Alright, first few rolls that I promised are ready. I might get around to a few more tonight but some will probably be put off until tomorrow. Remember, [quote=Ye Glorious GM] It's my intent to allow one or two of the individual rolls to be changed (or perhaps to get a whole reroll if you're really unhappy with it) so I think it's fair to have them more or less determine everything except for stuff like your nation's race. For instance, if I were to give you a roll that says your country is some sort of theocracy and you don't like that, it's not a big deal. These are meant to be more like a loose guideline to help formulate a nation rather than some rigid requirements that you must adhere to.[/quote] The "flavor" elements like government type can be changed if you [i]really[/i] want to, and I'm totally fine if two people want to trade their rolls. I'll iterate once more than these are meant to be something of a guideline and source of inspiration and not a mandate that MUST be followed to the letter, so I'm flexible. [@Commodore] [hider=Rolls 1] [h3]Rolls[/h3] [b]Basic Demographics & Geography[/b] [u]Territory Size:[/u] 5. Your nation is "blessed" with a significantly larger than average amount of land. While you may have a great deal of opportunities to utilize both your ample farmlands and wilderness, your borders are hard to defend and your settlements are spread out which can impede communications. [u]Population:[/u] 5 million (above average) [u]Urbanization:[/u] 3. Your nation has the typical ratio or rural folk to city dwellers: that is, there's probably about 8 or 9 in the countryside for every one in the cities. What is there to say? It takes a lot of farmers to support those craftsman and merchants in the city! [u]Government Type:[/u] 4. Your nation is ruled by one great emperor with essentially unlimited power and a large bureaucracy that serves beneath him. Under this imperial system there is a form of meritocracy. Your magistrates and administrators have been tested and found competent; therefore, they earned their positions rather than simply inheriting it from their fathers as is the case in many other nations. [u]Political Stability:[/u] 5. You enjoy the benefit of having a serene and peaceful nation. There's barely any crime and you don't have a rebellion brewing, so rejoice! [b]Economy[/b] [u]Overall Wealth:[/u] 2. Your nation was once in good enough shape, but recent events have caused a large recession and now your economy is shrinking. If this isn't resolved soon, major issues will arise. The people are used to a higher standard of life than they are currently experiencing, and as food supplies contract there may be mass starvation and the collapse of industry, commerce, or even government. [u]Government's Primary Means of Generating Income:[/u] 8. Your government requires tributes from the various nobles and cities, which leaves them up to their own discretion in finding a way to procure these taxes. In some manner, it's probably the peasants that actually end up paying for these taxes, but at least the job of collecting all that is delegated to a handful of people so that your central government doesn't have to worry about it. [u]Technology:[/u] 1. Slow Modernization, your nation does somewhat lags behind the rest of the world, with many of your people stubbornly clinging to traditions and conventions. [u]Agriculture:[/u] 4. Your nation has its farmlands, but you aren't blessed with particularly fertile land nor regular rainfall. As such, seasonal famines are a common thing. [u]Natural Resources:[/u] Iron, salt, furs [b]Military[/b] [u]Military Size[/u] 3. Volunteer militias supplemented by some additional levies in wartime. An average sized army all around, but lacking in elite units. [u]Military Focus[/u] 4. Decent navy; heavy archery focus in army with massed spearmen standing in a line to protect the archers behind them; a fair amount of magic users for battle [u]Military Leadership[/u] 3. Generals are pretty competent; however, they are corrupt and play at politics [u]Military Reputation[/u] 3. Popular domestically; considered capable by foreigners [/hider] [@FoxFire] [hider=Rolls 2] [h3]Rolls[/h3] [b]Basic Demographics & Geography[/b] [u]Territory Size:[/u] 2. Your nation is certainly small and could use some breathing room. Land is an expensive and highly sought after commodity here. [u]Population:[/u] 3,250,000 (about average) [u]Urbanization:[/u] 4. Your nation is unusually urbanized. You might have a lot of towns or a few really big cities, but either way a fair amount of your people have migrated to the population centers. This opens the door to much more industry and commerce but also leaves more of your people vulnerable to the dangers of city life: organized crime, filth, and disease. [u]Government Type:[/u] 2. Your nation is ruled by that shine of gold and silver. In a society where money is power, the wealthy elite form a plutocratic government. Bloodline is still important (because of course a person born into a wealthy family is worth more than some pauper!) but your ancestry becomes irrelevant the moment that you run out of coin. At least there is some degree of social mobility in that a poor merchant can perhaps work his way up into the elite; in more traditional and aristocratic countries, rising up might not even be possible. [u]Political Stability:[/u] 3. There's some mild urban unrest with criminal gangs and corruption, but nothing threatening to overthrow your country. [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] 4. Your government has a way of having wealthy patrons voluntarily give their money, mostly in the form of bribes and political donations. You [i]might[/i] have a small issue with corruption... [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] 7. With mighty rivers, vast lakes, and/or a sizeable coast on the bountiful seas, your people primarily rely upon fishing for their food. As such, your port cities are unique in that they don't necessarily depend on the countryside to supply them with food. [u]Natural Resources:[/u] Pearls, glassware, fish [b]Military[/b] [u]Military Size[/u] 1. A small number of city guards, constables, and the personal retainers of nobles are the only standing armies. In wartime, vast (albeit seasonal) armies are mobilized via levying the peasants. [u]Military Focus[/u] 1. Decent navy; decent and well rounded army with some cavalry. Very well rounded, but lacking in the magic department. [u]Military Leadership[/u] 4. Generals are incompetent; often appointed without military experience; largely decadent [u]Military Reputation[/u] 4. Popular domestically; considered weak by foreigners [/hider] [@ArenaSnow] [hider=Rolls 3] [h3]Rolls[/h3] [b]Basic Demographics & Geography[/b] [u]Territory Size:[/u] 4. Your nation has an average sized expanse of land. There's enough for agriculture, cities, and then some wilderness. Your border is large enough that smugglers can sometimes make it through, but by and large it's still defensible. [u]Population:[/u] 2,500,000 (a bit on the low side) [u]Urbanization:[/u] 2. Aside from your capital and perhaps one or two urban centers, you have a very highly rural population. There is likely some system such as serfdom, in which knights or other minor nobles inhabit estates that oversee a region and its people. [u]Government Type:[/u] 5. Your nation is ruled by the sword, and the cogs of its "political system" are oiled with blood. Though they might put it more eloquently in order to conjure an image of legitimacy, your nation is quite frankly ruled by whatever warlord(s) are currently at the top of the food chain. This chaotic military dictatorship has the potential to perhaps transform into something more like a monarchy, but for now birthright means nothing and the man with the most soldiers at his back is always the man that lays out the law. [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] 3. Your nation is rather weak economically, but you're developing. With a rapidly growing economy and likely a transition towards urbanization and industrialization, your people are happy. While you may not be an economic superpower yet, it's looking like you're beginning to enter a golden age that might catapult you there. [u]Government's Primary Means of Generating Income:[/u] 10. Your government is constantly minting new currency. Maybe they directly control a gold mine, or maybe they have a group of secret alchemists locked up in a tower always at work transmuting more lead into gold. Either way, they just put more money into circulation whenever they need to buy something. There's a fair amount of inflation because of this. [u]Technology:[/u] 4. Technological Parity; you're keeping up with the rest of Albion pretty well. [u]Agriculture:[/u] 5. You grow a variety of grains and vegetables and your farmers have developed a system of crop and field rotations. As such, they create a food surplus and your people are generally well nourished. [u]Natural Resources:[/u] Copper, opiates or other "medicinal substances", wine [b]Military[/b] [u]Military Size[/u] 6. Medium-sized core of professional soldiers that mainly serve to keep order in peacetime and direct vast (but unreliable) armies of slave soldiers in wartime. [u]Military Focus[/u] 9. Decent navy; large but overall somewhat weak army; a few magic users [u]Military Leadership[/u] 6. Competence of generals varies greatly; they are usually powerful sorcerers; decadent [u]Military Reputation[/u] 2. Considered terrifying oppressors domestically; considered barbaric by foreigners [/hider] [quote=@Brithwyr] [@Cyclone] I'm not the biggest fan of rolls, but meh. Maybe this'll be the one to change my mind. [/quote] Originally I felt the same way, but after being in one RP that used this system I saw its merits. In any case, keep in mind what I've said above about trading rolls or changing a few aspects that you don't like. I don't think it'll be too bad; there's still loads of freedom in what race(s) make up your nation's population, exactly where you put it on the map (once we get the map, that is), fleshing out the military beyond the brief descriptions I give in the rolls, etc. Edit: I'll try to make a template nation sheet soon and then for the Commonwealth sometime soon and then that can be held up as an example. But for now those of you with rolls can feel free to get started on sheets because I'm not the type of person to care much about the exact formatting.