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dom6:caelum-ma

MA Caelum, Reign of the Seraphim

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 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." -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)
water 33 (Rare 4)
fire 11
astral 11 (Rare 2)
death 11 (Rare 2)
holy 11
Heroes:
death 22holy 22
Summons
Many different summons.
and can get you:
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
Ice Forts
Forts reduce Cold Scale deaths by one step.

Capitol Gems: 3airgem2watergem
Cold Limit + 1
Prefers Cold Scale + 3

Ice Forts: Cheaper than normal forts, faster to upgrade, but they melt and lose effectiveness in heat scales. They can only be built and upgraded in cold scales. If the temperature rises to neutral or above, construction is halted and can only continue once cold scales return.

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.
Airya Noble
70
38
1
Cold Resistance (15)
Ice Protection (2)
Commentary here.
Storm General
95
36
1
Cold Resistance (10)
Shock Resistance (10)
Ice Protection (2)
Storm Immunity
Commentary here.
Seraphine
95
2
1
holy 11random020%
Sacred
Cold Resistance (15)
Stealthy (65)
Female
Prophet Shape (Seraphine)
Commentary here.
Ice Crafter
65
3
2
water 11rp 77
Cold Resistance (15)
Ice Forging (4)
Forge Bonus (1)
Commentary here.
Spire Horn Seraph
65
1
2
air 11rp 77
Cold Resistance (5)
Shock Resistance (5)
Storm Immunity
Commentary here.
Caelian Seraph
175
2
2
air 22water 11rp 1111
Cold Resistance (15)
Prophet Shape (High Seraph)
Commentary here.
High Seraph
355
3
4
air 33water 22random1100%
10%
rp 1717
Cold Resistance (15)
Shock Resistance (5)
Old Age
Prophet Shape (High Seraph))
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Spire Horn Militia
8
5
5
Cold Resistance (5)
Shock Resistance (5)
Supply Size (-1)
Flying
Commentary here.
Spire Horn Archer
10
6
9
Cold Resistance (5)
Shock Resistance (5)
Supply Size (-1)
Flying
Storm Immunity
Commentary here.
Airya Light Infantry
10
11
9
Cold Resistance (15)
Ice Protection (1)
Supply Size (-1)
Flying
Commentary here.
Spire Horn Warrior
10
7
9
Cold Resistance (5)
Shock Resistance (5)
Supply Size (-1)
Flying
Storm Immunity
Commentary here.
Wingless
10
11
9
Capital Only
Snow Move Commentary here.
Airya Infantry
10
16
9
Cold Resistance (15)
Ice Protection (1)
Supply Size (-1)
Flying
Commentary here.
Iceclad
15
40
21
Cold Resistance (15)
Ice Protection (2)
Supply Size (-1)
Flying
Commentary here.
Storm Guard
15
31
21
Cold Resistance (10)
Shock Resistance (10)
Ice Protection (2)
Supply Size (-1)
Flying
Storm Immunity
Commentary here.
Mammoth Rider
120
27
34
Cold Resistance (20)
Shock Resistance (5)
Supply Size (-1)
Flying
Storm Immunity
Commentary here.
Mammoth Cold Resistance (15)
No Throw Off
Animal
Trample
Snow Move
Commentary here.
Mammoth Archer x 2 Cold Resistance (5)
Shock Resistance (5)
Supply Size (-1)
Flying
Storm Immunity
Mobile Archer
Commentary here.
Temple Guard
20
42
23
Capital Only
Sacred
Cold Resistance (15)
Ice Protection (2)
Bodyguard (1)
Snow Move
Commentary here.
Blizzard Warrior
20
13
23
Capital Only
Sacred
Cold Resistance (15)
Ice Protection (1)
Snow Move
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Caelos - Sacred One holy 11
Sacred
Cold Resistance (15)
Ice Protection (2)
Snow Move
Commentary here.
Zaelinys - Harab Seraphine death 22holy 22rp 99
Sacred
Cold Resistance (15)
Stealthy (40)
Supply Size (-1)
Flying
Female
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

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 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.
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 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 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 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 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 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.
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.
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.

Magic Access

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

MA Caelum can summon powerful mages, if it can get the right paths. Two of the summons, Call Yata and Call Greater Daeva, require Fire and Death, which MA Caelum does not natively have. A pretender with the right praths is probably necessary. They can give everything except Air, Nature, and Glamour.

The other powerful summoning spells, Call Fravashi, Call Celestial Yazad, and Call Amesha Spenta, require Astral. MA Caelum only has native access astral 11, so again, a pretender with enough Astral is, again, probably necessary. The summons can give access to everything except Death, Glamour, and Blood.

Fire

fire 11 Seraphine (1 in 5) is the only option. Has no crosspaths.

Air

air 44 High Seraph (1 in 4) is the highest available, and it's at the key path air 44. astral 11 High Seraph (1 in 4), with an Astral booster can attempt the unique Tome of High Power.

Water

water 33 High Seraph (1 in 4) is the highest available. A death 11 High Seraph (1 in 4), with two easy to make Water boosters, can cast Streams from Hades. With the two boosters the Kokythiad is at water 55.

water 11astral 22, which is a little tricky to get, can Call Ahurani for a water 22 mage.

Earth

No National Access. water 33death 11 can cast Hidden in Snow for at least earth 11.

Astral

astral 11 Seraphine (1 in 5) is the only option. With a level of empowerment, it can attempt the unique Tome of High Power.

Death

death 11 Seraphine (1 in 5) is the only recruitable option. No useful crosspaths.

The hero, Zaelinys - Harab Seraphine, has death 22.

Nature

No National Access. No simple summons.

Glamour

No National Access. death 33 can Summon Spectre for a 7 in 16 at least glamour 11.

Blood

No National Access. astral 44death 11, (hard to reach), can cast Ether Gate for a 1 in 4 chance of blood 11.

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-ma.txt · Last modified: 2024/04/28 05:51 by johnnydown