Ind is a fabled kingdom of marvelous riches hidden beyond heathen lands. Led by righteous kings of unequaled piety, rumors of the kingdom have attracted the attention of other lords. But even the most ambitious expeditions have yet failed to find magnificent Ind. Ind is a theocratic empire with subservient heathen petty kings and tribes of wild men. Only Ind itself is a bastion of piety and marvelous riches. Every important official in Ind is also a priest, bishop or archbishop, and every noble is a king. The armies are righteous and every soldier fulfills a sacred task. But it is not the soldiers of the land that wage the wars of Ind. Instead it is the subservient tribes of heathens, flesh-eaters and Cynocephalians that the righteous Prester King unleashes upon the enemies of the True Lord. Ind is hidden by the will of the Awakening God.
"Ind is heavily influenced by the kingdom of Prester John, a medieval idea of a hidden christian kingdom surrounded by heathen tribes. The idea of the hidden kingdom survived until the seventeenth century. As more and more of the world became known to the Europeans the kingdom was moved to new unexplored regions. The first sources placed the kingdom in the orient. Later on it was conceived as an Ethiopian kingdom. 
For inspiration on Ind I have used the first and most fantastic medieval accounts of the marvelous kingdom, with streets of gold and dining tables of emerald. I wanted to be true to the over the top accounts of the virtue of the kingdom and its inhabitants. In the descriptions of Ind's units I have paraphrased several accounts of their outstanding virtue, like everyone being a priest and every noble being a king. I have also used accounts of cannibals and other strange tribes subservient to Prester John. Ind is probably the dominions nation least influenced by my own ideas. The only addition to the nation that can't be found in the medieval accounts of the kingdom are the dog headed cynocephalians. These are also found in medieval accounts and they are placed in the orient. Combined with judaeo-christian ideas of Gog and Magog they were added to Ind as the worst of the cannibals serving the Prester King. 
Piconye, Feminie and Andramania are successors to the magnificent kingdom of Ind. They mainly draw inspiration from my previous ideas of Ind and the kingdom of Prester John. I wanted the successors of Ind to split the virtues of the magnificent kingdom and so Piconye inherits the theocratic traditions of Ind, Feminine inherits the magic secrets, and Andramania inherits the order and discipline of the kingdom. 
Andramania draws additional inspiration from medieval myths on the cynocephalians. While most sources portray them as wild brutes, there are some representations where they appear civilized and peaceful. After some reimagining Andramania became a nation of cynocephalians trying to overcome their barbaric legacy." -Illwinter
If you are considering picking this nation to play, what should you know?
| Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings | 
|---|---|---|---|---|
|  3 (Rare 4)  3  2 (Rare 3)  2 (Rare 3)  2  2  1 (Rare 2)  3 | Hero  1  1  1  3  1  4  4 Summons  1  1 (free but rare)  1  1 (free but rare)  4 or  4 or  4 or  4 (req.  7  3)  3  3 (req.  4  1)  3  2  4  5  4  4  4  4  3  4  4  4  3  4  4  4  3  5  4  3  4  4  4  3 (req.  8) | Sacred Human Infantry Cannibal Warriors Cynocephalians Other Subservient Kingdoms All Capital Commanders Are Priests |  Sacred Auto-Blessed  Causes Unrest  Reduces Unrest  Lord Over Heathens |  Fortified Cities  Temples Cost 300  Temples add one to the sacred recruit limit. | 
Capitol Gems: 1 1
1 1
1 2
2 
Turmoil Limit + 1 
Heat Limit + 1 
Magic Limit + 1 
Bless Points + 2 
Prefers  Heat Scale + 1
 Heat Scale + 1
Worse at Conflict: Conflict bonus - 2.
Prophets from the Powerful: Only high ranking priests can become prophets.
Holiness from the Temples: Every temple adds one to the sacred recruit limit.
Hidden Ownership: This dominion will hide the province name and ownership from enemies unless they are investigating more closely. Scouts will need to enter the province in order to see through this illusion. Scouts in nearby provinces will see it as an independent owned province with a false name. Disciples to pretenders with these dominions will also benefit from the effect.
Sublime Palace: Order in the Capital cannot be lower than 3.
The Great Mirror: An  Astral mage may enter to scry (range 3).
Astral mage may enter to scry (range 3).
The Onyx Court: Enter for combat training (4 xp).
Fountain of Youth: Slows down aging 50%. Decreases unrest by 5. All Capital Only units will be younger than their displayed age when recruited. Most will be recruited at around 33 of age, so the  Old Age tag is largely irrelevant.
Old Age tag is largely irrelevant.
Most of the units that can be recruited from Ind's capital cannot be recruited anywhere else. The units that can be recruited from non-capital forts are dependent on terrain; these represent the various vassals of the Magnificent Kingdom of Ind. Outside of forts, Ind can recruit from hordes of cannibals. All Ind forts can recruit the Abbot Sage.
If a fort is built on terrain for which multiple recruit types are possible, only one will be selected. The function to determine which recruit type can be found in Loggy's Misc Reverse Engineering Notes under "Ind's poptypes." The listed function is for Dominions 5 but is probably unchanged.
 Cannibals:
 Cannibals:  2
2 2
2 3 Non-fort Terrain
3 Non-fort Terrain 
 Cynocephalians:
 Cynocephalians:  All Caves,
All Caves,  All Highlands,
All Highlands,  Half of Mountains
Half of Mountains  
Provide the most magic diversity of Ind's vassals, as well as the deadliest (if  Undisciplined) troops. They have multiple attacks,
Undisciplined) troops. They have multiple attacks,  Increase Unrest, and go
Increase Unrest, and go  Berserk. Highlights include the Magog Bitch-Mother, their primary mage, and Gog Reavers and Magog Flesh-Hunters, the elite troops of the Cynocephalian tribes respectively.
Berserk. Highlights include the Magog Bitch-Mother, their primary mage, and Gog Reavers and Magog Flesh-Hunters, the elite troops of the Cynocephalian tribes respectively. 
 Men of Great Orionde and Their Half-man Slaves:
 Men of Great Orionde and Their Half-man Slaves:  All Forests
All Forests 
Do not provide any magic to Magnificent Ind, but their roster includes interesting options for siege/patrol chaff in the Satyr Slave and Great Huntress's lion freespawn, as well as a national crossbow unit and chariot trampler. 
 Giants of the Lost Tribe:
 Giants of the Lost Tribe:  2
2 2
2 2
2  All Wastes
All Wastes 
The Giants would be a reasonable investment as thugs and elite troops if not for their  Homesickness, which causes them to lose 30% of their maximum hitpoints every turn they spend away from their home province. They may be worth considering as a defensive force that guards nearby provinces against raiding, but their ability to operate away from home is limited.
Homesickness, which causes them to lose 30% of their maximum hitpoints every turn they spend away from their home province. They may be worth considering as a defensive force that guards nearby provinces against raiding, but their ability to operate away from home is limited. 
 Ladies of Great Feminie:
 Ladies of Great Feminie:  2
2 2
2  Half of Mountains, Half of all provinces not occupied by the previous vassals
Half of Mountains, Half of all provinces not occupied by the previous vassals  
The Lady Knights have a utilitarian evocation mage in the form of their Feminie Sorceress. Their knights and warriors are also a straightforward upgrade on the equivalents from Orionde, though neither vassal's troops are especially well-armored. 
 Little Men of Piconye:
 Little Men of Piconye:  1 All provinces not occupied by the previous vassals
1 All provinces not occupied by the previous vassals  
The Little Men are national Hoburgs - they have high attack density and their infantry have unusually high defense, but they are rather fragile and their damage output is low. The Piconye Scholar is a fairly gold-efficient researcher, but lacks combat utility. The Little Men are attacked by Strange Birds every summer, incidentally.
Ind gets no fort recruits whatsoever from forts built in  Swamps.
Swamps.
| Sprite | Unit Name | Special Attributes | Comments | 
|---|---|---|---|
|   | Abbot Sage  150  11  2 |  1  2  9  Sacred  Fortune Teller (5%) Auto-Blessed | Commentary here. | 
|   | Bishop General  160  15  2  Capital Only |  2  Sacred Auto-Blessed | Commentary here. | 
|   | Archbishop Marshal  235  15  2  Capital Only |  2  Sacred  Old Age Auto-Blessed | Commentary here. | 
|   | Primate King  300  20  4  Capital Only |  1  3  1100%      9  Sacred  Prophet Shape (Prester King) Auto-Blessed | Commentary here. | 
|   | Abbot Magus  335  18  2  Capital Only |  1  1  2  2  15  Sacred  Fortune Teller (10%)  Old Age Auto-Blessed | Commentary here. | 
|   | Abbot Magus Supreme  470  18  4  Capital Only |  1  1  3  2  1100%     10%       21  Sacred  Fortune Teller (15%) Auto-Blessed | Commentary here. | 
|   | Cannibal Warlord  Cannibals  40  8  1 Non-Fort Only |  Berserker (3)  Pillager (2)  Causes Unrest (2 per month)  Wasteland Survival  Mountain Survival | Commentary here. | 
|   | Bishop Vicomte  Cannibals  160  3  2 Non-Fort Only |  2  Sacred  Reduces Unrest (1 per month)  Lord Over Heathens (4)  Tax Collector Auto-Blessed | Commentary here. | 
|   | Viceroy Primate  Cannibals  255  8  4 Non-Fort Only |  3  Sacred  Reduces Unrest (3 per month)  Lord Over Heathens (6)  Tax Collector  Prophet Shape (Prester King) Auto-Blessed | Commentary here. | 
|   | Cannibal Shaman Chief  Cannibals  125  5  2 Non-Fort Only |  1  1100%      5  Pillager (2)  Causes Unrest (2 per month)  Heretic (1)  Wasteland Survival  Mountain Survival  Forest Survival | Commentary here. | 
|   | Cynocephalian Chieftain    70  13  1    50%   |   | Commentary here. | 
|   | Cynocephalian Shaman    105  2  2    50%   |  1  150%      3    Supply Bonus (10)  Heretic (1) Female | Commentary here. | 
|   | Gog Dog-Father    175  14  2    50%   |  1  1100%     7    Ambidextrous (2)  Heretic (1) | Commentary here. | 
|   | Magog Bitch-Mother    325  14  2    50%   |  1  1  2  1100%     11    Stealthy (40)  Ambidextrous (2)  Supply Bonus (10)  Heretic (2) Female | Commentary here. | 
|   | Great Huntress  Orionde  65  5  2   |  Fire Resistance (5)  Cold Resistance (5)  Darkvision (50%)  Stealthy (40)  Patrol Bonus (5)  Beastmaster (3)  Mountain Survival  Forest Survival Female  Summons in Battle (Random Lion of Strange Color) | Commentary here. | 
|         | Lion of Strange Color Lion of Strange Color Lion of Strange Color Lion of Strange Color |  Darkvision (50%)  Stealthy (40) (2 of the 4)  Undisciplined (3 of 4)  Animal | |
|   | Orionde King  Orionde  150  64  4   |  Taskmaster (2)  Skilled Rider (2) | Commentary here. | 
|   | Destrier |  Animal | |
|   | King of the Lost Tribe  Lost Tribe  275  94  4   |  2200%     5  Fire Resistance (5)  Homesickness (30%)  Heretic (2) Supply Size (8)  Fear of the Flood (4)  Need Not Eat  Wasteland Survival | Commentary here. | 
|   | Feminie Sorceress  Feminie  205  1  2 50%  50% All Others |  1  1  1100%    11 Female | Commentary here. | 
|   | Feminie Queen  Feminie  180  70  4 50%  50% All Others |  Inspirational (1) Female | Commentary here. | 
|   | Destrier |  Animal | |
|   | Piconye King  Piconye  65  13  1 |  Inspirational (1) Supply Size (1) | Commentary here. | 
|   | Piconye Scholar  Piconye  110  1  2 |  1  9 Supply Size (1) | Commentary here. | 
 :
:  Darkvision (50%),
 Darkvision (50%),  Berserker (2 to 4),
 Berserker (2 to 4),  Pillager (2 to 3),
 Pillager (2 to 3),  Causes Unrest (.3 to .4 per month),
 Causes Unrest (.3 to .4 per month),  Undisciplined,
 Undisciplined,  Animal,
 Animal,  Wasteland Survival,
 Wasteland Survival,  Mountain Survival
 Mountain Survival
| Sprite | Unit Name | Special Attributes | Comments | 
|---|---|---|---|
|   | Archer Priest  13  4  9  Capital Only |  Sacred Auto-Blessed | Commentary here. | 
|   | Soldier Priest  15  18  14  Capital Only |  Sacred Auto-Blessed | Commentary here. | 
|   | Mirror Guard  19  21 Limited Recruitment: (3 per turn)  Capital Only |  Sacred Auto-Blessed | Commentary here. | 
|   | Baculite  19  14 Limited Recruitment: (3 per turn)  Capital Only |  Sacred  Standard (1) Auto-Blessed | Commentary here. | 
|   | Cynocephalian Hunter  Cynocephalians  24  5  10    50%   |   | Commentary here. | 
|   | Cynocephalian Flesh-Eater  Cynocephalians  28  5  13    50%   |   | Commentary here. | 
|   | Gog Reaver  Cynocephalians  35  14  14    50%   |   | Commentary here. | 
|   | Magog Flesh-Hunter  Cynocephalians  30  5  14    50%   |    Stealthy (40) Female | Commentary here. | 
|   | Orionde Crossbownman  Orionde  10  15  9   | Commentary here. | |
|   | Orionde Warrior  Orionde  10  20  9   | Commentary here. | |
|   | Orionde Knight  Orionde  50  67  41   |  Skilled Rider (1) | Commentary here. | 
|   | Destrier |  Animal | |
|   | Saytr Slave  Orionde  7  3  4   |  Stealthy (60)  Undisciplined  Slave  Forest Survival  Recuperation | Commentary here. | 
|   | Centaur Slave  Orionde  20  4  6   |  Stealthy (40)  Slave  Forest Survival  Recuperation | Commentary here. | 
|   | Centaur Charioteer  Orionde  40  53  34   | Commentary here. | |
|   | Chariot Archer | Mobile Archer | Commentary here. | 
|   | Centaur Chariot |  Slave  Trample  Recuperation | Commentary here. | 
|   | Giant of the Lost Tribe  Lost Tribe  50  49  27   |  Fire Resistance (5)  Homesickness (30%) Supply Size (5)  Fear of the Flood (4)  Need Not Eat  Wasteland Survival | Commentary here. | 
|   | Lady Archer  Feminie  10  6  9 50%  50% All Others | Female | Commentary here. | 
|   | Lady Warrior  Feminie  12  26  14 50%  50% All Others | Female | Commentary here. | 
|   | Lady Knight  Feminie  45  73  41 50%  50% All Others |  Skilled Rider (2) Female | Commentary here. | 
|   | Destrier |  Animal | |
|   | Piconye Peasant  Piconye  6  1  9 |  Stealthy (40) Supply Size (1) | Commentary here. | 
|   | Piconye Slinger  Piconye  6  3  9 | Supply Size (1) | Commentary here. | 
|   | Piconye Spearman  Piconye  7  14  11 | Supply Size (1) | Commentary here. | 
|   | Piconye Soldier  Piconye  8  15  14 | Supply Size (1) | Commentary here. | 
| Sprite | Unit Name | Special Attributes | Comments | 
|---|---|---|---|
|   | Thomas - Arch Pop Earliest Arrival Turn (5) |  1  1  1  3  1  4  24  Sacred  Supply Bonus (10)  Fortune Teller (25%) Auto-Blessed | Commentary here. | 
|   | Coradin - Protopope Earliest Arrival Turn (5) |  4  Sacred  Poison Resistance (15)  Disease Resistance (100%)  Reduces Unrest (5 per month)  Lord Over Heathens (7) Auto-Blessed | Commentary here. | 
The  Lord Over Heathens ability allows a commander to use the Mobilize Heathens order. Only one type of heathen will be mobilized per use of the ability. Terrain specific units are more elite, and on average only half as many of their warriors will answer the call.
 Lord Over Heathens ability allows a commander to use the Mobilize Heathens order. Only one type of heathen will be mobilized per use of the ability. Terrain specific units are more elite, and on average only half as many of their warriors will answer the call.
This ability isn't without downsides: every time it's used, 8 people will be removed from the province. Every heathen conscripted will remove an additional 2 people as well as immediately increase the  Unrest of the province by 1.2 points (and each unit has
Unrest of the province by 1.2 points (and each unit has  Causes Unrest (.2 or .3)). Like other gather slave commands, you can no longer Mobilize Heathens at 100 unrest. If heathens are gathered in a Fortified province, the amount recruited will be reduced by the fort's admin percentage.
Causes Unrest (.2 or .3)). Like other gather slave commands, you can no longer Mobilize Heathens at 100 unrest. If heathens are gathered in a Fortified province, the amount recruited will be reduced by the fort's admin percentage.
If the player has Thetis' Blessing up, you can gather heathens underwater as well -  Seas and
Seas and  Deep Seas are considered Plains, Kelp Forests are considered
Deep Seas are considered Plains, Kelp Forests are considered  Forests, while Gorges count as
Forests, while Gorges count as  Highlands.
Highlands.
 :
:  Pillager (2),
 Pillager (2),  Causes Unrest (.2 per month),
 Causes Unrest (.2 per month),  Undisciplined,
 Undisciplined,  Wasteland Survival
 Wasteland Survival
| Summon Action | Unit | Special Attributes | Comments | 
|---|---|---|---|
| Mobilize Heathens from  Lord Over Heathens |   Azenach Archer |    Mountain Survival  Forest Survival | Commentary here. | 
|   Cannibal Warrior |    Berserker (2)  Mountain Survival | Commentary here. | |
| in Mountains or Highlands |   Agrimandri Warrior |    Mountain Survival | Commentary here. | 
| in Forests |   Fommepori Warrior |    Ambidextrous (2)  Berserker (3)  Mountain Survival | Commentary here. | 
| in Mountain AND Plains together |   Vintefolei Horseman |    Skilled Rider (2) | Commentary here. | 
|   Steppe Horse |  Animal | 
As of Version 6.24 (12/17/2024), Mobilize Heathens now has a chance to provide commanders as well, some of whom are shamans with magic paths.
 :
:  Pillager (2),
 Pillager (2),  Causes Unrest (2 per month),
 Causes Unrest (2 per month),  Heretic (1),
 Heretic (1),  Wasteland Survival,
 Wasteland Survival,  Spirit Sight,
 Spirit Sight,  Inept Researcher (-4)
 Inept Researcher (-4)
| Summon Action | Unit | Special Attributes | Comments | 
|---|---|---|---|
| Mobilize Heathens from  Lord Over Heathens |   Azenach Shaman Chief |    1  1100%       Mountain Survival  Forest Survival | Commentary here. | 
|   Cannibal Shaman Chief | As the recruit | Commentary here. | |
|   Cannibal Warlord | As the recruit | Commentary here. | |
| in Mountains or Highlands |   Agrimandri Shaman Chief |    1  1100%       Mountain Survival | Commentary here. | 
| in Forests |   Fommepori Shaman Chief |    1  1  150%      Ambidextrous (2)  Berserker (3)  Mountain Survival | Commentary here. | 
| in Mountain AND Plains together |   Vintefolei Shaman Chief |    1  1  150%       Skilled Rider (2) | Commentary here. | 
|   Spirit Horse |  Animal (Mount) | 
| Summon Spell | Unit | Special Attributes | Comments | 
|---|---|---|---|
| Call Cyclops Tribe (Conjuration 3)  2 and 9   |   Cyclops x 5 + [1/2 per lvl] | Eyes (1)  Gluttony (+1)  Undisciplined | Commentary here. | 
| Herd of Elephants (Conjuration 3)  2 and 20   |   Elephant x 5 + [1/2 per lvl] |  Animal  Trample | Commentary here. | 
| Pride of Lions (Conjuration 3)  2 and 9   |   Great Lion x 15+ |  Darkvision (50%)  Undisciplined  Animal | Commentary here. | 
| Ambush of Tigers (Conjuration 3)  2 and 9   |   Tiger x 15+ |  Darkvision (50%)  Undisciplined  Animal  Forest Survival | Commentary here. | 
| Herd of Buffaloes (Conjuration 3)  2 and 8   |   Buffalo x 5 + [1/2 per lvl] |  Berserker (+2)  Animal  Trample | Commentary here. | 
| Call Malakh (Conjuration 4)  2 and 9   |   Malakh |  1  Sacred  Fire Resistance (5)  Shock Resistance (5)  Stealthy (+60)  Awe (+4)  Invulnerability (15)  Magic Being  Flying  Need Not Eat  Spirit Sight | Commentary here. | 
| Call the Birds of Splendor (Conjuration 6)  2  1 and 7   |   Yllerion x 2 | Unique  Fire Resistance (25)  Shock Resistance (15)  Fire Shield (8)  Awe (+5)  Siege Bonus (+10)  Patrol Bonus (+25)  Animal  Flying  Random Summons in Battle (Falcon, Black Hawk, Swan, or Strange Bird x 3d6) | Summons two birds. If one dies, so does the other! | 
| Call Hashmal (Conjuration 6)  1  3 and 21   |   Hashmal |  2  Sacred  Fire Resistance (25)  Shock Resistance (5)  Fire Shield (10)  Awe (+5)  Invulnerability (20)  Magic Being  Ethereal  Flying  Need Not Eat  Inquisitor  Spirit Sight | Commentary here. | 
| Call Arel (Conjuration 7)  4  1 and 39   |   Arel |  3  3  11  Sacred  Fire Resistance (5)  Poison Resistance (20)  Shock Resistance (5)  Healer (3)  Awe (+6)  Invulnerability (15)  Supply Bonus (+30)  Magic Being  Flying  Need Not Eat  Spirit Sight Female | Commentary here. | 
| Call Ophan (Conjuration 8)  2  5 and 49   |   Ophan |  3  Sacred  Fire Resistance (15)  Poison Resistance (25)  Shock Resistance (15)  Fire Shield (11)  Awe (+6)  Patrol Bonus (+50) Eyes (12)  Magic Being  Inanimate  Ethereal  Flying  Trample  Need Not Eat  Spirit Sight | Commmentary here. | 
| Call Merkavah (Conjuration 9)  3  7 and 222   |   Chayot |  4  4  1 →  4  4  1 →  4  4  1 →  4  4  1 →  Sacred  Fire Resistance (22)  Poison Resistance (15)  Shock Resistance (22)  Fire Shield (17)  Awe (+7)  Invulnerability (30) Pathboost (-6 ALL except the one)  Spreads Dominion (1)  Magic Being  Flying Counts as Sun  Need Not Eat  Eye Vengeance  Spirit Sight No Wish  Summons in Battle (Ophan x 4)  Shapechanger (→ Chayot → Chayot → Chayot → This) | Commentary here. | 
| Release Lord of Civilization (Blood 9)  8 and 177   | Grigori:         | Common Attributes:  Sacred Unique  Fire Resistance (15)  Poison Resistance (15)  Resist (15)  Stealthy (+60)  Fear (+10)  Invulnerability (30)  Damage Reversal (14 vs. MR)  Corruptor (Morale vs. 13)  Magic Being  Flying  Need Not Eat  Demon  Spirit Sight No Wish | Commentary here. | 
|   Semyaza - Grigori or | Differences:  4  4  4  3  Poison Resistance (22)  Healer (3)  Supply  Bonus (+40)  Corruptor (Morale vs. 14) | Commentary here. | |
| Shamshiel - Grigori or | Differences:  4  4  4  3  Fire Resistance (22) | Commentary here. | |
| Kokabel - Grigori or | Differences:  5  4  3 | Commentary here. | |
| Arakiel - Grigori or | Differences:  4  4  4  3 | Commentary here. | |
| Ezekiel - Grigori or | Differences:  4  4  4  3  Shock Resistance (22) | Commentary here. | |
|   Azazel - Grigori | Differences:  3  2  4  5  4  Fire Resistance (20)  Fear (+15)  Invulnerability (35)  Corruptor (Morale vs. 15) | Commentary here. | 
 (Construction 5)
 (Construction 5)  1 for 5
1 for 5 
 See Magic Access. These guides supplement the summaries at the top.
MA Ind has huge magic diversity, assuming terrain-specific recruits can be obtained.  Caves and
Caves and  Highlands are particularly important in this regard, making them a high priority for early game expansion.
Highlands are particularly important in this regard, making them a high priority for early game expansion.
Notably, MA Ind has relatively straightforward access to the Ring of Sorcery and Ring of Wizardy universal boosters, meaning most path boost methods mentioned below can have steps skipped.
 8 can Bind Demon Lord for high level access to all paths, except
8 can Bind Demon Lord for high level access to all paths, except  Water.
Water.
 2 Abbot Magus Supreme (1 in 4) is the highest
2 Abbot Magus Supreme (1 in 4) is the highest  Fire mage available. None of the mages have useful crosspaths.
Fire mage available. None of the mages have useful crosspaths.
No national access.  8 can Bind Demon Lord for a 1 in 6 chance of at least
8 can Bind Demon Lord for a 1 in 6 chance of at least  5.
5.
 1 Primate King or Abbot Magus Supreme (1 in 4 for both), is the best available. Either can make a Water Bracelet, but the Abbot Magus Supreme, with a level of empowerment to get the Robe of the Sea, can potentially make the unique Orb of Atlantis.
1 Primate King or Abbot Magus Supreme (1 in 4 for both), is the best available. Either can make a Water Bracelet, but the Abbot Magus Supreme, with a level of empowerment to get the Robe of the Sea, can potentially make the unique Orb of Atlantis.
 2 King of the Lost Tribe (1 in 3) or Abbot Magus Supreme (1 in 4) are the highest
2 King of the Lost Tribe (1 in 3) or Abbot Magus Supreme (1 in 4) are the highest  Earth mages available. With
Earth mages available. With  2
2 2 the unique The Tome of Gaia can be made by
2 the unique The Tome of Gaia can be made by  1 Abbot Magus Supreme (1 in 4) or
1 Abbot Magus Supreme (1 in 4) or  1 Cynocephalian Shaman (1 in 8), with boosters.
1 Cynocephalian Shaman (1 in 8), with boosters.
 4 Abbot Magus Supreme (1 in 4) is the highest
4 Abbot Magus Supreme (1 in 4) is the highest  Astral mage available. A
Astral mage available. A  2 Abbot Magus Supreme (1 in 4) or any Abbot Magus Supreme with an
2 Abbot Magus Supreme (1 in 4) or any Abbot Magus Supreme with an  Earth booster can make a Coin of Meteoritic Iron. Abbot Magus Supreme has the crosspaths for the unique Atlas of Creation and the unique The Forbidden Light.
Earth booster can make a Coin of Meteoritic Iron. Abbot Magus Supreme has the crosspaths for the unique Atlas of Creation and the unique The Forbidden Light.
 2 Magog Bitch-Mother (1 in 3) is the highest
2 Magog Bitch-Mother (1 in 3) is the highest  Death mage available. It can also has the paths to make the unique The Black Book of Secrets.
Death mage available. It can also has the paths to make the unique The Black Book of Secrets.
 1
1 3, very achievable with a
3, very achievable with a  2 Abbot Magus Supreme (1 in 4) and Earth Boots, can make The Copper Arm. The Silver Arms is also potentially achievable.
2 Abbot Magus Supreme (1 in 4) and Earth Boots, can make The Copper Arm. The Silver Arms is also potentially achievable.  2
2 4, also achievable by a Magog Bitch-Mother with boosters, can make Abominable Arms. These are all useful for holding more
4, also achievable by a Magog Bitch-Mother with boosters, can make Abominable Arms. These are all useful for holding more  Death boosters.
Death boosters.
 5 can Bind Heliophagus for a 2 in 4 chance of at least
5 can Bind Heliophagus for a 2 in 4 chance of at least  3.
3.
 8 can Bind Demon Lord for a 3 in 6 chance of
8 can Bind Demon Lord for a 3 in 6 chance of  3.
3.
 2 Magog Bitch-Mother (1 in 3) is the highest
2 Magog Bitch-Mother (1 in 3) is the highest  Nature mage available. With a
Nature mage available. With a  Blood booster, it can make the Armor of Twisting Thorns.
Blood booster, it can make the Armor of Twisting Thorns.
Once there are some  Nature boosters available, an ??Abbot Magus Supreme? can make Moonvine Bracelet and the unique The Tome of Gaia.
Nature boosters available, an ??Abbot Magus Supreme? can make Moonvine Bracelet and the unique The Tome of Gaia.
 1
1 3, very achievable with a
3, very achievable with a  2 Abbot Magus Supreme (1 in 4) and Earth Boots, can make The Copper Arm. The Silver Arms is also potentially achievable.
2 Abbot Magus Supreme (1 in 4) and Earth Boots, can make The Copper Arm. The Silver Arms is also potentially achievable.  2
2 4, also achievable by a Magog Bitch-Mother with boosters, can make Abominable Arms. These are all useful for holding more
4, also achievable by a Magog Bitch-Mother with boosters, can make Abominable Arms. These are all useful for holding more  Death boosters. With enough boosters, a
Death boosters. With enough boosters, a  1
1 1 Cannibal Shaman Chief can make the other
1 Cannibal Shaman Chief can make the other  Blood boosters.
Blood boosters.
No national access.  3 can Summon Spectre for a 7 in 16 chance of at least
3 can Summon Spectre for a 7 in 16 chance of at least  1.
1.
 3 can cast Forest Troll Tribe for a 1 in 4 chance of
3 can cast Forest Troll Tribe for a 1 in 4 chance of  1.
1.
 4 can cast Troll King's Court for
4 can cast Troll King's Court for  1.
1.
 3 Magog Bitch-Mother (1 in 3) is the highest
3 Magog Bitch-Mother (1 in 3) is the highest  Blood mage available.
Blood mage available.  3 is the key path level for
3 is the key path level for  Blood. With a
Blood. With a  Death booster, the Magog Bitch-Mother can potentially make the unique The Black Book of Secrets.
Death booster, the Magog Bitch-Mother can potentially make the unique The Black Book of Secrets.
 8 can Bind Demon Lord for a 3 in 6 chance of at least
8 can Bind Demon Lord for a 3 in 6 chance of at least  4.
4.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads 
Paths:  4
4 5
5 7
7 
Bless: MW/Arcane Finesse, Invuln 10, Regen. 
Scales:  6
6 2
2 0
0 3
3 1
1 2
2 3
3
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.