The Order (The Clash)

The Order of Myths and Traditions, also known as the Order, and formerly known as the Eastern Magical Alliance in openroadracer's RP, is one of the major factions in The Clash.

Gameplay
The Order's gameplay is similar to that of most RTS and FPS games. Players establish a base.

The Order has the most variation of infantry in the game, but has the weakest space force. They can also train Cavalry by building Stables, though the Stables must be near a Camp.

The Mana resource powers buildings and troop abilities. When there is no Mana, all unit abilities that require it cannot cast their abilities, but structures are still able to produce their units at a slower pace.

Secondary Leader System
Unlike their Republic counterpart, the Order utilizes a "Secondary Leader System" that makes the commander use a unit that can be promoted to command other units, called an "Leader Unit", that holds all other units in the group's abilities and commands. They start with 2 of these, with more being available after a Combat Academy is built once the player reaches Tier 2.

As a general rule, infantry, cavalry, most vehicles, heroes, and gods can have a Leader trait. Beasts/dragons cannot do so however, but can be promoted to Leader if an Infantry Leader mounts one. Worker units are built in groups with one "leader", and some other workers follow the "leading worker" in building structures, making them quite faster in building.

Their default orders are to follow the Leader unit while the Leader issues orders from a safe distance.

Summoning Temple
Another quirk is that they use Summoners as a resource to summon higher tier units to add to your battlegroups. They are placed inside Summoning Temple to perform their rituals, similar to how Villagers(and their equivalents) in Age of Mythology produce Favor for Myth units. Equivalent resource name is "Spirit", and the more Summoners in a Summoning Temple, the faster the production of Spirit.

Mythical Homeland Advantage
Certain troops from certain mythologies gain stat buffs when the maps correspond to the geography of their mythology, like Berserkers in Northern Europe, or Tengu in Japan.

Upgrading Infantry
Aside from Leaders, infantry can be upgraded to become a better class.

Appearance
The Order is inspired by fantasy media and different mythologies, originally just drawing from Eastern fantasy media, but expanding to all forms of fantasy media.

Tier 1

 * Imperial Shrine (The Order's VIP building/VIB. Builds all worker units and can be garrisoned.)
 * Orb of the Eye (Enables Order radar.)
 * Gold Mine
 * Metal Mine
 * Crystal Mine
 * Farm
 * Mill
 * Lumber Mill
 * Small Mana Crystal
 * Camp
 * Flight Academy (Add-On)
 * Town Hall (Unlocks Tier 2)

Tier 2

 * Stables
 * Lesser Bestiary
 * Lesser Roost
 * Lesser Port (Only available when map has 50% water)
 * Summoning Temple (A building important to the Order's playstyle!)
 * Combat Academy (Unlocks Tier 3, this building is very important to the Order's playstyle!)
 * Hall of Twilight (Unlocks Tier 3, this building houses upgrades dependent on time of day)

Tier 3

 * Large Mana Crystal
 * Advanced Camp
 * Dwarven Workshop
 * Aviary (Build near a Camp to allow Wyvern and Griffin Riders, consider this the aerial equivalent of a Stables. It should also be built in conjunction with the Stables to allow Pegasus Riders. It also allows the training of flightless Avian Riders.)
 * Tavern (A support structure that unlocks some troops and gives some healing to troops)
 * Royal Palace (Unlocks Tier 4 with the Favor of the Emperor Upgrade, which takes a long time to build in the Town Hall)
 * Arcane Sanctum (Unlocks Tier 4 with the Favor of the Emperor Upgrade, which takes a long time to build in the Town Hall)
 * Alchemy Sanctuary (Add-on)

Tier 4

 * Great Camp
 * Greater Bestiary
 * Greater Roost
 * Greater Port (Only available when map has 50% water)
 * Reservist Camp (Stores a lot more battlegroups in case of assault or defense)
 * Tree of Souls (Unlocks Tier 5 with the Favor of the Gods Upgrade, which takes a long time to build in the Order Tribunal)
 * Tribunal (Trains Heroes, Unlocks Tier 5 with the Favor of the Gods Upgrade, which takes a long time to build in the Order Tribunal)
 * Rift Rune (Unlocks Tier 5 with the Favor of the Gods Upgrade, which takes a long time to build in Order Tribunal)

Tier 5

 * Celestial Palace
 * Artifact Museum
 * Combat University (A far more powerful version of the Combat Academy. Gradually helps ease up the Order's playstyle.)
 * Midas Orb (Generates both Gold and Metal. All four of the endgame resource generators have lots of abilities of their own that are of great help to entire Order armies. In this case, it turns its enemies into Gold and Metal to help the Order's cause!)
 * Eternal Tree (Generates both Wood and Food. Can revive recently killed units, and can be upgraded up to all dead units at the start! Comes at a very high Spirit price to do so, though.)
 * Aether Crystal (Generates both Mana and Magicrysts.)
 * Spirit Rune (Allows much faster generation of Spirit.)
 * Rift Crystal (Makes a Rift that is capable of doing stuff against the enemy, like confusing them, making them crazy, etc. It also houses many endgame upgrades and is responsible for reducing unit costs.)

Defense Structures

 * Archer Tower
 * Ballista Tower - Direct upgrade that dramatically increases range and damage but slows down attack, can be remedied however with upgrades.
 * Guard Tower - Become a bunker-like structure, as well as adding an additional archer.
 * Defense Camp
 * Wooden Tower - Defense Camp now has a ranged attack.
 * Tunnel Network
 * Eagle Nest
 * Arcane Construct
 * Trebuchet
 * Rocket Cart
 * Concoction Barrel
 * Mortar Tower
 * Castle
 * Poisonous Flower
 * Tower of Fire
 * Tower of Frost
 * Tower of Storms
 * Rune of Immortality
 * Rune of Protection
 * Ent
 * Dragon Nest
 * Evil Eye
 * Unstable Crystal
 * Tower of Souls
 * Tower of Gold
 * Tower of Eternity
 * Tower of Curse
 * Rune of Calamity
 * Celestial Beacon

Superweapons

 * Mage Spire (Unlocked during Tier 4)
 * Altar of the Gods (Unlocked during Tier 5)

Infantry
Order infantry can be either upgraded to a better infantry or a leader. Unless indicated that something is a summon, the bullet stages indicate its successor upgrade. The difference when you train a unit directly from the Camps and when you upgrade it is the cost, it costs less to upgrade it on the field, depending of the price of the preceding unit.
 * Footman (Basic fast infantry, similar to Republic Scouts. Trained in fours.)
 * Knight (Basic infantry, can gain powers when it ranks. This route is basically purely physical-damage based.)
 * Gladiator
 * Champion
 * Mage Knight (Magic-knight tyoe route, deals both damage types)
 * Elemental Warrior
 * Legendary Hero
 * Blood Knight (Lifesteal-oriented route)
 * Crimson King
 * White Knight (Healer/buff route)
 * Valkyrie
 * Dark Knight (Status effects route)
 * Fallen King
 * Fallen Warrior (summon)
 * Dueler (A faster version of the Knight, armed with a rapier or katana that is capable of doing swift strikes, but has lower health.)
 * Swordmaster
 * Crimson Blade
 * Berserker (A more health, faster, more damaging and lifesteal knight, but has lower defense. Resembles a Viking.)
 * Viking Chieftain
 * Valhalla's Warrior


 * Guardian (Dedicated tank infantry based on crowd-control and soaking up damage.)
 * Elite Guardian
 * Supreme Guardian
 * Avatar of Earth
 * Sentinel (Balanced tank infantry with strong attacks.)
 * Order's Keeper
 * Order's Defender
 * Order's Ascendant
 * Smasher
 * Hammer Master
 * Earth Shaker
 * Avatar of Thunder
 * Archer (Basic ranged infantry, can gain powers when it ranks)
 * Elite Archer
 * Imperial Archer
 * Arrow of Retribution
 * Crossbower
 * Repeater Crossbower
 * Explosive Repeater Crossbower
 * Wind Archer
 * Storm Archer
 * Avatar of Wind
 * Frost Archer
 * Hailstorm Ranger
 * Ice Queen's Royal Guard
 * Fireworks Archer
 * Dragon Archer
 * Avatar of Fire


 * Healer (Healer-type unit)
 * White Mage
 * Druidess (More damage/lifesteal)
 * Avatar of Nature
 * Light Mage (Pure healing)
 * Avatar of Light
 * Red Mage (Balanced between damage and health)
 * Sage
 * Apprentice (Basic anti-armor ranged infantry, can gain more powers when it ranks, mainly uses magic damage)
 * Black Mage
 * Archmage (will specialize in different elements later)
 * Avatar of the Elements
 * Flame Princess
 * Ice Queen
 * Thunder Summoner
 * Water Dweller
 * Dryad
 * Geomancer
 * Time Mage
 * Psychic Warrior
 * Red Mage (Balanced between damage and health)
 * Sage
 * Mage Fighter (Balanced between physical and magical attacks)
 * Mage Knight
 * Elemental Warrior
 * Legendary Hero
 * Dark Mage (Summoner-type)
 * Skeleton (summon)
 * Night Mage
 * Skeleton Knight (Summon)
 * Abyss Prince
 * Abyssal Warrior (Summon)
 * Dragoon (Mobile lance-wielding knight, can jump long distances and take out tanks when they are equipped with Thunder Lances)
 * Hoplite
 * Centurion
 * Einherjar
 * Samurai
 * Shura
 * Embodiment of Bushido
 * Blade of Honor
 * Ronin
 * Dark Samurai
 * Blade of Vengeance
 * Monk (Another anti-tank unit, fast but lacks range unless Ki Blasts are used)
 * Ki Warrior
 * Ki Master
 * Vessel of Ki
 * Ninja
 * Shinobi
 * Ninjutsu Master
 * Blade of Shadows
 * Reaper
 * Anubis Warrior
 * Death's Messenger
 * Avatar of Death
 * Thief
 * Hunter
 * Gunblade Virtuoso
 * Gunblade Ascendant
 * Pirate
 * Undead Pirate
 * Avatar of the Oceans
 * Thief Captain
 * Thief Boss
 * Avatar of Greed
 * Rogue
 * Assassin
 * Shadow Assassin
 * Avatar of Shadows
 * Weapon Master
 * Armamentalist
 * Avatar of War
 * Summoner (A unit important to the Order's playstyle, is considered a resource placed inside Summoning Temples to summon higher-tier units)
 * Dragon Summoner (a much stronger summoner-type unit, can be placed inside Temples, but also has useful battlefield abilities)
 * Wild Summoner (a much stronger summoner-type unit, can be placed inside Temples, but also has useful battlefield abilities)
 * Spirit Summoner (a much stronger summoner-type unit, can be placed inside Temples, but also has useful battlefield abilities)
 * Abyss Summoner (a much stronger summoner-type unit, can be placed inside Temples, but also has useful battlefield abilities)
 * Alchemist
 * Fireworks Launcher
 * Bard
 * Troubadour
 * Master Performer
 * Avatar of Art
 * Dancer
 * Jester
 * Master Performer
 * Avatar of Art
 * Witch
 * Familiar (summon)
 * Onmyoji
 * Shikigami (summon)
 * Dark Witch
 * Dark Familiar (summon)
 * Musketeer
 * Rocket Cart Operator
 * Thinker
 * Scholar
 * Headmaster
 * Avatar of Knowledge
 * Merchant
 * Apothecary
 * Midas Warrior
 * Avatar of Wealth
 * Ghost Queen (Can mount, but horses turn to ghosts. Weird...)
 * Ghost (summon)
 * Phantom Queen
 * Phantom (summon)
 * Spectral Queen
 * Spectral (summon)
 * Shrine Maiden (Can mount, but lose the ability to fly if they do so.)
 * Shrine Priestess

Infantry-Like Units
Some infantry are considered as infantry, but they also have beast properties. As such, they cannot mount.


 * Wisp (Cannot mount and lead.)
 * Fire Wisp
 * Earth Wisp
 * Water Wisp
 * Wind Wisp
 * Lightning Wisp
 * Steel Wisp
 * Light Wisp
 * Dark Wisp
 * Moon Wisp (Space Unit)
 * Kitsune (Cannot mount, but can lead.)
 * Beast Master (Cannot mount, because he rides a beast of his own.)
 * Beast King
 * Rock Person (Cannot mount and lead.)
 * Mummy (Cannot mount and lead.)
 * Shade (Cannot mount and lead.)
 * Scorpion King (special type of beast-infantry)
 * Manakete (Cannot mount.)
 * Banshee (Cannot mount.)
 * Vampire (Cannot mount, and can hover above ground. Not to be confused with the Cult's Gray Vampire.)
 * Avatar of Blood

Cavalry
All infantry listed in the Infantry category can ride mounts. Their mounts can vary from horses, bears, tigers, flightless birds, elephants, and even slimes.
 * Mounted Rider (standard horse rider)
 * Jouster (special type of Dragoon rider that deals massive damage when charging)
 * Bear Rider
 * Avian Rider (flightless bird rider)
 * Orc Rider (rides a war pig)
 * Elven Rider (rides a sabertooth)
 * Bull Rider
 * Tiger Rider
 * Slime Rider
 * Combat Chariot (functions as a combat buggy or a powerful artillery piece, can be pulled by different animals below:)
 * Horse
 * Bear
 * Avian
 * War Pig
 * Sabertooth
 * Bull
 * Tiger
 * Elephant
 * Cockatrice
 * Griffin
 * Elephant Rider
 * Mounted Wagon (functions as an APC, can be pulled by different animals like the Combat Chariot)
 * Abyssal Rider

Vehicular Constructs

 * Catapult
 * Ballista
 * Siege Engine
 * Trojan Horse
 * Mobile Lens
 * Steel Golem

Beasts/Dragons
Some of these can be mounted for control capability of leaders.
 * Goblin
 * Werewolf
 * Fenris Werewolf
 * Armored Werewolf
 * Gorgon
 * Idol ("summon")
 * Centaur
 * Slime
 * Scarab
 * Goblin Bomber
 * Mandrake
 * Basilisk
 * Petsuchos (A variant that changes its attacks.)
 * Manticore
 * Abyssal Imp
 * Orc Clubman
 * Giant Scorpion
 * Troll Slinger
 * Cerberus
 * Reptilian
 * Abyss Dweller
 * Treant
 * Abyssal Hound
 * Minotaur
 * Lamia (A snake-like monster capable of hunting down infantry easily.)
 * Marilith (Upgraded version of the Lamia)
 * Bulette (An armadillo-like monster with scales and walks like a wolf. Good against ground units, especially vehicles, and can roll for temporary invincibility.)
 * Small Rock Golem
 * Small Swamp Golem
 * Small Volcanic Golem
 * Sphinx
 * Ogre
 * Cyclops (Can pick up enemy infantry and use it as artillery projectile.)
 * Fire Elemental
 * Earth Elemental
 * Ice Elemental
 * Sand Elemental
 * Dinoid (A dinosaur-like creature effective against all ground units.)
 * Chimera (Heavily armored unit than can do both melee and ranged attacks!)
 * Armored Serpent
 * Mana Elemental
 * Metal Slime
 * Crystal Guardian (Summoned to effectively block energy weapons and magic blasts! Use gauss/sonics or any kinetic way to kill this thing, as not only they are effective, they can even deal damage bonuses.)
 * Large Treant
 * Lich
 * Behemoth (A large 4-legged animal effective against ground units. Can be mounted by up to 10 soldiers that can use their weapons, and one more to tame it and be able to be controlled.)
 * Large Rock Golem
 * Large Volcanic Golem
 * Large Swamp Golem
 * Hellbeast (formerly Ifrit) (Can turn into both a flying and a land unit.)
 * Colossus
 * Serpent Dragon(Amphibious and deadly. It is capable of transporting units and have a shield helmet to protect it. Can use both melee and ranged attacks.)
 * White Tiger
 * Mountain Giant
 * Frost Giant
 * Earth Dragon
 * Light Construct
 * Dark Elemental
 * Light Elemental
 * Arcane Elemental
 * Chaos Elemental
 * Titan (Really huge land unit. Its size can reach air units, but is quite helpless against them. However has earth-shaking powers that reach air units)
 * Earthen Titan
 * Abyssal Titan
 * Arcane Titan
 * Sky Titan
 * Lunar Titan
 * Magma Titan
 * Forged Titan

Sea Infantry/Vehicles

 * Sea Guard (Amphibious infantry, but cannot mount. But they can lead.)
 * Dryad
 * Scout Boat
 * Windsurfer
 * Viking Longship
 * Archer Ship
 * Cannon Ship
 * Arcane Blast Ship
 * Galleon (Considered a resource vessel)
 * Turtle Ship
 * Clockwork Vessel of Death

Sea Creatures

 * Siren
 * Nereid
 * Nymph
 * Atlantean
 * Water Spirit
 * Water Elemental
 * Giant Squid
 * Man O' War
 * Kraken
 * Hydra
 * Scylla
 * Dragon Turtle
 * Sea Serpent
 * Sea King
 * Black Tortoise
 * Leviathan, King of the Sea Serpents

Aerial Infantry

 * Fairy
 * Light Fairy Elf
 * Dark Fairy Elf
 * Striker
 * Sky People
 * Bird People
 * Winged Chieftain
 * Horus Warrior
 * Avatar of the Skies

Aerial Cavalry
All infantry listed in the Infantry category can ride mounts.
 * Pegasus Rider
 * Griffin Rider
 * Giant Hawk Rider
 * Mechanical Pegasus Replica Rider
 * Wyvern Rider
 * Dragon Rider

Aerial Vehicles

 * Flying Balloon
 * Flying Warship Balloon
 * Flying Warship

Aerial Beasts/Dragons

 * Hawk
 * Gargoyle
 * Harpy
 * Wadjet
 * Tengu
 * Roc
 * Cockatrice
 * King Cockatrice
 * Stymphalian Bird
 * Vermilion Bird
 * Quetzalcoatl
 * Phoenix
 * Yatagarasu
 * Dragon Hatchling
 * Can be upgraded to any dragon
 * Wind Elemental
 * Lightning Elemental
 * Fire Dragon
 * Wind Dragon
 * Shadow Dragon
 * Plaguebringer Dragon
 * Azure Dragon
 * Darkwing
 * Bahamut
 * Tiamat, Fiend of the Wind

Space Units

 * Moon Rabbit (Can land, fly, or go to space. Space equivalent of a Musketeer.)
 * Moonling
 * Lunar Entity
 * Lunar Archer
 * Moon Wisp
 * Rift-Returned Celestial Weapon
 * Celestial Wyvern
 * Celestial Drake

Gods
They can only be trained at the Order's "stronger superweapon", the Altar of the Gods. Up to three can be in the field and can be promoted until the final shared Rank, which allows up to ten Gods. Gods are automatically trained as leaders of battlegroups. Note that there is a "general" template for Gods since they come from everywhere across the planet. They are the Order's endgame units. Upon "death", they leave a constant powerful destructive effect on the bases of the one/s that destroyed them, until they respawn.


 * God/dess of Lightning and Thunder
 * God/dess of the Seas
 * God/dess of the Moon
 * God/dess of the Sun
 * God/dess of the Underworld
 * God/dess of War
 * God/dess of Wisdom
 * God/dess of the Arts
 * God/dess of Love
 * God/dess of Weaponry
 * God/dess of Time
 * God/dess of the Sky
 * God/dess of the Earth
 * God/dess of Fire
 * God/dess of the Plagues
 * God/dess of Life
 * God/dess of Death
 * God/dess of the Stars
 * God/dess of the Wind
 * God/dess of the Night
 * God/dess of the Light
 * God/dess of Nature
 * God/dess of the Cosmos
 * God/dess of Frost
 * God/dess of Feasts

Builder Units

 * Peasant
 * Artisan
 * Craftsman
 * Craftsman Engine (Requires a Dwarven Workshop. Will greatly help Order buildings!)

Heroes

 * Roland the Sharp, the Warden of Fort Van Halen
 * Henry the Hasty, The Quick Builder
 * Jericho the Steadfast
 * Algrin the Enduring
 * Lyra the Loyal
 * Pazuzu, the Demon of Famine
 * Ramuh, the Thunder Archmage
 * Eri Fukuda, the Mind Monarch
 * Zalera, the Darkest Wing
 * Gilgamesh, the First God Slayer
 * Yojinbo, the Blade of Darkness

Specializations
Similar to a mix of Company of Heroes and C&C Generals/Red Alert 3 support powers, the Order can specialize in 5 different specializations.

Heavy Assault
Brute-force oriented arm of the Order, loses covert capabilities.

Arcane Assault
Magic-oriented arm of the Order.

Rapid Assault
Quickest attacking specialization.

Veteran Combat
Experienced warriors rule this specialization.

Special Tactics
The tactical arm of the Order, focuses more on lighter troops.

Lore
The Order comes from an alternate Earth, dubbed Earth-2 by the Republic, where a medieval stasis occurred, and people instead turned to magic to solve their world's problems. However, due to the varying forms of magic, coupled with the varying creatures wielding them, internal conflicts rose before the Clash came. As such, most of their forces stayed loyal to the Order's Emperor, while a portion served the Cult, a cult claiming to be from a "third Earth", which the Republic eventually confirmed to be true.

In Earth 2, they are known as the Global Imperial Order of Arcania. They are led by an Emperor that is the only entity capable of channeling all of their gods' powers at once. They hold a theocratic monarchy.

Earth 2's continents are similar to Earth 1.


 * In Asia, many different forms of beast creatures share their land with multiple kingdoms that correspond to humanity's earlier histories. A massive amount of ghostly spirits live in that corresponding region, too.
 * In Southeast Asia, mainly shadowy beast creatures are the populations, with the kingdom of Samuria and the tribes of Mafindus populating them (working names for a Thailand-Burma-Vietnam group and the Maphilindo region, respectively).
 * In East Asia, a mix of Centric elves and furry creatures live, with the kingdoms of Centrius, Solaria, and the isolated kingdom of Cirilla (working names for a China, Japan, and Korea-inspired regions, respectively). The current Heavenly Emperor lives in Centrius, one of the largest nations in Earth-2.
 * In West Asia (aka the Middle East), sand elementals, deadly scorpion creatures and mummies live with the dynasty of Parthia (working name for a Middle Eastern region). They are also rivals with the dynasty of Ashad (Turkey/Ottoman-based region)
 * In Central Asia, the unified kingdoms of Rastan is the major power. Animal-like creatures inhabit this area. It serves as the gateway to West Asia and South Asia.
 * In South Asia, the empire of Rajit rules it, and are currently not at best relations with the Middle East-inspired Parthia.


 * In Eurasia, major tribes of vampires and werewolves, and Slavic-inspired creatures live in the vast coldness of Siberia. The empire of Friggia (working name for a united tribes of Slavs living in Siberia) is the dominant power of the region, spanning the Western edge of the Urals. Friggia is the largest nation in Earth-2, but is also by extension the most sparsely populated area.
 * In Europe, multiple races and species thrive.
 * In Western Europe, three major races and kingdoms exist. The French and elven-inspired Gallia, the British and human-inspired Avalon, and the Celtic/dwarven-inspired Dalar. Avalon and Gallia are among the most influential powers in Earth-2.
 * In Northern Europe, mostly warring Nordic-inspired tribes exist. The current largest and most important one is Borea, led by King Janssen the Tall. Trolls and ogres roam these lands.
 * In the Mediterranean, multiple powerful nations exist, such as the Portuguese-inspired Lusitania, the Spanish-inspired Gothica, the Italian/Roman-inspired Tiberia, and the Greek-inspired Cerebus. Animal-people and Greco-Roman myths exists here.
 * In Central Europe, the German-inspired Leutland and the Intermarium-inspired Mesomaria are the two major powers.
 * In Eastern Europe, the empire of Ruthenia spans most of Russia (west of Urals), Belarus, Ukraine, and many nations. The small kingdoms of the Baltics are absorbed into Mesomaria. Ruthenia is one of the largest nations in Earth-2.
 * In the Balkans, the major power that oversees it is the dynasty of Ashad.
 * In South America,
 * In Africa,
 * In North Africa, the dynasty of Morak spans most of its western parts, while the dynasty of Livius spans most of its eastern parts.
 * In the Sahara, a great power known as Torridia resides. It is the largest realm in Africa and one of the largest nations in Earth-2. However, part of it is infested by orcs.
 * In Sub-saharan Africa,
 * In Oceania,
 * In Antarctica, the Australis Empire is a frozen wasteland-inspired nation. It also holds one of the gateways of the Abyss, where the darkest creatures reside.
 * In North and Central America, like Earth 1, almost all races thrive there, with the majority being humans, dwarves, elves, and orcs.
 * The continents of Lemuria and Zealandia exist in this world, as well as Atlantis being permanently on the surface.

Asia

 * Samuria (Siam/Thailand, Myanmar, Vietnam)
 * Mafindus (Malaysia, Philippines, Indonesia)
 * Centrius (China)
 * Solaria (Japan)
 * Cirilla (Korea)
 * Parthia (Persia)
 * Rastan (Central Asia)
 * Rajit (South Asia)
 * Ashad (Turkey)

Europe

 * Gallia (France)
 * Avalon (Britain)
 * Dalar (Celtic)
 * Leutland (Germany, Austria, Switzerland)
 * Mesomaria (Poland, Hungary, Czechia, Baltics)
 * Friggia (Siberia)
 * Ruthenia (Russia west of Urals, Belarus, Ukraine)
 * Lusitania (Portugal)
 * Gothica (Spain)
 * Tiberia (Rome/Italy)
 * Cerebus (Greece)
 * Borea (Nordics, the Arctic)

Africa

 * Morak (western part of North Africa)
 * Livius (eastern part of North Africa)
 * Torridia (the Saharan nations and tribes)

Antarctica

 * Australis Empire