[@Archetype Zero] [hider=Rolls 19] [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] 6,750,000 (exceptionally 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] 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] 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] 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] 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] 10. Your nation is not naturally a fertile or bountiful land, but through great feats of engineering your people have conquered this issue. You have cut terrace farms into the sides of mountains, built hanging gardens in your cities, cultivated vineyards in the rolling hills, and planted fruit-bearing trees along the streets. As your population grows, the need for food demands that your people conquer ever more of the harsh wilderness with labor-intensive construction projects. [u]Natural Resources:[/u] Marble, wine, olive oil, iron [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] 5. Powerful navy; small but decent army; fair amount of magic users; capable corps of siege engineers and sappers. [u]Military Leadership[/u] 6. Competence of generals varies greatly; they are usually powerful sorcerers; decadent [u]Military Reputation[/u] 3. Popular domestically; considered capable by foreigners [/hider]