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caelum-ea

EA Caelum, Eagle Kings

Lore

Early-Age Caelum is a “magocracy” lead by the Yazatas, also known as the “Eagle Kings” or the “Adorable Ones”. In a previous era, the practically-divine Yazatas ruled large swathes of the world, with mortal servants and distant descendants known as the Kavi & the Airya, perpetually fighting their demonic Daevic counterparts and the Daevas' mortal Mairya descendants. The Yazatas and the Daevas were led by powerful forces diametrically opposed to each other, but the previous Pantokrator was not among them. Tired of their eternal war and the casualties it accrued – among them Catharsis, King of Purifying Flames – the last Pantokrator banished all of the Daevas from this world along with the strongest of the Yazatas. While most of the remaining Yazatas fled to the Celestial Spheres anyway, a few lingered in this world, and they have since managed to reassemble some of their lost power.

The Yazatas of this world are few in number, and virtually all of them who could contact their kin with Astral Magic have already used it to leave. Most of Caelum's residents descend from the three clans of servants. The Kavi settled on Spire Horn Mountain and retained their ancestors' ability to fly in storms, later renaming themselves the Tempest Clan (though most still call them "Spire Horn Caelians"). The Airya remained with at least a few of the Yazatas in a mountain Forest that was snow-covered ten months each year, becoming physically-weak but retaining their ancestors' clear minds, and thus the "magocracy" and Priesthood are primarily staffed by them. The Mairya settled in the relatively-nice Raven's Vale, losing much of their ancestors' traits but retaining more of their ancestors' physical strength & ferocity than other Caelians, later renaming themselves the Raptors; they were accepted into Caelum when the Yazatas emerged to form their state, but not before every Fire Mage among them was massacred to prevent them from continuing their ancestors' mischief. The Raptors once used Death Magic to serve their ancestors, and recent contact with Ermor (who stole C'tis's Death Magic and will hopefully not misuse it) has inspired them to try and reconnect with their old roots; hopefully they don't misuse Death either.

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.

General Overview

Early-Age Caelum has the three angel-winged clans working under the oversight of gold-winged guys.

Your sacreds are capital-only, but a significant amount of them can fly. Wherever you need them, you can get them there. Don't take a Flaming Weapons Bless unless you don't plan on using your Ice-using Sacred guys.

Your best mage is capital-only and you lack Communions, but your many minor mages can still do some neat things.

National Features

Race Military Magic Access Priests Buildings
Prefers Cold 2
Flying
Size 3 w/ Wings
Airya Caelians:
Cold Resistance 15
+2 MR vs. Humans
+1 PRE vs. Humans
-1 HP, STR, & DEF vs. Humans
Spire Horn Caelians:
Cold Resistance 5
Shock Resistance 5
+1 MR & PRE vs. Humans
-1 DEF vs. Humans
Raptor Caelians:
+1 HP, MOR, & ATT vs. Humans
Magic Ice Gear
Raptors use Bronze & Iron
For teh Airya! Ice Protection
For teh Spire Bros! Storm Immunity
Flying Infantry
Archers
Tramplers

Three Sacreds:
- Mundane Stealthy Pillagers
- Storm Power Archers
- Wingless Magic Infantry
air 44 (rare 5)
death 22
water 11 (rare 2)
earth 11 (rare 2)
fire 11
Average (holy 22)
Flying and Stealthy

Guardian spirits: Priests have a (10% * holy level + 1% * friendly candles in province; negative if hostile) chance of summoning a free Fravashi in battle.

National summons like the Ancestral Fravashi are spirits themselves, and thus lack guardian spirits.
Fortresses
  • Your Dominion spreads Cold Scales to adjacent provinces, but only to provinces that aren't already Cold. The chance is around 10%.

Capital Special Sites

Palace of the Eagle Kings Spire Horn Mountain Ravens Vale
* Enables recruitment of
* Enables recruitment of
* Enables recruitment of
* Produces 3 per turn
* Produces 1 per turn
* Enables recruitment of
* Produces 1 per turn
* Enables recruitment of
* Enables recruitment of
* Produces 1 per turn

Notable Units

Caelian troops are exceptionally mobile (as fliers), but are weaker than humans and do not pack as tightly in combat. They can make use of their mobility by dividing their forces to raid, then unifying to concentrate force against a portion of the enemy army when they divide their force in response.

Their troops mostly consist of many flavors of melee fliers, many armed with magic ice weapons; they also have shortbow archers.

Their mages emphasize air access, going up to A4 on their cap mage; they have minor fire, death, earth, and water access.

Commanders

FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (no h1 unless special qualities, no 40, 60 leadership dudes that are average, no scouts

Sprite Unit Name Special Attributes Comments
Caelian Scout
25
13
1
Stealthy (55)
Resist Cold (5)
Resist Shock (5)
Ice Protection (1)
Flying
Storm Immunity
Supply Size (2)
Flying scouts can provide excellent scouting if you have fort turns to spare.
Sastar
75
14
1
Resist Cold (5)
Resist Shock (8)
Flying
Storm Immunity
Supply Size (2)
Dec
Mairya Ahu
65
12
1
Capital Only
Sacred
Stealthy (40)
Pillager (5)
Flying
Supply Size (2)
Dec
Spire Horn Seraph
45
1
2
air 11 7
Resist Cold (5)
Resist Shock (5)
Flying
Storm Immunity
Supply Size (2)
dec
Airya Seraphine
110
2
2
fire 11holy 22 7
Sacred
Stealthy (65)
Resist Cold (15)
Flying
Supply Size (2)
Female
dec
Harab Seraph
115
3
2
air 11death 11random1100% 11
Flying
Supply Size (2)
dec
Airya Seraph
125
2
2
air 22water 11 11
Resist Cold (15)
Flying
Supply Size (2)
dec
Eagle King
395
25
4
Capital Only
air 44water 11earth 11random010% 17
Sacred
Awe (3)
Resist Cold (5)
Resist Shock (17)
Flying
Storm Immunity
Magic-Being
Supply Size (2)
Guardian Spirit (10)
dec

Troops

FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (common indie like units with no gimmicks), merge units into a single description entry if functionally similar battle roles with only minor differences in gear.

Sprite Unit Name Special Attributes Comments
Raptorian Militia
8
4
5
Flying
Supply Size (2)
Dec
Spire Horn Militia
8
5
5
Resist Cold (5)
Resist Shock (5)
Flying
Supply Size (2)
dec
Raptorian Warrior
10
12
9
Flying
Supply Size (2)
Dec
Spire Horn Warrior
10
7
9
Resist Cold (5)
Resist Shock (5)
Storm Immunity
Flying
Supply Size (2)
dec
Airya Light Infantry
10
11
9
Resist Cold (15)
Ice Protection (1)
Flying
Supply Size (2)
Dec
Airya Infantry
10
16
9
Resist Cold (15)
Ice Protection (1)
Flying
Supply Size (2)
Dec
Spire Horn Archer
10
6
9
Resist Cold (5)
Resist Shock (5)
Storm Immunity
Flying
Supply Size (2)
dec
Mammoth
120
20
30
Resist Cold (15)
Animal
Trample
Snow-Move
Dec
Tempest Warrior
15
12
21
Resist Cold (15)
Resist Shock (8)
Storm Immunity
Flying
Supply Size (2)
Dec
Iceclad
15
24
21
Resist Cold (15)
Ice Protection (2)
Flying
Supply Size (2)
Dec
Blizzard Warrior
16
13
23
Capital Only
Resist Cold (15)
Ice Protection (1)
Storm Immunity
Flying
Supply Size (2)
Non-sacred cap only archers with magical frost bows that can fatigue elites or titans, regardless of size or armour.
Kavi Archer
16
9
16
Capital Only
Sacred
Resist Cold (5)
Resist Shock (8)
Storm Power (2)
Storm Immunity
Flying
Supply Size (2)
Sacred archers with normal short bows. Cheap and very good precision and, like all of EA Caelum's archers, they maintain that precision during storms. Their storm power is not enough to increase the damage of their bows.
Airya Temple Guard
20
26
23
Capital Only
Sacred
Resist Cold (15)
Ice Protection (2)
Bodyguard(1)
Dec
Mairya Warrior
20
11
23
Capital Only
Sacred
Stealthy (40)
Pillager (1)
Flying
Supply Size (2)
Dec

Heroes

Sprite Unit Name Special Attributes Comments
Isvat - Unwinged holy 22
Sacred
Awe (2)
Resist Cold (5)
Resist Shock (10)
Magic-Being
Inspirational (1)
Guardian Spirit (20)
Isvat combines Priest levels with Good Leadership, but cannot fly.
Vata - Ahu of the Kavi holy 22
Sacred
Awe (2)
Resist Cold (5)
Resist Shock (10)
Flying
Storm Immunity
Magic-Being
Supply Size (2)
Guardian Spirit (20)
Vata can fly!

Magic

Magic Access

FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable

National Spells

Has access to special animal conjuration and 2 paths of national summons which can grant you reasonable access to every other path of magic and holy 33 priests.

Herd of Elephants nature 22 Herd of Buffaloes nature 22 Ambush of Tigers nature 22

Call Ahurani astral 22water 11 Summon Yazatas astral 22 Call Fravashi astral 33 Call Celestial Yazad astral 44 Call Amesha Spenta astral 55

Call Daevas death 22fire 11 Call Yata death 33fire 22 Call Jahi death 33fire 11 Call Greater Daeva death 44fire 22

Call of the Drugvant death 44fire 11

More Details in Caelum-Line Summons

Notable Generic Magic

Combat Magic

Storm Power allows massed Lightning Bolts from Spire Horn Seraphs. Freezing Mist is useful for area damage.

Ritual Magic

FIXME What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

Magic Items

FIXME 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)?

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Power Curve

Expansion Strategies

Example Pretenders

Caelum can work with almost any kind of pretender. Pure scales, diversity and emergency dormants or awake expanders. Whatever you pick, you would do well if it helps summoning either your good (astral) or evil (fire/death) national summons or contributes otherwise to improve your magic access (in particular earth and nature).

Caelum prefers Cold 2, but does well to pick Cold 3 as some units and spells benefit from cold. It also increases your mobility advantage as flying isn't impeded by the heavy snow. Of the other scales luck and order are of relatively less importance. Caelum has the mobility to deal with rebellions (i.e. bad luck) quickly and it is resource limited during expansion.

Shock and Awe - Caelum in the Early Age - local guide on illwiki.com by disnegativ
EA Caelum - video nation overview (47 min) - by attica
EA Caelum - video nation overview (67 min) - by lucidtactics
EA Caelum - video nation overview (44 min) - by rck79

Caelum - Aerial cavalry - older guide from Dominions 4
Caelum - AAR / Flyer Guide - older guide from Dominions 4

caelum-ea.txt · Last modified: 2024/07/09 04:22 by johnnydown