Table of Contents
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 |
|---|---|---|---|---|
| | Summons Many different summons. Planning can get you to See Summons for details. In Combat | Flying Units Skilled Archers Mammoths | Guardian Spirits for | |
Capitol Gems: **4
1
1
**Cold Limit + 1
Prefers
Cold Scale + 2
Caelians are Size 4 (two-to-a-square) beings who eat like Size 3 beings; those
wings take up a bunch of space. Disregarding the
Magic Beings who rule them, there are three clans of Caelians, with somewhat-different stats. All Caelians have a debilitating 4 Encumbrance, unless they take off their wings in a grueling procedure. Their Map Movement and Combat Speed vary greatly, generally with training.
- The Airya Clan has white wings and 15
Cold Resistance. Not a martial people, they have 9's in HP, Strength, and Defence Skill. Blessed with clear minds and eyes, however, they have 12 Magic Resistance and 11 Precision. - The Spire Horn Clan has gray wings, 5
Cold Resistance, and 5
Shock Resistance. They appear to have a bit more Strength and HP than the Airya, though this varies with training, with the Archers being closer to the Airya and the Warriors being closer to humans. Most of them have 11's in Precision and Magic Resistance, however, and 9 Defence Skill. - The Raptor Clan has brown wings and black wings. Crossed with human blood and that of other earthen peoples, Raptors have human combat stats (aside from the increased Encumbrance and the wing-adjusted speed stats), 11 Morale, and 11 Attack Skill if they're soldiers.
National Units
Commanders
All Commanders have Supply Size (-1) and
Flying
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Caelian Scout | | Commentary here. |
| Sastar | | Commentary here. |
| Spire Horn Seraph | | Commentary here. |
| Airya Seraphine | Female | Commentary here. |
| Harab Seraph | | Commentary here. |
| Airya Seraph | | Commentary here. |
| Mairya Ahu | | Commentary here. |
| Eagle King | | Commentary here. |
Troops
: Supply Size (-1),
Flying
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Raptorian Militia | | Commentary here. |
| Spire Horn Militia | | Commentary here. |
| Airya Light Infantry | | Commentary here. |
| Airya Infantry | | Commentary here. |
| Raptorian Warrior | | Commentary here. |
| Spire Horn Archer | | Commentary here. |
| Spire Horn Warrior | | Commentary here. |
| Blizzard Warrior | | Commentary here. |
| Iceclad | | Commentary here. |
| Tempest Warrior | | Commentary here. |
| Mammoth Rider | | Commentary here. |
| Mammoth | | Commentary here. |
| Mammoth Archer x 2 | | Commentary here. |
| Kavi Archer | | Commentary here. |
| Airya Temple Guard | | Commentary here. |
| Mairya Warrior | | Commentary here. |
Heroes
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Isvat - Unwinged | | Commentary here. |
| Vata - Ahu of the Kavi | Supply Size (-1) | Commentary here. |
National Spells
Summons
Combat
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Parting of the Soul // (Thaumaturgy 6) // | Black Hawk x 3 | Bird | Commentary here. |
Ritual
EA Caelum has many ritual summons, but generally lack the mages to summon them.
2 is necessary for the
Nature summons. Between
1
2 and
2
4 is needed for the demons. Between
2 and
5 is needed for most of the others, except for Call Ahurani, which needs
1
2.
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Herd of Elephants // (Conjuration 3) // | Elephant x 5 + [1/2 per lvl] | | Commentary here. |
| Ambush of Tigers // (Conjuration 3) // | Tiger x 15+ | | Commentary here. |
| Herd of Buffaloes // (Conjuration 3) // | Buffalo x 5 + [1/2 per lvl] | | Commentary here. |
| Call Daevas // (Conjuration 5) // | Daeva x 6 | | Commentary here. |
| Call Jahi // (Conjuration 5) // | Jahi | Female | Commentary here. |
| Call of the Drugvant // (Thaumaturgy 7) // Anonymous Event (2817) | Daeva x 2d6 | | Commentary here. |
Brigand Leader x 2 | | Commentary here. | |
| Call Yata // (Conjuration 6) // | Yatas: | Common Attributes: | Commentary here. |
Daeva of Shooting Stars or | | Commentary here. | |
Daeva of Frost and Snow or | | Commentary here. | |
Yata or | | Commentary here. | |
Pairika | Female | Commentary here. | |
| Call Greater Daeva // (Conjuration 8) // | Greater Daevas: | Common Attributes: | Commentary here. |
Akem Manah - Daeva of Evil Intentions or | | Commentary here. | |
Indra - Daeva of Frozen Minds or | | Commentary here. | |
Saurva - Daeva of Oppression or | | Commentary here. | |
Nanghaithya - Daeva of Discontent or | Female | Commentary here. | |
Taurvi - Daeva of Destruction or | Female | Commentary here. | |
Zauri - Daeva of Aging | Female | Commentary here. | |
| Summon Yazatas // (Conjuration 5) // | Yazad x 6 | Supply Size (-1) | Commentary here. |
| Call Ahurani // (Conjuration 5) // | Ahurani | Female | Commentary here. |
| Call Fravashi // (Conjuration 7) // | Ancestral Fravashi | | Commentary here. |
| Call Celestial Yazad // (Conjuration 6) // | Celestial Yazads: | Common Attributes: | Commentary here. |
Yazad of Fire or | | Commentary here. | |
Yazad of Justice or | | Commentary here. | |
Yazad of the Stars or | | Commentary here. | |
Yazad of the Sky or | | Commentary here. | |
Yazad of Water or | Female | Commentary here. | |
Yazad of the Earth | Female | Commentary here. | |
| Call Amesha Spenta // (Conjuration 8) // | Amesha Spenta: | Common Attributes: | Commentary here. |
Khshathra Vairya - Spenta of Sky and Metals or | | Commentary here. | |
Vohu Manah - Spenta of Animals or | | Commentary here. | |
Asha Vahishta - Spenta of Fire or | | Commentary here. | |
Ameretat - Spenta of Plants or | Female | Commentary here. | |
Haurvatat - Spenta of Waters or | Female | Commentary here. | |
Spenta Armaiti - Spenta of the Earth | | 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,
2
3 and
3 can get you where you need to be. (Also,
2
3 can Call Yata for a 1 in 4 chance of
3.)
2
3 can create a Skull Staff to get to
2
4. If a different mage can make a
Fire booster, you only need
1
3 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
2
3, so that, in addition to the above, the mage can make a Coin of Meteoritic Iron.
Fire
Airya Seraphiine has
1. It's a rough climb up.
With
2
3, Call Yata has a 1 in 4 chance of
3.
With
2
4, 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.
Air
The Eagle King starts at the key
4 path.
3 can Call Fravashi.
4 can Call Celestial Yazad, 2 of 6 have at least
2
2. The Fravashi and those Yazads can create the unique Tome of High Power.
Water
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
2
3, Call Yata has a 1 in 4 chance of
3.
1
2 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.
Earth
Harab Seraph has a 1 in 3 chance of
1 and Eagle King has
1. The Eagle King, once at
4
4, can create a Staff of Elemental Mastery. Neither of them has any useful paths.
With
2
4, 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.
Astral
No native access.
2
3 can Call Yata for a 1 in 4 chance of
3.
Death
2 Harab Seraph has a 1 in 3 chance of occurring.
Nature
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.
Glamour
No native access.
4 for Troll King's Court gets
1.
3 for Summon Spectre has a 7 in 16 chance of
1.
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
Chassis: Awake Titan of Crossroads
Paths:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
Weaknesses
What are the nation's weaknesses?
See More
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