Caelum is a magocracy of winged humanoids who inhabit the highest mountain peaks. In ancient times, there were three Caelian clans led by semi-divine beings known as Yazatas. Centuries ago the Harab Seraphs of the Raptor clan were accused of polluting the purifying flames and tainting the sacred task of the Seraphines. They were condemned by the High Seraphs of the Airya clan and civil war broke out. The Raptors were banished and scattered across the world. But now a new God is rising and the scattered tribes have gathered. The Raptors have returned to Caelum and overthrown the magocracy. Harab Seraphs, the mage-priests of this new and dark faith, have replaced the High Seraphs and black-winged Raptors have become the ruling elite. Now the Raptors have cast their eyes upon other nations. The Harab Seraphs are skilled in Air, Death and Earth magic. A few of the Airya Seraphs remain, but the ice crafters have been replaced by iron crafters, Raptorian mage-smiths who forge weapons of iron and steel. The secrets of the magical ice of former times are all but forgotten. Caelians are thin and light. The Raptorians are slightly stronger and are martially superior to the other clans. They are not as resistant to the elements as the other Caelians. Airya Clan Caelians are resistant to cold, but few of them remain. Spire Horn Caelians are less resistant to cold but have partial resistance to lightning. They are skilled archers and prefer hit-and-run tactics, even though they do have some heavy troops, such as huge Mammoths.
"Caelum was originally a purely fictional nation of winged humanoids living atop the coldest mountain peaks. Later development has gifted them with Zoroastrian traits. In a Dominions 4 patch, the nation’s backstory was remade and more Zoroastrian traits, summons, and spells were added to the nation. The backstory of a primordial was between Daevas and Yazatas along with concepts of the pollution of the sacred flame merged with earlier ideas of Catharsis/Anthrax. We also added some new guardian spirit mechanics based on Zoroastrian concepts of the soul." -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) 2 (Rare 3) 1 (Rare 2) 1 (Rare 2) 2 | Summons Many different summons. and can get you: 5, 4, 4, 4, 5, 5, 3, 4. No . See Summons for details. | Flying Units Skilled Archers Mammoths | Flying Cold Resistance Shock Resistance Ice Protection | Standard Forts |
Capitol Gems: 1111
Cold Limit + 1
Prefers Cold Scale + 1
All Commanders have Supply Size (-1) and Flying
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Airya Scout 35 13 1 | Cold Resistance (15) Stealthy (55) Ice Protection (1) | Commentary here. | |
Raven Lord 70 25 1 | Stealthy (40) Ambidextrous (2) | Commentary here. | |
Storm General 95 36 1 | Cold Resistance (10) Shock Resistance (10) Ice Protection (2) Storm Immunity | Commentary here. | |
Iron Crafter 65 3 2 | 17 Resource Bonus (10) Forge Bonus (1) | Commentary here. | |
Caretaker 140 1 2 | 1119 Sacred | Commentary here. | |
Harab Seraph 175 3 2 | 111100%11 | Commentary here. | |
Caelian Seraph 175 2 2 Capital Only | 2111 Cold Resistance (15) | Commentary here. | |
Harab Elder 430 3 4 Capital Only | 21221100% 10%17 Sacred Old Age (60/50) | Commentary here. |
All Commanders have Supply Size (-1) and Flying except for the obvious ones.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Spire Horn Militia 8 5 5 | Cold Resistance (5) Shock Resistance (5) | Commentary here. | |
Raptorian Militia 8 4 5 | Commentary here. | ||
Airya Light Infantry 10 11 9 | Cold Resistance (15) Ice Protection (1) | Commentary here. | |
Airya Infantry 10 16 9 | Cold Resistance (15) Ice Protection (1) | Commentary here. | |
Raptorian Warrior 10 12 9 | Commentary here. | ||
Raptorian Warrior 10 24 9 | Commentary here. | ||
Raptorian Warrior 10 26 9 | Commentary here. | ||
Spire Horn Archer 10 7 9 | Cold Resistance (5) Shock Resistance (5) Storm Immunity | Commentary here. | |
Spire Horn Warrior 10 7 9 | Cold Resistance (5) Shock Resistance (5) Storm Immunity | Commentary here. | |
Iron Crow 14 26 18 | Commentary here. | ||
Storm Guard 15 31 21 | Cold Resistance (10) Shock Resistance (10) Ice Protection (2) Storm Immunity | Commentary here. | |
Iceclad 15 40 21 Capital Only | Cold Resistance (15) Ice Protection (2) | Commentary here. | |
Raven Guard 16 23 23 | Stealthy (40) Ambidextrous (1) | Commentary here. | |
Mammoth Rider 120 27 34 | Cold Resistance (20) Shock Resistance (5) Storm Immunity | Commentary here. | |
Mammoth | Cold Resistance (15) No Throw Off Animal Trample Snow Move | Commentary here. | |
Mammoth Archer x 2 | Cold Resistance (5) Shock Resistance (5) Storm Immunity Mobile Archer | Commentary here. | |
Iron Hail Archer 16 9 16 Capital Only | Sacred Reinvigoration (2) | Commentary here. | |
Earthbound 23 38 27 Capital Only | Sacred Reinvigoration (3) | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Caelos - Sacred One | 1 Sacred Cold Resistance (15) Ice Protection (2) Snow Move | Commentary here. | |
Zaelinys - Harab Seraphine | 229 Sacred Cold Resistance (15) Stealthy (40) Supply Size (-1) Flying Female | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Parting of the Soul (Thaumaturgy 6) 11 | Paralyze and Black Hawk x 3 | Undisciplined Animal Flying Bird Mountain Survival Forest Survival | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Herd of Elephants (Conjuration 3) 2 and 20 | Elephant x 5+[1/2 lvl] | Animal Trample | Commentary here. |
Ambush of Tigers (Conjuration 3) 2 and 9 | Tiger x 15+ | Darkvision (50%) Undisciplined Animal Forest Survival | Commentary here. |
Herd of Buffaloes (Conjuration 3) 2 and 8 | Buffalo x 5+[1/2 lvl] | Berserker (2) Animal Trample | Commentary here. |
Call Daevas (Conjuration 5) 12 and 15 | Daeva x 6 | Sacred Fire Resistance (5) Shock Resistance (5) Chaos Power (1) Fear (5) Flying Demon | Commentary here. |
Call Jahi (Conjuration 5) 13 and 15 | Jahi | Sacred Fire Resistance (5) Stealthy (60) Chaos Power (1) Dream Seduction (Morale vs. 15) Flying Spy Need Not Eat Demon Spirit Sight Female | Commentary here. |
Summon Yazatas (Conjuration 5) 2 and 15 | Yazad x 6 | Sacred Cold Resistance (5) Shock Resistance (10) Awe (2) Supply Size (-1) Magic Being Flying Storm Immunity | Commentary here. |
Call Ahurani (Conjuration 5) 12 and 12 | Ahurani | 219 Sacred Cold Resistance (5) Poison Resistance (15) Disease Healer (1) Waterbreathing (120) UW Regeneration (50%) Awe (2) Recuperation Female | Commentary here. |
Call Yata (Conjuration 6) 23 and 40 | Daeva of Shooting Stars or Daeva of Frost and Snow or Yata or Pairika | 33217 33217 33217 223219 Common Attributes: Sacred Chaos Power (1) Fear (7 or 8) Flying Demon Spirit Sight | Commentary here. |
Call Celestial Yazad (Conjuration 6) 4 and 40 | Yazad of Fire or Yazad of Justice or Yazad of the Stars or Yazad of the Sky or Yazad of Water or Yazad of the Earth | 42217 33217 24217 42217 42217 322219 Common Attributes: Cold Resistance (5 to 12) Shock Resistance (10) Awe (3) Magic Being Flying Spirit Sight | Commentary here. |
Call Fravashi (Conjuration 7) 3 and 30 | Ancestral Fravashi | 32315 Sacred Fire Resistance (15) Shock Resistance (20) Awe (4) Magic Being Ethereal Flying Need Not Eat | Commentary here. |
Call Greater Daeva (Conjuration 8) 24 and 60 | Akem Manah - Daeva of Evil Intentions or Indra - Daeva of Frozen Minds or Saurva - Daeva of Oppression or Nanghaithya - Daeva of Discontent or Taurvi - Daeva of Destruction or Zauri - Daeva of Aging | 43319 34319 43419 43419 432323 5315 Common Attributes: Unique Sacred Fire Resistance (15 to 22) Chaos Power (1) Fear (5 to 10) Invulnerability (15 to 20) Flying Need Not Eat Demon Spirit Sight | Commentary here. |
Call Amesha Spenta (Conjuration 8) 5 and 60 | Khshathra Vairya - Spenta of Sky and Metals or Vohu Manah - Spenta of Animals or Asha Vahishta - Spenta of Fire or Ameretat - Spenta of Plants or Haurvatat - Spenta of Waters or Spenta Armaiti - Spenta of the Earth | 43419 5315 6315 23315 4313 42417 Common Attributes: Unique Sacred Shock Resistance (15 to 22) Awe (5) Invulnerability (15 to 20) Magic Being Flying Need Not Eat Spirit Sight | Commentary here. |
Call of the Drugvant (Thaumaturgy 7) 14 and 15 | Daeva x 2d6 event | Sacred Fire Resistance (5) Shock Resistance (5) Chaos Power (1) Fear (5) Flying Demon | Commentary here. |
Brigand Leader x 2 event | Stealthy (40) Cause Unrest (2 per month) Mountain Survival Forest Survival | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
LA Caelum has summonable mages with a variety of paths. The Astral ones require either a pretender or a summoned mage:
Call Yata Limited
11 Harab Seraph (1 in 5) + or
12 Harab Elder (1 in 5) +
The four Yatas all have Death, two have Fire, one has Astral, one has Water, one has Blood.
Call Greater Daeva Limited
12 Harab Elder (1 in 5) +
Of the six Greater Daevas, five have Death, three have Fire, two have Earth, and two have 3.
Call Celestial Yazad Limited
Mage with 4
Two of the six Yazads have Fire, two have Air, one has 4, one has 3, one has 2.
Call Amesha Spenta Limited
Mage with 5
There are six Amesha Spentas, three with Earth, three with Nature, one with 4, one with 6, one with 4,
A mage with Astral enough to do the summons is close to a Ring of Sorcery and Ring of Wizardry.
Highest starting: 1 Harab Seraph (1 in 5) or Harab Elder (1 in 5)
Skull of Fire
11 Harab Seraph (1 in 5) or Harab Elder (1 in 5)
See above for Call Yata, Call Celestial Yazad, Call Greater Daeva, Call Amesha Spenta.
Highest starting: 3 Harab Elder (1 in 5), requires a level of Air empowerment.
Call Fravashi
Mage with 3.
The Ancestral Fravashi has 3.
See above for Call Celestial Yazad, Call Amesha Spenta.
Highest starting: 1 Caelian Seraph or Harab Elder (1 in 5), requires a level of empowerment to get past Water Bracelet and up to Robe of the Sea.
Orb of Atlantis Unique
11 Harab Elder (1 in 5) +
Streams from Hades
11 Harab Seraph (1 in 5) or 12 Harab Elder (1 in 5) +
See above for Call Yata, Call Celestial Yazad, Call Amesha Spenta.
Highest starting: 2 Harab Elder (1 in 5)
The Harab Seraph or Harab Elder has the right crosspaths for Staff of Elemental Mastery, but too many boosters to be practical.
See above for Call Celestial Yazad, Call Greater Daeva, Call Amesha Spenta.
No recruitable access. See above for Call Yata, Call Celestial Yazad.
Summon Spectre
3 Harab Elder (1 in 5)
Spectre has a 7 in 16 chance of at least 1.
Call Fravashi
Mage with 3.
The Ancestral Fravashi has 2.
Hidden in Sand in Wasteland
22 Harab Elder (1 in 5) +
Dust Priest has 2
Hidden Underneath Underneath
22 Harab Elder (1 in 5) +
Released Sage has a 3 in 4 chance of at least 1
Highest starting: 3 Harab Elder (1 in 5)
Call Yata Limited
12 Harab Elder (1 in 5) +
3 in 4 Yatas have 3, 1 has 2.
Call Greater Daeva Limited
12 Harab Elder (1 in 5) +
Five of the six Greater Daevas have Death.
No national access. See above for Call Celestial Yazad, Call Amesha Spenta.
No national access.
Troll King's Court
2 Harab Elder (1 in 5) +
Troll King has 1
Summon Spectre
3 Harab Elder (1 in 5)
Spectre has a 7 in 16 chance of at least 1.
No national access. See above for Call Greater Daeva.
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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