Nation 150: Rhabtimdod
-----------------------------------
Race: Avvites, prefers Heat scale +2.
Military: Heavy infantry. Champions. Light cavalry  and  heavy cavalry. Sacred heavy bear cavalry.
Magic: Glamour. Weak Fire, Astral and Nature. Some Blight Verdant mages.
Priests: Moderate.

Nation 151: Atatanles
-----------------------------------
Race: Ichtyids.
Military: Light infantry and heavy infantry. Sacred light infantry.
Magic: Air and Water. Weak Death and Blood.
Priests: Weak.

Nation 152: Elmbos
-----------------------------------
Race: Halfmen.
Military: Heavy infantry. Sacred heavy infantry.
Magic: Nature. Weak Fire and Water.
Priests: Weak.

Nation 153: Pormatia
-----------------------------------
Race: Halfmen, some Hoburgs.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic: Water and Nature. Weak Earth, Death and Glamour. Some Wayfinder of Decaying Oaths mages.
Priests: Weak.

Nation 154: Chauville
-----------------------------------
Race: Primates, prefers Heat scale +2.
Military: Heavy infantry. Heavy wolf cavalry. Sacred heavy infantry.
Magic: Astral and Death. Weak Fire and Nature. Some Wildroot Overlord mages.
Priests: Moderate.

Nation 155: Norrmark
-----------------------------------
Race: Humans, some Asmegs, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Heavy wolf cavalry. Sacred heavy lion cavalry.
Magic: Fire, Earth and Astral.
Priests: Moderate.

Nation 156: Hellenus
-----------------------------------
Race: Lamias.
Military: Heavy infantry. Champions. Sacred heavy infantry.
Magic: Air, Death, Nature and Glamour.
Priests: Moderate.

Nation 157: Sannda na Coille
-----------------------------------
Race: Fir Bolgs, some Tusked Ones.
Military: Heavy infantry. Champions. Light cavalry. Sacred Tusked One heavy infantry and heavy dog cavalry.
Magic: Air. Weak Water and Blood. Some Wind Follower mages. Some Wind Rainmaker mages. Some Wind Hydromancer mages. Laboratories cost 700 gold.
Priests: Weak.

Nation 158: Kuroon
-----------------------------------
Race: Ichtyids.
Military: Heavy infantry. Sacred heavy infantry.
Magic: Water and Blood. Weak Nature.
Priests: Moderate.

Nation 159: Frasene
-----------------------------------
Race: Cynocephalians, some Hoburgs, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Light bat cavalry. Sacred heavy infantry.
Magic: Earth. Weak Astral and Nature.
Priests: Weak.

Nation 160: Damandu
-----------------------------------
Race: Abysians, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Heavy horse  and  scorpion cavalry. Sacred heavy infantry.
Magic: Astral and Blood. Weak Air.
Priests: Weak.

Nation 161: Tsiria
-----------------------------------
Race: Lizards, prefers Heat scale +2.
Military: Heavy infantry. Heavy crocodile cavalry. Chariots. Sacred heavy infantry.
Magic:  Weak Air, Water, Earth and Death.
Priests: Moderate, temples cost 800 gold.

Nation 162: Faesunth
-----------------------------------
Race: Foulspawns.
Military: Light infantry. Foulspawn Rangeds. Sacred light skirmisher and light skirmisher.
Magic: Nature and Glamour. Weak Fire and Death.
Priests: Strong.

Nation 163: Fukuichi
-----------------------------------
Race: Tengus, some Cynocephalians.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic: Air. Weak Earth, Astral and Blood.
Priests: Weak.

Nation 164: Vaxsgar
-----------------------------------
Race: Vanir, prefers Cold scale +2.
Military: Light infantry and heavy infantry. Light cavalry. Sacred light cavalry.
Magic: Blood. Weak Air, Earth and Death.
Priests: Moderate.

Nation 165: Bergvik
-----------------------------------
Race: Asmegs, some Humans, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Heavy wyvern cavalry. Sacred heavy infantry.
Magic: Air and Glamour. Weak Blood.
Priests: Moderate, temples cost 900 gold.

Nation 166: Nailoum
-----------------------------------
Race: Humans, some Tusked Ones, prefers Heat scale +1.
Military: Heavy infantry. Champions. Heavy serpent cavalry. Sacred heavy infantry.
Magic: Earth, Astral and Glamour. Weak Blood.
Priests: Moderate.

Nation 167: Cersith
-----------------------------------
Race: Humans, prefers Heat scale +3.
Military: Heavy infantry. Champions. Chariots. Sacred heavy chariot.
Magic: Fire, Water and Earth. Weak Air, Death and Blood.
Priests: Weak.

Nation 168: Ojan
-----------------------------------
Race: Caelians, some Halfmen, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Champions. Elite Stormpyre. Sacred heavy infantry.
Magic: Death. Weak Fire, Air, Water, Nature and Glamour.
Priests: Strong.

Nation 169: Nemon
-----------------------------------
Race: Humans.
Military: Light infantry and heavy infantry. Champions. Heavy wolf  and  serpent cavalry. Sacred heavy ranger.
Magic: Fire and Water. Weak Death and Nature.
Priests: Moderate.

Nation 170: Portgaain
-----------------------------------
Race: Humans.
Military: Light infantry. Champions. Light cavalry  and  heavy amphiptere  and  pegasus cavalry. Chariots. Sacred light tiger cavalry.
Magic: Air, Astral and Death. Weak Water and Earth.
Priests: Strong, temples cost 900 gold.

Nation 171: Palasinania
-----------------------------------
Race: Ichtyids, prefers Heat scale +2.
Military: Heavy infantry. Sacred heavy infantry.
Magic: Air and Water. Weak Fire and Nature. Some Probationer Palasinanian Skycloaked mages.
Priests: Weak.

Nation 172: Kumburg
-----------------------------------
Race: Hoburgs, prefers Heat scale +1.
Military: Light infantry. Champions. Light swan cavalry. Sacred light infantry.
Magic: Astral and Nature. Weak Death. Some Tyro Wheezing Astronomer mages.
Priests: Weak.

Nation 173: Syrburg
-----------------------------------
Race: Hoburgs.
Military: Light infantry and heavy infantry. Legionaries. Light wolf cavalry. Sacred heavy infantry.
Magic: Fire, Water, Astral and Nature.
Priests: Strong.

Nation 174: Nomark
-----------------------------------
Race: Hoburgs.
Military: Heavy infantry. Champions. Sacred heavy infantry.
Magic: Water, Earth and Nature.
Priests: Moderate, their constructs are stronger within their Dominion.

Nation 175: Djanfurt
-----------------------------------
Race: Hoburgs, some Atlantians, prefers Heat scale +1.
Military: Heavy infantry. Champions. Heavy goat cavalry. Sacred heavy infantry and Atlantian heavy infantry.
Magic: Earth, Nature and Blood. Some Pious Follower mages. Some Pious Consort mages.
Priests: Moderate.

Nation 176: Kopko
-----------------------------------
Race: Primates.
Military: Light infantry and heavy infantry. Champions. Chariots. Sacred heavy infantry.
Magic: Air. Weak Glamour and Blood. Some High Divine Aeromancer mages.
Priests: Moderate, can perform blood sacrifices.

Nation 177: Sparsith
-----------------------------------
Race: Ophidians, prefers Cold scale +3.
Military: Light infantry and heavy infantry. Sacred heavy infantry. Expensive forts.
Magic: Water, Astral and Death.
Priests: Weak.

Nation 178: Bouthidasa
-----------------------------------
Race: Ophidians, prefers Heat scale +3.
Military: Heavy infantry. Sacred heavy infantry.
Magic: Fire and Death. Weak Air and Earth.
Priests: Weak, can perform blood sacrifices.

Nation 179: Bangagar
-----------------------------------
Race: Tusked Ones, prefers Heat scale +1.
Military: Heavy infantry. Champions. Sacred heavy skirmisher.
Magic: Earth, Death and Nature. Weak Glamour. National mages are not affected by Drain scale.
Priests: Strong.

