Nation 150: Isse
-----------------------------------
Race: Abysians, prefers Heat scale +3.
Military: Heavy infantry. Champions. Light nightmare cavalry. Sacred light infantry.
Magic: Fire and Air. Weak Earth.
Priests: Strong.

Nation 151: Narborg
-----------------------------------
Race: Vaettis, some Primates, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Light wolf cavalry. Sacred light wolf cavalry.
Magic: Death, Nature and Glamour. Weak Water and Blood.
Priests: Strong.

Nation 152: Djanty
-----------------------------------
Race: Abysians, some Humans, prefers Heat scale +3.
Military: Light infantry and heavy infantry. Champions. Chariots. Sacred heavy infantry.
Magic: Air, Water and Earth. Weak Fire and Glamour. Some Junior Scarlet Firestarter mages.
Priests: Strong.

Nation 153: Kisawa
-----------------------------------
Race: Primates, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Elite champion. Sacred heavy infantry.
Magic: Water. Weak Fire, Nature, Glamour and Blood.
Priests: Weak.

Nation 154: Honsawa
-----------------------------------
Race: Primates, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic: Water, Astral and Nature. National mages are not affected by Drain scale.
Priests: Strong.

Nation 155: Shannam
-----------------------------------
Race: Avvites, some Primates, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Chariots. Sacred heavy infantry.
Magic: Water. Weak Fire, Air and Death.
Priests: Strong.

Nation 156: N'rathal
-----------------------------------
Race: Illithids, some Humans.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic: Water. Weak Air and Nature. Laboratories cost 400 gold.
Priests: Strong.

Nation 157: Napion
-----------------------------------
Race: Lamias, some Humans.
Military: Heavy infantry. Champions. Sacred heavy infantry.
Magic: Death and Blood. Weak Air and Nature. National mages are not affected by Drain scale.
Priests: Strong.

Nation 158: Mapoz'tis
-----------------------------------
Race: Ophidians, some Zotzs, prefers Heat scale +1.
Military: Light infantry. Sacred Zotz light infantry, light infantry and light infantry.
Magic: Water and Glamour. Weak Fire.
Priests: Strong.

Nation 159: Cihutlan
-----------------------------------
Race: Zotzs, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Sacred light infantry. Expensive forts.
Magic: Air. Weak Blood.
Priests: Weak.

Nation 160: Ritnae
-----------------------------------
Race: Lamias, some Humans, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Heavy spider cavalry. Sacred heavy infantry.
Magic: Death and Nature. Weak Air and Glamour.
Priests: Moderate.

Nation 161: Tashhab
-----------------------------------
Race: Caelians.
Military: Light infantry and heavy infantry. Champions. Elite protector. Sacred heavy ranger.
Magic: Fire and Earth.
Priests: Moderate.

Nation 162: Borholm
-----------------------------------
Race: Humans, some Lizards, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred heavy cavalry and light cave cow cavalry. Cheaper forts.
Magic: Fire, Air, Earth and Blood.
Priests: Moderate.

Nation 163: Patlsith
-----------------------------------
Race: Ophidians, prefers Heat scale +3.
Military: Light infantry and heavy infantry. Sacred light infantry, light infantry and light infantry.
Magic: Nature. Weak Water and Death.
Priests: Moderate.

Nation 164: Matrabia
-----------------------------------
Race: Halfmen.
Military: Heavy infantry. Sacred heavy infantry. Cheaper forts.
Magic: Astral. Weak Nature and Glamour.
Priests: Weak.

Nation 165: Samarteppa
-----------------------------------
Race: Caelians, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred light ranger.
Magic: Air, Earth and Nature. Weak Water.
Priests: Moderate.

Nation 166: Uganholovo
-----------------------------------
Race: Humans, some Zotzs.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry. Expensive forts.
Magic: Water and Earth. Weak Fire and Glamour.
Priests: Moderate.

Nation 167: Faycalaire
-----------------------------------
Race: Humans, some Abysians.
Military: Light infantry and heavy infantry. Champions. Heavy cavalry. Sacred Abysian heavy infantry.
Magic: Fire, Air and Nature. Weak Earth. Some Olive Disciple mages.
Priests: Weak.

Nation 168: Bhogala
-----------------------------------
Race: Pale Ones, some Hoburgs.
Military: Light infantry and heavy infantry. Champions. Light goat cavalry  and  heavy cave grub cavalry. Sacred heavy infantry.
Magic: Water. Weak Earth, Nature, Glamour and Blood.
Priests: Strong, temples cost 300 gold.

Nation 169: Tonro
-----------------------------------
Race: Tengus, some Humans, prefers Heat scale +1.
Military: Light infantry. Champions. Light cavalry  and  heavy cavalry. Sacred heavy infantry and heavy infantry.
Magic: Air, Water and Nature. National mages are not affected by Drain scale.
Priests: Weak.

Nation 170: Jotlan
-----------------------------------
Race: Zotzs, prefers Heat scale +1.
Military: Light infantry. Sacred light infantry.
Magic: Air. Weak Blood. Some Disciple of Ephemeral Truths mages. Some Bringer of Ephemeral Truths mages.
Priests: Strong.

Nation 171: Issith
-----------------------------------
Race: Lizards, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry and heavy ranger.
Magic: Astral, Death and Blood.
Priests: Moderate.

Nation 172: Kamikawa
-----------------------------------
Race: Humans.
Military: Light infantry and heavy infantry. Champions. Heavy boar cavalry. Sacred heavy infantry and heavy infantry.
Magic: Fire, Earth, Glamour and Blood.
Priests: Strong.

Nation 173: Whabia
-----------------------------------
Race: Atlantians, some Ogres.
Military: Light infantry and heavy infantry. Champions. Heavy bear cavalry. Sacred light infantry.
Magic: Air, Water and Astral.
Priests: Moderate.

Nation 174: Otatan
-----------------------------------
Race: Humans.
Military: Light infantry. Champions. Heavy cavalry. Sacred heavy ranger.
Magic: Earth and Blood. Some Minor Weaver of the Depths mages.
Priests: Weak, their constructs are stronger within their Dominion.

Nation 175: Csi'tis
-----------------------------------
Race: Lizards, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Sacred heavy infantry.
Magic: Earth, Death, Nature and Blood. Laboratories cost 400 gold.
Priests: Strong.

Nation 176: Ivlaise
-----------------------------------
Race: Humans.
Military: Light infantry and heavy infantry. Champions. Heavy cavalry. Sacred heavy ranger.
Magic: Air, Earth, Death and Blood.
Priests: Weak.

Nation 177: Tsusan
-----------------------------------
Race: Humans.
Military: Light infantry and heavy infantry. Champions. Heavy cavalry. Sacred light infantry.
Magic: Air and Earth. Weak Fire and Water. Laboratories cost 600 gold.
Priests: Moderate.

Nation 178: Fheich
-----------------------------------
Race: Fir Bolgs, some Abysians.
Military: Light infantry and heavy infantry. Champions. Light unicorn cavalry  and  heavy cavalry. Sacred light cavalry.
Magic: Water. Weak Air, Earth, Glamour and Blood.
Priests: Weak.

Nation 179: Higaichi
-----------------------------------
Race: Primates, prefers Heat scale +1.
Military: Light infantry. Champions. Sacred heavy infantry.
Magic: Astral.
Priests: Moderate.

Nation 180: Djedmark
-----------------------------------
Race: Hoburgs, prefers Heat scale +2.
Military: Heavy infantry. Champions. Heavy mechanical ant cavalry. Sacred heavy infantry.
Magic: Fire, Air and Earth. Weak Death. National mages are not affected by Drain scale.
Priests: Moderate, their constructs are stronger within their Dominion.

Nation 181: Zawdu
-----------------------------------
Race: Abysians, prefers Heat scale +2.
Military: Heavy infantry. Champions. Sacred light infantry.
Magic: Fire and Glamour. Weak Blood.
Priests: Weak.

Nation 182: Isstein
-----------------------------------
Race: Humans.
Military: Light infantry. Champions. Light cavalry  and  heavy cavalry. Sacred heavy ranger.
Magic: Nature. Weak Air, Water and Glamour.
Priests: Moderate.

Nation 183: Hassikos
-----------------------------------
Race: Humans, some Lizards, prefers Heat scale +2.
Military: Light infantry. Champions. Sacred heavy chariot.
Magic:  Weak Fire, Astral and Death.
Priests: Moderate.

Nation 184: Horodani
-----------------------------------
Race: Tengus, some Bakemonos.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry and heavy infantry.
Magic: Air and Earth. Weak Death and Blood.
Priests: Moderate.

Nation 185: Fhuam na Coille
-----------------------------------
Race: Sidhes.
Military: Light infantry and heavy infantry. Heavy serpent cavalry. Sacred heavy lizard cavalry.
Magic: Earth. Weak Fire.
Priests: Moderate.

Nation 186: Fhuigh
-----------------------------------
Race: Fir Bolgs.
Military: Light infantry. Champions. Light cavalry. Sacred light ranger.
Magic: Nature and Blood. Weak Air and Earth. Some Fhuighian Apprentice mages.
Priests: Moderate.

Nation 187: Horofumachi
-----------------------------------
Race: Tengus, some Abysians, prefers Cold scale +1.
Military: Heavy infantry. Champions. Heavy salamander cavalry. Sacred Abysian heavy cavalry.
Magic:  Weak Air, Earth and Blood.
Priests: Moderate.

Nation 188: Djednakher
-----------------------------------
Race: Abysians, prefers Heat scale +3.
Military: Light infantry and heavy infantry. Champions. Light camel cavalry. Sacred heavy infantry.
Magic: Blood. Weak Fire.
Priests: Moderate.

Nation 189: Hissasa
-----------------------------------
Race: Lizards, some Humans, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Light spider cavalry. Chariots. Sacred heavy infantry. Expensive forts.
Magic: Water. Weak Death and Glamour.
Priests: Strong.

