Before anybody else can ask for rolls I'm throwing these up! Phew. [@Dark Light] [hider=Rolls 8] [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] 2,500,000 (a smallish population) [u]Urbanization:[/u] 1. Your people are so dispersed that barely any settlements are large enough to be called "cities". There might be the occasional small town of a few thousand, but the people mostly inhabit hamlets with populations of a few hundred, on small villages of a single clan or large family, or are otherwise scattered about on homesteads entirely separated from one another. This rural nature allows you to utilize much more of your land than you otherwise would, but though you may have plenty of agriculture you lack the concentration of infrastructure needed to develop industry on a large scale. [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] 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] 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 just might catapult you there. [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] 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] 1. Your people don't farm much, probably a result of having land of poor quality. Instead you depend heavily upon ranching and dairy. This allows for a stable and perennial source of food so long as your herds stay healthy and you protect your many grazing lands. [u]Natural Resources:[/u] Leathers, furs, ivory, incense [b]Military[/b] [u]Military Size[/u] 8. Powerful nobles or merchants maintain private armies even in times of peace. These are effective and don't cost the central government any money, but aren't terribly reliable as they owe their loyalty to their masters rather than the nation itself. [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] 7. Generals are wealthy citizens that purchased their positions from the government; they are somewhat competent but often inexperienced; decadent [u]Military Reputation[/u] 7. Popular domestically, considered unremarkable by most foreigners [/hider] [@Bright_Ops] [hider=Rolls 9] [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] 2,000,000 (a small population) [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] 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] 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] 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] 4. Technological Parity; you're keeping up with the rest of Albion pretty well. [u]Agriculture:[/u] 9. Your nation relies heavily upon orchards and fruit plantations. Coconuts, dates, or perhaps even bananas are your main crops. For some reason all this fruit seems to make your sailors a lot less likely to get scurvy. [u]Natural Resources:[/u] Citrus, hardwood, iron [b]Military[/b] [u]Military Size[/u] 2. Small core of elite soldiers, supplemented by some mercenaries in wartime. Overall not a very large force. [u]Military Focus[/u] 10. Strong navy with small but very effective corps of marines, a small army that is noticeably lacking in cavalry, 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] [@Lauder] [hider=Rolls 10] [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] 7,000,000 (an exceptionally large population) [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] 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] 1. Your government employs a system of tax collectors. Acting almost like thugs, they gather money from families and businesses on a somewhat regular basis. Those that do not pay are...punished. [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] 8. Your nation has ample farmland but also has many ranches. Overall your people have a good variety of food and with your surplus you can afford to export some. [u]Natural Resources:[/u] Leathers, honey, lead, some precious metals [b]Military[/b] [u]Military Size[/u] 8. Powerful nobles or merchants maintain private armies even in times of peace. These are effective and don't cost the central government any money, but aren't terribly reliable as they owe their loyalty to their masters rather than the nation itself. [u]Military Focus[/u] 3. Poor navy; emphasis on light infantry and guerilla warfare in the army; a fair amount of magic users for battle. [u]Military Leadership[/u] 6. Competence of generals varies greatly; they are usually powerful sorcerers; decadent [u]Military Reputation[/u] 7. Popular domestically, considered unremarkable by most foreigners[/hider] [@Pirate] [hider=Rolls 11] [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] 2,200,000 (small 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] 7. There might have once been some semblance of true government, but now it's either gone or reduced into a mere puppet. The true rulers of your nation are the crime lords: gangs, guilds of assassins and thieves, and/or smuggler cartels run the show in your "nation". [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] 6. 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] 8. Your government requires tributes from the various nobles or 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] 4. Technological Parity; you're keeping up with the rest of Albion pretty well. [u]Agriculture:[/u] 8. Your nation has ample farmland but also has many ranches. Overall your people have a good variety of food and with your surplus you can afford to export some. [u]Natural Resources:[/u] Opiates or other "medicinal substances", tea, porcelain [b]Military[/b] [u]Military Size[/u] 8. Powerful nobles or merchants maintain private armies even in times of peace. These are effective and don't cost the central government any money, but aren't terribly reliable as they owe their loyalty to their masters rather than the nation itself. [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] 4. Generals are incompetent; often appointed without military experience; largely decadent [u]Military Reputation[/u] 1. Unpopular domestically; considered devious by foreigners [/hider] [@Lone Wanderer] [hider=Rolls 12] [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] 3,600,000 (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] 7. There might have once been some semblance of true government, but now it's either gone or reduced into a mere puppet. The true rulers of your nation are the crime lords; gangs, guilds of assassins and thieves, and/or smuggler cartels run the show in your "nation". [u]Political Stability:[/u] 1. Your country is suffering quite a bit of inner turmoil and is on the brink of having an outright rebellion. No doubt your neighbors are aware of this and perhaps looking to exploit your status for their own benefit! [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 just 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 have a group of secret alchemists always at work transmuting more lead into gold, but either way they just make some more money whenever they need to buy something. There's a fair amount of inflation, but hopefully you actually are using coinage that is backed by the worth of its own composition. [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 feed them at all. [u]Natural Resources:[/u] Cocoa, spirits, sugar, lumber [b]Military[/b] [u]Military Size[/u] 2. Small core of elite soldiers, supplemented by some mercenaries in wartime. Overall not a very large force. [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] 8. Generals are often hired foreigners; very competent but not necessarily loyal [u]Military Reputation[/u] 10. Feared both domestically and by foreigners [/hider]