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dom6:caelum-ea

EA Caelum, Eagle Kings

Lore

Caelum is a magocracy of winged humanoids who inhabit the highest mountain peaks. They are the offspring of the Yazatas, semi-divine beings of an earlier age. Three tribes served the Yazatas in ancient times, the Kavi, the Airyas and the Mairyas. But some were led astray by the wicked Mainyus and Daevas. With the corruption of the purifying flame the Daevas as well as the Yazatas were banished from this world. With the disappearance of the Yazatas the three tribes were dispersed and fled their homelands. But when some Yazatas reemerged from hiding, the three tribes gathered and settled in the high mountain range where the last of the Eagle Kings resided. The former tribes are now known as the Tempest Clan of Spire Horn Mountain, the Raptor Clan of Raven's Vale and the Airyas of High Caelum. The Spire Horn Caelians are partially resistant to cold and lightning. The Raptorians are stronger and attuned to the Earth, but lack the elemental resistance characteristic of the other clans. The Airya once lived in the land of the White Forest where winter lasts for ten months. They still live in the coldest mountain peaks and are unaffected by low temperatures. Their priestesses try to purify the taint of the daevas and are keepers of the sacred flame of the White Forest. The Airya Seraphs craft magical ice that the many 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 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." -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 44 (Rare 5)
death 22
fire 11
earth 11 (Rare 2)
water 11 (Rare 2)
holy 22
Summons
Many different summons.
Planning can get you to
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
Guardian Spirits for Priests
Standard Forts

Capitol Gems: 4airgem1watergem1earthgem
Cold Limit + 1
Prefers Cold Scale + 2

National Units

Commanders

All Commanders have Supply Size (-1) and Flying

Sprite Unit Name Special Attributes Comments
Caelian Scout
35
13
1
Cold Resistance (5)
Shock Resistance (5)
Stealthy (55)
Ice Protection (1)
Storm Immunity
Commentary here.
Sastar
105
14
1
Cold Resistance (5)
Shock Resistance (10)
Storm Immunity
Commentary here.
Spire Horn Seraph
65
1
2
air 11rp 77
Cold Resistance (5)
Shock Resistance (5)
Storm Immunity
Commentary here.
Airya Seraphine
150
2
2
fire 11holy 22rp 77
Sacred
Cold Resistance (15)
Stealthy (65)
Female
Commentary here.
Harab Seraph
160
3
2
air 11death 11random1100%rp 1111 Commentary here.
Airya Seraph
175
2
2
air 22water 11rp 1111
Cold Resistance (15)
Commentary here.
Mairya Ahu
90
12
1
Capital Only
Sacred
Stealthy (40)
Pillager (5)
Commentary here.
Eagle King
555
25
4
Capital Only
air 44water 11earth 11holy 22random010%rp 1717
Sacred
Cold Resistance (5)
Shock Resistance (17)
Awe (+3)
Guardian Spirit (10)
Magic Being
Storm Immunity
Commentary here.

Troops

: Supply Size (-1), Flying

Sprite Unit Name Special Attributes Comments
Raptorian Militia
8
4
5
Commentary here.
Spire Horn Militia
8
5
5

Cold Resistance (5)
Shock Resistance (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.
Spire Horn Archer
10
6
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.
Blizzard Warrior
15
13
21
Capital Only

Cold Resistance (15)
Ice Protection (1)
Commentary here.
Iceclad
15
24
21

Cold Resistance (15)
Ice Protection (2)
Commentary here.
Tempest Warrior
15
12
21

Cold Resistance (5)
Shock Resistance (10)
Storm Immunity
Commentary here.
Mammoth Rider
120
27
34

Cold Resistance (20)
Shock Resistance (5)
Storm Immunity
Commentary here.
Mammoth Cold Resistance (15)
Animal
Trample
Snow Move
Commentary here.
Mammoth Archer x 2
Cold Resistance (5)
Shock Resistance (5)
Storm Immunity
Mobile Archer
Commentary here.
Kavi Archer
14
9
12
Capital Only

Sacred
Cold Resistance (5)
Shock Resistance (10)
Storm Power (2)
Storm Immunity
Commentary here.
Airya Temple Guard
20
26
23
Capital Only
Sacred
Cold Resistance (15)
Ice Protection (2)
Bodyguard (1)
Commentary here.
Mairya Warrior
20
11
23
Capital Only

Sacred
Stealthy (40)
Pillager (1)
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Isvat - Unwinged holy 22
Sacred
Cold Resistance (5)
Shock Resistance (10)
Awe (2)
Inspirational (1)
Guardian Spirit (20)
Magic Being
Commentary here.
Vata - Ahu of the Kavi holy 22
Sacred
Cold Resistance (5)
Shock Resistance (10)
Storm Power (3)
Awe (2)
Supply Size (-1)
Guardian Spirit (10)
Magic Being
Flying
Storm Immunity
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

EA Caelum has many ritual summons, but generally lack the mages to summon them. nature 22 is necessary for the Nature summons. Between fire 11death 22 and fire 22death 44 is needed for the demons. Between astral 22 and astral 55 is needed for most of the others, except for Call Ahurani, which needs water 11astral 22.

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.
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.
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 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.
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 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 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 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.

Magic Access

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

While EA Caelum has normal magic access using only its recruitable mages, it has plenty of summons with broad path access. Through a pretender, indies, or empowerment, fire 22death 33 and astral 33 can get you where you need to be. (Also, fire 22death 33 can Call Yata for a 1 in 4 chance of astral 33.)

fire 22death 33 can create a Skull Staff to get to fire 22death 44. If a different mage can make a Fire booster, you only need fire 11death 33 to start with.

astral 55 is the goal. astral 33 can create the Starshine Skullcap to get to astral 44. If it can make the unique Dimensional Rod, goal reached. If not, Call Celestial Yazad has a 1 in 6 chance of astral 44. Give the newly called Yazad of the Stars the Starshine Skullcap.

Another option is to start with earth 22astral 33, so that, in addition to the above, the mage can make a Coin of Meteoritic Iron.

Fire

Airya Seraphiine has fire 11. It's a rough climb up.

With fire 22death 33, Call Yata has a 1 in 4 chance of fire 33.

With fire 22death 44, Call Greater Daeva has a 1 in 6 chance of fire 33 and 2 in 6 chance of fire 44.

With astral 44, Call Celestial Yazad has a 1 in 6 chance of fire 33 and a 1 in 6 chance of fire 44.

With astral 55, Call Amesha Spenta has a 1 in 6 chance of fire 66.

Air

The Eagle King starts at the key air 44 path.

astral 33 can Call Fravashi. astral 44 can Call Celestial Yazad, 2 of 6 have at least air 22astral 22. The Fravashi and those Yazads can create the unique Tome of High Power.

Water

Airya Seraph and Eagle King both have water 11. Some empowerment will be necessary to go up the paths. Not too much, Water is an easy path to climb.

With fire 22death 33, Call Yata has a 1 in 4 chance of water 33.

water 11astral 22 can Call Ahurani, which has water 22.

With astral 44, Call Celestial Yazad has a 1 in 6 chance of water 44.

With astral 55, Call Amesha Spenta has a 1 in 6 chance of water 44.

Earth

Harab Seraph has a 1 in 3 chance of earth 11 and Eagle King has earth 11. The Eagle King, once at air 44earth 44, can create a Staff of Elemental Mastery. Neither of them has any useful paths.

With fire 22death 44, Call Greater Daeva has a 1 in 6 chance of earth 33 and 1 in 6 chance of earth 44.

With astral 44, Call Celestial Yazad has a 1 in 6 chance of earth 33.

With astral 55, Call Amesha Spenta has a 1 in 6 chance each of earth 22, earth 33, and earth 44.

Astral

No native access. fire 22death 33 can Call Yata for a 1 in 4 chance of astral 33.

Death

death 22 Harab Seraph has a 1 in 3 chance of occurring.

Nature

No native access.

With astral 44, Call Celestial Yazad has a 1 in 6 chance of nature 22.

With astral 55, Call Amesha Spenta has a 1 in 6 chance each of nature 22, nature 33, and nature 55.

Glamour

No native access. earth 44 for Troll King's Court gets glamour 11.

death 33 for Summon Spectre has a 7 in 16 chance of glamour 11.

Blood

No native access. No simple summons.

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

dom6/caelum-ea.txt · Last modified: 2024/04/10 22:42 by johnnydown