Nation 150: Ssit'tis
-----------------------------------
Race: Humans, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Auxiliaries. Chariots. Sacred heavy infantry.
Magic: Death. Weak Earth and Astral.
Priests: Moderate, temples cost 300 gold.

Nation 151: Marhamn
-----------------------------------
Race: Vanir, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Light cavalry  and  heavy cavalry. Sacred light infantry.
Magic: Air and Nature. Weak Fire and Earth.
Priests: Strong, temples cost 800 gold.

Nation 152: Singaeres
-----------------------------------
Race: Humans.
Military: Light infantry and heavy infantry. Champions. Heavy cavalry. Chariots. Sacred Human heavy chariot.
Magic: Blood. Weak Glamour.
Priests: Strong, can perform blood sacrifices.

Nation 153: Neamus
-----------------------------------
Race: Gigantes, some Avvites.
Military: Heavy infantry. Champions. Heavy bear cavalry. Chariots. Sacred Avvite heavy ranger.
Magic: Water, Death and Nature. Some Neophyte of the Hibernal Throne mages. Some Follower of the Hibernal Throne mages.
Priests: Strong.

Nation 154: Myleis
-----------------------------------
Race: Humans, some Atlantians.
Military: Light infantry and heavy infantry. Champions. Heavy bear cavalry. Sacred Atlantian heavy skirmisher.
Magic: Earth and Astral. Weak Blood.
Priests: Strong.

Nation 155: Chaldinnigh
-----------------------------------
Race: Merrows, some Humans, prefers Cold scale +3.
Military: Light infantry. Champions. Light swan cavalry. Sacred light infantry.
Magic: Fire and Water. Weak Astral.
Priests: Strong.

Nation 156: Tsihikos
-----------------------------------
Race: Lizards, some Hoburgs, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Chariots. Sacred heavy infantry and Hoburg heavy infantry.
Magic: Earth and Nature. Weak Astral and Death. Some Grand Cthonic Revenant mages.
Priests: Weak.

Nation 157: Samsa
-----------------------------------
Race: Pale Ones.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic: Fire and Astral. Weak Death. National mages are not affected by Drain scale.
Priests: Moderate.

Nation 158: Shabland
-----------------------------------
Race: Hoburgs, some Avvites, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Heavy bear cavalry. Chariots. Sacred light goat cavalry.
Magic: Earth. Weak Fire, Air, Water, Nature and Blood.
Priests: Moderate, their constructs are stronger within their Dominion.

Nation 159: Karakna
-----------------------------------
Race: Caelians, some Illithids, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic:  Weak Fire, Air, Water and Astral.
Priests: Moderate, can perform blood sacrifices.

Nation 160: Luland
-----------------------------------
Race: Jotuns, prefers Cold scale +2.
Military: Heavy infantry. Champions. Elite warden. Sacred heavy infantry.
Magic: Astral and Nature. Weak Water.
Priests: Moderate.

Nation 161: Cathros
-----------------------------------
Race: Gigantes, some Humans.
Military: Light infantry and heavy infantry. Champions. Heavy bear cavalry. Chariots. Sacred Human heavy infantry.
Magic: Astral, Glamour and Blood.
Priests: Strong.

Nation 162: Spieni
-----------------------------------
Race: Caelians.
Military: Light infantry and heavy infantry. Champions. Elite templar. Sacred light infantry.
Magic: Air, Death and Glamour. Weak Fire. Laboratories cost 600 gold.
Priests: Weak.

Nation 163: Kirkfors
-----------------------------------
Race: Asmegs, some Avvites, prefers Cold scale +1.
Military: Heavy infantry. Champions. Sacred heavy infantry.
Magic: Death. Weak Air, Earth and Astral.
Priests: Moderate, can reanimate the dead.

Nation 164: Hermnos
-----------------------------------
Race: Halfmen, some Pale Ones.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic: Earth. Weak Blood. Some Apprentice Mountain Rector mages. Some Adept Mountain Rector mages. Some Arch Mountain Rector mages.
Priests: Strong.

Nation 165: Per-baty
-----------------------------------
Race: Abysians, prefers Heat scale +3.
Military: Heavy infantry. Champions. Sacred heavy infantry and heavy infantry.
Magic: Fire, Air, Astral and Death.
Priests: Strong.

Nation 166: Csi'is
-----------------------------------
Race: Lizards, some Abysians, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Light crocodile cavalry  and  heavy drake cavalry. Sacred Abysian light infantry and light infantry.
Magic: Water, Astral, Death and Blood.
Priests: Strong, temples cost 800 gold.

Nation 167: Orix
-----------------------------------
Race: Humans, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Heavy spider cavalry. Sacred light ranger.
Magic: Fire, Water, Earth and Glamour.
Priests: Moderate.

Nation 168: Piemont
-----------------------------------
Race: Primates, some Humans, prefers Cold scale +2.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic: Water and Astral. Laboratories cost 600 gold.
Priests: Moderate.

Nation 169: Swabia
-----------------------------------
Race: Hoburgs, some Asmegs, prefers Cold scale +1.
Military: Heavy infantry. Champions. Heavy mechanical mosquito cavalry. Sacred heavy mechanical mosquito cavalry.
Magic: Water and Earth. Weak Blood. Some Hand of the Kokytosial Legacy mages. Some Geomancer of the Kokytosial Legacy mages. Some Earth Reader of the Kokytosial Legacy mages. Some Personalshaper of the Kokytosial Legacy mages.
Priests: Strong, their constructs are stronger within their Dominion.

Nation 170: Acatlan
-----------------------------------
Race: Atlantians, prefers Heat scale +1.
Military: Heavy infantry. Champions. Heavy bear cavalry. Sacred light infantry and light skirmisher.
Magic: Air, Water, Death and Nature.
Priests: Moderate.

Nation 171: Coahueikos
-----------------------------------
Race: Ophidians, some Zotzs, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Sacred light infantry and Zotz light infantry. Expensive forts.
Magic: Water. Weak Earth, Nature and Glamour.
Priests: Moderate.

Nation 172: Timburia
-----------------------------------
Race: Hoburgs, some Humans, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Heavy mechanical mosquito cavalry. Sacred heavy infantry.
Magic: Earth. Weak Air, Death, Nature and Blood.
Priests: Weak, can perform blood sacrifices.

Nation 173: Hamen
-----------------------------------
Race: Hoburgs, prefers Cold scale +1.
Military: Heavy infantry. Champions. Heavy mechanical mosquito cavalry. Sacred heavy infantry. Cheaper forts.
Magic: Air and Blood. Weak Earth.
Priests: Moderate.

Nation 174: Talpur
-----------------------------------
Race: Primates, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Sacred heavy ranger.
Magic: Fire, Water and Astral.
Priests: Weak.

Nation 175: Omsos
-----------------------------------
Race: Cyclopses, some Humans.
Military: Light infantry and heavy infantry. Champions. Sacred heavy skirmisher.
Magic: Earth. Weak Nature, Glamour and Blood.
Priests: Weak.

Nation 176: Per-su
-----------------------------------
Race: Abysians, prefers Heat scale +3.
Military: Heavy infantry. Champions. Heavy salamander cavalry. Sacred heavy infantry.
Magic:  Weak Fire and Blood. National mages are not affected by Drain scale.
Priests: Moderate.

Nation 177: Zophoh
-----------------------------------
Race: Avvites, prefers Heat scale +2.
Military: Light infantry. Champions. Heavy bear cavalry. Chariots. Elite warrior. Sacred light infantry.
Magic: Death and Blood. Weak Fire and Glamour.
Priests: Moderate.

Nation 178: Hinugabad
-----------------------------------
Race: Primates.
Military: Light infantry and heavy infantry. Champions. Chariots. Sacred heavy ranger. Cheaper forts.
Magic: Earth and Astral. Weak Death and Blood.
Priests: Moderate.

Nation 179: Coatlan
-----------------------------------
Race: Atlantians, prefers Heat scale +1.
Military: Heavy infantry. Sacred heavy infantry and heavy infantry.
Magic: Water and Earth. Weak Fire, Death and Blood.
Priests: Weak.

Nation 180: Dousgyl
-----------------------------------
Race: Humans, some Fir Bolgs.
Military: Light infantry and heavy infantry. Champions. Heavy cavalry. Chariots. Sacred heavy ranger.
Magic: Water. Weak Fire, Air, Earth and Astral.
Priests: Moderate.

Nation 181: Sardajan
-----------------------------------
Race: Caelians, some Ophidians, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred heavy ranger and Ophidian light infantry.
Magic: Fire, Earth and Death. Weak Nature. Some Apprentice Accursed Flameweaver mages. Some Accursed Devastator mages. Some Accursed Wizard mages. Some Accursed Fireheart mages.
Priests: Strong.

Nation 182: Neimia
-----------------------------------
Race: Ettinlings, some Fir Bolgs, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Sacred heavy infantry. Cheaper forts.
Magic: Air. Weak Fire, Water, Astral and Glamour. Some Fledgling Forest Pyromancer mages. Some  Forest Pyromancer mages.
Priests: Moderate.

Nation 183: Glyunak
-----------------------------------
Race: Illithids.
Military: Light infantry and heavy infantry. Champions. Sacred light infantry.
Magic: Fire, Astral and Death. Weak Water. Some Barrens Fellow mages.
Priests: Moderate.

Nation 184: Tamarvi
-----------------------------------
Race: Caelians.
Military: Heavy infantry. Champions. Elite hierophant. Sacred heavy infantry.
Magic: Air and Blood. Weak Earth and Glamour.
Priests: Moderate.

Nation 185: Nabos
-----------------------------------
Race: Humans, some Cyclopses.
Military: Light infantry and heavy infantry. Champions. Light serpent cavalry. Chariots. Sacred light infantry.
Magic: Air, Earth and Glamour. Weak Fire.
Priests: Moderate.

Nation 186: Fagersdal
-----------------------------------
Race: Jotuns, some Fomorians, prefers Cold scale +2.
Military: Heavy infantry. Champions. Sacred heavy infantry.
Magic: Astral and Glamour. Weak Blood.
Priests: Moderate.

Nation 187: Borgard
-----------------------------------
Race: Vaettis, prefers Cold scale +3.
Military: Light infantry. Champions. Light wolf cavalry. Sacred light infantry.
Magic: Death and Nature. Some Young Prior of the Glades mages. Some Monk of the Glades mages. Some Disciple of the Glades mages. Laboratories cost 400 gold.
Priests: Moderate.

Nation 188: Djedsu
-----------------------------------
Race: Abysians, prefers Heat scale +3.
Military: Heavy infantry. Champions. Heavy drake cavalry. Sacred heavy infantry.
Magic: Fire, Air and Blood.
Priests: Moderate.

Nation 189: Palajo
-----------------------------------
Race: Crustaceans.
Military: Heavy infantry. Sacred heavy infantry.
Magic: Earth, Death and Glamour. National mages are not affected by Drain scale.
Priests: Strong.

Nation 190: Porasi
-----------------------------------
Race: Humans, some Primates.
Military: Light infantry and heavy infantry. Champions. Sacred Primate heavy ranger.
Magic: Blood. Weak Nature.
Priests: Weak.

Nation 191: Capan
-----------------------------------
Race: Atlantians, some Primates, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred Primate heavy infantry and light skirmisher. Expensive forts.
Magic: Air and Earth. Weak Water and Astral.
Priests: Moderate.

Nation 192: Clotylros
-----------------------------------
Race: Gigantes, some Atlantians, prefers Heat scale +3.
Military: Light infantry and heavy infantry. Champions. Sacred heavy chariot.
Magic: Fire and Water. Weak Astral.
Priests: Weak.

Nation 193: Kyomatsu
-----------------------------------
Race: Tengus, some Lizards.
Military: Light infantry and heavy infantry. Champions. Chariots. Sacred heavy infantry.
Magic: Fire and Air. Weak Earth and Death.
Priests: Strong, can perform blood sacrifices.

Nation 194: Kurpanach
-----------------------------------
Race: Illithids, some Halfmen.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic: Astral and Blood.
Priests: Moderate, can perform blood sacrifices.

Nation 195: Qurgjan
-----------------------------------
Race: Caelians, some Humans, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred light infantry. Expensive forts.
Magic: Fire, Air and Water. Weak Death and Glamour. Some Qurgjanic Fellow mages.
Priests: Moderate.

Nation 196: Chenpur
-----------------------------------
Race: Tusked Ones, some Pale Ones, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred Pale One heavy infantry.
Magic: Air. Weak Earth and Blood.
Priests: Moderate.

Nation 197: Burabwe
-----------------------------------
Race: Humans, some Bakemonos, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred heavy parrot cavalry and Bakemono light infantry.
Magic: Water, Earth, Astral and Nature. Some Burabwean Apprentice mages.
Priests: Moderate.

Nation 198: Otasa
-----------------------------------
Race: Bakemonos, some Humans.
Military: Heavy infantry. Champions. Light lion cavalry. Sacred heavy infantry.
Magic: Fire, Death and Blood. Weak Air.
Priests: Weak.

Nation 199: Karakjan
-----------------------------------
Race: Caelians, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic:  Weak Fire, Air, Water and Earth. Some Karakjane Neophyte mages. Some Karakjane Lord mages.
Priests: Moderate.

Nation 200: Mazapan
-----------------------------------
Race: Atlantians, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred light infantry and heavy infantry.
Magic: Air. Weak Astral.
Priests: Strong.

Nation 201: Poures
-----------------------------------
Race: Humans, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Heavy cavalry. Sacred light infantry.
Magic:  Weak Air, Water, Earth, Nature, Glamour and Blood.
Priests: Moderate.

Nation 202: Baazrem
-----------------------------------
Race: Avvites, some Primates, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Sacred heavy chariot.
Magic: Air and Glamour. Weak Nature.
Priests: Moderate.

Nation 203: Avata
-----------------------------------
Race: Abysians, prefers Heat scale +3.
Military: Light infantry and heavy infantry. Heavy drake cavalry. Sacred heavy infantry.
Magic: Glamour. Weak Fire, Air, Death, Nature and Blood. National mages are not affected by Drain scale.
Priests: Moderate.

Nation 204: Zerani
-----------------------------------
Race: Caelians, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic: Air. Weak Fire and Earth.
Priests: Strong.

Nation 205: Ömarhamn
-----------------------------------
Race: Humans, some Asmegs, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Light cavalry. Sacred heavy wyvern cavalry.
Magic: Nature and Blood. National mages are not affected by Drain scale.
Priests: Weak.

Nation 206: Atlellia
-----------------------------------
Race: Humans, some Vanir.
Military: Light infantry. Champions. Light cavalry. Sacred Van heavy infantry.
Magic:  Weak Death, Glamour and Blood.
Priests: Moderate.

Nation 207: Platnae
-----------------------------------
Race: Halfmen, some Humans.
Military: Light infantry and heavy infantry. Champions. Light rat cavalry. Sacred heavy infantry.
Magic: Air and Nature. Weak Water. Some Shark Follower mages.
Priests: Moderate, temples cost 300 gold.

Nation 208: Kopippu
-----------------------------------
Race: Tengus, some Lizards.
Military: Heavy infantry. Chariots. Sacred heavy infantry.
Magic: Air and Water. Weak Death and Nature. Some Cascading Bringer mages. Some Translucent Bringer mages.
Priests: Strong, temples cost 800 gold.

Nation 209: Eskilssund
-----------------------------------
Race: Humans, prefers Cold scale +2.
Military: Light infantry and heavy infantry. Champions. Light lion cavalry. Sacred light infantry. Cheaper forts.
Magic: Astral.
Priests: Strong.

Nation 210: Seasa
-----------------------------------
Race: Humans, prefers Heat scale +3.
Military: Light infantry and heavy infantry. Auxiliaries. Chariots. Sacred heavy infantry.
Magic: Death, Glamour and Blood.
Priests: Strong.

Nation 211: Shenbach
-----------------------------------
Race: Hoburgs, prefers Heat scale +2.
Military: Light infantry. Champions. Sacred light infantry.
Magic: Earth, Nature and Blood. Weak Glamour. Laboratories cost 400 gold.
Priests: Moderate.

Nation 212: Cihuattlan
-----------------------------------
Race: Atlantians, some Cavemen, prefers Heat scale +1.
Military: Light infantry. Champions. Sacred light infantry and light infantry.
Magic: Death and Nature. Weak Water and Earth. Some Highland Shaman mages. Some Highland Necromancer mages. Some Highland Bishop mages.
Priests: Weak.

Nation 213: Dimhisene
-----------------------------------
Race: Humans, some Atlantians, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Light elk cavalry  and  heavy horse  and  wolf cavalry. Sacred heavy ranger.
Magic: Fire and Blood. Weak Death.
Priests: Moderate.

Nation 214: Siatssith
-----------------------------------
Race: Lizards, prefers Heat scale +2.
Military: Heavy infantry. Champions. Sacred heavy ranger and heavy ranger.
Magic: Water and Death. Weak Blood.
Priests: Moderate.

