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.
Middle-Age Caelum is the original flying nation. All of your units can fly, except for your capital-only troops and your woolly 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 research, but you're also able to recruit your best mages from any of your frozen forts. The unique Ice Citadel at the capital makes Caelum one of the few nations in this age with 3 commander points, making it easier to amass mages from turn one.
Race | Military | Magic Access | Priests | Buildings |
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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 Storm Immunity +1 MR vs. Humans | Magic Gear Ice Protection Tramplers Flying Infantry Archers Some Wingless (Infantry & Archers) ( Some Sacred) | 3 (uncommon 4, rare 5) 2 (uncommon 3, rare 4) 1 (uncommon, rare 2) 1 (uncommon, rare 2) 1 (20%) Heroes: 2 | Weak (1) Flying Stealthy Hero: 2 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. | Ice Citadel - Starting fort - Melts in Heat - Up to 3 commander points - Administration value affect by temperature Ice Castles - Melts in Heat - Builds in only 4 months - Up to 2 Commander Points - Administration value affected by temperature |
Your Dominion spreads Cold Scales to adjacent provinces, by the way. The chance is around 20% ().
Citadel of Frozen Crystal
Enables recruitment of
Blizzard Warrior
Temple Guard
Produces 32 per turn
Raven's Vale
Enables recruitment of
Wingless
High Seraph
The star of Caelum's roster. These poweful members of the magocracy will lead your armies and your god to victory. Since they are so high up on the magocracy they have to time to study other paths of magic therefore have the most diversity of all your mages.
Ice Crafter
The newcomers of the magocracy. While not as proficient in water magic as the High Seraphs, their knowledge of ice-crafting is unique and highly prized. While not serving the magocracy they create help create additional resources turning high-pop low-resource provinces into industrial juggernauts.
Blizzard Warrior
A shadow of their former winged glory that can no longer keep up with their winged brethren on the move. Nevertheless, these sacred heralds of frost are still threat on the battlefield with their magical ice bows. Those who are not accustomed to the snow will suffer with each volley.
Iceclad
The mighty protectors of Caelum lands, donned in ice cold armor that is comparable to Ulmish blacksteel. Just make sure they stay out of the heat so that their armor doesn't melt.
Temple Guard
Mindful that wings hinder them on the ground, Caelum's elite soldiers sacrifice their wings to become the one thing Caelum lacks - dedicated defenders. Highly-skilled sacred infantry - and better armoured than ever - the Temple Guard know Caelum has many weapons, but only one shield.
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. Not as useful as Seraphines, but cheaper and much, much faster than normal scouts. | |
Airya Noble 50 38 1 | Resist Cold (15) Ice Protection (2) flying Supply Size (2) | High precision (13). Wields ranged weapon spam like Bow of War | |
Storm General 70 36 1 | Resist Cold (8) Resist Shock (8) Ice Protection (2) flying Supply Size (2) Storm Immunity | Main Troop carrier. Useful for +1 morale to troops and sometimes line formations which make flying units walk at the start of combat, like a regular front line. | |
Seraphine 70 2 1 | 1020% sacred Resist Cold (15) stealthy (65) flying Supply Size (2) Prophet Shape (Seraphine) Female | Sacred stealthy priests. Better than your actual scouts. Can help move troops around. Cheap in resources, especially for expansion parties. Has a 20% chance of getting 1, which breaks Caelum into fire magic. | |
Spire Horn Seraph 45 1 2 | 1 7 Resist Cold (5) Resist Shock (5) flying storm immunity Supply Size (2) | Cheap research mage. Best for crafting Owl Quills. Can be used to spam Phantasmal Warriors or more if someone casts Storm, allowing Summon Storm Power. With the high precision of Spire Horns and their storm immunity, they are by far the most accurate Caelians for casting Lightning Bolt during storms. |
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Ice Crafter 45 3 2 | 1 7 Resist Cold (15) Ice forging (4) forge bonus (1) flying Supply Size (2) | Caelum's most useful cheap mage. Can provide max 12 resources in 3 cold provinces per mage. Can craft Ice Sword, Ice Lance and Ice Helmet for 3 gems, or 1 with a Dwarven Hammer. Ice Aegis gets a discount to a minimum of 5. Water is easily boosted with Water Bracelets, and even without it they can spam Frozen Heart. |
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Caelian Seraph 125 2 2 | 21 11 Resist Cold (15) flying Prophet Shape (High Seraph) Supply Size (2) | Mid-line Battle-mage. Can cast Auspex for air sites. Typical combat spells include Lightning Bolt, Orb Lightning, Wind Guide, or Thunder Strike with Summon Storm Power. | |
High Seraph 255 3 4 | 321100% 10% 17 Resist Cold (15) Resist Shock (5) flying Prophet Shape (High Seraph) Supply Size (2) | Powerful Battle-mage that can be recruited outside the capital. Has a 1/4 chance of getting 4. Can also reliably get 1 or 1 for magic diversity, but it is not enough to break into Caelum's national summons. 3 allows reasonable access to frost spells and fatigue plays. MA Caelum's ubiquitous cold resistance and normal 3 dominion helps. They can export cold beyond your dominion with Wolven Winter to help ice protected units. Powerful combat spells include Thunder Strike, Storm, Wrathful Skies, Phantasmal Army, and Grip of Winter. |
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 combat duty, even early on. Die at an alarmingly rapid rate in battle. Unlike all other Spire Horn units, they have no storm immunity. Militia still has a role in cheap bodies for patrolling and sieges. | |
Spire Horn Archer 10 6 9 | Resist Cold (5) Resist Shock (5) storm immunity flying Supply Size (2) | Cheap archer. Flying does not offer any particular advantages to archery in Dominions 5. Die extremely 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. Flying lances give all-or-nothing outcomes as they hit critical mass, so test and err on the safe side. Fall off mid game due to weak stats, then reappear later as storm flyer and shock resist let them fight alongside lightning spam. 18 piercing damage on the charge can crack harder targets than you'd expect. | |
Airya Light Infantry 10 11 9 | Resist Cold (15) Ice Protection (1) flying Supply Size (2) | Could make up the bulk of your army in cold dominion, since they're decent units and fairly priced. | |
Airya Infantry 10 16 9 | Resist Cold (15) Ice Protection (1) flying Supply Size (2) |
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Iceclad 15 40 21 | Resist Cold (15) Ice Protection (2) flying Supply Size (2) | Really good alternative to the lighter infantry but vastly more expensive. Easily worth the gold once you have enough resources. Unreliable in Heat, but in Cold 3 you get an Ulm-tier 23 prot. | |
Storm Guard 15 31 21 | Resist Cold (8) Resist Shock (8) Ice Protection (2) Storm Immunity flying Supply Size (2) | Flying heavy infantry. Can be really useful. Less protection than Iceclad, but they have more strength and can fly in storms. | |
Mammoth 120 20 30 | Resist Cold (15) animal trample snow-move | Excellent early game expansion units, as they'll rip through indies. Expensive in gold and low magic resistance. | |
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 helps at forming a bigger front line. Alternately, high dominion (7+) coupled with Ice Crafters can make Temple Guard armies more feasible. | |
Blizzard Warrior 20 13 23 Capital Only | Sacred Resist Cold (15) Ice Protection (1) snow-move | Situationally useful sacred archers with limited mobility. Can fatigue out titans or elites without significant cold resistance, regardless of size or armour. Flaming Arrows does not work on their frost bows. The Flaming Weapons bless, however, works, as does any other weapon bless. |
Sprite | Unit Name | Magic | Special Attributes | Comments |
---|---|---|---|---|
Caelos - Sacred One | 1 | Sacred snow-move Resist Cold (15) Ice Protection (2) | Not a particularly useful as Caelum's national commanders have greater mobility. Caelos may find some use defending the home front with a less mobile, harder hitting, army to relieve forts under siege. | |
"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 - Harab Seraphine | 22 9 | Sacred Flying Stealthy (40) Resist Cold (15) | This is what allows Caelum to break into death magic. If you are lucky, you can definitely use her the death national summons | |
"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." |
Fire
One of MA Caelum's weakest magic paths. Realistically the Seraphine has the highest path at 1 (very uncommon). However if you do get lucky and get some fire magic sites it only takes 30 to get 2. However doing this will definitely deplete your fire gem reserves. The only way to get higher fire magic is to Call Celestial Yazad, Call Amesha Spenta, Call Yata, and Call Greater Daeva.
Air
The High Seraphs have the potential to get 5 (very rare). Having 4 or 5 is really still really good. If you still want to boost your air magic without empowering you have two non-relic options, both of which are extremely expensive. The Winged Helmet for 25 and the Bag of Winds for 40, both at Constr4, for the total cost of 65. Therefore the highest non-combat air mage you can have, without relics, is an 7.
Water
The High Seraph have the potential to get 4 (very rare). Again having a 3 is still very good but it doesn't hurt to have a 4. If you still want to boost, you have two non-relic options which is not as expensive as air magic. Robe of the Sea for 15 at Constr4 and Water Bracelet for 5 at Constr6, both of which can reduced by least 1 thanks to Ice Crafters. Therefore the highest non-combat water mage you can have, without relics, is 6.
Astral
Yet another one of MA Caelum's weakest paths. Only the High Seraph has a chance to be recruited with 2. You can have in craft a Starshine Skullcap for 10 to get 3. The only way to get higher astral magic is to cast Call Celestial Yazad, Call Amesha Spenta, Call Yata, and Call Greater Daeva.
Death
Another one of MA Caelum's weakest paths. Again the High Seraph is the only unit that has a chance of being recruited with 2. With a Skull Staff for 10 you can bump that up to a 3. However death magic is arguably easier to get magic paths via empowerment since you have access too Raven Feast if you are having difficulty finding death sites. The only way to get higher death magic is to Call Yata and Call Greater Daeva, or with generic summons like Hidden in Snow and Streams from Hades.
Astral spells
Death spells
Nature spells
More Details in Caelum-Line Summons
Discuss the top few generic spells that most increase a nation's combat power or synergize with national strategies. These will generally be early-to-mid game spells since individual spells matter much more during those periods of the game. Some examples are Foul Vapors for MA C'tis, Horde of Skeletons + Sabbath Master/Sabbath Slave for the Niefelheim line of nations, Mother Oak for the Pangaeas, Wailing Winds access, etc. For broader advice on magic use, link to Not-Lola's Basic Magic Use Guide.
This is also a good place to point out notable magic weaknesses, such as a lack of nature access making a nation vulnerable to Foul Vapors.
Water
Note: All of the following items will have a further discount of 1 more with an Ice Crafter. The cheaper items can even go all the way to the minimum price of 1 gem with a Dwarven Hammer.
Items to look out for
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
Demilich
A perfectly balanced god that allows Caelum to summon most of their national summons. 2 gives you Starshine Skullcap, 22 gives Crystal Coin, 11 gives Skull of Fire. Since the demilich is immortal, you don't have to worry about calling your god back. Also, the demilich can cast Teleport to help break enemy positions. Finally, with scales, your armies will drown the enemy in birdmen all the while having multiple forts recruiting High Seraphs to decimate any resistance.
Chassis: Imprisoned Demilich
Paths: 1234
Bless: Withering Weapons
Scales: 6333321
Yazad King
Every strength has a cost; an advantage often incurs a weakness. This Yazad King has scales optimised for MA Caelum's armoured troops; the Storm Guard, Iceclad and Temple Guard. They will be fewer, but they will be resilient. The Yazad's high dominion allows robust sacred recruitment and icy influence - good for ice-crafted armour. His 'Wind Walker' bless speeds both the fast, versatile Seraphine, and earth-bound Temple Guard. High defence skill complements the Guard's parry with their sturdy Ice Aegis. Every strength has cost, and this Yazad King forgoes magic diversity. He could sleep long to master great magics, but that would mean abandoning his children.
— Murderous Titanium Puffin, The 2022/05/26 03:24
Chassis: Dormant Yazad King
Paths: 562
Bless: Wind Walker, Defence Skill (x2)
Scales: 7223200
The Mammoth Introduction to Middle Age Caelum by The Murderous Titanium Puffin (2022)
Nations | |
---|---|
Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |