Here's another batch of rolls. Will make some more rolls soon (if I missed you then sorry; just keep mentioning me please, it's hard to keep track when I'm being asked by so many people in so many different places) Anyways, I'll aim to have the nation sheet template up tonight as well. [@LloydTurquoise] [hider=Rolls 4][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] 3 million (pretty average) [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] 9. Your nation is effectively a magocracy - that is to say, it is under the rule of magi. Whether this just means that one mighty wizard in a great tower effectively rules as a dictator or that there is an entire ruling caste of magic-users is up to you, but make sure to include unicorns. [u]Political Stability:[/u] 4. Your country has the occasional highwaymen, but they mostly hide in the hills and forests far out in the countryside. By and large, your realm is stable. [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] 6. Through [s]Proto-Socialism[/s] state-owned businesses, trading companies, and investments, your government manages to make a healthy profit. [u]Technology:[/u] 4. Technological Parity; you're keeping up with the rest of Albion pretty well. [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 produces 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 produce and you have grown heavily dependent on the trade routes that feed your nation. [u]Natural Resources:[/u] Sugar, wine, textiles [b]Military[/b] [u]Military Size[/u] 2. Small core of elite soldiers, supplemented by some mercenaries in wartime. Overall you do not have a very large force, but your soldiers are more effective than the levies of peasants that many other nations employ. [u]Military Focus[/u] 5. Powerful navy; small but decent army; fair amount of magic users; capable corps of siege engineers and sappers. [u]Military Leadership[/u] 1. Generals are very loyal to the government but gained the position by hereditary status and not necessarily merit [u]Military Reputation[/u] 5. Popular domestically; considered craven by foreigners [/hider] [@Skylar] [hider= Rolls 5] [h3]Rolls[/h3] [b]Basic Demographics & Geography[/b] [u]Territory Size:[/u] 3. Your nation is smaller than average but there's still plenty of territory to work with. While the lack of endless farmland might prove an issue, you do at least enjoy the benefits of relatively small and easily defended borders. [u]Population:[/u] 4,000,000 (about average) [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] 1. Your nation is ruled by a theocracy. Perhaps you have a secular king is nothing more than the puppet of a powerful church, or perhaps your king [i]is[/i] the head of the religion and acts as more of a high-priest than an administrator. Or perhaps the clergy rule as an oligarchic caste. In any case, deus vult! [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] 1. Your nation is very poor. Perhaps you've been ravaged by constant war or plague, or perhaps your people lack the resources or drive to create the foundations for a solid economy. In any case, homelessness and hunger are issues for many people. At least your people are used to this sorry state. [u]Government's Primary Means of Generating Income:[/u] 3. Your various churches regularly gather money from those in attendance (for some reason, under this system church attendance tends to be mandatory) and then the temple passes some along to the government. In this way, your clergy essentially act as tax collectors. [u]Technology:[/u] 4. Technological Parity; you're keeping up with the rest of Albion pretty well. [u]Agriculture:[/u] 2. What your nation lacks in the way of farmland is made up for in the sheer bounty of its wilderness. Fishing, hunting, and plant gathering support your population. Unfortunately, this system doesn't support quick population growth or large food surpluses, so gathering food is always something on your peoples' minds. [u]Natural Resources:[/u] Tin, lead, coal and peat, alum (a type of mineral useful for dyes, medicines, and a lot of other stuff) [b]Military[/b] [u]Military Size[/u] 7. Relatively large noble warrior caste. Very effective, quick to mobilize, and fairly numerous, but difficult to replace if they suffer heavy losses. [u]Military Focus[/u] 2. Poor navy; a good army with a very heavy focus on cavalry, a few magic users for battle. [u]Military Leadership[/u] 5. Generals are somewhat competent; competitive; mixture of hereditary nobles and of soldiers that rose to the rank through battlefield exploits [u]Military Reputation[/u] 6. Considered indifferently domestically; considered very intimidating and formidable by foreigners [/hider] [@Murtox] [hider=Rolls 6] [h3]Rolls[/h3] [b]Basic Demographics & Geography[/b] [u]Territory Size:[/u] 6. Your nation sprawls across Albion as it dominates the map with its sheer size. But the dog's bark is louder than its bite; there simply aren't enough people to exploit all of your land and its resources, defending your borders or stopping smugglers is probably a futile task, and communications from one end to the other might very well be a major issue. At least you can retreat back almost endlessly when defending your nation, and you can probably count on your enemies lacking the manpower to occupy all of your land. [u]Population:[/u] 4,000,000 (average) [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] 3. Your society is a feudal monarchy. Quite typical, there is a king who inherited the throne from his father, and then there are all manner of other aristocrats: dukes and barons and knights all swear fealty to one another in exchange for control of land, all in a complicated system of legal obligations... [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] 5. Your nation is struggling and somewhat poor. The government and upper class are doing well enough, but the middle class of merchants and tradesmen are small and most of your people still occupy themselves with subsistence activities. That being said, at least they aren't starving in the streets. [u]Government's Primary Means of Generating Income:[/u] 9. Your government controls the central bank, which just so happens to be the only bank allowed in your nation. This allows them to make most of their money through shameless usury. [u]Technology:[/u] 2. Antiquated, your nation lags behind the rest of the world, and stubbornly clings to ancient traditions. [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] Porcelain, wool, exotic beasts, cotton [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] 9. Decent navy; large but overall somewhat weak army; a few magic users [u]Military Leadership[/u] 2. Generals rose to their positions through experience and battlefield exploits; competent, but also decadent [u]Military Reputation[/u] 3. Popular domestically; considered capable by foreigners [/hider] [@Kangutso] [hider=Rolls 7] [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] 6,100,000 (a large population) [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] 6. Your nation has this strange thing called [i]democracy.[/i] Get this: the people actually vote to elect their rulers, and a ruler might only reign for a fixed period of a few years! Of course, there's probably countless slaves, women, and poor people that don't partake in this political process, but your republic is still quite radical and progressive for its time. [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] 5. Opulence and obscene wealth define your nation. Your streets might not be paved with gold, but great monuments, beautiful works of art, and a large variety of public works stand testament to your economic power. Your government of course has the funds to do almost whatever it wants. [u]Government's Primary Means of Generating Income:[/u] 5. Tariffs on trade (both internal and foreign) provide your government with most of its money. Of course, your merchants probably don't like this and there's probably a lot of smugglers that try their best to avoid these hefty taxes. [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] 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 feed them at all. [u]Natural Resources:[/u] Opiates or other "medicinal substances", marble, copper, fish [b]Military[/b] [u]Military Size[/u] 5. Large, strictly volunteer corp of professional soldiers that takes considerable upkeep. A sizable and reasonably effective standing army, but little else supports it during wartime. [u]Military Focus[/u] 8. Almost nonexistent navy that just serves to transport the army and perhaps ward off rogue pirates; very large and effective army; average amount of magic users. [u]Military Leadership[/u] 3. Generals are pretty competent; however, they are corrupt and play at politics [u]Military Reputation[/u] 2. Considering terrifying oppressors domestically; considered barbaric by foreigners [/hider]