Nation 150: Nikawa
-----------------------------------
Race: Tengus, some Humans.
Military: Light infantry. Champions. Sacred heavy infantry.
Magic: Air and Earth. Weak Astral and Nature. Some Follower of Howling Worms mages.
Priests: Moderate.

Nation 151: Avasse
-----------------------------------
Race: Abysians, some Zotzs, prefers Heat scale +3.
Military: Light infantry and heavy infantry. Heavy salamander cavalry. Sacred heavy infantry.
Magic: Fire and Death. Weak Earth, Astral, Nature and Blood.
Priests: Strong, temples cost 700 gold.

Nation 152: Yeddoth
-----------------------------------
Race: Avvites, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Light cavalry  and  heavy bear cavalry. Elite hierophant. Sacred heavy chariot.
Magic: Earth and Glamour. Weak Water and Astral.
Priests: Weak.

Nation 153: Norrsund
-----------------------------------
Race: Jotuns, some Pale Ones, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic: Fire, Earth and Nature.
Priests: Strong.

Nation 154: Svenskulsjo
-----------------------------------
Race: Jotuns, prefers Cold scale +2.
Military: Heavy infantry. Champions. Sacred heavy skirmisher. Expensive forts.
Magic: Air and Nature. Weak Earth, Death and Blood. Some Enraged Hierophant mages. Some Enraged Deceiver mages. Some Supreme Enraged Druid mages.
Priests: Weak.

Nation 155: Faerstein
-----------------------------------
Race: Humans.
Military: Light infantry and heavy infantry. Champions. Sacred light infantry. Expensive forts.
Magic: Astral and Glamour.
Priests: Strong.

Nation 156: Tonberg
-----------------------------------
Race: Hoburgs, prefers Heat scale +1.
Military: Light infantry. Champions. Light crocodile cavalry. Sacred light ranger, light ozelotl cavalry, light caveman cavalry and light ant cavalry.
Magic: Death and Nature. Weak Air and Water.
Priests: Strong.

Nation 157: Lillegard
-----------------------------------
Race: Humans, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Light pegasus cavalry. Sacred light cavalry.
Magic: Air and Death. Weak Earth and Blood.
Priests: Weak.

Nation 158: Kitatan
-----------------------------------
Race: Humans.
Military: Light infantry. Champions. Light tiger cavalry  and  heavy wyvern cavalry. Sacred heavy cavalry.
Magic: Astral and Death. Weak Earth.
Priests: Weak.

Nation 159: Chaldeanigh
-----------------------------------
Race: Sidhes.
Military: Light infantry. Light serpent cavalry  and  heavy bear cavalry. Sacred light tiger cavalry.
Magic: Blood. Weak Air, Water, Earth and Nature.
Priests: Strong, Dominion does not spread unless blood is sacrificed, can perform blood sacrifices.

Nation 160: Nephburg
-----------------------------------
Race: Hoburgs, some Avvites, prefers Heat scale +2.
Military: Light infantry. Champions. Light moose cavalry  and  heavy bat cavalry. Sacred light bat cavalry.
Magic: Blood. Weak Nature.
Priests: Weak.

Nation 161: Firaranlur
-----------------------------------
Race: Primates, some Tusked Ones, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Chariots. Sacred heavy infantry.
Magic: Astral, Death, Nature and Blood.
Priests: Moderate.

Nation 162: Sithasa
-----------------------------------
Race: Humans, prefers Heat scale +2.
Military: Light infantry. Champions. Chariots. Sacred heavy infantry.
Magic: Fire, Air and Water.
Priests: Moderate, can perform blood sacrifices.

Nation 163: Joyako
-----------------------------------
Race: Humans.
Military: Heavy infantry. Champions. Light amphiptere cavalry  and  heavy cavalry. Sacred heavy infantry.
Magic: Nature and Blood.
Priests: Weak.

Nation 164: Vanmungard
-----------------------------------
Race: Humans, some Caelians, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred light bear cavalry. Cheaper forts.
Magic: Astral and Death. Weak Air, Earth and Nature.
Priests: Weak.

Nation 165: Achig
-----------------------------------
Race: Merrows, some Vanir.
Military: Light infantry. Light cavalry  and  heavy giant toad cavalry. Sacred heavy infantry.
Magic: Fire, Air, Earth and Astral.
Priests: Weak.

Nation 166: Vitini
-----------------------------------
Race: Atlantians, some Primates.
Military: Light infantry and heavy infantry. Champions. Heavy bear cavalry. Sacred light skirmisher.
Magic: Fire, Water and Earth.
Priests: Strong, their constructs are stronger within their Dominion.

Nation 167: Busdal
-----------------------------------
Race: Asmegs, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Sacred heavy infantry. Cheaper forts.
Magic: Fire, Air and Nature. Weak Death and Glamour.
Priests: Moderate.

Nation 168: Siis
-----------------------------------
Race: Lizards, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Light crocodile cavalry. Sacred light infantry.
Magic: Earth, Death and Nature.
Priests: Weak.

Nation 169: Maelles
-----------------------------------
Race: Atlantians, some Halfmen.
Military: Light infantry and heavy infantry. Champions. Sacred Halfman heavy ranger.
Magic: Water. Weak Death. Some Apprentice Bishop of the Abysses mages.
Priests: Strong.

Nation 170: Cihupa
-----------------------------------
Race: Zotzs, some Crustaceans, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Light jaguar cavalry. Sacred Crustacean heavy infantry.
Magic: Death and Blood. Weak Earth.
Priests: Moderate.

Nation 171: Hrazgan
-----------------------------------
Race: Caelians, prefers Cold scale +1.
Military: Light infantry. Champions. Sacred heavy infantry.
Magic: Fire and Air. Weak Death.
Priests: Moderate.

Nation 172: Otrie
-----------------------------------
Race: Primates, prefers Cold scale +2.
Military: Light infantry and heavy infantry. Champions. Heavy lion cavalry. Sacred heavy bear cavalry.
Magic: Air and Water. Weak Astral and Death. Some Liquid Novice mages. Some Liquid Follower mages.
Priests: Moderate, temples cost 700 gold.

Nation 173: Fargard
-----------------------------------
Race: Humans, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Light pegasus cavalry  and  heavy cavalry. Elite cavalry. Sacred light wolf cavalry.
Magic: Air, Death and Blood. Weak Earth and Nature.
Priests: Strong, can perform blood sacrifices.

Nation 174: Zaco
-----------------------------------
Race: Atlantians, some Cavemen, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred light skirmisher and Caveman light infantry. Expensive forts.
Magic: Air. Weak Water, Death and Nature. Some Junior Enchanter of the Grove mages. Some  Enchanter of the Grove mages.
Priests: Weak.

Nation 175: Zithtolom
-----------------------------------
Race: Avvites, some Lizards, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Champions. Light cavalry. Sacred heavy ranger.
Magic: Fire, Death and Blood. Some Senior Despair Parson mages. Some Senior Harvest Parson mages. Some Senior Dragon Parson mages.
Priests: Weak.

Nation 176: Omhorst
-----------------------------------
Race: Hoburgs.
Military: Light infantry. Champions. Light pigasus cavalry. Sacred light infantry.
Magic: Fire, Air and Nature. Weak Astral and Death.
Priests: Strong.

Nation 177: Odonia
-----------------------------------
Race: Halfmen.
Military: Heavy infantry. Champions. Sacred heavy infantry and heavy infantry.
Magic: Nature. Weak Air, Earth and Death.
Priests: Moderate, temples cost 500 gold.

Nation 178: Tectlan
-----------------------------------
Race: Atlantians, some Zotzs, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Light spider cavalry. Sacred light infantry and light skirmisher.
Magic: Air, Water and Glamour. Weak Fire and Astral.
Priests: Strong.

Nation 179: Berggard
-----------------------------------
Race: Vaettis, prefers Cold scale +3.
Military: Light infantry. Champions. Light wolf cavalry. Sacred light ranger.
Magic: Air. Weak Death, Nature and Blood.
Priests: Weak.

