earth Boots and a Blood Stone (crafted with an 23 Melqart). If you're willing to get to Construction 8, you can then give that same 23 Melqart a Blood Thorn and have him craft a Pebble Skin Suit, bringing your Earth access up to 6. You should then cast Earth Blood Deep Well, simply to flex on Agartha with your superior Earth access (unless they've already summoned an Earth King or gotten a one-in-forty 5 Oracle).
What is the best spell you can use in combat. What spells the best support your national lineup, Is their weakness that you need to fix? Any tricks you should be aware you have?
What is the best ritual you could cast. Are their any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?
Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?
nation exclusive items
The Wall Shaker (Const 4, 3, 15) topples Walls faster and scares off guys who would outnumber you, in case Horim aren't cutting it. Unfortunately, you don't have 3, unless you go the Empowerment route (45) or the Pretender route.
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
youtube of someone discussing the nation
guide page on steam??
forum thread or AAR
Nations | |
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Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |