Ragha is a dual kingdom of fire and ice, rage and serenity. Half of the population are Abysian descendants from the isolated colony of Tur, and half the population are Airyan refugees from Caelum. Tur was a distant and prosperous Abysian colony founded after a successful military campaign against the giants of Ashdod. But the war with Ashdod had been taxing and the colony was cut off from the kingdom by a Arcoscephalean campaign through the fertile lands previously conquered from the giants. For centuries Tur was left alone and an independent kingdom formed. Then came the Caelians. A great host of iceclad warriors descended upon the Turan armies on the plain of Ragha in the mid of winter. The Turan Shah realized that Tur could not stand up to the Caelians for long. Tur was on the brink of destruction when the attacks suddenly stopped. Civil war had broken out in Caelum and the campaign was aborted. Instead Caelian refugees and deserters settled on the plain of Ragha. Airyan Seraphs approached the Turan Shah and peace was negotiated. When the Harab Seraphs of Caelum attacked, the Airyas were saved by the gryphon riders of Tur. This sealed the truce and a strange alliance was formed. Ragha is now a society of two peoples united out of necessity. During winter the Airyas reign and during summer the Turans reign. Even faith has evolved to mimic the legacy of the two peoples. Two different groups of beings are adored and worshiped. But this is starting to change. The One True God has arisen. The peoples of Ragha suffer less from hot or cold climates than other nations.
"Ragha is a dual kingdom of fire and ice, rage and serenity. Half of the population are Abysian descendants from the isolated colony of Tur, and half are Airyan refugees from Caelum. Tur was a distant and prosperous Abysian colony founded after a successful military campaign against the giants of Ashdod. But the war with Ashdod had been taxing and the colony was cut off from the kingdom by an Arcoscephalean campaign through the fertile lands previously conquered by the giants. For centuries, Tur was left alone and an independent kingdom formed. Then came the Caelians. A great host of iceclad warriors descended upon the Turan armies on the plain of Ragha in the middle of winter. The Turan Shah realized that the Tur could not stand up to the Caelians for long. Tur was on the brink of destruction when the attacks suddenly stopped. Civil war had broken out in Caelum and the campaign was aborted. Instead, Caelian refugees and deserters settled on the plain of Ragha. Airyan Seraphs approached the Turan Shah and peace was negotiated. When the Harab Seraphs of Caelum attacked, the Airyas were saved by the gryphon riders of Tur. This sealed the truce and a strange alliance was formed. Ragha is now a society of two peoples united out of necessity. During winter the Airyas reign and during the summer the Turans reign. Even faith has evolved to mimic the legacy of the two peoples. Two different groups of beings are adored and worshiped. But this is starting to change. The One True God has arisen. The peoples of Ragha suffer less from hot or cold climates than the people of other nations.
"Ragha was added in the Caelum patch for Dominions 4. I had played with ideas on a dual Caelian/Abysian nation earlier on, but it wasn't until I started to remake Caelum that those ideas bore fruit. Of the Caelian nations it is probably the one most heavily influenced by history and myth. Since the nation was developed with Zoroastrianism in mind the mage-priests of the nation, dasturs and athravans, became an integral part of the nation and not something that was added ad hoc. The heat/cold preferences of the nation made it a bit difficult to evaluate and balance, but I'm very fond of the concept thematically. The fact that the nation is based on centuries of Persian history and two different dominions nations, gives it more traits than most nations." -Illwinter
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
3 3 (Rare 4) 2 2 (Rare 3) 2 2 2 | Heroes: 31 Summons Many different summons. and can get you: 5, 4, 4, 4, 5, 5, 3, 4. No . See Summons for details. | Turan Infantry Turan Cavalry Flying Units Gryphon Riders | Flying Cold Resistance Fire Resistance Darkvision Ice Protection | Standard Forts Temples cost 1200 Temples produce Fire gems |
Capitol Gems: 1111
Turmoil Limit + 1
Prefers Cold Scale + 3
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Airya Scout 35 13 1 | Cold Resistance (15) Stealthy (55) Ice Protection (1) Supply Size (-1) Flying | Commentary here. | |
Paighan-Salar 50 18 1 | Fire Resistance (10) Darkvision (50) Wasteland Survival Mountain Survival | Commentary here. | |
Airya Spahbed 70 38 1 | Cold Resistance (15) Ice Protection (2) Supply Size (-1) Flying | Commentary here. | |
Turan Spahbed 150 47 1 | Fire Resistance (15) Darkvision (50) Skilled Rider (3) Wasteland Survival Mountain Survival | Commentary here. | |
Nisean War Horse | Fire Resistance (5) Animal | Commentary here. | |
Airya Shah 180 32 1 Cold Recruit (1) | 1 Sacred Cold Resistance (15) Ice Protection (2) Supply Size (-1) Flying | Commentary here. | |
Turan Shah 240 42 1 Heat Recruit (1) | 1 Sacred Fire Resistance (15) Darkvision (50) Skilled Rider (3) Wasteland Survival Mountain Survival | Commentary here. | |
Nisean War Horse | Fire Resistance (5) Animal | Commentary here. | |
Karapan 140 1 1 Heat Recruit (0) | 111100%9 Sacred Fire Resistance (15) Darkvision (50) Wasteland Survival Mountain Survival | Commentary here. | |
Athravan 140 2 2 Cold Recruit (0) | 111100%9 Sacred Cold Resistance (15) Supply Size (-1) Flying | Commentary here. | |
Zaotar 295 2 2 Cold Recruit (1) | 11121100%13 Sacred Cold Resistance (15) Supply Size (-1) Flying | Commentary here. | |
Dastur 300 1 2 Heat Recruit (1) | 11121100%13 Sacred Fire Resistance (15) Darkvision (50) Wasteland Survival Mountain Survival | Commentary here. | |
Airya Seraph 310 2 4 Cold Recruit (1) | 31111100% 10%17 Cold Resistance (15) Shock Resistance (5) Supply Size (-1) Old Age (60/50) Flying | Commentary here. | |
Turan Sorcerer 315 1 4 Heat Recruit (1) | 3111100% 10%17 Fire Resistance (30) Darkvision (50) Heat Aura (6) Wasteland Survival Mountain Survival | Commentary here. | |
Zhayedan Spahbed 245 65 1 Capital Only Holy Points x 2 Heat Recruit (1) | Sacred Fire Resistance (15) Darkvision (50) Skilled Rider (1) Wasteland Survival Mountain Survival | Commentary here. | |
Turan Gryphon | Sacred Smart Mount (100) Animal Flying Wasteland Survival Mountain Survival | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Paighan 8 9 3 | Fire Resistance (10) Darkvision (50) Wasteland Survival Mountain Survival | Commentary here. | |
Airya Archer 10 7 9 | Cold Resistance (15) Supply Size (-1) Flying | Commentary here. | |
Airya Light Infantry 10 11 9 | Cold Resistance (15) Ice Protection (1) Supply Size (-1) Flying | Commentary here. | |
Airya Infantry 10 16 9 | Cold Resistance (15) Ice Protection (1) Supply Size (-1) Flying | Commentary here. | |
Turan Infantry 11 19 8 | Fire Resistance (10) Darkvision (50) Wasteland Survival Mountain Survival | Commentary here. | |
Turan Heavy Infantry 13 13 19 | Fire Resistance (10) Darkvision (50) Wasteland Survival Mountain Survival | Commentary here. | |
Turan Horse Archer 27 22 10 | Fire Resistance (10) Darkvision (50) Skilled Rider (2) Wasteland Survival Mountain Survival | Commentary here. | |
Riding Horse | Animal | Commentary here. | |
Turan Cavalry 30 41 24 | Fire Resistance (10) Darkvision (50) Skilled Rider (2) Wasteland Survival Mountain Survival | Commentary here. | |
War Horse | Animal | Commentary here. | |
Savaran Cataphract 55 46 38 | Fire Resistance (15) Darkvision (50) Skilled Rider (2) Wasteland Survival Mountain Survival | Commentary here. | |
Savaran Guard 60 50 47 | Fire Resistance (15) Darkvision (50) Bodyguard (2) Skilled Rider (2) Wasteland Survival Mountain Survival | Commentary here. | |
Nisean War Horse | Fire Resistance (5) Animal | Commentary here. | |
Turan Elephant Rider 105 99 34 | Fire Resistance (10) Darkvision (50) Wasteland Survival Mountain Survival | Commentary here. | |
War Elephant | Animal Trample | Commentary here. | |
Elephant Spearman x 2 | Fire Resistance (15) Darkvision (50) Wasteland Survival Mountain Survival | Commentary here. | |
Iceclad Zhayedan 19 40 21 Capital Only Cold Recruit (1) | Sacred Cold Resistance (15) Ice Protection (2) Supply Size (-1) Flying | Commentary here. | |
Zhayedan 125 65 58 Capital Only Holy Points x 2 Heat Recruit (1) | Sacred Fire Resistance (15) Darkvision (50) Skilled Rider (1) Wasteland Survival Mountain Survival | Commentary here. | |
Turan Gryphon | Sacred Smart Mount (100) Animal Flying Wasteland Survival Mountain Survival Stupid | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Zahak - Fatherslayer | 3111 Sacred Regeneration (10%) Fire Resistance (15) Poison Resistance (15) Blood Searcher (1) Population Killer (20 per Month) Supply Size (+5) Unsurroundable (2) Wasteland Survival Mountain Survival | 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. |
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. |
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 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 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 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 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. |
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. |
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. |
See Magic Access. These guides supplement the summaries at the top.
LA Ragha has summonable mages with a variety of paths:
Call Yata Limited
11 Karapan (1 in 3) or Dastur (1 in 4) +
The four Yatas all have Death, two have Fire, one has Astral, one has Water, one has Blood.
Call Greater Daeva Limited
11 Karapan (1 in 3) or Dastur (1 in 4) +
Of the six Greater Daevas, five have Death, three have Fire, two have Earth, and two have 3.
Call Celestial Yazad Limited
2 Airya Seraph (1 in 3) +
Two of the six Yazads have Fire, two have Air, one has 4, one has 3, one has 2.
Call Amesha Spenta Limited
2 Airya Seraph (1 in 3) +
There are six Amesha Spentas, three with Earth, three with Nature, one with 4, one with 6, one with 4,
Even though LA Ragha only has recruitable 2, Blood is easy to climb, giving access to Bind Heliophagus for power in Fire, Death, and Blood, and Bind Demon Lord for all paths except Water.
The multi-path boosters that require Astral, Ring of Sorcery and Ring of Wizardry, are practically reachable. Not just because LA Ragha can recruit an 3 mage, (which still requires a level of empowerment to reach 4), but because the powerful summons that require Astral also motivate investing in the path.
The mages LA Ragha can summon have a wide variety of paths, some of which make getting a new type of booster incredibly easy, like Khshathra Vairya - Spenta of Sky and Metals, who is one easily made Earth booster away from a Staff of Elemental Mastery. When summoning a new mage, check boosters.
Highest starting: 3 Turan Sorcerer
Skull of Fire
11 Karapan (1 in 3) or Dastur (1 in 4)
Bind Arch Devil
11 Karapan (1 in 3) or Dastur (1 in 4) +
Arch Devils have a good chance of 4 in 5 chance of 4, 1 in 5 of 3.
Multiple LA Ragha mages have Fire and Astral, but The Forbidden Light Unique requires too many boosters to be practical.
See above for Call Yata, Call Greater Daeva, Call Celestial Yazad, and Call Amesha Spenta.
Highest starting: 3 Airya Seraph
Requires a level of empowerment to get to the key path 4, or the Unique Tome of High Power.
Tome of High Power Unique
31 Airya Seraph (1 in 3) +
Call Fravashi
2 Airya Seraph (1 in 3) +
Ancestral Fravashi has 3.
See above for Call Celestial Yazad, and Call Amesha Spenta.
Highest starting: 2 Zaotar (1 in 4)
Trident from Beyond Unique
12 Airya Seraph (1 in 3) +
See above for Call Celestial Yazad and Call Amesha Spenta.
No recruitable access. See above for Call Greater Daeva, Call Celestial Yazad, and Call Amesha Spenta.
King of Elemental Fire Limited
3 Turan Sorcerer +
A one in two chance of 1, if that king isn't already taken.
Highest starting: 2 Airya Seraph (1 in 3)
Tome of High Power Unique
31 Airya Seraph (1 in 3) +
Call Fravashi
2 Airya Seraph (1 in 3) +
Ancestral Fravashi has 2.
Call Celestial Yazad Limited
2 Airya Seraph (1 in 3) +
The Yazads all have Astral.
Multiple LA Ragha mages have Fire and Astral, but The Forbidden Light Unique requires too many boosters to be practical.
See above for Call Yata.
Highest starting: 2 Dastur (1 in 4) or Turan Sorcerer (1 in 3)
The Black Book of Secrets Unique
21 Dastur (1 in 4) or Turan Sorcerer (1 in 3) +
12 Dastur (1 in 4) or Turan Sorcerer (1 in 3) +
Call Yata Limited
11 Karapan (1 in 3) or Dastur (1 in 4) +
3 in 4 Yatas have 3, 1 has 2.
Call Greater Daeva Limited
11 Karapan (1 in 3) or Dastur (1 in 4) +
Five of the six Greater Daevas have Death.
No recruitable access. See above for Call Celestial Yazad and Call Amesha Spenta.
No national access.
Summon Spectre
2 Dastur (1 in 4) or Turan Sorcerer (1 in 3) +
Spectre has a 7 in 16 chance of at least 1.
Highest starting: 2 Dastur (1 in 4) or Turan Sorcerer (1 in 3). The hero, Zahak - Fatherslayer, has 3.
The Black Book of Secrets Unique
21 Dastur (1 in 4) or Turan Sorcerer (1 in 3) +
12 Dastur (1 in 4) or Turan Sorcerer (1 in 3) +
See above for Call Yata and Call Greater Daeva.
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?
Add links to guides or other overviews for this nation here.