Here are the first batch of rolls. I'm handing them out to those that asked (implicitly or explicitly). For those of you that simply stated interest or dropped in to say hi, be welcome! I'll hand out more rolls tomorrow should you or any newcomers ask. [@Publius] [hider=Rolls 1] [h3]Rolls[/h3] [b]Basic Demographics & Government Info[/b] [u]Population:[/u] 6,900,000 (large) [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]Technology:[/u] 2. Your domestic technology is quite dated. Old traditions are strong and your people often reject (or are painfully slow to adopt) more recent ideas; if you have any modern technology it's probably been imported. [u]Prevalence of Magic:[/u] 3. You have a fair amount of magic proficiency but relatively few users. [u]Government Type:[/u] 8. Your nation is still a tribal society. The various chieftains or patriarchs of their clans rule individual settlements, and there may or may not even be a central figure that all the others owe fealty to. If there is some sort of high king, he probably wields much less power than a feudal king and your tribes are probably mostly autonomous. Tribes also have a tendency to develop rivalries, so there's a good chance that the occasional bit of infighting cripples your nation as a whole. [u]Political Stability:[/u] 6. 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] 3. 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]Urbanization:[/u] 4. Your nation is decently urbanized with the fair balance of towns and rural areas [u]Agriculture:[/u] 6. Rather than staple or food crops, most of your farmland is devoted to the growing of cash crops. While this makes you 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 food and you have grown heavily dependent on those trade routes that feed your nation. [u]Notable Resources:[/u] Sugar, jade [b]Military[/b] [u]Military Structure:[/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. Emphasis on light infantry and skirmishers. [u]Navy:[/u] 6. Major naval power that dominates the seas [u]Military Leadership[/u] 2. Generals rose to their positions through experience and battlefield exploits; competent, but also decadent [u]Military Reputation[/u] 1. Your military forces are considered brutish but effective. [/hider] [@Lone Wanderer] [hider=Rolls 2] [h3]Rolls[/h3] [b]Basic Demographics & Government Info[/b] [u]Population:[/u] 5,200,000 [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]Technology:[/u] 3. Slow modernization, you're lagging behind somewhat and still catching up to your neighbors in the rest of Albion. [u]Prevalence of Magic:[/u] 6. You have a few magic users who would be considered godlike in power and can defeat any single magic user from other countries. [u]Government Type:[/u] 2. Your nation is ruled by that shine of gold and silver. In a society where money is power, the wealthy elite form a plutocratic government. Bloodline is still important (because of course a person born into a wealthy family is worth more than some pauper!) but your ancestry becomes irrelevant the moment that you run out of coin. At least there is some degree of social mobility in that a poor merchant can perhaps work his way up into the elite; in more traditional and aristocratic countries, rising up might not even be possible. [u]Political Stability:[/u] 6. 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]Urbanization:[/u] 6. You're the wonder of urbanization, a gigantic city state! Even though nearly your entire population lives in one huge city your influence spreads far and wide. [u]Agriculture:[/u] 4. Your nation has its farmlands, but you aren't blessed with particularly fertile land or regular rainfall. As such, seasonal famines are a common thing. [u]Notable Resources:[/u] Tea, furs, copper [b]Military[/b] [u]Military Structure:[/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] 10. Your military relies upon unleashing fearsome creatures into battle. [u]Navy:[/u] 1. Almost nonexistent navy that just serves to transport the army and perhaps ward off rogue pirates [u]Military Leadership[/u] 5. Generals are somewhat competent; competitive; mixture of hereditary nobles and soldiers that rose to the rank through battlefield exploits [u]Military Reputation[/u] 12. To outsiders you military is seen only as a disciplined and effective force, but to your own people the military is ruthless and oppressive.[/hider] [@Commodore] [hider=Rolls 3] [h3]Rolls[/h3] [b]Basic Demographics & Government Info[/b] [u]Population:[/u] 4,850,000 [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]Technology:[/u] 4. Adequate modernization, you manage to keep pace with the rest of Albion. [u]Prevalence of Magic:[/u] 3. You have a fair amount of magic proficiency but relatively few users. [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] 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] 4. 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]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 with most people living off the land. [u]Agriculture:[/u] 3. Turnips and radishes are almost all that you grow, and so most peasants eat those revolting foods almost exclusively. While there's enough food to go around, malnutrition and lack of diversity are large issues. [u]Notable Resources:[/u] Tin, marble, coal [b]Military[/b] [u]Military Structure:[/u] 4. A school of battlemages, but little else to serve as a standing army. Levies and mercenaries both utilized during times of war to create an army of average size. [u]Military Focus[/u] 9. Army centered around a small group of elites supported by a large bulk of troops. [u]Navy:[/u] 5. Decently powerful navy with enough ships and sailors to fight as much you'd like [u]Military Leadership[/u] 6. Competence of generals varies greatly; they are usually powerful sorcerers; decadent [u]Military Reputation[/u] 10. Other nations look disparagingly at your army, thinking it little more than a rabble of bandits and pirates. [/hider] [@Pirate] [hider=Rolls 4][h3]Rolls[/h3] [b]Basic Demographics & Government Info[/b] [u]Population:[/u] 4,500,000 [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]Technology:[/u] 6. Pioneers of technology, you might not yet be at the overall level of the Commonwealth but your inventive people develop many new technologies as we speak. In certain sectors, your innovations might be paving the way. [u]Prevalence of Magic:[/u] 1. Magic is a taboo to your nation with its practitioners living in hiding. [u]Government Type:[/u] 2. Your nation is ruled by that shine of gold and silver. In a society where money is power, the wealthy elite form a plutocratic government. Bloodline is still important (because of course a person born into a wealthy family is worth more than some pauper!) but your ancestry becomes irrelevant the moment that you run out of coin. At least there is some degree of social mobility in that a poor merchant can perhaps work his way up into the elite; in more traditional and aristocratic countries, rising up might not even be possible. [u]Political Stability:[/u] 5. 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] 5. 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]Urbanization:[/u] 3. Your nation just began urbanizing with most towns being freshly founded and close to a trade route or natural resource. [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]Notable Resources:[/u] Iron, coal and peat, sulfur [b]Military[/b] [u]Military Structure:[/u] 3. Volunteer militias supplemented by some additional levies in wartime. An average army all around, but lacking in elite units. [u]Military Focus[/u] 2. Focus on siege and sapper techniques to support the rest of your armies. [u]Navy:[/u] 4. Powerful marine tradition with lots of transports and soldiers trained to fight on the seas. [u]Military Leadership[/u] 3. Generals are pretty competent; however, they are corrupt and play at politics [u]Military Reputation[/u] 6. Your military is proud and believes in its own supremacy. [/hider] [@Pyromaniacwolf] [hider=Rolls 5] [h3]Rolls[/h3] [b]Basic Demographics & Government Info[/b] [u]Population:[/u] 3,900,000 [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]Technology:[/u] 1. Antiquated, the nation stubbornly clings to old methods and ways of life that were established traditions even in the time of their grandfathers. Technologically speaking, they are stuck in past centuries. [u]Prevalence of Magic:[/u] 4. You have decent amount of magic users with a number of schools ready to teach them. [u]Government Type:[/u] 8. Your nation is still a tribal society. The various chieftains or patriarchs of their clans rule individual settlements, and there may or may not even be a central figure that all the others owe fealty to. If there is some sort of high king, he probably wields much less power than a feudal king and your tribes are probably mostly autonomous. Tribes also have a tendency to develop rivalries, so there's a good chance that the occasional bit of infighting cripples your nation as a whole. [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] 4. 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]Urbanization:[/u] 1. Towns and cities are largely absent for your nation. You might be nomadic or just lack the desire and/or funds to create large enough settlements. [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]Notable Resources:[/u] Furs, leather, lumber, [b]Military[/b] [u]Military Structure:[/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. Emphasis on light infantry and skirmishers. [u]Navy:[/u] 1. Almost nonexistent navy that just serves to transport the army and perhaps ward off rogue pirates [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] 12. To outsiders you military is seen only as a disciplined and effective force, but to your own people the military is ruthless and oppressive.[/hider] And that's it for this batch! I'll iterate once again that there is some degree of flexibility in these and that I encourage creative interpretation. Think of them as a guideline.