[@Lord Moria] Well I hope you have a fun time getting back into it! Indeed the first step is to get your rolls, and then using them as a guideline you can create a nation. If they are not to your liking then we can do some rerolls or (after asking me first) you could make some changes. On the topic of room, you may have noticed that this is getting to be quite a large RP and as such basically every available spot on the map of Albion is claimed by somebody. So I would recommend either talking to our map guy TheArhive (probably easier to reach him on Discord) about having him add some islands or find a way to squeeze you in somewhere. The alternative is to be located somewhere out in the New World. I've been somewhat discouraging it because the distance and isolation from Albion will make it harder to get involved in a lot of things, but now that we're running out of space it's an option to consider. [hider=Rolls 38] [h3]Rolls[/h3] [b]Basic Demographics & Geography[/b] [u]Territory Size:[/u] 1. Your nation is but a speck upon the map; perhaps it is an island or small archipelago, or perhaps it's just a tiny swathe of land too small to draw the attention of any would-be conquerors. [u]Population:[/u] 1,900,000 (small) [u]Urbanization:[/u] 5. Your nation is the very epitome of urbanization: within your borders lies a jewel of the world, one of the largest settlements in the known world. In this way your entire nation is basically just one city that is grand and powerful enough to exert its influence over the surrounding region. A city-state! [u]Government Type:[/u] 10. Your country is in something of an anarchy. There is no central government to speak of, probably because it recently crumbled. For now you're in quite the quagmire and regions might be tempted to splinter off and form their own new nations. But hey, at least this gives you the opportunity to reestablish order and found a new government of your choosing! [u]Political Stability:[/u] 2. Your people are growing increasingly discontent, but so far it hasn't boiled over to the point of violence. Or if it has, your government has found a way to suppress it before it erupted into anything major. [b]Economy[/b] [u]Overall Wealth:[/u] 4. Your nation has a solid and rather stable economy. You have the means to finance most of the projects that your government wants to undertake, and most of your people enjoy a good standard of living. [u]Government's Primary Means of Generating Income:[/u] 2. A levy system exists throughout your nation. Every family is expected to contribute in some form to society, be it in the form of working for part of the year on construction projects, to giving a certain amount of food to supply the military, to even sending off a son or two to join the local army. [u]Technology:[/u] 3. Rapid Modernization, your nation does not lag behind the rest of the world, and even sets the standard on some levels. No doubt there's some Commonwealth influence behind this. [u]Agriculture:[/u] 6. In favor of staple or food crops, most of your farmland is devoted to the growing of cash crops. While this makes you money, a fair amount of that is probably spent on importing food from places with more of an abundance. This is fine and you're probably wealthier for it, but your people rarely enjoy fresh food and you have grown heavily dependent on those trade routes that feed your nation. [u]Natural Resources:[/u] Porcelain, marble, olive oil [b]Military[/b] [u]Military Size[/u] 4. A school of battlemages, but little else to serve as a standing army. Levies and mercenaries both utilized during times of war to create an army of average size. [u]Military Focus[/u] 6. Poor navy; small and rather poor army; lots of magic usage in battle and a few very powerful wizards. [u]Military Leadership[/u] 3. Generals are pretty competent; however, they are corrupt and play at politics [u]Military Reputation[/u] 9. Unpopular domestically; held up by foreigners as an example of an effective force [/hider]