[quote=@Cyclone] 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. [@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] [/quote] Hrm. Yes, I can work with this. Not what I anticipated, but I can make plots and schemes for this just nicely. GM, to what extent may we re-roll or adjust our rolls? Can we decide to take a hit in one area to do better in another? Or does accepting a reroll in one spot neccessitate knock-on changes in other areas? Not asking for rerolls right now, need to brainstorm some nation concepts before deciding if thats needed, but would be nice to know for reference.