Table of Contents

LA Caelum, Return of the Raptors

Lore

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 A few of the Airya Seraphs remain, but the ice crafters have been replaced by iron crafters, Raptorian mage-smiths who forge weapons of iron and steel.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

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
air 33 (Rare 4)
death 33 (Rare 4)
earth 22 (Rare 3)
fire 11 (Rare 2)
water 11 (Rare 2)
holy 22
Summons
Many different summons.
and can get you:
fire 55, water 44, earth 44, astral 44, death 55, nature 55, blood 33, holy 44. No .
See Summons for details.
Flying Units
Skilled Archers
Mammoths
Flying
Cold Resistance
Shock Resistance
Ice Protection
Standard Forts

Capitol Gems: 1airgem1watergem1earthgem1deathgem
Cold Limit + 1
Prefers Cold Scale + 1

National Units

Commanders

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
earth 11rp 77
Resource Bonus (10)
Forge Bonus (1)
Commentary here.
Caretaker
140
1
2
earth 11death 11holy 11rp 99
Sacred
Commentary here.
Harab Seraph
175
3
2
air 11death 11random1100%rp 1111 Commentary here.
Caelian Seraph
175
2
2
Capital Only
air 22water 11rp 1111
Cold Resistance (15)
Commentary here.
Harab Elder
430
3
4
Capital Only
air 22earth 11death 22holy 22random1100%
10%
rp 1717
Sacred
Old Age (60/50)
Commentary here.

Troops

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.

Heroes

Sprite Unit Name Special Attributes Comments
Caelos - Sacred One holy 11
Sacred
Cold Resistance (15)
Ice Protection (2)
Snow Move
Commentary here.
Zaelinys - Harab Seraphine death 22holy 22rp 99
Sacred
Cold Resistance (15)
Stealthy (40)
Supply Size (-1)
Flying
Female
Commentary here.

National Spells

Summons

Combat

Summon Spell Unit Special Attributes Comments
Parting of the Soul
(Thaumaturgy 6)
air 11death 11
Paralyze and

Black Hawk x 3
Undisciplined
Animal
Flying
Bird
Mountain Survival
Forest Survival
Commentary here.

Ritual

Summon Spell Unit Special Attributes Comments
Herd of Elephants
(Conjuration 3)
nature 22 and 20naturegem

Elephant x 5+[1/2 lvl]
Animal
Trample
Commentary here.
Ambush of Tigers
(Conjuration 3)
nature 22 and 9naturegem

Tiger x 15+
Darkvision (50%)
Undisciplined
Animal
Forest Survival
Commentary here.
Herd of Buffaloes
(Conjuration 3)
nature 22 and 8naturegem

Buffalo x 5+[1/2 lvl]
Berserker (2)
Animal
Trample
Commentary here.
Call Daevas
(Conjuration 5)
fire 11death 22 and 15deathgem

Daeva x 6
Sacred
Fire Resistance (5)
Shock Resistance (5)
Chaos Power (1)
Fear (5)
Flying
Demon
Commentary here.
Call Jahi
(Conjuration 5)
fire 11death 33 and 15deathgem

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)
astral 22 and 15astralpearl

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)
water 11astral 22 and 12astralpearl

Ahurani
water 22holy 11rp 99
Sacred
Cold Resistance (5)
Poison Resistance (15)
Disease Healer (1)
Waterbreathing (120)
UW Regeneration (50%)
Awe (2)
Recuperation
Female
Slash Resistant Blunt Resistant Pierce Resistant Magic Being Flying Amphibious Need Not Eat Spirit Sight
Commentary here.
Call Yata
(Conjuration 6)
fire 22death 33 and 40deathgem

Daeva of Shooting Stars or
Daeva of Frost and Snow or
Yata or
Pairika
death 33astral 33holy 22rp 1717
water 33death 33holy 22rp 1717
fire 33death 33holy 22rp 1717
fire 22death 22blood 33holy 22rp 1919
Common Attributes:
Sacred
Chaos Power (1)
Fear (7 or 8)
Flying
Demon
Spirit Sight
Commentary here.
Call Celestial Yazad
(Conjuration 6)
astral 44 and 40astralpearl

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
fire 44astral 22holy 22rp 1717
fire 33astral 33holy 22rp 1717
air 22astral 44holy 22rp 1717
air 44astral 22holy 22rp 1717
water 44astral 22holy 22rp 1717
earth 33astral 22nature 22holy 22rp 1919
Common Attributes:
Cold Resistance (5 to 12)
Shock Resistance (10)
Awe (3)
Magic Being
Flying
Spirit Sight
Commentary here.
Call Fravashi
(Conjuration 7)
astral 33 and 30astralpearl

Ancestral Fravashi
air 33astral 22holy 33rp 1515
Sacred
Fire Resistance (15)
Shock Resistance (20)
Awe (4)
Magic Being
Ethereal
Flying
Need Not Eat
Commentary here.
Call Greater Daeva
(Conjuration 8)
fire 22death 44 and 60deathgem

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
death 44blood 33holy 33rp 1919
fire 33death 44holy 33rp 1919
fire 44blood 33holy 44rp 1919
earth 44death 33holy 44rp 1919
fire 44earth 33death 22holy 33rp 2323
death 55holy 33rp 1515
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)
astral 55 and 60astralpearl

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
air 44earth 33holy 44rp 1919
nature 55holy 33rp 1515
fire 66holy 33rp 1515
earth 22nature 33holy 33rp 1515
water 44holy 33rp 1313
earth 44nature 22holy 44rp 1717
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)
fire 11death 44 and 15deathgem

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.

Magic Access

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
fire 11death 11 Harab Seraph (1 in 5) + or
fire 11death 22 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
fire 11death 22 Harab Elder (1 in 5) +
Of the six Greater Daevas, five have Death, three have Fire, two have Earth, and two have blood 33.

Call Celestial Yazad Limited
Mage with astral 44
Two of the six Yazads have Fire, two have Air, one has water 44, one has earth 33, one has nature 22.

Call Amesha Spenta Limited
Mage with astral 55
There are six Amesha Spentas, three with Earth, three with Nature, one with air 44, one with fire 66, one with water 44,

Multi-Path Boosters

A mage with Astral enough to do the summons is close to a Ring of Sorcery and Ring of Wizardry.

Fire

Highest starting: fire 11 Harab Seraph (1 in 5) or Harab Elder (1 in 5)

Skull of Fire
fire 11death 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.

Air

Highest starting: air 33 Harab Elder (1 in 5), requires a level of Air empowerment.

Call Fravashi
Mage with astral 33.
The Ancestral Fravashi has air 33.

See above for Call Celestial Yazad, Call Amesha Spenta.

Water

Highest starting: water 11 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
water 11earth 11 Harab Elder (1 in 5) +

Streams from Hades
water 11death 11 Harab Seraph (1 in 5) or water 11death 22 Harab Elder (1 in 5) +

See above for Call Yata, Call Celestial Yazad, Call Amesha Spenta.

Earth

Highest starting: earth 22 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.

Astral

No recruitable access. See above for Call Yata, Call Celestial Yazad.

Summon Spectre
death 33 Harab Elder (1 in 5)
Spectre has a 7 in 16 chance of at least astral 11.

Call Fravashi
Mage with astral 33.
The Ancestral Fravashi has astral 22.

Hidden in Sand in Wasteland
earth 22death 22 Harab Elder (1 in 5) +
Dust Priest has astral 22

Hidden Underneath Underneath
earth 22death 22 Harab Elder (1 in 5) +
Released Sage has a 3 in 4 chance of at least astral 11

Death

Highest starting: death 33 Harab Elder (1 in 5)

Call Yata Limited
fire 11death 22 Harab Elder (1 in 5) +
3 in 4 Yatas have death 33, 1 has death 22.

Call Greater Daeva Limited
fire 11death 22 Harab Elder (1 in 5) +
Five of the six Greater Daevas have Death.

Nature

No national access. See above for Call Celestial Yazad, Call Amesha Spenta.

Glamour

No national access.

Troll King's Court
earth 22 Harab Elder (1 in 5) +
Troll King has glamour 11

Summon Spectre
death 33 Harab Elder (1 in 5)
Spectre has a 7 in 16 chance of at least glamour 11.

Blood

No national access. See above for Call Greater Daeva.

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

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