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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
4 (Rare 5) 2 1 1 (Rare 2) 1 (Rare 2) 2 | Summons Many different summons. Planning can get you to 5, 4, 4, 4, 5, 5, 3, 4. 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: 411
Cold Limit + 1
Prefers Cold Scale + 2
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 | 17 Cold Resistance (5) Shock Resistance (5) Storm Immunity | Commentary here. | |
Airya Seraphine 150 2 2 | 127 Sacred Cold Resistance (15) Stealthy (65) Female | Commentary here. | |
Harab Seraph 160 3 2 | 111100%11 | Commentary here. | |
Airya Seraph 175 2 2 | 2111 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 | 4112010%17 Sacred Cold Resistance (5) Shock Resistance (17) Awe (+3) Guardian Spirit (10) Magic Being Storm Immunity | Commentary here. |
: 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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Isvat - Unwinged | 2 Sacred Cold Resistance (5) Shock Resistance (10) Awe (2) Inspirational (1) Guardian Spirit (20) Magic Being | Commentary here. | |
Vata - Ahu of the Kavi | 2 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. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Parting of the Soul (Thaumaturgy 6) 11 | Paralyze and Black Hawk x 3 | Undisciplined Animal Flying Bird Mountain Survival Forest Survival | Commentary here. |
EA Caelum has many ritual summons, but generally lack the mages to summon them. 2 is necessary for the Nature summons. Between 12 and 24 is needed for the demons. Between 2 and 5 is needed for most of the others, except for Call Ahurani, which needs 12.
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Herd of Elephants (Conjuration 3) 2 and 20 | Elephant x 5+[1/2 lvl] | Animal Trample | Commentary here. |
Ambush of Tigers (Conjuration 3) 2 and 9 | Tiger x 15+ | Darkvision (50%) Undisciplined Animal Forest Survival | Commentary here. |
Herd of Buffaloes (Conjuration 3) 2 and 8 | Buffalo x 5+[1/2 lvl] | Berserker (2) Animal Trample | Commentary here. |
Call Daevas (Conjuration 5) 12 and 15 | Daeva x 6 | Sacred Fire Resistance (5) Shock Resistance (5) Chaos Power (1) Fear (5) Flying Demon | Commentary here. |
Call Jahi (Conjuration 5) 13 and 15 | 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) 14 and 15 | 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) 23 and 40 | Daeva of Shooting Stars or Daeva of Frost and Snow or Yata or Pairika | 33217 33217 33217 223219 Common Attributes: Sacred Chaos Power (1) Fear (7 or 8) Flying Demon Spirit Sight | Commentary here. |
Call Greater Daeva (Conjuration 8) 24 and 60 | 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 | 43319 34319 43419 43419 432323 5315 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) 2 and 15 | 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) 12 and 12 | Ahurani | 219 Sacred Cold Resistance (5) Poison Resistance (15) Disease Healer (1) Waterbreathing (120) UW Regeneration (50%) Awe (2) Recuperation Female | Commentary here. |
Call Fravashi (Conjuration 7) 3 and 30 | Ancestral Fravashi | 32315 Sacred Fire Resistance (15) Shock Resistance (20) Awe (4) Magic Being Ethereal Flying Need Not Eat | Commentary here. |
Call Celestial Yazad (Conjuration 6) 4 and 40 | 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 | 42217 33217 24217 42217 42217 322219 Common Attributes: Cold Resistance (5 to 12) Shock Resistance (10) Awe (3) Magic Being Flying Spirit Sight | Commentary here. |
Call Amesha Spenta (Conjuration 8) 5 and 60 | 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 | 43419 5315 6315 23315 4313 42417 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. |
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, 23 and 3 can get you where you need to be. (Also, 23 can Call Yata for a 1 in 4 chance of 3.)
23 can create a Skull Staff to get to 24. If a different mage can make a Fire booster, you only need 13 to start with.
5 is the goal. 3 can create the Starshine Skullcap to get to 4. If it can make the unique Dimensional Rod, goal reached. If not, Call Celestial Yazad has a 1 in 6 chance of 4. Give the newly called Yazad of the Stars the Starshine Skullcap.
Another option is to start with 23, so that, in addition to the above, the mage can make a Coin of Meteoritic Iron.
Airya Seraphiine has 1. It's a rough climb up.
With 23, Call Yata has a 1 in 4 chance of 3.
With 24, Call Greater Daeva has a 1 in 6 chance of 3 and 2 in 6 chance of 4.
With 4, Call Celestial Yazad has a 1 in 6 chance of 3 and a 1 in 6 chance of 4.
With 5, Call Amesha Spenta has a 1 in 6 chance of 6.
The Eagle King starts at the key 4 path.
3 can Call Fravashi. 4 can Call Celestial Yazad, 2 of 6 have at least 22. The Fravashi and those Yazads can create the unique Tome of High Power.
Airya Seraph and Eagle King both have 1. Some empowerment will be necessary to go up the paths. Not too much, Water is an easy path to climb.
With 23, Call Yata has a 1 in 4 chance of 3.
12 can Call Ahurani, which has 2.
With 4, Call Celestial Yazad has a 1 in 6 chance of 4.
With 5, Call Amesha Spenta has a 1 in 6 chance of 4.
Harab Seraph has a 1 in 3 chance of 1 and Eagle King has 1. The Eagle King, once at 44, can create a Staff of Elemental Mastery. Neither of them has any useful paths.
With 24, Call Greater Daeva has a 1 in 6 chance of 3 and 1 in 6 chance of 4.
With 4, Call Celestial Yazad has a 1 in 6 chance of 3.
With 5, Call Amesha Spenta has a 1 in 6 chance each of 2, 3, and 4.
No native access. 23 can Call Yata for a 1 in 4 chance of 3.
2 Harab Seraph has a 1 in 3 chance of occurring.
No native access.
With 4, Call Celestial Yazad has a 1 in 6 chance of 2.
With 5, Call Amesha Spenta has a 1 in 6 chance each of 2, 3, and 5.
No native access. 4 for Troll King's Court gets 1.
3 for Summon Spectre has a 7 in 16 chance of 1.
No native access. No simple summons.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
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