[@Drunken Conquistador] Yeah but with more than some little island... Think if Cuba just took over the entire United States and then banned magic. In other news I decided that this go around I'll have a nation of my own on the main continent. Why not? [@Cyclone] [hider=Rolls 12] [h3]Rolls[/h3] [b]Basic Demographics & Government Info[/b] [u]Population:[/u] 7,500,000 [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]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] 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] 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] 2. Your nation is struggling and somewhat poor. The government and upper class mighty conceivably be well off, 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]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] 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]Notable Resources:[/u] Spices, small deposits of silver, tin [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] 2. Focus on siege and sapper techniques to support the rest of your armies. [u]Navy:[/u] 1. Almost nonexistent navy that just serves to transport the army and perhaps ward off rogue pirates [u]Military Leadership[/u] 8. Generals are often hired foreigners; very competent but not necessarily loyal [u]Military Reputation[/u] 6. Your military is proud and believes in its own supremacy. [/hider] [@ClocktowerEchos] [hider=Rolls 13] [h3]Rolls[/h3] [b]Basic Demographics & Government Info[/b] [u]Population:[/u] 1,300,000 [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] 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] 1. Magic is a taboo to your nation with its practitioners living in hiding [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] 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] 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] 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] 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]Notable Resources:[/u] None. You're dirt poor. [b]Military[/b] [u]Military Structure:[/u] 2. Small core of elite soldiers, supplemented by some mercenaries in wartime. Overall not a very large force. [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] 4. Generals are incompetent; their title is often appointed rather than earned; largely 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] Clock wanted the challenge of trying to do something with the worst stuff I could possibly give him. There you go Clock! Fitting that you got "rolls" number 13 ;p