Nation 150: Damantep
-----------------------------------
Race: Abysians, prefers Heat scale +3.
Military: Light infantry and heavy infantry. Champions. Heavy salamander cavalry. Sacred heavy infantry.
Magic: Fire, Air and Glamour. Weak Astral and Blood.
Priests: Strong.
-----------------------------------
National traits:
- Ideal cold level -3
- default

Abysian themes: tainted, primitive
Muuch themes: red, advanced, slaver

Magic site features: elementrange 2

Troops:
- Ranged:
** Damantepian Humanbred Woodland Champion (Abysian - humanbred), 12g, 17r, Steel Crossbow, Battleaxe, Legionary Helmet.
--- forestunit and Ranged unit
- Infantry:
** Damantepian Humanbred Halberd Champion (Abysian - humanbred), 12g, 34r, Halberd, Plate Cuirass, Half Helmet.
--- Infantry unit
** Damantepian Humanbred Axe Champion (Abysian - humanbred), 12g, 32r, Battleaxe, Plate Cuirass, Half Helmet.
--- Infantry unit
** Damantepian Humanbred Axe Champion (Abysian - humanbred), 12g, 34r, Axe, Plate Cuirass, Half Helmet, Tower Shield.
--- Infantry unit
** Damantepian Heavy Axe Champion (Abysian), 20g, 25r, Battleaxe, Full Scale Mail, Iron Cap.
--- Infantry unit
** Damantepian Heavy Axe Champion (Abysian), 20g, 27r, Axe, Full Scale Mail, Iron Cap, Tower Shield.
--- Infantry unit
** Damantepian Hammerer (Abysian), 20g, 28r, Hammer, Full Scale Mail, Iron Cap, Tower Shield.
--- Infantry unit
** Damantepian Champion (Abysian), 20g, 21r, Broad Sword, Scale Mail Cuirass, Iron Cap, Iron Shield.
--- Infantry unit
** Damantepian Axe Champion (Abysian), 20g, 16r, Battleaxe, Scale Mail Cuirass, Iron Cap.
--- Infantry unit
- Cavalry:
** Damantepian Champion (Abysian), 65g, 42r, Battleaxe, Lance, Plate Hauberk, Half Helmet, Salamander mount.
--- Mounted unit
- Sacreds:
** Furious Herald (Abysian - demonbred), 40g, 32r, Poison Dagger, Axe, Plate Cuirass.
--- Capital only, Sacred, overcharged20, summerpower-low, berserklowest and Infantry sacred

Commanders:
- Scouts:
** Scout (Abysian), 40g, 10r, Axe, Throwing Axe, Axe, Legionary Helmet.
--- Scout
- Commanders:
** Hammer Commander (Abysian), 50g, 28r, Hammer, Full Scale Mail, Iron Cap, Tower Shield.
--- Infantry unit
** Colonel (Abysian), 70g, 27r, Axe, Full Scale Mail, Iron Cap, Tower Shield.
--- Infantry unit
** Axemaster (Abysian - demonbred), 120g, 32r, Poison Dagger, Axe, Plate Cuirass.
--- Capital only, Sacred, overcharged20, summerpower-low, berserklowest and Infantry sacred
- Priests:
** Anathemant (Abysian - humanbred), 55g, 2r, Pestle, Robes.
--- 1H. 
--- Sacred and 
- Mages:
** Damantepian Neophyte (Abysian - humanbred), 160g, 2r, Stone Dagger, Sacred Pitcher, Robes.
--- 1F 1H 1.1? (fire, astral, glamour, blood). 
--- Sacred, fire and 
** Fellow of the Hellfire Barrens (Abysian), 240g, 6r, Bronze Trident, Robes.
--- 2G 2H 1.1? (fire, astral, glamour, blood). 
--- Sacred, glamour and 
** Fellow of the Incandescent Barrens (Abysian), 240g, 4r, Short Sword, Robes.
--- 2A 2H 1.1? (air, astral, glamour, blood). 
--- Sacred, air and 
** Patriarch of the Hellfire Barrens (Abysian), 410g, 4r, Short Sword, Robes.
--- 2F 1S 1G 1B 3H 1.1? (fire, astral, glamour, blood). 
--- Capital only, Sacred, fire, nobadevents1 and 
** Patriarch of the Incandescent Barrens (Abysian), 375g, 4r, Short Sword, Robes.
--- 2F 1A 1S 1B 3H 1.1? (fire, air, astral, blood). 
--- Capital only, Sacred, fire, nobadevents1 and 

Heroes:
** Hero (Abysian), 0g, 4r, Short Sword, Robes.
--- 3F 1W 1D 3H. 
--- Hero, MAGICPICKS, protected by fire, can shapeshift into a deep one, resource generator 15, invulnerable20 and deathrec
** Hero (Abysian), 0g, 6r, Hammer, Robes, Crown.
--- 1E 3S 1N 4H. 
--- Hero, MAGICPICKS, earthele, resource generator 15 and majorcoldres
** Hero (Abysian), 0g, 1r, Robes.
--- 3F 1E 1B 4H. 
--- Hero, MAGICPICKS, resource generator 10, can shapeshift into a hawk, fireres and elegist 2

Province defence:
* Commander 1: Hammer Commander
* Commander 2: High Priest
* Troop 1a: Damantepian Hammerer - 6 per 10 PD
* Troop 1b: Damantepian Humanbred Halberd Champion - 7 per 10 PD
* Troop 2a: Damantepian Humanbred Axe Champion - 7 per 10 PD
* Troop 2b: Damantepian Humanbred Axe Champion - 7 per 10 PD

National spells:
--------------


Montag units:
--------------

Nation 151: Spallen
-----------------------------------
Race: Avvites, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Light camel cavalry  and  heavy camel cavalry. Sacred heavy infantry. Cheaper forts.
Magic: Blood. Weak Death.
Priests: Moderate.
-----------------------------------
National traits:
- Ideal cold level -2
- Giant forts
- default
- Fortifications are 10 percent cheaper

Avvite themes: default
Abysian themes: tainted, slaver

Magic site features: sorceryrange 2

Troops:
- Ranged:
** Spallenan Champion (Avvite), 25g, 20r, Spiked Club, Long Bow, Chain Mail Cuirass, Leather Cap.
--- Ranged unit
- Infantry:
** Spallenan Light Sword Champion (Avvite), 25g, 14r, Broad Sword, Ring Mail Hauberk, Leather Cap, Buckler.
--- Infantry unit
** Spallenan Champion (Avvite), 25g, 11r, Pike, Ring Mail Hauberk, Leather Cap.
--- Infantry unit
** Spallenan Light Sword Champion (Avvite), 25g, 13r, Kopesh, Ring Mail Hauberk, Leather Cap, Buckler.
--- Infantry unit
** Spallenan Sword Champion (Avvite), 25g, 22r, Broad Sword, Chain Mail Cuirass, Reinforced Leather Cap, Buckler.
--- Infantry unit
- Cavalry:
** Spallenan Knight (Avvite), 55g, 25r, Kopesh, Chain Mail Cuirass, Crested Helmet, Shield, Camel mount.
--- elite +1 and Mounted unit
** Spallenan Champion (Avvite), 45g, 13r, Kopesh, Ring Mail Hauberk, Leather Cap, Buckler, Camel mount.
--- Mounted unit
** Spallenan Lancer (Avvite), 45g, 16r, Kopesh, Lance, Ring Mail Hauberk, Leather Cap, Buckler, Camel mount.
--- Mounted unit
- Sacreds:
** Primal Champion (Avvite), 40g, 41r, Long Spear, Plate Hauberk, Crested Helmet, Shield.
--- Capital only, Sacred, berserklow and Infantry sacred

Commanders:
- Scouts:
** Scout (Avvite), 45g, 7r, Morningstar, Leather Hauberk, Leather Cap.
--- Scout
- Commanders:
** Sword Commander (Avvite), 115g, 13r, Kopesh, Ring Mail Hauberk, Leather Cap, Buckler, Camel mount.
--- Mounted unit
** General (Avvite), 85g, 14r, Broad Sword, Ring Mail Hauberk, Leather Cap, Buckler.
--- Infantry unit
** Spearmaster (Avvite), 155g, 41r, Long Spear, Plate Hauberk, Crested Helmet, Shield.
--- Capital only, Sacred, berserklow and Infantry sacred
- Priests:
** Acolyte (Avvite), 70g, 2r, Quarterstaff, Crown, Robes.
--- 1H. 
--- Sacred and 
** High Priest (Avvite), 135g, 4r, Sceptre, Robes, Crown.
--- 2H. 
--- Sacred and 
- Mages:
** Fledgling Malevolent Hellcaller (Avvite), 75g, 5r, Quarterstaff, Imperial Robes.
--- 1D 1B. 
--- death and blood
** Journeyman Malevolent Hellcaller (Avvite), 180g, 5r, Quarterstaff, Imperial Robes.
--- 3B. 
--- blood
** Greater Malevolent Hellcaller (Avvite), 250g, 5r, Quarterstaff, Imperial Robes.
--- 1B 3.1? (air, earth, death, blood). 
--- Capital only, blood and illearth

Heroes:
** Hero (Avvite), 0g, 37r, Holy Broad Sword, Dancing Javelin, Full Scale Mail, Crested Helmet, Shield.
--- Hero, can shapeshift into a werebear, can enter berserker rage, patrol and Infantry elite

Province defence:
* Commander 1: Sword Commander
* Commander 2: Acolyte
* Troop 1a: Spallenan Sword Champion - 6 per 10 PD
* Troop 1b: Spallenan Light Sword Champion - 7 per 10 PD
* Troop 2a: Spallenan Champion - 7 per 10 PD
* Troop 2b: Spallenan Light Sword Champion - 7 per 10 PD

National spells:
--------------
Summon Se'irim, Summon Shedim, Reascendance

Montag units:
--------------

Nation 152: Hessor
-----------------------------------
Race: Lizards, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Sacred heavy infantry.
Magic: Water. Weak Air, Earth, Astral, Death, Nature and Glamour.
Priests: Strong, temples cost 800 gold.
-----------------------------------
National traits:
- Ideal cold level -2
- Temples generate water gems

Lizard themes: predator_sobek, default
Abysian themes: primal, default

Troops:
- Infantry:
** Hessorish Runner Trapper (Lizard - predator), 13g, 3r, Spear, Net, Leather Cap.
--- Infantry unit
** Hessorish Runner Chakram Thrower (Lizard - predator), 13g, 4r, Spear, Chakram.
--- Infantry unit
** Hessorish Forest Champion (Lizard - predator), 15g, 15r, Glaive, Scale Mail Cuirass.
--- pillager stealthy, forestunit and Infantry unit
** Hessorish Forest Chakram Thrower (Lizard - predator), 15g, 13r, Spear, Chakram, Scale Mail Cuirass.
--- pillager stealthy, forestunit and Infantry unit
** Hessorish Flail Champion (Lizard - predator), 13g, 18r, Flail, Scale Mail Hauberk.
--- Infantry unit
** Hessorish Champion (Lizard - predator), 13g, 15r, Spear, Scale Mail Hauberk.
--- Infantry unit
- Sacreds:
** Unseen Nightblade (Lizard - predator), 65g, 24r, Flail, Chain Mail Hauberk.
--- Capital only, Sacred, glamour and Infantry sacred

Commanders:
- Scouts:
** Scout (Lizard - predator), 35g, 1r, Light Lance.
--- Scout
- Commanders:
** Jungle Lord (Lizard - predator), 85g, 16r, Spear, Chakram, Scale Mail Cuirass, Iron Cap.
--- pillager stealthy, forestunit and Infantry unit
** Castellan (Lizard - predator), 75g, 18r, Glaive, Scale Mail Cuirass, Iron Cap.
--- pillager stealthy, forestunit and Infantry unit
- Special commanders:
** Librarian (Lizard - predator), 55g, 1r, Quarterstaff, Robes.
--- Capital only and is not skilled in magical research, but has an extensive knowledge of arcane literature, and is able to help researchers.
- Priests:
** Postulant (Lizard - predator), 55g, 4r, Hammer, Robes.
--- 1H. 
--- Sacred and 
** Heir (Lizard - predator), 145g, 3r, Sceptre, Robes.
--- 2H. 
--- Sacred,  and nobadevents 10
** Exarch (Lizard - sobek), 375g, 2r, Quarterstaff, Robes.
--- 3H. 
--- Sacred,  and healer 3
- Mages:
** Apostate Consort (Lizard - predator), 110g, 1r, Quarterstaff.
--- 2.1? (earth, astral, death, glamour, at least partially linked). 
--- Capital only, various and ritualrange1
** Harvest Follower (Lizard - predator), 65g, 3r, Short Sword.
--- 1W. 
--- water
** Harvest Peer (Lizard - predator), 160g, 6r, Falchion.
--- 2W 1.1? (air, water, death, nature). 
--- water and shockres
** Harvest Vessel (Lizard - sobek), 230g, 25r, Quarterstaff, Jeweled Breastplate, Crown.
--- 1A 1W 1N 2.1? (air, water, death, nature). 
--- Capital only, air, water, and nature, shockres, invulnerable5 and can shapeshift into a cave crab

Heroes:
** Hero (Lizard - sobek), 0g, 5r, Sceptre, Robes, Crown.
--- 3A 3W 1S 2N. 
--- Hero, MAGICPICKS, protected by air, forgebonus 2 primary, explodes as a burst of elemental energy upon death, spawning an elemental and glamour

Province defence:
* Commander 1: Jungle Lord
* Commander 2: Postulant
* Troop 1a: Hessorish Flail Champion - 10 per 10 PD
* Troop 1b: Hessorish Runner Trapper - 13 per 10 PD
* Troop 2a: Hessorish Runner Chakram Thrower - 13 per 10 PD
* Troop 2b: Hessorish Forest Champion - 10 per 10 PD

National spells:
--------------
Sacred Crocodile

Montag units:
--------------

Nation 153: Simouti
-----------------------------------
Race: Humans, some Hoburgs, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Light spider cavalry. Sacred Hoburg heavy infantry.
Magic: Earth. Weak Fire and Air. Some Simoutian Neophyte mages.
Priests: Moderate.
-----------------------------------
National traits:
- Ideal cold level -1
- default

Austral human themes: pygmy_troops, machakan_elites, machakan_mages, primitive, slaver
Hoburg themes: traditional, oriental, default, cavemen_allies

Magic site features: res75

Troops:
- Ranged:
** Simoutian Hoburg Slave Champion (Hoburg), 6g, 25r, Wakizashi, Crossbow, Heavy Samurai Armor, Kabuto.
--- slave and Ranged unit
** Simoutian Pygmy Champion (Austral human - pygmy), 5g, 2r, Short Bow.
--- Ranged unit
- Infantry:
** Simoutian Hoburg Clockwork Spearman (Hoburg), 28g, 34r, Spear, Heavy Samurai Armor, Kabuto.
--- slave and Infantry unit
--- Their heavy armor is driven by complex clockwork mechanisms that increase their strength and speed, but gradually run down and need rewound and the armor has an impressive standard mounted on its back to inspire nearby units
** Simoutian Hoburg Clockwork Lancer (Hoburg), 28g, 37r, Light Lance, Ninjato, Heavy Samurai Armor, Kabuto.
--- slave and Infantry unit
--- Their heavy armor is driven by complex clockwork mechanisms that increase their strength and speed, but gradually run down and need rewound and the armor's mechanisms are well-crafted and wind down very slowly
** Simoutian Hoburg Clockwork Champion (Hoburg), 19g, 19r, Ninjato, Wakizashi, Samurai Armor, Jingasa.
--- slave and Infantry unit
--- Their armor is driven by complex clockwork mechanisms that increase their strength and speed, but run down and need rewound
** Simoutian Pygmy Spearman (Austral human - pygmy), 5g, 1r, Spear.
--- Infantry unit
- Cavalry:
** Simoutian Pygmy Spider Champion (Austral human - pygmy), 20g, 4r, Stick, Spider mount.
--- Mounted unit
--- If the rider dies, the spider will carry on fighting until the end of the battle.
** Simoutian Pygmy Spider Champion (Austral human - pygmy), 20g, 6r, Short Bow, Spider mount.
--- Mounted unit
--- If the rider dies, the spider will carry on fighting until the end of the battle.
- Sacreds:
** Primal Follower (Hoburg), 50g, 35r, Long Spear, Heavy Samurai Armor, Kabuto.
--- Capital only, Sacred, slave, berserkhigh and Infantry sacred
--- Their heavy armor is driven by complex clockwork mechanisms that increase their strength and speed, but gradually run down and need rewound and the armor's mechanisms are well-crafted and wind down very slowly

Commanders:
- Scouts:
** Scout (Austral human - pygmy), 25g, 2r, Short Bow.
--- Scout
- Commanders:
** Master Champion (Austral human - pygmy), 70g, 1r, Spear.
--- Infantry unit
** Clockwork General (Hoburg), 45g, 19r, Ninjato, Wakizashi, Samurai Armor, Jingasa.
--- slave and Infantry unit
--- Their armor is driven by complex clockwork mechanisms that increase their strength and speed, but run down and need rewound
** Clockwork Spearmeister (Hoburg), 155g, 35r, Long Spear, Heavy Samurai Armor, Kabuto.
--- Sacred, slave, berserkhigh and Infantry sacred
--- Their heavy armor is driven by complex clockwork mechanisms that increase their strength and speed, but gradually run down and need rewound and the armor's mechanisms are well-crafted and wind down very slowly
- Priests:
** Brother (Austral human), 50g, 4r, Short Sword, Robes.
--- 1H. 
--- Sacred and 
** King (Austral human), 115g, 4r, Kopesh, Robes.
--- 2H. 
--- Sacred and 
- Mages:
** Simoutian Neophyte (Hoburg - caveman), 100g, 2r, Quarterstaff, Furs.
--- 1E 1.1? (fire, air, earth, astral). 
--- slave and earth
** Lord of the Topaz (Austral human), 240g, 1r, Quarterstaff, Robes.
--- 1A 2E 1.1? (fire, air, earth, astral). 
--- Sacred, earth and warriormage
** Lord of Earth (Austral human), 240g, 1r, Branch, Robes.
--- 1F 2E 1.1? (fire, air, earth, astral). 
--- Sacred, earth and warriormage
** Keeper of the Topaz (Austral human), 325g, 1r, Quarterstaff, Robes.
--- 1A 3E 1.1? (fire, air, earth, astral). 
--- Capital only, Sacred and earth
** Keeper of Earth (Austral human), 305g, 1r, Quarterstaff, Robes.
--- 1F 3E 1.1? (fire, air, earth, astral). 
--- Capital only, Sacred and earth

Heroes:
** Hero (Austral human), 0g, 1r, Quarterstaff, Robes.
--- 1F 4E 4N 1G. 
--- Hero, MAGICPICKS, bugs, resource generator 25 and can shapeshift into a werewolf

Province defence:
* Commander 1: Master Champion
* Commander 2: Brother
* Troop 1a: Simoutian Pygmy Spider Champion - 9 per 10 PD
* Troop 1b: Simoutian Hoburg Slave Champion - 10 per 10 PD
* Troop 2a: Simoutian Hoburg Clockwork Spearman - 5 per 10 PD
* Troop 2b: Simoutian Hoburg Clockwork Lancer - 4 per 10 PD

National spells:
--------------


Montag units:
--------------

Nation 154: Caco
-----------------------------------
Race: Atlantians, some Tusked Ones, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred light skirmisher and light skirmisher.
Magic: Fire and Water. Some Lake Follower mages. Some Lake Mage mages.
Priests: Strong, temples cost 500 gold.
-----------------------------------
National traits:
- Ideal cold level -1
- Can build forts underwater
- Fortified cities
- Temples cost 500 gold

Muuch themes: green, default, slaver
Dantih themes: advanced

Troops:
- Ranged:
** Cacoan Tusked One Slave Champion (Dantih), 65g, 68r, Falchion, Great Bow, Chain Mail Cuirass.
--- slave, forestunit and Ranged unit
- Infantry:
** Cacoan Shambler Clubber (Muuch - shambler), 20g, 4r, Great Club, Obsidian Dart, Leather Cuirass.
--- Infantry unit
** Cacoan Shambler Mace Dart Thrower (Muuch - shambler), 20g, 6r, Mace, Obsidian Dart, Leather Cuirass, Hide Shield.
--- Infantry unit
** Cacoan Shambler Dart Thrower (Muuch - shambler), 20g, 8r, Obsidian Club Sword, Obsidian Dart, Leather Cuirass.
--- Infantry unit
** Cacoan Shambler Mace Champion (Muuch - shambler), 20g, 38r, Mace, Obsidian Cuirass, Hide Shield.
--- Infantry unit
** Cacoan Tusked One Slave Crusher (Dantih), 65g, 44r, Mace, Scale Mail Hauberk, Buckler.
--- slave and Infantry unit
** Cacoan Tusked One Slave Spearman (Dantih), 65g, 44r, Spear, Scale Mail Hauberk, Buckler.
--- slave and Infantry unit
** Cacoan Tusked One Slave Champion (Dantih), 65g, 44r, Axe, Scale Mail Hauberk, Buckler.
--- slave and Infantry unit
** Cacoan Heavy Tusked One Slave Spearman (Dantih), 65g, 96r, Spear, Plate Hauberk, Iron Shield.
--- slave and Infantry unit
- Sacreds:
** Fall Aspirant (Muuch), 22g, 4r, Obsidian Club Sword, Blow Pipe.
--- Capital only, Sacred, fallpower-low and Ranged sacred
** Volcano Follower (Muuch), 24g, 3r, Mace, Blow Pipe.
--- Capital only, Sacred, resistances_fire, resistances_cold and Ranged sacred

Commanders:
- Scouts:
** Scout (Muuch), 30g, 7r, Obsidian Club Sword, Mace, Leather Hauberk.
--- Scout
- Commanders:
** Mace Commander (Muuch - shambler), 80g, 6r, Mace, Obsidian Dart, Leather Cuirass, Hide Shield.
--- Infantry unit
** Club Lord (Muuch - shambler), 70g, 4r, Great Club, Obsidian Dart, Leather Cuirass.
--- Infantry unit
** Warlord (Muuch), 140g, 4r, Obsidian Club Sword, Blow Pipe.
--- Sacred, fallpower-low and Ranged sacred
- Priests:
** Novice Chaplain (Muuch), 50g, 1r, .
--- 1H. 
--- Sacred,  and divineins researcher sloth 1-1
** Arch Chaplain (Muuch - bacab), 155g, 24r, Golden Sword.
--- 2H. 
--- Sacred,  and divineins researcher sloth 1-1
- Mages:
** Agent of the Red Art (Muuch - shambler), 275g, 2r, Bronze Hatchet.
--- 2F 3H 1.1? (fire, air, earth, death). 
--- Capital only, Sacred, fire and 
** Lake Follower (Dantih), 110g, 12r, Twig, Iron Cap, Robes.
--- 1F 1W. 
--- slave and fire and water
** Lake Mage (Dantih), 200g, 12r, Branch, Iron Cap, Robes.
--- 2F 2W. 
--- slave and fire and water
** Lake Patriarch (Muuch - bacab), 405g, 1r, Flint Sword.
--- 2F 3W 1.1? (fire, water, earth, blood). 
--- Capital only, Sacred, water and invulnerable10

Heroes:
** Hero (Muuch - bacab), 0g, 1r, Quarterstaff.
--- 1A 3W 3S. 
--- Sacred, Hero, MAGICPICKS, resource generator 10, has charged body, ethereal2, nobadevents3, heretic, protected by air and majorshockres
** Hero (Dantih), 0g, 85r, Sacred Falchion, Exceptional Throwing Axe, Chain Mail Hauberk, Iron Cap.
--- Hero, slave, can shapeshift into a werewolf, regen10 size 5-6, zealous, patrol and Ranged elite

Province defence:
* Commander 1: Mace Commander
* Commander 2: Novice Chaplain
* Troop 1a: Cacoan Tusked One Slave Champion - 2 per 10 PD
* Troop 1b: Cacoan Shambler Clubber - 9 per 10 PD
* Troop 2a: Cacoan Shambler Mace Dart Thrower - 9 per 10 PD
* Troop 2b: Cacoan Shambler Dart Thrower - 9 per 10 PD

National spells:
--------------
Rain of Jaguars, Contact Onaqui, Bind Tzitzimitl, Contact Civateteo, Contact Tlahuelpuchi, Bind Jaguar Fiends, Bind Beast Bats, Summon Tlaloque,
Summon Jade Serpents, Summon Jaguars, Summon Monster Toad, Summon Jaguar Toads

Montag units:
--------------

Nation 155: Angoya
-----------------------------------
Race: Humans, some Cavemen, prefers Heat scale +1.
Military: Light infantry. Champions. Light rat  and  crocodile cavalry. Sacred heavy infantry.
Magic: Blood. Weak Earth and Nature.
Priests: Strong, Dominion does not spread unless blood is sacrificed, temples cost 800 gold, can perform blood sacrifices.
-----------------------------------
National traits:
- Ideal cold level -1
- default
- Temples generate earth gems
- Priests are unable to preach but may perform blood sacrifices

Austral human themes: pygmy_troops, colossi_elites, colossi_mages, default
Caveman themes: primitive

Troops:
- Ranged:
** Angoyan Pygmy Champion (Austral human - pygmy), 5g, 3r, Composite Bow.
--- Ranged unit
- Infantry:
** Angoyan Pygmy Champion (Austral human - pygmy), 5g, 1r, Stick.
--- Infantry unit
** Angoyan Light Caveman Club Champion (Caveman), 20g, 1r, Spiked Club.
--- Infantry unit
** Angoyan Light Caveman Club Champion (Caveman), 20g, 1r, Great Club.
--- Infantry unit
** Angoyan Caveman Club Champion (Caveman), 20g, 2r, Spiked Club, Furs.
--- Infantry unit
** Angoyan Caveman Club Champion (Caveman), 20g, 2r, Great Club, Furs.
--- Infantry unit
- Cavalry:
** Angoyan Pygmy Champion (Austral human - pygmy), 20g, 1r, Stick, Rat mount.
--- Mounted unit
--- If the rider dies, the rat will carry on fighting until the end of the battle.
** Angoyan Pygmy Crocodile Champion (Austral human - pygmy), 20g, 1r, Stick, Crocodile mount.
--- Mounted unit
--- If the rider dies, the crocodile will carry on fighting until the end of the battle.
- Sacreds:
** Holy Paragon (Austral human - colossi), 40g, 44r, Claymore, Plate Cuirass, Iron Cap.
--- Capital only, Sacred, berserkhigh and Infantry sacred
--- This Colossi's plated bear pelt grants them bearish tenacity.

Commanders:
- Scouts:
** Scout (Austral human - pygmy), 25g, 2r, Short Bow.
--- Scout
- Commanders:
** Chieftain (Austral human - pygmy), 35g, 1r, Stick.
--- Infantry unit
** Club High Chieftain (Caveman), 80g, 2r, Great Club, Furs.
--- Infantry unit
- Priests:
** Fledgling Abbot (Austral human - colossi), 80g, 34r, Quarterstaff, Iron Cap, Plate Cuirass.
--- 1H. 
--- Sacred and 
--- This Colossi's plated wolf pelt grants them dogged endurance.
** Paramount Abbot (Austral human - colossi), 130g, 34r, Plate Cuirass, Iron Cap.
--- 2H. 
--- Sacred,  and nobadevents 20
--- This Colossi's plated wolf pelt grants them dogged endurance.
- Mages:
** Forest Follower (Austral human - colossi), 175g, 14r, Quarterstaff, Reinforced Leather Cap, Scale Mail Cuirass.
--- 1E 1B 1H 1.1? (air, earth, nature, blood). 
--- Sacred, earth and blood, ritualrange2 and 
--- This Colossi's reinforced wolf pelt grants them dogged endurance.
** Forest Scion (Austral human - colossi), 265g, 14r, Quarterstaff, Reinforced Leather Cap, Scale Mail Cuirass.
--- 1E 2B 2H 1.1? (air, earth, nature, blood). 
--- Sacred, blood and 
--- This Colossi's reinforced wolf pelt grants them dogged endurance.
** Forest Keeper (Austral human - colossi), 375g, 14r, Quarterstaff, Scale Mail Cuirass, Reinforced Leather Cap.
--- 1E 3B 3H 1.1? (air, earth, nature, blood). 
--- Capital only, Sacred, blood and 
--- This Colossi's reinforced wolf pelt grants them dogged endurance.
** Keeper of the Forgiving Cult (Austral human - colossi), 390g, 14r, Quarterstaff, Scale Mail Cuirass, Reinforced Leather Cap.
--- 1N 3B 3H 1.1? (air, earth, nature, blood). 
--- Capital only, Sacred, blood and 
--- This Colossi's reinforced wolf pelt grants them dogged endurance.

Heroes:
** Hero (Caveman), 0g, 4r, Exceptional Stone Spear, Furs.
--- 2B 1.1? (death, nature, blood, holy). 
--- Sacred, Hero and Infantry sacred
** Hero (Caveman), 0g, 2r, Quarterstaff, Furs.
--- 1E 1N 4B 3H. 
--- Hero, MAGICPICKS, illearth, regeneration, resource generator 25 and poisonres

Province defence:
* Commander 1: Chieftain
* Commander 2: Paramount Abbot
* Troop 1a: Angoyan Pygmy Crocodile Champion - 10 per 10 PD
* Troop 1b: Angoyan Pygmy Champion - 24 per 10 PD
* Troop 2a: Angoyan Light Caveman Club Champion - 10 per 10 PD
* Troop 2b: Angoyan Light Caveman Club Champion - 10 per 10 PD

National spells:
--------------
Monster Boar

Montag units:
--------------

Nation 156: Leirvanfors
-----------------------------------
Race: Asmegs, some Abysians, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Light gryphon cavalry. Sacred heavy infantry and heavy infantry.
Magic:  Weak Fire, Air, Earth, Death and Glamour. Some Shadow Apprentice mages. Some Shadow Peer mages.
Priests: Weak.
-----------------------------------
National traits:
- Ideal cold level 1
- Giant forts
- default

Asmeg themes: bronze
Abysian themes: diluted, slaver

Magic site features: res75

Troops:
- Ranged:
** Leirvanforsan Humanbred Champion (Abysian - humanbred), 12g, 37r, Composite Bow, Broad Sword, Chain Mail Hauberk, Iron Cap, Iron Shield.
--- Ranged unit
- Infantry:
** Leirvanforsan Humanbred Morningstar Champion (Abysian - humanbred), 12g, 19r, Morningstar, Ring Mail Hauberk, Reinforced Leather Cap, Kite Shield.
--- Infantry unit
** Leirvanforsan Elite Spearmaster (Asmeg), 30g, 100r, Long Spear, Golden Scale Mail, Golden Cap, Golden Shield.
--- elite +1, Infantry unit, poison resistance and Forest survival
** Leirvanforsan Axe Champion (Asmeg), 25g, 25r, Battleaxe, Full Ring Mail, Leather Cap.
--- Infantry unit, poison resistance and Forest survival
** Leirvanforsan Spear Champion (Asmeg), 25g, 25r, Spear, Full Ring Mail, Leather Cap, Shield.
--- Infantry unit, poison resistance and Forest survival
** Leirvanforsan Sword Champion (Asmeg), 25g, 22r, Broad Sword, Full Leather Armor, Leather Cap, Iron Shield.
--- Infantry unit, poison resistance and Forest survival
** Leirvanforsan Light Spear Champion (Asmeg), 25g, 17r, Spear, Full Leather Armor, Leather Cap, Iron Shield.
--- Infantry unit, poison resistance and Forest survival
- Cavalry:
** Leirvanforsan Humanbred Champion (Abysian - humanbred), 110g, 10r, Battleaxe, Leather Hauberk, Reinforced Leather Cap, Gryphon mount.
--- Mounted unit
--- If the rider dies, the gryphon will carry on fighting until the end of the battle.
- Sacreds:
** Ravager of Summer (Asmeg), 45g, 57r, Long Spear, Lightweight Scale Mail, Reinforced Leather Cap, Golden Shield.
--- Sacred, summerpower-low, patrol, Infantry sacred, poison resistance and Forest survival
** Pure Warrior (Asmeg), 45g, 97r, Axe, Golden Scale Mail, Golden Cap, Golden Shield.
--- Capital only, Sacred, pillage, Infantry sacred, poison resistance and Forest survival

Commanders:
- Scouts:
** Spy (Asmeg), 65g, 7r, Spear, Leather Hauberk.
--- Spy, poison resistance and Forest survival
- Commanders:
** Lieutenant (Abysian - humanbred), 70g, 19r, Morningstar, Ring Mail Hauberk, Reinforced Leather Cap, Kite Shield.
--- Infantry unit
** Spear Commander (Asmeg), 75g, 17r, Spear, Full Leather Armor, Leather Cap, Iron Shield.
--- Infantry unit, poison resistance and Forest survival
** Castellan (Asmeg), 110g, 67r, Long Spear, Lightweight Scale Mail, Golden Cap, Golden Shield.
--- Sacred, summerpower-low, patrol, Infantry sacred, poison resistance and Forest survival
- Priests:
** High Priest (Asmeg), 110g, 27r, Long Spear, Full Ring Mail, Leather Cap, Shield.
--- 1H. 
--- Sacred, , poison resistance and Forest survival
- Mages:
** Mountain Scion (Asmeg), 130g, 55r, Axe, Full Scale Mail, Reinforced Leather Cap, Golden Shield.
--- 1E 1D 1.1? (earth, astral, death, blood). 
--- Capital only, earth and death, resource generator 10, nobadevents2, poison resistance and Forest survival
** Shadow Apprentice (Abysian - humanbred), 45g, 2r, Twig, Robes.
--- 1A. 
--- air
** Shadow Peer (Abysian - humanbred), 125g, 2r, Branch, Robes.
--- 2A 1G. 
--- air
** Shadow Patriarch (Asmeg - aesir), 305g, 75r, Golden Sword, Lightweight Scale Mail, Iron Cap, Iron Shield.
--- 1F 1A 1G 2.1? (fire, air, astral, glamour). 
--- fire, air, and glamour, poison resistance and Forest survival

Heroes:
** Hero (Asmeg - aesir), 0g, 96r, Spear, Golden Scale Mail, Half Helmet, Iron Shield.
--- 3F 3A 1S 2G. 
--- Hero, MAGICPICKS, resource generator 25, protected by fire, wastesurvival all, nobadevents2, iceprot, poison resistance and Forest survival

Province defence:
* Commander 1: Lieutenant
* Commander 2: High Priest
* Troop 1a: Leirvanforsan Elite Spearmaster - 2 per 10 PD
* Troop 1b: Leirvanforsan Humanbred Morningstar Champion - 10 per 10 PD
* Troop 2a: Leirvanforsan Axe Champion - 6 per 10 PD
* Troop 2b: Leirvanforsan Spear Champion - 6 per 10 PD

National spells:
--------------
Summon Valkyries, Brood of Garm, Summon Glosos, Seith Curse, Summon Dwarf of the Four Directions

Montag units:
--------------

Nation 157: Vanboda
-----------------------------------
Race: Jotuns, some Pale Ones, prefers Cold scale +2.
Military: Heavy infantry. Champions. Heavy drake cavalry. Sacred light skirmisher.
Magic: Death. Weak Water, Glamour and Blood.
Priests: Weak.
-----------------------------------
National traits:
- Ideal cold level 2
- Giant forts
- default

Jotun themes: traditional, default
Pale One themes: zenith, iron, default

Troops:
- Ranged:
** Vanbodan Pale One Champion (Pale One), 19g, 34r, Large Rock, Plate Cuirass, Iron Cap.
--- castledef 2 and Ranged unit
** Vanbodan Champion (Jotun), 30g, 15r, Short Sword, Throwing Axe, Furs, Leather Cap.
--- Ranged unit
- Infantry:
** Vanbodan Pale One Spearman (Pale One), 9g, 26r, Spear, Scale Mail Hauberk, Iron Cap, Buckler.
--- Infantry unit
** Vanbodan Javelin Champion (Jotun), 30g, 24r, Axe, Javelin, Leather Hauberk, Reinforced Leather Cap, Iron Shield.
--- pillager and Infantry unit
** Vanbodan Javelin Spearman (Jotun), 30g, 24r, Spear, Javelin, Leather Hauberk, Reinforced Leather Cap, Iron Shield.
--- pillager and Infantry unit
** Vanbodan Spearman (Jotun), 30g, 30r, Spear, Full Ring Mail, Leather Cap, Shield.
--- Infantry unit
** Vanbodan Axe Champion (Jotun), 30g, 30r, Axe, Full Ring Mail, Leather Cap, Shield.
--- Infantry unit
- Cavalry:
** Vanbodan Pale One Champion (Pale One), 80g, 40r, Hammer, Full Scale Mail, Iron Cap, Kite Shield, Drake mount.
--- Mounted unit
--- The cave drake will persist even if the rider dies.
- Sacreds:
** Righteous Retributor (Jotun), 50g, 22r, Lifestealing Short Sword, Javelin, Furs, Reinforced Leather Cap.
--- Capital only, Sacred and Ranged sacred

Commanders:
- Scouts:
** Assassin (Pale One), 50g, 10r, Flail, Bronze Cap.
--- Assassin
- Commanders:
** Spear Chieftain (Jotun), 90g, 24r, Spear, Javelin, Leather Hauberk, Reinforced Leather Cap, Iron Shield.
--- pillager and Infantry unit
** Spearmaster (Pale One), 50g, 26r, Spear, Scale Mail Hauberk, Iron Cap, Buckler.
--- Infantry unit
- Priests:
** Exarch (Jotun), 130g, 18r, Battleaxe, Ring Mail Cuirass, Leather Cap.
--- 1H. 
--- Sacred, , inquisitor and divineins researcher 5
- Mages:
** Minor Frost Devastator (Jotun), 85g, 12r, Axe, Iron Cap, Furs.
--- 1W 1D. 
--- water and death
** Major Frost Devastator (Jotun), 145g, 9r, Quarterstaff, Iron Cap, Furs.
--- 1W 2D. 
--- death and can shapeshift into a jaguar
** Supreme Frost Devastator (Jotun), 325g, 3r, Quarterstaff, Furs.
--- 1W 2D 1G 1B 1.1? (water, death, glamour, blood). 
--- Capital only, death, fear and protected by water

Heroes:
** Hero (Jotun), 0g, 39r, Golden Sword, Ring Mail Hauberk, Leather Cap.
--- 1W 3D 2G 3B. 
--- Hero, MAGICPICKS, forgebonus 1 primary, can shapeshift into a wererat, cold resource generator 10, falsearmy and deathrec
** Hero (Jotun), 0g, 39r, Golden Axe, Full Ring Mail, Reinforced Leather Cap.
--- 4A 1S 4D 1G. 
--- Hero, MAGICPICKS, glamour, carcasscollector and deathrec

Province defence:
* Commander 1: Spear Chieftain
* Commander 2: Spearmaster
* Troop 1a: Vanbodan Axe Champion - 4 per 10 PD
* Troop 1b: Vanbodan Pale One Spearman - 9 per 10 PD
* Troop 2a: Vanbodan Javelin Champion - 4 per 10 PD
* Troop 2b: Vanbodan Javelin Spearman - 4 per 10 PD

National spells:
--------------
Awaken Jotun Draugar, Brood of Garm, Seith Curse, Illwinter, Summon Rimvaettir, Winter's Call, Summon Dwarf of the Four Directions, Summon Morrigan,
Dance of the Morrigans

Montag units:
--------------

Nation 158: Akajuku
-----------------------------------
Race: Humans, some Halfmen.
Military: Light infantry and heavy infantry. Champions. Heavy cavalry. Sacred heavy ranger. Expensive forts.
Magic: Glamour. Weak Fire, Water, Death, Nature and Blood. National mages are not affected by Drain scale.
Priests: Strong.
-----------------------------------
National traits:
- Fortified cities
- default
- Fortifications are 10 percent more expensive

Oriental human themes: bronze
Halfman themes: savage, brown, bronze, diverse_primary, no_secondary, satyr_tertiary, default

Troops:
- Ranged:
** Akajukuan Jungle Champion (Oriental human), 10g, 21r, Falchion, Composite Bow, Scale Mail Cuirass, Reinforced Leather Cap.
--- forestunit, Ranged unit, Brave and Dark vision (50)
** Akajukuan Champion (Oriental human), 10g, 6r, Dagger, Composite Bow, Leather Cuirass, Leather Cap.
--- Ranged unit, Brave and Dark vision (50)
- Infantry:
** Akajukuan Samurai (Oriental human), 10g, 19r, No-Dachi, Scale Mail Cuirass, Reinforced Leather Cap.
--- Infantry unit, Brave and Dark vision (50)
** Akajukuan Samurai (Oriental human), 10g, 21r, Katana, Scale Mail Cuirass, Reinforced Leather Cap.
--- Infantry unit, Brave and Dark vision (50)
** Akajukuan Champion (Oriental human), 10g, 22r, Falchion, Samurai Armor, Leather Cap, Buckler.
--- Infantry unit, Brave and Dark vision (50)
** Akajukuan Wakizasi Champion (Oriental human), 10g, 22r, Wakizashi, Samurai Armor, Leather Cap, Buckler.
--- Infantry unit, Brave and Dark vision (50)
** Akajukuan Satyr Spear Champion (Halfman - satyr), 9g, 7r, Bronze Long Spear, Leather Cuirass, Leather Cap, Shield.
--- Infantry unit
** Akajukuan Satyr Spearman (Halfman - satyr), 9g, 7r, Bronze Spear, Javelin, Leather Cuirass, Leather Cap, Shield.
--- Infantry unit
** Unseen Stalker (Halfman - satyr), 11g, 10r, Bronze Halberd, Javelin, Leather Cuirass.
--- Capital only, castlemaster and Infantry elite
- Cavalry:
** Akajukuan Samurai (Oriental human), 30g, 27r, Wakizashi, Samurai Armor, Leather Cap, Buckler, Horse mount.
--- Mounted unit, Brave and Dark vision (50)
** Akajukuan Lancer (Oriental human), 30g, 30r, Wakizashi, Heavy Bronze Lance, Samurai Armor, Leather Cap, Buckler, Horse mount.
--- Mounted unit, Brave and Dark vision (50)
- Sacreds:
** Divine Disciple (Oriental human), 27g, 34r, Falchion, Composite Bow, Heavy Samurai Armor, Iron Cap.
--- Capital only, Sacred, shapeshifts into a werebear when damaged, Ranged sacred, Brave and Dark vision (50)

Commanders:
- Scouts:
** Scout (Oriental human), 30g, 6r, Long Spear, Leather Hauberk, Leather Cap.
--- Scout, Brave and Dark vision (50)
- Commanders:
** Commanding Champion (Halfman - satyr), 60g, 10r, Bronze Halberd, Javelin, Leather Cuirass.
--- Capital only, castlemaster and Infantry elite
** Spear Lord (Halfman - satyr), 60g, 7r, Bronze Long Spear, Leather Cuirass, Leather Cap, Shield.
--- Infantry unit
** Commander (Oriental human), 105g, 34r, Falchion, Composite Bow, Heavy Samurai Armor, Iron Cap.
--- Sacred, shapeshifts into a werebear when damaged, Ranged sacred, Brave and Dark vision (50)
- Priests:
** Fledgling Bishop (Oriental human), 50g, 6r, Bronze Sword, Robes.
--- 1H. 
--- Sacred, , Brave and Dark vision (50)
** Arch Bishop (Oriental human), 115g, 6r, Bronze Trident, Robes.
--- 2H. 
--- Sacred, , Brave and Dark vision (50)
- Mages:
** Hand of Nascent Flowers (Oriental human), 165g, 1r, Quarterstaff, Robes.
--- 2D 2N. 
--- Capital only, death and nature, deathrec, Brave and Dark vision (50)
** Apprentice Deacon of the Songs (Oriental human), 135g, 6r, Hammer, Robes.
--- 1G 1H 1.1? (fire, water, glamour, blood). 
--- Sacred, glamour, drainimmune, invulnerable5, , Brave and Dark vision (50)
**  Deacon of the Songs (Oriental human), 255g, 6r, Hammer, Robes.
--- 1F 2G 2H 1.1? (fire, water, glamour, blood). 
--- Sacred, glamour, drainimmune, invulnerable5, , Brave and Dark vision (50)
** Elder Deacon of the Songs (Oriental human), 350g, 6r, Hammer, Robes.
--- 3G 3H 2.1? (fire, water, blood, glamour, at least partially linked). 
--- Capital only, Sacred, glamour, invulnerable5, drainimmune, , Brave and Dark vision (50)

Heroes:
** Hero (Oriental human), 0g, 30r, Falchion, Exceptional Short Bow, Samurai Armor, Jingasa.
--- Sacred, Hero, ethereal, deathpower, incunrest_low, deathrec, Ranged sacred, Brave and Dark vision (50)
** Hero (Oriental human), 0g, 37r, Poisoned Glaive, Heavy Samurai Armor, Kabuto.
--- Hero, can shapeshift into a werebear, stealthlow, Infantry elite, Brave and Dark vision (50)

Province defence:
* Commander 1: Commanding Champion
* Commander 2: Fledgling Bishop
* Troop 1a: Akajukuan Wakizasi Champion - 9 per 10 PD
* Troop 1b: Akajukuan Samurai - 10 per 10 PD
* Troop 2a: Akajukuan Samurai - 10 per 10 PD
* Troop 2b: Akajukuan Champion - 9 per 10 PD

National spells:
--------------
Ghost General, Summon Gozu Mezu, Summon Shikome, Summon Konoha Tengus, Contact Dai Tengu, Summon Karasu Tengus, Contact Kaijin, Contact Nushi, Summon Kappa,
Summon Kenzoku, Contact Mori-no-kami, Contact Kitsune, Contact Jigami, Contact Yama-no-kami, Contact Tatsu, Summon Ujigami

Montag units:
--------------

Nation 159: Tofurt
-----------------------------------
Race: Hoburgs, some Atlantians, prefers Heat scale +1.
Military: Light infantry. Champions. Light deer cavalry. Elite hunter. Sacred light bat cavalry, light ranger and light infantry.
Magic: Water and Nature. Weak Death and Blood.
Priests: Moderate, can perform blood sacrifices.
-----------------------------------
National traits:
- Ideal cold level -1
- Priests may perform blood sacrifices

Hoburg themes: agrarian, occidental, default
Muuch themes: diverse, default, slaver

Magic site features: holyfire 10

Troops:
- Ranged:
** Tofurtine Light Champion (Hoburg), 6g, 4r, Bronze Axe, Sling, Furs, Reinforced Leather Cap.
--- Ranged unit
** Night Hunter (Hoburg), 22g, 12r, Bronze Axe, Poison Sling, Reinforced Leather Armor, Reinforced Leather Cap.
--- Capital only, bodyguardlow, toad, patrol and Ranged elite
- Infantry:
** Tofurtine Light Mace Champion (Hoburg), 6g, 7r, Mace, Leather Hauberk, Reinforced Leather Cap, Hoplon.
--- Infantry unit
** Tofurtine Axeman (Hoburg), 6g, 6r, Bronze Battleaxe, Leather Hauberk, Reinforced Leather Cap.
--- Infantry unit
** Tofurtine Mace Champion (Hoburg), 6g, 9r, Mace, Reinforced Leather Armor, Reinforced Leather Cap, Hoplon.
--- Infantry unit
** Tofurtine Atlantian Sword Champion (Muuch), 10g, 4r, Obsidian Club Sword, Leather Cuirass.
--- Infantry unit
** Tofurtine Atlantian Champion (Muuch), 10g, 7r, Short Bronze Trident, Leather Cuirass, Great Hide Shield.
--- Infantry unit
** Tofurtine Atlantian Mace Champion (Muuch), 10g, 4r, Mace, Leather Cuirass, Great Hide Shield.
--- Infantry unit
- Cavalry:
** Tofurtine Lancer (Hoburg), 21g, 12r, Hatchet, Heavy Bronze Lance, Leather Hauberk, Reinforced Leather Cap, Shield, Deer mount.
--- Mounted unit
** Tofurtine Deer Champion (Hoburg), 21g, 5r, Stick, Leather Cuirass, Leather Cap, Deer mount.
--- Mounted unit
** Tofurtine Deer Champion (Hoburg), 21g, 8r, Bronze Battleaxe, Leather Cuirass, Leather Cap, Deer mount.
--- Mounted unit
- Sacreds:
** Flower Blade (Hoburg), 70g, 9r, Quarterstaff, Bronze Scale Cuirass, Leather Cap, Bat mount.
--- Capital only, Sacred, resistances_high and Mounted sacred
--- The giant bat fight until the end of the battle if the rider perishes
** Night Champion (Hoburg), 18g, 8r, Bronze Axe, Poison Sling, Leather Cuirass, Leather Cap.
--- Capital only, Sacred, incunrest_low, resistances_cold and Ranged sacred
** Night Guard (Hoburg), 11g, 8r, Poisoned Bronze Hatchet, Reinforced Leather Armor, Reinforced Leather Cap, Hide Shield.
--- Capital only, Sacred, incunrest_low, incunrest_high, springpower-high, amphibian and Infantry sacred

Commanders:
- Scouts:
** Assassin (Hoburg), 45g, 2r, Stick, Leather Hauberk, Leather Cap.
--- Assassin
- Commanders:
** Swordsmaster (Muuch), 70g, 4r, Obsidian Club Sword, Leather Cuirass.
--- Infantry unit
** Warchief (Hoburg), 45g, 6r, Bronze Battleaxe, Leather Hauberk, Reinforced Leather Cap.
--- Infantry unit
- Priests:
** Greater Chaplain (Hoburg), 60g, 1r, Stick.
--- 1H. 
--- Sacred and 
- Mages:
** Young Haruspex of the Dragon (Hoburg), 80g, 1r, Stone Dagger, Robes.
--- 1W 1N 1B. 
--- water, nature, and blood
**  Haruspex of the Dragon (Hoburg), 235g, 1r, Quarterstaff, Robes.
--- 1W 2N 1H 1.1? (water, death, nature, blood). 
--- Sacred, nature, majorcoldres and 
** Ancient Haruspex of the Dragon (Hoburg), 405g, 1r, Quarterstaff, Robes.
--- 2W 1D 2N 1B 2H 1.1? (water, death, nature, blood). 
--- Capital only, Sacred, water and nature, imp_primary and 

Heroes:
** Hero (Muuch), 0g, 12r, Poisoned Mace, Profane Poison Dart, Leather Cuirass.
--- 1W 1N 1H. 
--- Hero, can shapeshift into a werewolf, stealthlow and Ranged elite
** Hero (Hoburg), 0g, 1r, Quarterstaff.
--- 4W 2N 1H. 
--- Hero, MAGICPICKS, healerscaling, better researcher +3 - tier 3 mages, poisonres, spellsinger and can shapeshift into a great boar

Province defence:
* Commander 1: Swordsmaster
* Commander 2: Greater Chaplain
* Troop 1a: Tofurtine Atlantian Champion - 14 per 10 PD
* Troop 1b: Tofurtine Light Mace Champion - 18 per 10 PD
* Troop 2a: Night Hunter - 8 per 10 PD
* Troop 2b: Tofurtine Axeman - 20 per 10 PD

National spells:
--------------
Orgy

Montag units:
--------------

Nation 160: Bumia
-----------------------------------
Race: Humans, some Merrows.
Military: Light infantry and heavy infantry. Champions. Heavy tiger cavalry. Sacred Merrow light swan cavalry.
Magic: Fire. Weak Air, Astral and Nature.
Priests: Strong.
-----------------------------------
National traits:
- default

Feudal human themes: advanced
Merrow themes: bronze, terrestrial, default

Troops:
- Ranged:
** Bumian Champion (Feudal human), 10g, 9r, Short Sword, Crossbow, Leather Cuirass.
--- Ranged unit and Stocky
- Infantry:
** Bumian Javelineer (Feudal human), 12g, 27r, Spear, Javelin, Full Scale Mail, Reinforced Leather Cap, Tower Shield.
--- skirmisher stealthy, Infantry unit and Stocky
** Bumian Heavy Swordsman (Feudal human), 10g, 27r, Short Sword, Samurai Armor, Iron Cap, Kite Shield.
--- castledef 2, Infantry unit and Stocky
** Bumian Heavy Spear Champion (Feudal human), 10g, 25r, Spear, Samurai Armor, Iron Cap, Kite Shield.
--- castledef 2, Infantry unit and Stocky
** Bumian Swordsman (Feudal human), 10g, 22r, Short Sword, Chain Mail Cuirass, Reinforced Leather Cap, Iron Shield.
--- Infantry unit and Stocky
** Bumian Spear Champion (Feudal human), 10g, 21r, Spear, Chain Mail Cuirass, Reinforced Leather Cap, Iron Shield.
--- Infantry unit and Stocky
** Bumian Champion (Feudal human), 10g, 21r, Halberd, Chain Mail Cuirass, Reinforced Leather Cap.
--- Infantry unit and Stocky
** Bumian Heavy Swordsman (Feudal human), 10g, 48r, Short Sword, Full Plate Mail, Iron Cap, Tower Shield.
--- Infantry unit and Stocky
** Bumian Merrow Swordsman (Merrow), 14g, 15r, Bronze Sword, Javelin, Ring Mail Hauberk, Leather Cap, Buckler.
--- pillager stealthy and Infantry unit
- Cavalry:
** Bumian Champion (Feudal human), 50g, 30r, Spear, Chain Mail Cuirass, Iron Cap, Kite Shield, Tiger mount.
--- Mounted unit and Stocky
--- The tiger will persist even if the rider dies.
- Sacreds:
** Pure Paragon (Merrow), 130g, 13r, Bronze Lance, Heavy Bronze Lance, Bronze Scale Cuirass, Leather Cap, Buckler, Swan mount.
--- Capital only, Sacred, incunrest_low, sun awe, recup and Mounted sacred

Commanders:
- Scouts:
** Scout (Feudal human), 30g, 7r, Iron Kopesh, Ring Mail Cuirass, Leather Cap.
--- Scout and Stocky
- Commanders:
** Sword Lord (Merrow), 60g, 15r, Bronze Sword, Javelin, Ring Mail Hauberk, Leather Cap, Buckler.
--- pillager stealthy and Infantry unit
** Spearmaster (Feudal human), 70g, 27r, Spear, Javelin, Full Scale Mail, Reinforced Leather Cap, Tower Shield.
--- skirmisher stealthy, Infantry unit and Stocky
- Priests:
** Proselyte (Feudal human), 50g, 4r, Hammer, Robes.
--- 1H. 
--- Sacred, , nobadevents 5 and Stocky
** Cleric (Feudal human), 145g, 4r, Trident, Robes.
--- 2H. 
--- Sacred,  and Stocky
** High Priest (Feudal human), 195g, 4r, Trident, Robes.
--- 3H. 
--- Sacred,  and Stocky
- Mages:
** Initiate of the Radiant Coven (Feudal human), 45g, 4r, Short Sword, Robes.
--- 1.1? (fire, air, astral, nature). 
--- various and Stocky
** Coven Channeler (Feudal human), 135g, 3r, Sceptre, Robes.
--- 1F 2.5? (fire, air, astral, nature). 
--- fire, sun awe and Stocky
** Coven Sage (Feudal human), 190g, 3r, Sceptre, Robes.
--- 2F 1S 1.1? (fire, air, astral, nature). 
--- fire, sun awe and Stocky
** Vessel of the Radiant Coven (Feudal human), 265g, 3r, Sceptre, Robes.
--- 2F 1A 1S 1N 1.1? (fire, air, astral, nature). 
--- Capital only, fire, recuperation and Stocky

Heroes:
** Hero (Feudal human), 0g, 1r, Quarterstaff, Robes.
--- 4F 3A 1B. 
--- Hero, MAGICPICKS, invulnerable20, can shapeshift into a cave crab, resource generator 15, majorfireres, falsearmy, fireshield and Stocky
** Hero (Feudal human), 0g, 30r, Enchanted Broad Sword, Light Crossbow, Full Scale Mail, Crested Helmet.
--- Hero, can shapeshift into a werebear, regen10 size 1-2, patrol, Ranged elite and Stocky

Province defence:
* Commander 1: Sword Lord
* Commander 2: Proselyte
* Troop 1a: Bumian Javelineer - 8 per 10 PD
* Troop 1b: Bumian Heavy Swordsman - 8 per 10 PD
* Troop 2a: Bumian Heavy Spear Champion - 9 per 10 PD
* Troop 2b: Bumian Swordsman - 9 per 10 PD

National spells:
--------------
Heavenly Wrath

Montag units:
--------------

Nation 161: Ishis
-----------------------------------
Race: Humans, some Lizards, prefers Heat scale +2.
Military: Light infantry. Champions. Chariots. Sacred heavy ranger.
Magic: Air, Water, Earth and Death.
Priests: Moderate.
-----------------------------------
National traits:
- Ideal cold level -2
- Fortified cities
- default

Dynastic human themes: iron, humans_dustwalkers, default
Lizard themes: herbivore, primitive

Troops:
- Ranged:
** Ishisan Human Irregular Champion (Dynastic human), 11g, 21r, Falchion, Composite Bow, Scale Mail Hauberk.
--- forestunit, Ranged unit, warriorculture and Aggressive
** Ishisan Human Slave Champion (Dynastic human), 7g, 15r, Short Bow, Falchion, Scale Mail Cuirass.
--- patroller 1, Ranged unit, warriorculture and Aggressive
- Infantry:
** Ishisan Lizard Hammerer (Lizard), 10g, 3r, Maul, Leather Cuirass, Leather Cap.
--- Infantry unit
** Ishisan Lizard Falchioneer (Lizard), 10g, 10r, Falchion, Leather Cuirass, Leather Cap, Shield.
--- Infantry unit
** Ishisan Human Slave Champion (Dynastic human), 7g, 10r, Short Sword, Scale Mail Cuirass, Buckler.
--- Infantry unit, warriorculture and Aggressive
** Ishisan Human Slave Falchioneer (Dynastic human), 7g, 13r, Falchion, Scale Mail Cuirass, Buckler.
--- Infantry unit, warriorculture and Aggressive
** Ishisan Human Sword Champion (Dynastic human), 11g, 12r, Bronze Sword, Scale Mail Cuirass, Buckler.
--- Infantry unit, warriorculture and Aggressive
** Ishisan Human Sword Champion (Dynastic human), 11g, 10r, Short Sword, Scale Mail Cuirass, Buckler.
--- Infantry unit, warriorculture and Aggressive
** Ishisan Human Falchioneer (Dynastic human), 11g, 13r, Falchion, Scale Mail Cuirass, Buckler.
--- Infantry unit, warriorculture and Aggressive
- Chariots:
** Ishisan Lizard Lizard Champion (Lizard), 30g, 14r, Maul, Leather Hauberk, Leather Cap, Lizard mount.
--- Chariot unit
- Sacreds:
** Fire Vindicator (Dynastic human - dustwalker), 65g, 17r, Falchion, Banefire Bow, Scale Mail Cuirass, Crown.
--- Sacred, deathpower, Ranged sacred, warriorculture and Aggressive

Commanders:
- Scouts:
** Scout (Dynastic human), 30g, 15r, Spear, Scale Mail Hauberk.
--- Scout and Aggressive
- Commanders:
** Warlord (Lizard), 85g, 10r, Falchion, Leather Cuirass, Leather Cap, Shield.
--- Infantry unit
** Commander (Dynastic human - dustwalker), 145g, 17r, Falchion, Banefire Bow, Scale Mail Cuirass, Crown.
--- Sacred, deathpower, Ranged sacred, warriorculture and Aggressive
- Priests:
** Junior Parson (Dynastic human), 65g, 3r, Short Sword.
--- 1H. 
--- Sacred, , inquisitor and Aggressive
** Arch Parson (Dynastic human), 115g, 15r, Quarterstaff, Jeweled Breastplate, Crown.
--- 2H. 
--- Sacred,  and Aggressive
- Mages:
** Ishisan Initiate (Dynastic human), 45g, 6r, Short Sword, Thrown Sutra, Iron Cap.
--- 1E. 
--- earth and Aggressive
** Follower of the Dawning Waste (Dynastic human), 125g, 1r, Quarterstaff, Crown.
--- 1A 2W. 
--- water and Aggressive
** Follower of Dawning Dust (Dynastic human), 125g, 3r, Quarterstaff, Sacred Pitcher, Iron Cap.
--- 2E 1D. 
--- earth and Aggressive
** Binder of the Dawning Waste (Dynastic human - dustwalker), 290g, 1r, Quarterstaff, Crown.
--- 1A 1W 1E 2.1? (air, water, earth, death, at least partially linked). 
--- Capital only, air, water, and earth, can shapeshift into a werecrocodile and Aggressive
** Binder of Dawning Dust (Dynastic human - dustwalker), 240g, 1r, Quarterstaff, Crown.
--- 1A 1E 1D 2.1? (air, water, earth, death, at least partially linked). 
--- Capital only, air, earth, and death, sailing and Aggressive

Heroes:
** Hero (Dynastic human - dustwalker), 0g, 47r, Fire Short Bow, Debilitative Long Spear, Scale Mail Hauberk, Iron Cap, Horse mount.
--- Hero, stealthlow, resistances, pillage, Chariot elite and Aggressive

Province defence:
* Commander 1: Warlord
* Commander 2: Junior Parson
* Troop 1a: Ishisan Human Irregular Champion - 9 per 10 PD
* Troop 1b: Ishisan Lizard Falchioneer - 12 per 10 PD
* Troop 2a: Ishisan Human Falchioneer - 11 per 10 PD
* Troop 2b: Ishisan Lizard Hammerer - 15 per 10 PD

National spells:
--------------


Montag units:
--------------

Nation 162: Gittel
-----------------------------------
Race: Avvites, some Jotuns, prefers Heat scale +2.
Military: Heavy infantry. Champions. Heavy moose cavalry. Sacred light ranger.
Magic: Astral and Death. Weak Fire.
Priests: Moderate.
-----------------------------------
National traits:
- Ideal cold level -2
- Fortified cities
- default
- The pretender god of this nation does not lose magical skill upon death
- Ghosts occasionally protect priests in battles

Avvite themes: default
Jotun themes: traditional, default

Magic site features: res75

Troops:
- Ranged:
** Gittelish Longbow Champion (Avvite), 25g, 19r, Broad Sword, Long Bow, Scale Mail Cuirass, Leather Cap.
--- Ranged unit and Cowardly
** Gittelish Champion (Avvite), 25g, 20r, Broad Sword, Great Bow, Scale Mail Cuirass, Leather Cap.
--- Ranged unit and Cowardly
- Infantry:
** Gittelish Sword Champion (Avvite), 25g, 41r, Broad Sword, Plate Hauberk, Iron Cap, Shield.
--- Infantry unit and Cowardly
** Gittelish Sword Champion (Avvite), 25g, 40r, Short Sword, Plate Hauberk, Iron Cap, Shield.
--- Infantry unit and Cowardly
** Gittelish Jotun Champion (Jotun), 30g, 30r, Axe, Scale Mail Cuirass, Leather Cap, Iron Shield.
--- Infantry unit
** Gittelish Jotun Spear Champion (Jotun), 30g, 30r, Spear, Scale Mail Cuirass, Leather Cap, Iron Shield.
--- Infantry unit
- Cavalry:
** Gittelish Knight (Avvite), 60g, 26r, Short Sword, Full Scale Mail, Iron Cap, Buckler, Moose mount.
--- elite +1, Mounted unit and Cowardly
--- Leaves a moose behind when the rider dies
** Gittelish Champion (Avvite), 50g, 31r, Broad Sword, Chain Mail Hauberk, Bronze Cap, Shield, Moose mount.
--- Mounted unit and Cowardly
--- Leaves a moose behind when the rider dies
- Sacreds:
** Tomb Disciple (Avvite), 45g, 16r, Broad Sword, Heavy Sling, Full Leather Armor, Crested Helmet.
--- Capital only, Sacred, incunrest_high, darkpower2, Ranged sacred and Cowardly

Commanders:
- Scouts:
** Scout (Avvite), 45g, 4r, Mace, Leather Cuirass, Leather Cap.
--- Scout and Cowardly
- Commanders:
** Warchief (Avvite), 110g, 31r, Broad Sword, Chain Mail Hauberk, Bronze Cap, Shield, Moose mount.
--- Mounted unit and Cowardly
--- Leaves a moose behind when the rider dies
** Sword Commander (Avvite), 75g, 41r, Broad Sword, Plate Hauberk, Iron Cap, Shield.
--- Infantry unit and Cowardly
** Captain (Avvite), 135g, 16r, Broad Sword, Heavy Sling, Full Leather Armor, Crested Helmet.
--- Capital only, Sacred, incunrest_high, darkpower2, Ranged sacred and Cowardly
- Priests:
** Young Curate (Avvite), 70g, 2r, Quarterstaff, Robes.
--- 1H. 
--- Sacred,  and Cowardly
** Grand Curate (Avvite), 160g, 5r, Censer, Robes.
--- 2H. 
--- Sacred,  and Cowardly
- Mages:
** Follower of the Fearsome Wastes (Avvite), 110g, 5r, Quarterstaff, Imperial Robes.
--- 1D 1.1? (fire, astral, death, nature). 
--- death and Cowardly
** Disciple of the Fearsome Wastes (Avvite), 255g, 5r, Quarterstaff, Imperial Robes.
--- 2D 1H 1.1? (fire, astral, death, nature). 
--- Sacred, death,  and Cowardly
** Binder of the Fearsome Wastes (Avvite), 450g, 5r, Quarterstaff, Imperial Robes.
--- 1F 2S 3D 2H 1.1? (fire, astral, death, nature). 
--- Capital only, Sacred, death,  and Cowardly

Heroes:
** Hero (Jotun), 0g, 15r, Hand Axe, Large Rock, Ring Mail Cuirass, Reinforced Leather Cap.
--- 1W 2D 1.1? (water, earth, astral, death). 
--- Hero, can shapeshift into a werewolf, castlemaster and Ranged elite
** Hero (Avvite - nephil), 0g, 1r, Life Drain.
--- 3F 2W 1E 4D. 
--- Sacred, Hero, MAGICPICKS, forgebonus 2 secondary, earthele, resource generator 25, makepearls, majorcoldres and Cowardly

Province defence:
* Commander 1: Warchief
* Commander 2: Sword Commander
* Troop 1a: Gittelish Sword Champion - 4 per 10 PD
* Troop 1b: Gittelish Sword Champion - 5 per 10 PD
* Troop 2a: Gittelish Jotun Champion - 4 per 10 PD
* Troop 2b: Gittelish Jotun Spear Champion - 4 per 10 PD

National spells:
--------------
Call Malakh, Call Hashmal, Call Arel, Call Ophan, Call Merkavah, Heavenly Wrath

Montag units:
--------------

Nation 163: Teleberg
-----------------------------------
Race: Jotuns, prefers Cold scale +2.
Military: Heavy infantry. Champions. Sacred heavy infantry and heavy skirmisher.
Magic: Earth, Death and Nature.
Priests: Moderate.
-----------------------------------
National traits:
- Ideal cold level 2
- Giant forts
- default

Jotun themes: traditional, default
Foulspawn themes: agarthan_language, advanced

Troops:
- Ranged:
** Telebergian Heavy Champion (Jotun), 30g, 24r, Hand Axe, Javelin, Ring Mail Hauberk, Reinforced Leather Cap.
--- Ranged unit
** Telebergian Champion (Jotun), 30g, 15r, Short Sword, Boulder, Full Leather Armor, Leather Cap.
--- patroller 1 and Ranged unit
- Infantry:
** Telebergian Heavy Spearman (Jotun), 30g, 42r, Long Spear, Chain Mail Cuirass, Reinforced Leather Cap, Shield.
--- Infantry unit
** Telebergian Polearm Champion (Jotun), 30g, 42r, Glaive, Chain Mail Cuirass, Reinforced Leather Cap.
--- Infantry unit
** Telebergian Heavy Axe Champion (Jotun), 30g, 39r, Axe, Chain Mail Cuirass, Reinforced Leather Cap, Shield.
--- Infantry unit
** Telebergian Spearman (Jotun), 30g, 30r, Spear, Ring Mail Hauberk, Reinforced Leather Cap, Iron Shield.
--- Infantry unit
** Telebergian Axe Champion (Jotun), 30g, 30r, Axe, Ring Mail Hauberk, Reinforced Leather Cap, Iron Shield.
--- Infantry unit
** Telebergian Spearman (Jotun), 30g, 33r, Long Spear, Ring Mail Hauberk, Reinforced Leather Cap, Iron Shield.
--- Infantry unit
- Sacreds:
** Green Warrior (Jotun), 55g, 81r, Golden Sword, Scale Mail Hauberk, Iron Cap, Golden Shield.
--- Sacred, deathrec and Infantry sacred
** Unyielding Follower (Jotun), 50g, 23r, Holy Short Sword, Exceptional Boulder, Ring Mail Cuirass, Leather Cap.
--- Capital only, Sacred and Ranged sacred

Commanders:
- Scouts:
** Assassin (Foulspawn), 50g, 13r, Sleep Touch, Axe, Hammer, Scale Mail Cuirass, Leather Hood.
--- Assassin
- Commanders:
** Colonel (Jotun), 60g, 30r, Axe, Ring Mail Hauberk, Reinforced Leather Cap, Iron Shield.
--- Infantry unit
** Lord (Jotun), 60g, 42r, Heavy Longspear, Chain Mail Cuirass, Reinforced Leather Cap, Shield.
--- Infantry unit
** Master Champion (Jotun), 120g, 81r, Golden Sword, Scale Mail Hauberk, Iron Cap, Golden Shield.
--- Sacred, deathrec and Infantry sacred
- Priests:
** Apprentice Hierophant (Jotun), 170g, 18r, Axe, Iron Cap, Full Leather Armor.
--- 1H. 
--- Sacred, , spy and healer 1
** Arch Hierophant (Jotun), 235g, 21r, Broad Sword, Ring Mail Cuirass, Reinforced Leather Cap.
--- 2H. 
--- Sacred, , spy and healer 1
- Mages:
** Apostate Ascendant (Jotun), 175g, 27r, Golden Spear, Full Leather Armor, Reinforced Leather Cap.
--- 2E 1.1? (air, water, earth, glamour). 
--- Capital only, earth and better researcher +1
** Telebergian Hand (Jotun), 85g, 39r, Glaive, Scale Mail Hauberk.
--- 1D 1N. 
--- death and nature
** Twisting Mage (Jotun), 145g, 36r, Quarterstaff, Ice Cap, Chain Mail Cuirass.
--- 1D 2N. 
--- nature, highupkeep and deathrec
** Sunless Mage (Jotun), 145g, 6r, Spear, Leather Cap, Furs.
--- 1D 2N. 
--- nature, highupkeep and deathrec
** Twisting Harbinger (Jotun), 250g, 36r, Golden Axe, Scale Mail Cuirass, Reinforced Leather Cap.
--- 3N 1.1? (water, death, nature, glamour). 
--- Capital only and nature
** Sunless Harbinger (Jotun), 235g, 33r, Golden Axe, Scale Mail Cuirass.
--- 3D 1.1? (water, death, nature, glamour). 
--- Capital only and death

Heroes:
** Hero (Jotun), 0g, 72r, Poisoned Ice Blade, Scale Mail Hauberk, Iron Cap, Golden Shield.
--- Sacred, Hero, deathpower and Infantry sacred
** Hero (Jotun), 0g, 3r, Quarterstaff, Leather Cuirass, Leather Cap.
--- 1E 3D 3N 1G. 
--- Hero, MAGICPICKS, autodishealer2, deathrec, resource generator 15 and can shapeshift into a werehyena
** Hero (Jotun), 0g, 18r, Quarterstaff, Scale Mail Cuirass, Leather Cap.
--- 1A 4D 3N. 
--- Sacred, Hero, MAGICPICKS, deathrec, airshield and holy

Province defence:
* Commander 1: Colonel
* Commander 2: Lord
* Troop 1a: Telebergian Polearm Champion - 3 per 10 PD
* Troop 1b: Telebergian Heavy Spearman - 3 per 10 PD
* Troop 2a: Telebergian Heavy Axe Champion - 4 per 10 PD
* Troop 2b: Telebergian Spearman - 4 per 10 PD

National spells:
--------------
Awaken Jotun Draugar, Brood of Garm, Seith Curse, Illwinter, Summon Rimvaettir, Winter's Call, Summon Dwarf of the Four Directions, Monster Boar

Montag units:
--------------

Nation 164: Ostoli
-----------------------------------
Race: Humans, some Cavemen.
Military: Light infantry. Champions. Sacred light infantry and light infantry.
Magic: Air and Earth. Weak Astral and Glamour. Some Neophyte Sculptor of the Ravines mages.
Priests: Moderate.
-----------------------------------
National traits:
- default

Imperial human themes: iron, aesthetic_3, missilepreference_discus, default
Caveman themes: default

Magic site features: heal 3

Troops:
- Ranged:
** Ostolian Forest Champion (Imperial human), 10g, 10r, Short Sword, Composite Bow, Linen Cuirass, Reinforced Leather Cap.
--- castledef +1, forestunit and Ranged unit
- Infantry:
** Velite (Imperial human), 12g, 16r, Bronze Discus, Short Trident, Leather Cuirass, Crested Helmet, Shield.
--- elite +1 and Infantry unit
** Milite (Imperial human), 10g, 10r, Spear, Ring Mail Cuirass, Leather Cap, Iron Shield.
--- Infantry unit
** Hastatus (Imperial human), 11g, 12r, Bronze Discus, Spear, Linen Cuirass, Leather Cap, Tower Shield.
--- Infantry unit
** Principe (Imperial human), 14g, 21r, Broad Sword, Lorica Squamata, Reinforced Leather Cap, Tower Shield.
--- Infantry unit
** Triarius (Imperial human), 15g, 16r, Short Trident, Lorica Hamata, Reinforced Leather Cap, Tower Shield.
--- Infantry unit
** Standard (Imperial human), 20g, 13r, Bronze Discus, Standard, Tower Shield, Leather Cap.
--- Infantry unit
** Ostolian Caveman Champion (Caveman), 20g, 2r, Rock, Throw Rocks, Furs.
--- Infantry unit
- Sacreds:
** Summer Guard (Imperial human), 20g, 9r, Short Sword, Linen Cuirass, Leather Cap, Tower Shield.
--- Capital only, Sacred, incunrest_low, orderpower, summerpower-high and Infantry sacred
** Exemplar of Earth (Imperial human), 40g, 28r, Bardiche, Plate Cuirass.
--- Capital only, Sacred, shapeshifts into a werebear when damaged, pierceres and Infantry sacred

Commanders:
- Scouts:
** Spy (Imperial human), 50g, 18r, Broad Sword, Broad Sword, Scale Mail Cuirass.
--- Spy
- Commanders:
** Spear Commander (Imperial human), 70g, 12r, Bronze Discus, Spear, Linen Cuirass, Leather Cap, Tower Shield.
--- Infantry unit
** Captain (Imperial human), 65g, 21r, Broad Sword, Lorica Squamata, Reinforced Leather Cap, Tower Shield.
--- Infantry unit
** Master Champion (Imperial human), 100g, 9r, Short Sword, Linen Cuirass, Leather Cap, Tower Shield.
--- Capital only, Sacred, incunrest_low, orderpower, summerpower-high and Infantry sacred
- Priests:
** Hermit (Imperial human), 65g, 4r, Short Sword, Robes.
--- 1H. 
--- Sacred and 
** High Priest (Imperial human), 115g, 1r, Quarterstaff, Robes.
--- 2H. 
--- Sacred and 
- Mages:
** Argent Hand (Imperial human), 210g, 1r, Quarterstaff, Robes.
--- 2A 1S 1.1? (air, water, astral, glamour). 
--- Capital only, air and can shapeshift into a werecrocodile
** Neophyte Sculptor of the Ravines (Caveman), 95g, 2r, Great Club, Furs.
--- 1E 1G. 
--- Sacred and earth and glamour
**  Sculptor of the Ravines (Imperial human), 160g, 4r, Trident, Robes.
--- 2E 1G. 
--- Sacred, earth and carcasscollector
** Grand Sculptor of the Ravines (Imperial human), 325g, 4r, Trident, Robes.
--- 3E 1G 1.1? (water, earth, astral, glamour). 
--- Capital only, Sacred, earth and lowupkeep

Heroes:
** Hero (Imperial human), 0g, 13r, Enchanted Broad Sword, Leather Cuirass, Leather Cap, Tower Shield.
--- 1E 1.1? (air, water, earth, blood). 
--- Sacred, Hero, metalman: size 2, resistances_high and Infantry sacred
** Hero (Imperial human), 0g, 20r, Black Maul, Scale Mail Cuirass.
--- 1E 1B 1.1? (earth, blood, death, glamour). 
--- Sacred, Hero, metalman: size 2, invulnerable (10) and Infantry sacred

Province defence:
* Commander 1: Spear Commander
* Commander 2: Captain
* Troop 1a: Velite - 11 per 10 PD
* Troop 1b: Milite - 12 per 10 PD
* Troop 2a: Hastatus - 11 per 10 PD
* Troop 2b: Ostolian Caveman Champion - 10 per 10 PD

National spells:
--------------


Montag units:
--------------

Nation 165: Mantens
-----------------------------------
Race: Cyclopses, some Merrows.
Military: Light infantry and heavy infantry. Champions. Light dog cavalry. Chariots. Elite sentinel. Sacred heavy infantry.
Magic: Air and Nature. Weak Fire and Water.
Priests: Weak.
-----------------------------------
National traits:
- Giant forts
- Black hawks occasionally protect priests in battles
- default

Cyclops themes: lesser, middle, pastoral, slaver
Merrow themes: coral, marine, default, slaver

Magic site features: res75

Troops:
- Ranged:
** Mantensic Heavy Champion (Cyclops), 35g, 27r, Spiked Club, Javelin, Scale Mail Cuirass, Reinforced Leather Cap.
--- Ranged unit
** Avenging Sentinel (Cyclops), 35g, 21r, Broad Sword, Boulder, Leather Cuirass, Crested Helmet.
--- Capital only, castlemaster and Ranged elite
- Infantry:
** Mantensic Merrow Swordsman (Merrow), 12g, 6r, Coral Short Sword, Javelin, Buckler.
--- slave, pillager stealthy and Infantry unit
** Mantensic Merrow Bandit (Merrow), 12g, 4r, Coral Spear, Javelin, Buckler.
--- slave, pillager stealthy and Infantry unit
** Mantensic Mace Champion (Cyclops), 35g, 39r, Mace, Bronze Scale Hauberk, Reinforced Leather Cap, Iron Shield.
--- Infantry unit
** Mantensic Champion (Cyclops), 35g, 45r, Hammer, Bronze Scale Hauberk, Reinforced Leather Cap, Iron Shield.
--- Infantry unit
** Mantensic Sword Champion (Cyclops), 35g, 36r, Short Sword, Scale Mail Cuirass, Reinforced Leather Cap, Iron Shield.
--- Infantry unit
- Cavalry:
** Mantensic Merrow Slave Champion (Merrow), 24g, 9r, Short Bone Trident, Sharkskin Armor, Sharkskin Cap, Buckler, Dog mount.
--- slave and Mounted unit
--- The loyal sea dog will continue to fight even if its rider dies.
** Mantensic Merrow Slave Champion (Merrow), 24g, 14r, Coral Broad Sword, Sharkskin Armor, Sharkskin Cap, Buckler, Dog mount.
--- slave and Mounted unit
--- The loyal sea dog will continue to fight even if its rider dies.
- Chariots:
** Mantensic Champion (Cyclops), 50g, 42r, Quarterstaff, Bronze Scale Hauberk, Reinforced Leather Cap, Horse mount.
--- Chariot unit
- Sacreds:
** Invincible Guard (Cyclops), 60g, 114r, Golden Spear, Golden Scale Mail, Half Helmet, Gleaming Hoplon.
--- Sacred, airshield20 and Infantry sacred

Commanders:
- Scouts:
** Scout (Cyclops), 55g, 12r, Broad Sword, Leather Cuirass.
--- Scout
- Commanders:
** Swordsmaster (Merrow), 65g, 6r, Coral Short Sword, Javelin, Buckler.
--- slave, pillager stealthy and Infantry unit
** Slave Commander (Merrow), 75g, 9r, Short Bone Trident, Sharkskin Armor, Sharkskin Cap, Buckler, Dog mount.
--- slave and Mounted unit
--- The loyal sea dog will continue to fight even if its rider dies.
- Priests:
** High Priest (Cyclops), 110g, 3r, Branch, Furs.
--- 1H. 
--- Sacred and 
- Mages:
** Aerie Disciple (Cyclops), 205g, 3r, Quarterstaff, Furs.
--- 1A 2.1? (fire, air, water, nature, at least partially linked). 
--- Capital only, air, better researcher +3 - tier 3 mages, bound, forgebonus 1 secondary and airshield
** Dragon Novice (Cyclops), 130g, 3r, Spear.
--- 2N. 
--- nature
** Dragon Sorcerer (Cyclops), 150g, 9r, Long Spear, Furs.
--- 1A 2N. 
--- nature
** Dragon Father (Cyclops), 420g, 3r, Quarterstaff, Furs.
--- 2A 3N 1H 1.1? (fire, air, water, nature). 
--- Capital only, Sacred, nature and 

Heroes:
** Hero (Cyclops), 0g, 3r, Quarterstaff, Robes.
--- 3F 1A 1S 3N. 
--- Hero, MAGICPICKS, airshield, ethereal and flying

Province defence:
* Commander 1: Swordsmaster
* Commander 2: Slave Commander
* Troop 1a: Mantensic Merrow Slave Champion - 7 per 10 PD
* Troop 1b: Mantensic Merrow Swordsman - 13 per 10 PD
* Troop 2a: Mantensic Merrow Bandit - 13 per 10 PD
* Troop 2b: Mantensic Mace Champion - 3 per 10 PD

National spells:
--------------
Monster Boar, Awaken Hamadryad, Orgy, Herd of Elephants

Montag units:
--------------

Nation 166: Nawabore
-----------------------------------
Race: Tusked Ones, prefers Heat scale +1.
Military: Heavy infantry. Champions. Elite hierophant. Sacred light ranger.
Magic: Fire. Weak Earth, Nature and Blood. Laboratories cost 600 gold.
Priests: Moderate, temples cost 200 gold.
-----------------------------------
National traits:
- Ideal cold level -1
- Giant forts
- Temples cost 200 gold
- Laboratories cost 600 gold

Dantih themes: default
Halfman themes: cultured, black, advanced, satyr_primary, no_secondary, satyr_tertiary, default

Magic site features: res50

Troops:
- Ranged:
** Nawaborean Hill Champion (Dantih), 70g, 28r, Mace, Chakram.
--- mountainunit and Ranged unit
** Nawaborean Hill Champion (Dantih), 70g, 16r, Mace, Long Bow.
--- mountainunit and Ranged unit
** Divine Hierophant (Dantih), 85g, 76r, Mace, Long Bow, Chain Mail Hauberk, Bronze Cap.
--- Ranged elite
- Infantry:
** Nawaborean Elite Axemaster (Dantih), 85g, 92r, Axe, Full Chain Mail, Iron Cap, Iron Shield.
--- elite +1 and Infantry unit
** Nawaborean Champion (Dantih), 85g, 68r, Spiked Club, Plate Cuirass, Buckler.
--- skirmisher stealthy and Infantry unit
** Nawaborean Falchioneer (Dantih), 70g, 24r, Falchion, Furs, Buckler.
--- Infantry unit
- Sacreds:
** Pure Master (Dantih), 200g, 20r, Mace, Great Bow, Crown.
--- Capital only, Sacred, sun awe, magicpower and Ranged sacred
- Monsters:
**  (Monster), 150g, 1r, .
--- Capital only and Special unit

Commanders:
- Scouts:
** Spy (Dantih), 80g, 3r, Kryss.
--- Spy
- Commanders:
** Falchion High Chieftain (Dantih), 120g, 24r, Falchion, Furs, Buckler.
--- Infantry unit
** General (Dantih), 145g, 68r, Mace, Plate Cuirass, Buckler.
--- skirmisher stealthy and Infantry unit
** Sergeant (Dantih), 295g, 20r, Mace, Great Bow, Crown.
--- Capital only, Sacred, sun awe, magicpower and Ranged sacred
- Priests:
** Acolyte (Dantih), 130g, 1r, Quarterstaff.
--- 1H. 
--- Sacred and 
** High Priest (Dantih), 220g, 1r, Quarterstaff.
--- 2H. 
--- Sacred and 
- Mages:
** Novice Unnameable Shugenja (Dantih), 120g, 12r, Twig, Imperial Robes.
--- 1.1? (fire, earth, nature, blood). 
--- various
** Apprentice Unnameable Shugenja (Dantih), 215g, 12r, Branch, Imperial Robes.
--- 2F 1.1? (fire, earth, nature, blood). 
--- fire and resource generator 10
** High Unnameable Shugenja (Dantih), 430g, 12r, Magic Staff, Imperial Robes.
--- 2F 1E 1N 1B 2.1? (fire, earth, nature, blood). 
--- Capital only, fire and protected by fire

Heroes:
** Hero (Dantih), 0g, 12r, Magic Staff, Imperial Robes.
--- 4F 1S 1B. 
--- Hero, MAGICPICKS, illearth, ethereal2, resource generator 25 and dragonlord 2

Province defence:
* Commander 1: Falchion High Chieftain
* Commander 2: Acolyte
* Troop 1a: Nawaborean Champion - 3 per 10 PD
* Troop 1b: Nawaborean Elite Axemaster - 2 per 10 PD
* Troop 2a: Nawaborean Falchioneer - 4 per 10 PD
* Troop 2b: Divine Hierophant - 3 per 10 PD

National spells:
--------------
Contact Yaksha, Contact Yakshini, Summon Gandharvas, Celestial Music, Summon Kinnara, Summon Siddha, Summon Rudra, Summon Devata, Summon Devala,
Summon Rakshasas, Feast of Flesh, Summon Asrapas, Summon Rakshasa Warriors, Summon Sandhyabalas, Summon Dakini, Summon Samanishada, Summon Mandeha,
Summon Danavas, Host of Ganas, Summon Vetalas

Montag units:
--------------

Nation 167: Buland
-----------------------------------
Race: Humans.
Military: Heavy infantry. Champions. Light cavalry. Chariots. Sacred light infantry.
Magic: Fire, Water and Blood.
Priests: Moderate, temples cost 800 gold.
-----------------------------------
National traits:
- Temples generate fire gems

Feudal human themes: default
Boreal human themes: patriarchal, default

Troops:
- Ranged:
** Bulandine Champion (Feudal human), 10g, 18r, Iron Kopesh, Short Bow, Full Ring Mail, Reinforced Leather Cap.
--- Ranged unit and fire resistance
- Infantry:
** Bulandine Crusher (Feudal human), 10g, 28r, Hammer, Full Scale Mail, Iron Cap, Iron Shield.
--- Infantry unit and fire resistance
** Bulandine Swordsman (Feudal human), 10g, 28r, Short Sword, Full Scale Mail, Iron Cap, Iron Shield.
--- Infantry unit and fire resistance
** Bulandine Swordsman (Feudal human), 10g, 31r, Falchion, Full Scale Mail, Iron Cap, Iron Shield.
--- Infantry unit and fire resistance
- Cavalry:
** Bulandine Champion (Feudal human), 40g, 24r, Falchion, Full Ring Mail, Reinforced Leather Cap, Kite Shield, Horse mount.
--- Mounted unit and fire resistance
** Bulandine Champion (Feudal human), 40g, 19r, Axe, Full Ring Mail, Reinforced Leather Cap, Kite Shield, Horse mount.
--- Mounted unit and fire resistance
- Chariots:
** Bulandine Boar Thane (Feudal human), 60g, 46r, Axe, Full Chain Mail, Half Helmet, Boar mount.
--- elite +1, Chariot unit and fire resistance
- Sacreds:
** Hellbent Knight (Feudal human), 18g, 24r, Enchanted Mace, Chain Mail Cuirass, Leather Cap, Kite Shield.
--- Capital only, Sacred, Infantry sacred and fire resistance

Commanders:
- Scouts:
** Assassin (Feudal human), 50g, 1r, Dagger, Dagger, Leather Cuirass.
--- Assassin and fire resistance
- Commanders:
** Swordsmaster (Feudal human), 70g, 28r, Short Sword, Full Scale Mail, Iron Cap, Iron Shield.
--- Infantry unit and fire resistance
** Warlord (Feudal human), 60g, 31r, Falchion, Full Scale Mail, Iron Cap, Iron Shield.
--- Infantry unit and fire resistance
** Captain (Feudal human), 135g, 24r, Enchanted Mace, Chain Mail Cuirass, Leather Cap, Kite Shield.
--- Sacred, Infantry sacred and fire resistance
- Priests:
** Fledgling Cleric (Feudal human), 50g, 4r, Hammer, Robes.
--- 1H. 
--- Sacred,  and fire resistance
** Arch Cleric (Feudal human), 105g, 3r, Sceptre, Robes.
--- 2H. 
--- Sacred, , inquisitor and fire resistance
- Mages:
** Bulandine Neophyte (Boreal human), 135g, 27r, Sceptre, Chain Mail Hauberk, Kite Shield, Horse mount.
--- 1F 1W 1B. 
--- Sacred and fire, water, and blood
** Bulandine Fellow (Feudal human), 215g, 1r, Quarterstaff, Robes.
--- 2F 2B. 
--- Sacred, fire and blood, fireshield and fire resistance
** Carmine Lord (Feudal human), 305g, 1r, Quarterstaff, Robes.
--- 3F 2.1? (fire, water, glamour, blood). 
--- Capital only, Sacred, fire, fireshield and fire resistance
** Exsanguinating Lord (Feudal human), 305g, 7r, Falchion, Robes.
--- 3B 2.1? (fire, water, glamour, blood). 
--- Capital only, Sacred, blood, invulnerable5 and fire resistance
** Abyssal Lord (Feudal human), 350g, 6r, Broad Sword, Robes.
--- 3W 2.1? (fire, water, glamour, blood). 
--- Capital only, Sacred, water, amphibian and fire resistance

Heroes:
** Hero (Feudal human), 0g, 4r, Short Sword, Robes.
--- 4F 1A 3W 2B. 
--- Hero, MAGICPICKS, imp_primary, can shapeshift into a devil, resource generator 25, airshield, fireshield, slimer and fire resistance
** Hero (Feudal human), 0g, 4r, Trident, Robes.
--- 4F 3W 1E 1B. 
--- Hero, MAGICPICKS, heretic, illearth, can shapeshift into a frost fiend, resource generator 10 and fire resistance
** Hero (Feudal human), 0g, 39r, Exceptional Falchion, Chain Mail Hauberk, Iron Cap, Camel mount.
--- 1.1? (fire, water, earth, blood). 
--- Sacred, Hero, fireshield6, Chariot sacred and fire resistance

Province defence:
* Commander 1: Swordsmaster
* Commander 2: Warlord
* Troop 1a: Bulandine Swordsman - 8 per 10 PD
* Troop 1b: Bulandine Crusher - 8 per 10 PD
* Troop 2a: Bulandine Swordsman - 8 per 10 PD
* Troop 2b: Bulandine Champion - 4 per 10 PD

National spells:
--------------
Summon Valkyries, Brood of Garm, Summon Glosos, Seith Curse, Summon Dwarf of the Four Directions, Bind Harlequin

Montag units:
--------------

Nation 168: Hsiium
-----------------------------------
Race: Lizards, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Sacred heavy ranger.
Magic: Water and Death. Weak Fire and Nature. Some Neophyte of the Honored Strait mages.
Priests: Strong.
-----------------------------------
National traits:
- Ideal cold level -2
- Fortified cities
- default

Lizard themes: herbivore, default
Asmeg themes: bronze, slaver

Troops:
- Ranged:
** Hsiiumese Champion (Lizard), 10g, 7r, Bronze Hatchet, Short Bow, Jingasa.
--- Ranged unit
- Infantry:
** Hsiiumese Swordsman (Lizard), 10g, 19r, Broad Sword, Scale Mail Cuirass, Leather Cap, Kite Shield.
--- Infantry unit
** Hsiiumese Axe Champion (Lizard), 10g, 16r, Axe, Scale Mail Cuirass, Leather Cap, Kite Shield.
--- Infantry unit
** Hsiiumese Heavy Hammer Champion (Lizard), 10g, 18r, Hammer, Scale Mail Cuirass, Leather Cap, Kite Shield.
--- Infantry unit
** Hsiiumese Swordsman (Lizard), 10g, 12r, Great Sword, Full Leather Armor, Leather Cap.
--- patroller 1 and Infantry unit
** Hsiiumese Hammer Champion (Lizard), 10g, 9r, Hammer, Iron Cap, Shield.
--- Infantry unit
- Sacreds:
** Tomb Marksman (Lizard), 20g, 21r, Bronze Hatchet, Short Bow, Scale Mail Hauberk, Jingasa.
--- Capital only, Sacred, winterpower-low, ghoul: size 2 and Ranged sacred

Commanders:
- Scouts:
** Scout (Lizard), 30g, 7r, Long Spear, Half Helmet.
--- Scout
- Commanders:
** Warlord (Lizard), 60g, 18r, Hammer, Scale Mail Cuirass, Leather Cap, Kite Shield.
--- Infantry unit
** General (Lizard), 60g, 12r, Great Sword, Full Leather Armor, Leather Cap.
--- patroller 1 and Infantry unit
** Colonel (Lizard), 85g, 22r, Bronze Hatchet, Short Bow, Scale Mail Hauberk, Half Helmet.
--- Sacred, winterpower-low, ghoul: size 2 and Ranged sacred
- Priests:
** Minor Cardinal (Lizard), 50g, 1r, Twig, Robes.
--- 1H. 
--- Sacred and 
** Apprentice Cardinal (Lizard), 115g, 4r, Kopesh, Robes.
--- 2H. 
--- Sacred and 
** Chosen Cardinal (Lizard), 180g, 4r, Kopesh, Robes.
--- 3H. 
--- Sacred,  and elegist 2
- Mages:
** Sorcerer of the Solstice (Lizard), 120g, 7r, Bronze Broad Sword, Robes.
--- 2F. 
--- Capital only, fire and can shapeshift into a giant toad
** Neophyte of the Honored Strait (Asmeg), 95g, 40r, Broad Sword, Axe, Full Ring Mail, Golden Cap.
--- 1W 1D 1N. 
--- water, death, and nature
** Consort of the Honored Strait (Lizard), 170g, 4r, Short Sword, Robes.
--- 2W 1.1? (water, earth, death, nature). 
--- water
** Keeper of the Honored Strait (Lizard), 290g, 6r, Broad Sword, Robes.
--- 3W 2D 1.1? (water, earth, death, nature). 
--- water, can shapeshift into a deep one and sloth researcher +2

Heroes:
** Hero (Boreal human), 0g, 12r, Exceptional Spear, Bronze Throwing Hatchet, Leather Cuirass, Leather Cap, Shield, Horse mount.
--- 1.1? (air, earth, death, glamour). 
--- Sacred, Hero, sun awe, resistances_shock and Mounted sacred
** Hero (Lizard), 0g, 1r, Quarterstaff, Robes.
--- 3W 2N 1B. 
--- Hero, MAGICPICKS, invulnerable20 and imp

Province defence:
* Commander 1: Warlord
* Commander 2: General
* Troop 1a: Hsiiumese Swordsman - 10 per 10 PD
* Troop 1b: Hsiiumese Axe Champion - 12 per 10 PD
* Troop 2a: Hsiiumese Heavy Hammer Champion - 11 per 10 PD
* Troop 2b: Hsiiumese Swordsman - 12 per 10 PD

National spells:
--------------
Sacred Crocodile, Monster Boar

Montag units:
--------------

Nation 169: Yasaly
-----------------------------------
Race: Atlantians.
Military: Light infantry and heavy infantry. Heavy bear cavalry. Sacred heavy infantry.
Magic: Water and Blood. Weak Fire.
Priests: Moderate.
-----------------------------------
National traits:
- Can build forts underwater
- default

Atlantian themes: primitive
Zotz themes: primitive

Magic site features: xp 2

Troops:
- Infantry:
** Yasalyan Marsh Impaler (Atlantian), 10g, 48r, Meteorite Trident, Meteorite Armor, Coral Cap.
--- swampunit and Infantry unit
** Yasalyan Marsh Impaler (Atlantian), 10g, 48r, Meteorite Glaive, Meteorite Armor, Coral Cap.
--- swampunit and Infantry unit
** Yasalyan Lancer (Atlantian), 10g, 54r, Ice Lance, Ice Hauberk, Ice Cap, Ice Aegis.
--- Infantry unit
** Yasalyan Champion (Atlantian), 10g, 57r, Ice Blade, Ice Hauberk, Ice Cap, Ice Aegis.
--- Infantry unit
** Yasalyan Standard Bearer (Atlantian), 23g, 37r, Ice Hauberk, Ice Cap.
--- Infantry unit
** Yasalyan Trapper (Atlantian), 23g, 9r, Net, Sharkskin Armor, Iron Cap.
--- Infantry unit
- Cavalry:
** Yasalyan Champion (Atlantian), 40g, 42r, Ice Lance, Ice Hauberk, Ice Cap, Conch Shield, Bear mount.
--- Mounted unit
--- If the rider dies, the bear will carry on fighting until the end of the battle.
- Sacreds:
** Avenging Reaver (Atlantian), 18g, 24r, Coral Long Spear, Coral Hauberk, Coral Cap, Conch Shield.
--- Capital only, Sacred, fireshield6, resistances_shock and Infantry sacred

Commanders:
- Scouts:
** Scout (Atlantian), 35g, 15r, Blow Pipe, Coral Cuirass, Iron Cap.
--- Scout
- Commanders:
** Swamp Champion (Atlantian), 60g, 48r, Meteorite Trident, Meteorite Armor, Coral Cap.
--- swampunit and Infantry unit
** General (Atlantian), 60g, 57r, Ice Blade, Ice Hauberk, Ice Cap, Ice Aegis.
--- Infantry unit
** Spearmaster (Atlantian), 85g, 24r, Coral Long Spear, Coral Hauberk, Coral Cap, Conch Shield.
--- Sacred, fireshield6, resistances_shock and Infantry sacred
- Priests:
** Brother (Atlantian - shambler), 65g, 1r, Quarterstaff.
--- 1H. 
--- Sacred and 
** High Priest (Atlantian - shambler), 155g, 4r, Quarterstaff, Coral Cap.
--- 2H. 
--- Sacred and 
- Mages:
** Typhoon Initiate (Atlantian - shambler), 150g, 1r, Quarterstaff.
--- 1W 1.1? (fire, water, glamour, blood). 
--- water, assassin2 and sailing
** Typhoon Mage (Atlantian - shambler), 185g, 4r, Quarterstaff, Coral Cap.
--- 2W 1B 1.1? (fire, water, glamour, blood). 
--- water
** Typhoon Lord (Atlantian - shambler), 260g, 6r, Sceptre, Coral Cap.
--- 1F 2W 2B 1.1? (fire, water, glamour, blood). 
--- Capital only, water and blood and fireshield

Heroes:
** Hero (Atlantian), 0g, 43r, Severing Ice Lance, Ice Hauberk, Ice Cap, Conch Shield, Bear mount.
--- 2W 1.1? (water, earth, nature, blood). 
--- Sacred, Hero, resistances_high and Mounted sacred
--- If the rider dies, the bear will carry on fighting until the end of the battle.
** Hero (Atlantian - shambler), 0g, 6r, Sceptre, Coral Cap.
--- 4W 1G 2B. 
--- Hero, MAGICPICKS, resource generator 15, heretic, protected by water, falsearmy and autodishealer2
** Hero (Atlantian - shambler), 0g, 4r, Quarterstaff, Coral Cap.
--- 4W 1D 2B. 
--- Hero, MAGICPICKS, forgebonus 1 primary, blackdog_primary and ghost

Province defence:
* Commander 1: Swamp Champion
* Commander 2: Brother
* Troop 1a: Yasalyan Champion - 5 per 10 PD
* Troop 1b: Yasalyan Marsh Impaler - 5 per 10 PD
* Troop 2a: Yasalyan Marsh Impaler - 5 per 10 PD
* Troop 2b: Yasalyan Lancer - 5 per 10 PD

National spells:
--------------
Summon Monster Fish

Montag units:
--------------

