Nation 150: Per-wadjedyet
-----------------------------------
Race: Abysians, some Ichtyids, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Heavy cavalry. Sacred heavy infantry.
Magic: Fire, Air and Blood. Laboratories cost 600 gold.
Priests: Strong.

Nation 151: Cirrsa
-----------------------------------
Race: Lizards, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic: Air and Water. Weak Astral.
Priests: Weak.

Nation 152: Cambae
-----------------------------------
Race: Gigantes, some Humans.
Military: Heavy infantry. Champions. Light cavalry. Sacred heavy infantry and heavy chariot.
Magic: Water, Earth and Blood.
Priests: Moderate.

Nation 153: Nethos
-----------------------------------
Race: Lamias, some Tusked Ones.
Military: Heavy infantry. Champions. Sacred heavy ranger.
Magic: Death, Nature and Blood. Weak Water.
Priests: Strong.

Nation 154: Tangale
-----------------------------------
Race: Gigantes, some Caelians.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic: Water and Blood.
Priests: Weak.

Nation 155: Malialsa
-----------------------------------
Race: Humans.
Military: Light infantry and heavy infantry. Champions. Sacred light ranger.
Magic: Water, Earth and Death.
Priests: Moderate.

Nation 156: Banebote
-----------------------------------
Race: Abysians, prefers Heat scale +3.
Military: Light infantry and heavy infantry. Champions. Heavy drake cavalry. Sacred heavy infantry.
Magic: Fire and Blood.
Priests: Strong.

Nation 157: Arcothepolis
-----------------------------------
Race: Cyclopses, some Humans.
Military: Light infantry and heavy infantry. Champions. Heavy bear cavalry. Chariots. Elite champion. Sacred heavy infantry.
Magic: Fire and Earth. Weak Astral and Nature.
Priests: Moderate.

Nation 158: Abysbia
-----------------------------------
Race: Humans, some Jotuns.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic: Earth, Death, Nature and Blood. Laboratories cost 400 gold.
Priests: Strong.

Nation 159: Shub-Niguosh
-----------------------------------
Race: Illithids, some Fir Bolgs.
Military: Light infantry. Champions. Sacred light infantry.
Magic: Astral and Death. Weak Water.
Priests: Moderate, can perform blood sacrifices.

Nation 160: Tehuaburg
-----------------------------------
Race: Hoburgs, some Atlantians, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Light ant  and  deer cavalry. Elite cavalry. Sacred Atlantian light infantry, light dog cavalry and Atlantian light skirmisher.
Magic: Air and Nature. Weak Astral.
Priests: Strong.

Nation 161: Rawwabka
-----------------------------------
Race: Primates, prefers Heat scale +2.
Military: Light infantry. Champions. Sacred heavy infantry.
Magic: Air. Weak Astral, Death and Glamour.
Priests: Moderate, temples cost 800 gold.

Nation 162: Vesmark
-----------------------------------
Race: Hoburgs.
Military: Light infantry and heavy infantry. Legionaries. Light deer cavalry  and  heavy deer cavalry. Sacred light bat cavalry.
Magic: Water, Astral, Death and Nature.
Priests: Moderate.

Nation 163: Hermki
-----------------------------------
Race: Humans, some Hoburgs, prefers Cold scale +3.
Military: Light infantry and heavy infantry. Champions. Heavy hog cavalry. Sacred heavy infantry.
Magic: Earth and Glamour. Weak Fire, Water and Nature.
Priests: Strong.

Nation 164: Konor
-----------------------------------
Race: Primates, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Sacred light infantry and heavy infantry. Expensive forts.
Magic: Water and Astral.
Priests: Moderate.

Nation 165: Spihonnia
-----------------------------------
Race: Caelians, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred heavy ranger.
Magic: Air. Weak Fire, Nature, Glamour and Blood. National mages are not affected by Drain scale.
Priests: Moderate.

Nation 166: Korsholm
-----------------------------------
Race: Vaettis, prefers Cold scale +3.
Military: Light infantry. Sacred light infantry.
Magic: Water, Nature and Blood.
Priests: Moderate, can perform blood sacrifices.

Nation 167: Närenheim
-----------------------------------
Race: Vaettis, prefers Cold scale +2.
Military: Light infantry and heavy infantry. Champions. Light deer cavalry  and  heavy deer cavalry. Sacred light infantry.
Magic: Death. Weak Nature and Blood. National mages are not affected by Drain scale.
Priests: Strong.

Nation 168: Lusjo
-----------------------------------
Race: Jotuns, some Lizards, prefers Cold scale +2.
Military: Heavy infantry. Champions. Sacred heavy skirmisher.
Magic: Fire and Blood.
Priests: Weak.

Nation 169: Urumridu
-----------------------------------
Race: Pale Ones.
Military: Light infantry and heavy infantry. Champions. Heavy cave grub cavalry. Sacred heavy infantry.
Magic: Water, Astral and Glamour. Weak Air and Blood.
Priests: Moderate.

