Rolls! Get yer rolls here! [@Pyromaniacwolf] [hider=Rolls 13] [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] 6 million (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] 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] 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] 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] 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] 4. Technological Parity; you're keeping up with the rest of Albion pretty well. [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] Slaves, glassware, quicksilver [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] 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] 8. Generals are often hired foreigners; very competent but not necessarily loyal [u]Military Reputation[/u] 8. Feared domestically; foreigners have heard rumors of atrocities committed by this military [/hider] [@The Nexerus] [hider=Rolls 14] [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] 1,800,000 (a small population) [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] 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] 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] 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] Coal and peat, niter, oils, lumber [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] 7. Powerful navy; large and well rounded army; small but decent core of magic users. No real strategic weakness here. [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] 3. Popular domestically; considered capable by foreigners [/hider] [@TheArhive] [hider=Rolls 15] [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] 5,300,000 (above 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] 4. Your nation is ruled by one great emperor with functionally unlimited power. Beneath him is a large bureaucracy, but under this imperial system there is a meritocracy. Your magistrates and administrators have been tested and found competent; therefore, they earned their position unlike some noble that simply inherited it from his father. [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] 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] 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] Diamonds, hemp, furs [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] 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] 6. Considered indifferently domestically; considered very effective and formidable by foreigners [/hider] [@Chenzor] [hider=Rolls 16] [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] 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] 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] 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] 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] 7. Your government doesn't really spend money. It basically just demands whatever it wants, and since all the people are effectively slaves to the state they are compelled to obey. What material wealth you have stashed away is probably used only for foreign trade. [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] Slaves, small deposits of very rare metals, amber [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] 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] 2. Considering terrifying oppressors domestically; considered barbaric by foreigners [/hider] And now I believe that I'm caught up. So if you asked me for rolls and haven't gotten any yet, please remind me.