Table of Contents

LA Ragha, Dual Kingdom

Lore

Ragha is a dual kingdom of fire and ice, rage and serenity. Half of the population are Abysian descendants from the isolated colony of Tur, and half the population are Airyan refugees from Caelum. Tur was a distant and prosperous Abysian colony founded after a successful military campaign against the giants of Ashdod. But the war with Ashdod had been taxing and the colony was cut off from the kingdom by a Arcoscephalean campaign through the fertile lands previously conquered from the giants. For centuries Tur was left alone and an independent kingdom formed. Then came the Caelians. A great host of iceclad warriors descended upon the Turan armies on the plain of Ragha in the mid of winter. The Turan Shah realized that Tur could not stand up to the Caelians for long. Tur was on the brink of destruction when the attacks suddenly stopped. Civil war had broken out in Caelum and the campaign was aborted. Instead Caelian refugees and deserters settled on the plain of Ragha. Airyan Seraphs approached the Turan Shah and peace was negotiated. When the Harab Seraphs of Caelum attacked, the Airyas were saved by the gryphon riders of Tur. This sealed the truce and a strange alliance was formed. Ragha is now a society of two peoples united out of necessity. During winter the Airyas reign and during summer the Turans reign. Even faith has evolved to mimic the legacy of the two peoples. Two different groups of beings are adored and worshiped. But this is starting to change. The One True God has arisen. The peoples of Ragha suffer less from hot or cold climates than other nations.

"Ragha is a dual kingdom of fire and ice, rage and serenity. Half of the population are Abysian descendants from the isolated colony of Tur, and half are Airyan refugees from Caelum. Tur was a distant and prosperous Abysian colony founded after a successful military campaign against the giants of Ashdod. But the war with Ashdod had been taxing and the colony was cut off from the kingdom by an Arcoscephalean campaign through the fertile lands previously conquered by the giants. For centuries, Tur was left alone and an independent kingdom formed. Then came the Caelians. A great host of iceclad warriors descended upon the Turan armies on the plain of Ragha in the middle of winter. The Turan Shah realized that the Tur could not stand up to the Caelians for long. Tur was on the brink of destruction when the attacks suddenly stopped. Civil war had broken out in Caelum and the campaign was aborted. Instead, Caelian refugees and deserters settled on the plain of Ragha. Airyan Seraphs approached the Turan Shah and peace was negotiated. When the Harab Seraphs of Caelum attacked, the Airyas were saved by the gryphon riders of Tur. This sealed the truce and a strange alliance was formed. Ragha is now a society of two peoples united out of necessity. During winter the Airyas reign and during the summer the Turans reign. Even faith has evolved to mimic the legacy of the two peoples. Two different groups of beings are adored and worshiped. But this is starting to change. The One True God has arisen. The peoples of Ragha suffer less from hot or cold climates than the people of other nations.

"Ragha was added in the Caelum patch for Dominions 4. I had played with ideas on a dual Caelian/Abysian nation earlier on, but it wasn't until I started to remake Caelum that those ideas bore fruit. Of the Caelian nations it is probably the one most heavily influenced by history and myth. Since the nation was developed with Zoroastrianism in mind the mage-priests of the nation, dasturs and athravans, became an integral part of the nation and not something that was added ad hoc. The heat/cold preferences of the nation made it a bit difficult to evaluate and balance, but I'm very fond of the concept thematically. The fact that the nation is based on centuries of Persian history and two different dominions nations, gives it more traits than most nations." -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
fire 33
air 33 (Rare 4)
water 22
astral 22 (Rare 3)
death 22
blood 22
holy 22
Heroes:
blood 33holy 11
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.
Turan Infantry
Turan Cavalry
Flying Units
Gryphon Riders
Flying
Cold Resistance
Fire Resistance
Darkvision
Ice Protection
Standard Forts
Temples cost 1200
Temples produce Fire gems

Capitol Gems: 1firegem1airgem1watergem1astralpearl
Turmoil Limit + 1
Prefers Cold Scale + 3

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Airya Scout
35
13
1
Cold Resistance (15)
Stealthy (55)
Ice Protection (1)
Supply Size (-1)
Flying
Commentary here.
Paighan-Salar
50
18
1
Fire Resistance (10)
Darkvision (50)
Wasteland Survival
Mountain Survival
Commentary here.
Airya Spahbed
70
38
1
Cold Resistance (15)
Ice Protection (2)
Supply Size (-1)
Flying
Commentary here.
Turan Spahbed
150
47
1
Fire Resistance (15)
Darkvision (50)
Skilled Rider (3)
Wasteland Survival
Mountain Survival
Commentary here.
Nisean War Horse Fire Resistance (5)
Animal
Commentary here.
Airya Shah
180
32
1
Cold Recruit (1)
holy 11
Sacred
Cold Resistance (15)
Ice Protection (2)
Supply Size (-1)
Flying
Commentary here.
Turan Shah
240
42
1
Heat Recruit (1)
holy 11
Sacred
Fire Resistance (15)
Darkvision (50)
Skilled Rider (3)
Wasteland Survival
Mountain Survival
Commentary here.
Nisean War Horse Fire Resistance (5)
Animal
Commentary here.
Karapan
140
1
1
Heat Recruit (0)
fire 11holy 11random1100%rp 99
Sacred
Fire Resistance (15)
Darkvision (50)
Wasteland Survival
Mountain Survival
Commentary here.
Athravan
140
2
2
Cold Recruit (0)
fire 11holy 11random1100%rp 99
Sacred
Cold Resistance (15)
Supply Size (-1)
Flying
Commentary here.
Zaotar
295
2
2
Cold Recruit (1)
fire 11air 11water 11holy 22random1100%rp 1313
Sacred
Cold Resistance (15)
Supply Size (-1)
Flying
Commentary here.
Dastur
300
1
2
Heat Recruit (1)
fire 11death 11blood 11holy 22random1100%rp 1313
Sacred
Fire Resistance (15)
Darkvision (50)
Wasteland Survival
Mountain Survival
Commentary here.
Airya Seraph
310
2
4
Cold Recruit (1)
air 33water 11astral 11holy 11random1100%
10%
rp 1717
Cold Resistance (15)
Shock Resistance (5)
Supply Size (-1)
Old Age (60/50)
Flying
Commentary here.
Turan Sorcerer
315
1
4
Heat Recruit (1)
fire 33death 11blood 11random1100%
10%
rp 1717
Fire Resistance (30)
Darkvision (50)
Heat Aura (6)
Wasteland Survival
Mountain Survival
Commentary here.
Zhayedan Spahbed
245
65
1
Capital Only
Holy Points x 2
Heat Recruit (1)
Sacred
Fire Resistance (15)
Darkvision (50)
Skilled Rider (1)
Wasteland Survival
Mountain Survival
Commentary here.
Turan Gryphon Sacred
Smart Mount (100)
Animal
Flying
Wasteland Survival
Mountain Survival
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Paighan
8
9
3
Fire Resistance (10)
Darkvision (50)
Wasteland Survival
Mountain Survival
Commentary here.
Airya Archer
10
7
9
Cold Resistance (15)
Supply Size (-1)
Flying
Commentary here.
Airya Light Infantry
10
11
9
Cold Resistance (15)
Ice Protection (1)
Supply Size (-1)
Flying
Commentary here.
Airya Infantry
10
16
9
Cold Resistance (15)
Ice Protection (1)
Supply Size (-1)
Flying
Commentary here.
Turan Infantry
11
19
8
Fire Resistance (10)
Darkvision (50)
Wasteland Survival
Mountain Survival
Commentary here.
Turan Heavy Infantry
13
13
19
Fire Resistance (10)
Darkvision (50)
Wasteland Survival
Mountain Survival
Commentary here.
Turan Horse Archer
27
22
10
Fire Resistance (10)
Darkvision (50)
Skilled Rider (2)
Wasteland Survival
Mountain Survival
Commentary here.
Riding Horse Animal Commentary here.
Turan Cavalry
30
41
24
Fire Resistance (10)
Darkvision (50)
Skilled Rider (2)
Wasteland Survival
Mountain Survival
Commentary here.
War Horse Animal Commentary here.
Savaran Cataphract
55
46
38
Fire Resistance (15)
Darkvision (50)
Skilled Rider (2)
Wasteland Survival
Mountain Survival
Commentary here.
Savaran Guard
60
50
47
Fire Resistance (15)
Darkvision (50)
Bodyguard (2)
Skilled Rider (2)
Wasteland Survival
Mountain Survival
Commentary here.
Nisean War Horse Fire Resistance (5)
Animal
Commentary here.
Turan Elephant Rider
105
99
34
Fire Resistance (10)
Darkvision (50)
Wasteland Survival
Mountain Survival
Commentary here.
War Elephant Animal
Trample
Commentary here.
Elephant Spearman x 2 Fire Resistance (15)
Darkvision (50)
Wasteland Survival
Mountain Survival
Commentary here.
Iceclad Zhayedan
19
40
21
Capital Only
Cold Recruit (1)
Sacred
Cold Resistance (15)
Ice Protection (2)
Supply Size (-1)
Flying
Commentary here.
Zhayedan
125
65
58
Capital Only
Holy Points x 2
Heat Recruit (1)
Sacred
Fire Resistance (15)
Darkvision (50)
Skilled Rider (1)
Wasteland Survival
Mountain Survival
Commentary here.
Turan Gryphon Sacred
Smart Mount (100)
Animal
Flying
Wasteland Survival
Mountain Survival
Stupid
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Zahak - Fatherslayer blood 33holy 11rp 1111
Sacred
Regeneration (10%)
Fire Resistance (15)
Poison Resistance (15)
Blood Searcher (1)
Population Killer (20 per Month)
Supply Size (+5)
Unsurroundable (2)
Wasteland Survival
Mountain Survival
Commentary here.

National Spells and Items

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.

Items

Magic Access

See Magic Access. These guides supplement the summaries at the top.

LA Ragha has summonable mages with a variety of paths:

Call Yata Limited
fire 11death 11 Karapan (1 in 3) or Dastur (1 in 4) +
The four Yatas all have Death, two have Fire, one has Astral, one has Water, one has Blood.

Call Greater Daeva Limited
fire 11death 11 Karapan (1 in 3) or Dastur (1 in 4) +
Of the six Greater Daevas, five have Death, three have Fire, two have Earth, and two have blood 33.

Call Celestial Yazad Limited
astral 22 Airya Seraph (1 in 3) +
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
astral 22 Airya Seraph (1 in 3) +
There are six Amesha Spentas, three with Earth, three with Nature, one with air 44, one with fire 66, one with water 44,

Even though LA Ragha only has recruitable blood 22, Blood is easy to climb, giving access to Bind Heliophagus for power in Fire, Death, and Blood, and Bind Demon Lord for all paths except Water.

Multi-Path Booster

The multi-path boosters that require Astral, Ring of Sorcery and Ring of Wizardry, are practically reachable. Not just because LA Ragha can recruit an astral 33 mage, (which still requires a level of empowerment to reach astral 44), but because the powerful summons that require Astral also motivate investing in the path.

The mages LA Ragha can summon have a wide variety of paths, some of which make getting a new type of booster incredibly easy, like Khshathra Vairya - Spenta of Sky and Metals, who is one easily made Earth booster away from a Staff of Elemental Mastery. When summoning a new mage, check boosters.

Fire

Highest starting: fire 33 Turan Sorcerer

Skull of Fire
fire 11death 11 Karapan (1 in 3) or Dastur (1 in 4)

Bind Arch Devil
fire 11blood 11 Karapan (1 in 3) or Dastur (1 in 4) + Arch Devils have a good chance of 4 in 5 chance of fire 44, 1 in 5 of fire 33.

Multiple LA Ragha mages have Fire and Astral, but The Forbidden Light Unique requires too many boosters to be practical.

See above for Call Yata, Call Greater Daeva, Call Celestial Yazad, and Call Amesha Spenta.

Air

Highest starting: air 33 Airya Seraph
Requires a level of empowerment to get to the key path air 44, or the Unique Tome of High Power.

Tome of High Power Unique
air 33astral 11 Airya Seraph (1 in 3) +

Call Fravashi
astral 22 Airya Seraph (1 in 3) +
Ancestral Fravashi has air 33.

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

Water

Highest starting: water 22 Zaotar (1 in 4)

Trident from Beyond Unique
water 11astral 22 Airya Seraph (1 in 3) +

See above for Call Celestial Yazad and Call Amesha Spenta.

Earth

No recruitable access. See above for Call Greater Daeva, Call Celestial Yazad, and Call Amesha Spenta.

King of Elemental Fire Limited
fire 33 Turan Sorcerer +
A one in two chance of earth 11, if that king isn't already taken.

Astral

Highest starting: astral 22 Airya Seraph (1 in 3)

Tome of High Power Unique
air 33astral 11 Airya Seraph (1 in 3) +

Call Fravashi
astral 22 Airya Seraph (1 in 3) +
Ancestral Fravashi has astral 22.

Call Celestial Yazad Limited
astral 22 Airya Seraph (1 in 3) +
The Yazads all have Astral.

Multiple LA Ragha mages have Fire and Astral, but The Forbidden Light Unique requires too many boosters to be practical.

See above for Call Yata.

Death

Highest starting: death 22 Dastur (1 in 4) or Turan Sorcerer (1 in 3)

The Black Book of Secrets Unique
death 22blood 11 Dastur (1 in 4) or Turan Sorcerer (1 in 3) +
death 11blood 22 Dastur (1 in 4) or Turan Sorcerer (1 in 3) +

Call Yata Limited
fire 11death 11 Karapan (1 in 3) or Dastur (1 in 4) +
3 in 4 Yatas have death 33, 1 has death 22.

Call Greater Daeva Limited
fire 11death 11 Karapan (1 in 3) or Dastur (1 in 4) + Five of the six Greater Daevas have Death.

Nature

No recruitable access. See above for Call Celestial Yazad and Call Amesha Spenta.

Glamour

No national access.

Summon Spectre
death 22 Dastur (1 in 4) or Turan Sorcerer (1 in 3) +
Spectre has a 7 in 16 chance of at least glamour 11.

Blood

Highest starting: blood 22 Dastur (1 in 4) or Turan Sorcerer (1 in 3). The hero, Zahak - Fatherslayer, has blood 33.

The Black Book of Secrets Unique
death 22blood 11 Dastur (1 in 4) or Turan Sorcerer (1 in 3) +
death 11blood 22 Dastur (1 in 4) or Turan Sorcerer (1 in 3) +

See above for Call Yata and 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

Add links to guides or other overviews for this nation here.