User Tools

Site Tools


caelum-ma

MA Caelum, Reign of the Seraphim

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. The Raptor clan was accepted by the Yazatas even though they were held responsible for the corruption of Catharsis. When the Harab Seraphs of the Raptor clan began to study dark magic once more, the purifying flames were tainted and Catharsis became Anthrax, King of Banefires. As a result many of the Seraphines died from a wasting disease and their sacred task was abandoned. The Harab Seraphs were condemned and civil war broke out. The Raptor Clan was banished and scattered across the world. The last of the Eagle Kings disappeared and were replaced by the High Seraphs of the Airya clan. The Seraphs are administrators, judges and temporal leaders of Caelum. They are masters of Air magic and craft the magical ice that Caelians use instead of regular metal. The ice tempers with lower temperatures and the heavy ice armor is more durable in cold climates than in warmer ones. All weapons crafted from the ice are magical and capable of harming magical beings. The Airyas live in the coldest mountain peaks and are unaffected by low temperatures. They are thin and light. Spire Horn Caelians are less resistant to cold but have partial resistance to lightning. Since the fall of the Harab Seraphs more of them have turned to martial occupations. The Caelians 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.

General Overview

Middle-Age Caelum is the original flying nation. All of your units can fly, except for your capital-only troops and your wooly mammoths. Your Spire Horn troops can even fly through storms. On the other hand, their wings make your formations less-dense than those of most nations of guys with their stats.

Your sacreds are capital-only, relatively-fragile, and unable to fly. They're still stronger than your other troop lineup, however.

You can recruit lots of cheap mages that each serve an important purpose other than Researching, but you're also able to recruit your best mages from any of your frozen forts.

National Features

Race Military Magic Access Priests Buildings
Prefers Cold 3
Flying
Size 3 w/ Wings
+1 PRE & -1 DEF vs. Humans
Airya Caelians:
Cold Resistance 15
-1 HP & STR vs. Humans
+2 MR vs. Humans
Spire Horn Caelians:
Cold Resistance 5
Shock Resistance 5
+1 MR vs. Humans
Magic Gear
For teh Airya! Ice Protection
For teh Spire Bros! Storm Immunity
Tramplers
Flying Infantry
Archers
Some Wingless
(Infantry & Archers)
( Some Sacred)
air 33 (uncommon 4, rare 5)
water 22 (uncommon 3, rare 4)
astral 11 (uncommon, rare 2)
death 11 (uncommon, rare 2)
fire 11 (20%)
Heroes: death 22
Weak (holy 11)
Flying
Stealthy
Hero: holy 22
Ice Castles
- melt in Heat
- build in only 4 months


Your High Seraphim have one 100% & one 10% random. For example, each High Seraph has a 27.5% (11/40) chance of having air 44 and a 0.625% (1/160) chance of having air 55.

Your Dominion spreads Cold Scales to adjacent provinces, by the way. The chance is around 20% (FIXME).

Capital Special Sites

Citadel of Frozen Crystal Raven's Vale
Enable recruitment of
Enable recruitment of
* Produce 3 per turn
* Produce 2 per turn
Increases Cold
* Enable recruitment of

Notable Units

FIXME General description of the units in the nations rooster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis for planning around

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 scout with ice gear.
Qucikly gathers recon.
Airya Noble
50
38
1
Resist Cold (15)
Ice Protection (2)
flying
Supply Size (2)
Dec
Storm General
70
36
1
Resist Cold (8)
Resist Shock (8)
Ice Protection (2)
flying
Supply Size (2)
Storm Immunity
Dec
Seraphine
70
2
1
holy 11random020% sacred
Resist Cold (15)
stealthy (65)
flying
Supply Size (2)
Prophet Shape (Seraphine)
Female
Dec
Spire Horn Seraph
45
1
2
air 11 7
Resist Cold (5)
Resist Shock (5)
flying
storm immunity
Supply Size (2)
dec
Ice Crafter
45
3
2
water 11 7
Resist Cold (15)
Ice forging (4)
forge bonus (1)
flying
Supply Size (2)
dec
Caelian Seraph
125
2
2
air 22water 11 11
Resist Cold (15)
flying
Prophet Shape (High Seraph)
Supply Size (2)
dec
High Seraph
255
3
4
air 33water 22random1100%+10% 17
Sacred
Resist Cold (15)
Resist Shock (5)
flying
Prophet Shape (Seraphine)
Supply Size (2)
dec

Troops

Sprite Unit Name Special Attributes Comments
Spire Horn Militia
8
5
5
Resist Cold (5)
Resist Shock (5)
flying
Supply Size (2)
Pretty bad for almost everything, even early on. Die at an alarmingly rapid rate in battle
Spire Horn Archer
10
6
9
Resist Cold (5)
Resist Shock (5)
storm immunity
flying
Supply Size (2)
Decentish alternative to your sacred archers. Good for adding some meat to your backline or if your low on gold and can't afford the good stuff. Die really quick in melee
Spire Horn Warrior
10
7
9
Resist Cold (5)
Resist Shock (5)
storm immunity
flying
Supply Size (2)
Early game expansion units. Start to fall off mid game. Like the militia, they die quickly
Airya Light Infantry
10
11
9
Resist Cold (15)
Ice Protection (1)
flying
Supply Size (2)
Probably should make up the bulk of your army, since they're decent units and fairly priced
Airya Infantry
10
16
9
Resist Cold (15)
Ice Protection (1)
flying
Supply Size (2)
Iceclad
15
40
21
Resist Cold (15)
Ice Protection (2)
flying
Supply Size (2)
Really good alternative to the infantry but vastly more expensive
Storm Guard
15
31
21
Resist Cold (8)
Resist Shock (8)
Ice Protection (2)
flying
Supply Size (2)
Flying bodyguards. Can be really useful
Mammoth
120
20
30
Resist Cold (15)
animal
trample
snow-move
Excellent early game expansion units, try to spam as much as possible early on, as they'll rip through indies. Kind of expensive in gold but really worth it.
Wingless
10
11
9
Capital Only
snow-move
If you're going to have a non-flying batallion of units these are your guys. Can absorb a frontline charge without immediately dying and do a good deal of damage. Have these guys run up first with the mammoths, and flying units holding then attacking.
Temple Guard
20
42
23
Capital Only
Sacred
Resist Cold (15)
Ice Protection (2)
bodyguard(1)
snow-move
Non flying bodyguards. They're sacred, so they're your front line bless-able units and can take and also deal a good deal of damage. Mixing them in with wingless is a good idea
Blizzard Warrior
20
13
23
Capital Only
Sacred
Resist Cold (15)
Ice Protection (1)
Excellent sacred archers, spam as much as you can around late early early game and beyond, then throw them in the back. With fire arrows and a good amount of these guys your army is practically unstoppable

Heroes

Caelos is the Commander of the Temple Guard. He gave up his wings after losing his Iceclads in a battle against infidels. The event ignited his religious fervor and he has since fought harder and braver than any of the Storm Generals against the enemies of the faith. He was recently promoted to the status of commander. His fanaticism has given him priestly training otherwise restricted to women.

Caelos combines Sacred and Good Leadership, but cannot fly.

Zaelinys is one of the few descendants of the Harab Seraphs remaining in Caelum. Her ancestors aided the High Seraphs against the Raptor Rebellion and have served the Seraphs with their dark magic. Zaelinys has learned the dark arts of her family, but has also trained in the temple as a Seraphine.

Zaelinys is Priest 2, Death 2, Stealthy, and can fly.

Magic

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

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

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)?

National Discount Items

Ice Helmet

Ice Lance

Ice Sword

Strategy

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

Pretender

Caelum starts at Cold 3, and requires Cold to expand. FIXME What kinds of scales does your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

caelum-ma.txt · Last modified: 2021/10/24 04:34 by wigglefig