Nation 150: Zotepec
-----------------------------------
Race: Atlantians, some Pale Ones, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Champions. Sacred light infantry and light infantry.
Magic: Earth and Glamour. Weak Astral.
Priests: Strong.

Nation 151: 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.

Nation 152: 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.

Nation 153: 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.

Nation 154: 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.

Nation 155: 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.

Nation 156: 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.

Nation 157: 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.

Nation 158: 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.

Nation 159: 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.

Nation 160: 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.

Nation 161: 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.

Nation 162: 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.

Nation 163: 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.

Nation 164: Teleberg
-----------------------------------
Race: Jotuns, prefers Cold scale +2.
Military: Heavy infantry. Champions. Sacred heavy infantry and heavy skirmisher.
Magic: Earth, Death and Nature.
Priests: Moderate.

Nation 165: 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.

Nation 166: 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.

Nation 167: 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.

Nation 168: Buland
-----------------------------------
Race: Humans.
Military: Heavy infantry. Champions. Light cavalry. Chariots. Sacred light infantry.
Magic: Fire, Water and Blood.
Priests: Moderate, temples cost 800 gold.

Nation 169: 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.

Nation 170: Yasaly
-----------------------------------
Race: Atlantians.
Military: Light infantry and heavy infantry. Heavy bear cavalry. Sacred heavy infantry.
Magic: Water and Blood. Weak Fire.
Priests: Moderate.

Nation 171: 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 172: 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 173: Nethos
-----------------------------------
Race: Lamias, some Tusked Ones.
Military: Heavy infantry. Champions. Sacred heavy ranger.
Magic: Death, Nature and Blood. Weak Water.
Priests: Strong.

Nation 174: Tangale
-----------------------------------
Race: Gigantes, some Caelians.
Military: Light infantry and heavy infantry. Champions. Sacred heavy infantry.
Magic: Water and Blood.
Priests: Weak.

Nation 175: Malialsa
-----------------------------------
Race: Humans.
Military: Light infantry and heavy infantry. Champions. Sacred light ranger.
Magic: Water, Earth and Death.
Priests: Moderate.

Nation 176: 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 177: 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 178: 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 179: 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 180: 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 181: 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 182: 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 183: 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 184: 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 185: 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 186: 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 187: 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 188: Lusjo
-----------------------------------
Race: Jotuns, some Lizards, prefers Cold scale +2.
Military: Heavy infantry. Champions. Sacred heavy skirmisher.
Magic: Fire and Blood.
Priests: Weak.

Nation 189: 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.

