Nation 72: Leipburg
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Race: Hoburgs, Human auxillaries.
Military: Heavy infantry. Light ozelotl cavalry and heavy mechanical mosquito and wolf cavalry. Elite cavalry. Sacred heavy mechanical ant cavalry.
Magic: Air, Astral, Nature and Blood. Weak Water.
Priests: Strong.

Nation 73: Cerasa
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Race: Lizards, Vanir auxillaries, prefers Heat scale +1.
Military: Light infantry and heavy infantry. Archers and Longbowmen. Light cavalry. Chariots. Sacred heavy infantry.
Magic: Fire, Air, Earth, Astral and Blood. National mages are not affected by Drain scale.
Priests: Moderate.

Nation 74: Vinkilium
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Race: Humans.
Military: Crossbowmen. Light pegasus and jaguar cavalry and heavy boar and lizard cavalry. Sacred light pegasus cavalry and heavy bear cavalry.
Magic: Air, Water and Blood. Weak Astral and Death.
Priests: Weak, temples cost 200 gold.

Nation 75: Lubkilburg
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Race: Hoburgs, prefers Heat scale +2.
Military: Light infantry and heavy infantry. Longbowmen. Light wolf cavalry. Sacred Caelian light ranger.
Magic: Astral. Weak Air and Water. Some Caelian mages.
Priests: Weak.

Nation 76: Krowald
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Race: Hoburgs, prefers Heat scale +1.
Military: Heavy infantry. Heavy boar cavalry. Elite sniper. Hydra. Sacred heavy mechanical mosquito cavalry.
Magic: Water and Nature. Weak Fire and Astral.
Priests: Weak.

Nation 77: Sorna
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Race: Humans, Black Human auxillaries.
Military: Light infantry. Crossbowmen. Light wyvern cavalry. Chariots. Sacred light chariot.
Magic: Water and Astral. Weak Fire and Blood.
Priests: Weak.

