Dominions 3: The Awakening/Nations/Caelum, Eagle Kings

Overview
The closest descendants of the Yazatas are still around and rule Caelum as the Eagle Kings. Seraphs haven't yet become the dominating clan and Raptors haven't been banished yet.

EA Caelum has access to very powerful Air magic in the form of Eagle Kings (Air 4) and a large natural air gem income of 5. They also have access to trampling mammoths.

Overview
The vast majority of Caelian units come with special Ice equipment. Ice weapons are all magic, letting them strike Ethereal targets with ease. Ice armor gets bonuses for being in cold territory. Similarly, Caelian units (almost) all fly and (almost) all have a mapmove of 3, making the typical Caelian army very mobile. Sadly, they pay for this mobility with fragility: it is a rare Caelian trooper that can stand toe-to-toe with the groundpounders.

Unit Comparison

 * Spire Horn Warrior: Gold 10, Resources 6
 * Ye basic infantryman. Easily overlooked in favor of his brother with a shield.


 * Spire Horn Warrior (+shield): Gold 10, Resources 8
 * Adds a shield. A crucial upgrade for these all-too-fragile troops.


 * Spire Horn Archer: Gold 10, Resources 5
 * Short Bows on the cheap.


 * Tempest Warrior: Gold 15, Resources 12
 * Same Ice Lance as the Spire Horn Warrior, but backed by significantly stronger armor.


 * Blizzard Warrior: Gold 10, Resources 9
 * Short Bows with Ice Studded Armor, if for some reason your archer corps is getting shot at.


 * Caelian Light Infantry: Gold 10, Resources 11
 * Icy!


 * Caelian Infantry: Gold 10, Resources 16
 * Gets an Ice Cap helmet and an Ice Blade sword. Still not impressive on the staying-power front, though.


 * Iceclad: Gold 15, Resources 26
 * Now we're starting to get somewhere. Icicle Mail instead of Ice Studded Armor.


 * Raptor: Gold 10, Resources 4
 * Conventional weapons instead of the ice stuff.


 * Raptorian Warrior: Gold 10, Resources 12
 * Short Swords don't get all that far.


 * Iron Crow: Gold 15, Resources 16
 * Decent.


 * Mammoth: Gold 120, Resources 20
 * 'Cuz conventional Elephants aren't cold-resistant.


 * Temple Guard: Gold 20, Resources 26
 * Caelum's only sacred troop, these are also the only Caelum troops with mapmove 1. Capital-only.

Commanders

 * Caelian Scout: Gold 20, Resources 13
 * Ye basic scout-commander, although the Caelian 3 mapmove is a benefit.


 * Tempest Lord: Gold 35, Resources 14
 * Ice Blade + conventional armor.


 * Spire Horn Seraph: Gold 60, Resources 1
 * Magic: A1
 * Ye budget magic-slinger.


 * Seraphine: Gold 90, Resources 1
 * Magic: H1
 * A solid, if not particularly impressive, priest with stealth.


 * Caelian Seraph: Gold 140, Resources 1
 * Magic: A2W1
 * Middle-of-the-line spellslinger.


 * Harab Seraph: Gold 80, Resources 6
 * Magic: A1D1 +10% random (D)
 * Death magic for diversity, plus a surprisingly strong equipment set for a mage.


 * Eagle King: Gold 400, Resources 25
 * Magic: A4W1E1H2 + 10% random (FAWE)
 * Sacred, awe+2, powerful Air magic, and a strong basic equipment set... but oh gods the cost. And it's capital-only.

Heroes
The Heroes of Caelum in the Earlier Age called Isvat with his title the Unwinged

Isvat can't fly because of his wing being cut. But he was sacred and have a nice defence skill.

Starting Sites

 * Palace of the Eagle Kings
 * Produces 5 Air gems and 1 Water gem per turn, and allows the recruitment of Eagle Kings and Temple Guards.

National Summons

 * Summon Yazatas
 * 18 Astral pearls, Conjuration 5, S2
 * Summons six sacred Yazatas.


 * Call Amesha Spenta
 * 60 Astral pearls, Conjuration 8, S5
 * Summons one of the six Amesha Spentas. Each one coordinates with a different element.

Scale Design
Caelum, while not as extreme as Niefelheim, still gets to take advantage of bonus points from preferring Cold+2.