This is a work in progress.
The Nation of:
School Landia:
Land of Jocks, Nerds, Geeks, Preps, Emos and Goths. Long ago they invaded and conquered the last independent nation near their borders, Londeria, land of the Loners. Pencil firing automatic rifles, the muscular, foot ball armor clad Jocks, idiot savant Geeks, obscenely anal Preps, Emos with their obsessively passionate whining powers and Goths, who sacrifice kitties and puppies inhabit this massively huge land, where the Loners attempt to survive their pogroms and exodus, leaving village to village, town to town, and city to city as a persecuted ethnic group. They are ruled by elite social classes known as "Instructors", some call them "Teachers", while the highest governors of the land, the "Principles", rule the provinces.
Population Rating: X+ (One of the excellent ratings of Schoolandia. Schoolandia has an enormous population census. With each successive culture losing it's independence down the line, the population grew and grew, until Schoolandia developed one of the largest populations of any country.)
Specialization: X (Perhaps the greatest advantage of Schoolandia over other nations is it's specialization. The Nerds are excellent scientists, the Goths are excellent warlocks, witches, etcetera, the Preps are excellent at being intermediaries and representing the lower and middle classes.)
Land Area: VII (Schoolandia is a very large country, some might say huge, but it's not "enormous". There may be many countries larger than Schoolandia, but only the largest countries truly make Schoolandia look tiny in comparison).
Magic Rating: V (Schoolandia does have some exceptional, some might say, extremely powerful magic involved in it's schools, after all, it's called "Schoolandia" for a reason, and has two classes devoted towards it, at least in part, but only the Goths are almost entirely devoted to it. For this reason, Magic is only counted as notably above average, instead of extremely higher in strength as it should be, since Gothic magic is specialized into just one spell category).
Science Rating: VII (Schoolandia's Science Rating is very high. Everyone is forced to learn rudimentary science except for the Jocks and there are no less than two social classes entirely devoted towards learning it, the Geeks and Nerds. Science could be much higher, if only funding would be put in the right places)
Culture Rating: III (Schoolandia suffers miserably with it's Culture Rating. Loners and Preps, and maybe Goths, and Emos add precious culture towards this suffering stat. Rigid social constraints practically GUT the nation's culture. No one listens to the Loners and everyone else tends to care only about themselves or people in their own groups. Although it's whispered the Cheerleaders are planning to somehow unite the social classes.)
Economy Rating: IV (Schoolandia's Economy can be described as "mediocre" at best. Plans are constantly made for better distribution of funding but never come to fruition, instead giving Schoolandia their admittedly refreshing park sized swimming pools and gold plated toilets)
Resources: III (Resources in Schoolandia are slim, which wouldn't be so bad if the Centralization structure and Economy weren't so abysmal and mediocre, respectively. There's no shortage of paper. Paper's everywhere in the form of trees but sadly there's little to grow. The peaceable country of Londeria, has not been used for it's resources, while Nerds and Geeks horde everything for their own experiments and fanboy/fanboyism.
Centralization/Organization: II (The Government is Centralized, while the specialization of Schoolandia, it's greatest set of benefits are hindered strongly by a lack of organization. Instructors tend to just maintain the status quo. Everything is done to prevent anarchy and keep the Instructors happy with their salaries and whatever free time they want, to an extent, of course. Justice is carried out with stupidity, with bullies and criminals going postal, while Nerds and Geeks are punished for defending themselves or doing nothing wrong, rapists may given short suspensions while students who play hookie can expelled, the very young can also be expelled for sexual harassment for kissing each other in Kindergarten. In other words, Centralization is woefully inadequate, in what should be a highly advanced infrastructure). If you are the leader of Schoolandia you need to work on Centralization a lot. You do not have absolute power yet.
Martial Forces: IV (Martial Forces are "Mediocre". Security forces with actual weapons are uncommon, and although well trained, there simply aren't enough around. There are MANY Jocks, but their armor is not very tough and they lack long ranged weapons. Martial forces would be even weaker if it wasn't for Schoolandia's sound tactics and strategies. In someways you could say there are endless supplies of troops due to the classes mistrust of each other,which leads to their paranoid combat training, but few if any have drilled, prepared for, or experienced armed conflict. Sadly, even though Martial Forces can be considered kind of numerous, resources and weapons are sparse, so that some soldiers might be fighting with pencil shooting crossbows, while others are using pistols.)
Units:
Goth Warlock/Witch:
Gothic magic is based on the dark and dreary, storms and shadows, demons and deaths of their enemies. They have high endurance for spell casters, and wield knives.
Jock Warrior:
Clad in their Football armor, Jocks have very high endurance, strength and athletic abilities.
Weeaboo:
A special form of Geek, they wield weapons such as shurikens and katana. They are legends among Jocks, and Jocks tend to view them as terrors in the night, defending Nerds and Geeks from bullies.
Cheerleaders:
They rarely enter the fray of battle but when they do, they wield their war batons with great agility and reflexes. They raise morale.
Emo Bards:
Emo musicians cast their magical songs in battle, annoying the enemy, causing them to lose endurance and will power.
Security:
The true soldiers of Schoolandia. One of the few warriors who use real lethal weapons such as pistols. They have what policemen of today have.
Others:
Type in here your ideas for martial units.
Mallandia:
Mallandia is the land of merchants. . . a collection of huge architectural wonders known as "Malls". These Malls are tourist attractions and spending places for Mallandia's neighbor, Schoolandia. Food is imported and grown in and around Mallandia's Mercantile borders. Mallandia's cities are well insulated, giant structures consisting almost entirely of shops, which also double as their owner's lodgings. If you don't own a business in Mallandia, you are security, or you don't live there, unless you're a Santa Clause, or a Janitor. The massive areas of Mallandias also comprise of indoor lounges, where the rest of the population live.
Population Rating: VI ((Mallandia's Population is very large, but not quite huge. There are few cities. But these "Malls" as Mallandia's cities are called are huge. Still, there aren't as many cities as there are in other nations, so the population of Mallandia isn't quite enormous. It seems like the population levels would be off the chart though, for visitors, because Mallandia attracts so many visitors and traders.))
Land Area: VI ((Mallandia's constant construction over people's estates and land owning by eminent domain has allowed it to grow into a very large country. Nowhere near as large as the truly huge countries in the world however)).
Specialization: V (Specialization in Mallandia Suffers a little because it's really mostly just a nation of merchants and shop owners. Rather than being a losing stat, the fact that almost the entire nation specializes in one thing is somewhat of an asset, competition in other areas raises as a result of the always competing economy. Still, almost everyone is a shop owner.))
Magic: IV ((Mallandia's magic can sometimes be very exceptional but it's entirely based on their items and intangible objects. Not to mention that it's hard to have much a competing market of magicians when ingredients and spell reagents are so expensive to begin with. Rumors of "Arcades" may soon lead to a Renaissance, but for now, magic is "meh", in Mallandia))
Science: VII ((Mallandia is a nation where the inhabitants are constantly competing. Competing in scientific progress leads to higher economic progress, better merchandise, etcetera. This is where Mallandia's exceptional science stat comes in. Mallandia's science has allowed them to build huge structures of fortified brick and mortar and construct technological marvels such laser weapons. (Highly expensive)
Culture Rating: V (Mallandia is skilled at advertising and propaganda. Person to person barter requires people skills even for the uncharismatic, but other than that, the Mallandians are too competitive to have much of an impressive culture.))
Economy Rating: X+ (Off the Charts) It's Mallandia, the Economic center of the world. Almost everyone is a shop owner, starvation is unheard of, and hunger is very rare. Homelessness is entirely different from other areas in the world, in that even almost every homeless person, even if they were to go hungry, still have shelter from the elements. An average Mallandian lives like the rulers of poor or mediocre nations.
Resources: VI ((Mallandia is well off in more ways than one. They have many resources for bare bones merchandise, and sometimes very much more than that. Metals and food, specifically. In the past, Resources were far higher but one thing led to another, and civil war stalled the economies and led to horrid atrocities.))
Centralization/Organization: VI ((Mallandia is well organized. There isn't much reason, in their minds, to have a very advanced infrastructure, however, other than common sense laws since most people are geographically centralized and packed in. Causing scenes and panics, and disturbing the peace are highly frowned down upon, though, and the culture supports orderly conduct. The sense of community is slightly boosted, however, by the fact that the Cities are basically one giant building)).
Martial Forces: V/VI (Defensively) ((Mallandia's Security have tight patrols and are well drilled. There isn't much of a reason for Mallandia to have a large or huge army, so Mallandia's army is somewhat small for it's population size, but training and ability of their soldiers, not to mention the fortifications of Mallandia's cities make it defensively strong.))
Mall Security:
Mall Security have pistols, much like the security of School Landia, with the same armor.
Forestlandia:
Forestlandia is a country of castles, strong magic, rangers who wielded rifles, knives, wizards, villages and talking animals in such large numbers to give a Disney Princess cavities describes Forestlandia.
Population Rating: III ((Forestlandia has a bigger population than you'd expect. Still however, the fact that most of the country is a forest, an animal, a village or a mountain is a testament to the size of the country and not the amount of people who live here. Past disputes with Mallandia building on Forestlandia's country has only been possible due to Forestlandia's comparatively tiny population.
Land Area: X ((Land area is enormous. Villages are quite numerous, but the fact that they're villages and not towns or cities says it all. Some villages don't even farm, they have gardens, fish down stream, hunt and buy food from other villages. Still however, the fact that Forestlandia is so enormous is important for it's culture and other reasons, such as it's economy, magic, etcetera).
Specialization: X ((Forestlandia is not a one trick pony. Knights, rangers wielding rifles, wizards, sorcerers, etcetera run the country with quite strong competence. They have to in order to maintain such a huge country with such a small population. Their rangers, from the sword wielding, to the gun toting, keep the peace from village to village, and the gaurds have to make sure that the two bit, well, eight bit, no, make that sixteen bit monsters and animals outside the villages don't invade. Their tight knit, small communities are constantly looking out for each other.
Magic: X ((Forestlandia's enchanters and wizards are among the world's most powerful. Forest ruins and talking animals are every where, there are magical swords still stuck in rocks, vigilante Elven tribes run the gamut in the almost impossible to hold territories of Forestlandia from East to West. Sometimes, sleeping children find themselves flying around the sky on their beds.))
Science: IV ((Ironically Forestlandia's technological progress isn't that backward. It's just that the culture from village to village, and thus their specialization is wildly different. Guns are available, but when a wizard's staff is available, a regular pistol or perhaps a normal rifle isn't so hot. Enchanted breast plates and light weight armor superior to Kevlar can be found commonly in some areas, so it impedes technological progress))
Culture: VII ((Forestlandia's culture is impressive. The population is tiny but in order to keep the land and the culture together, there must be social cohesion. As a result, many villages with absolutely few or no ties with each other other than geography hold together through good Samaritanship or Disney Songs. There is no shortage of Princesses to keep the villages happy))
Economy: V ((Economy is a bit of a mixed bag in Forestlandia. There's little need of factories for the formerly mentioned magical things pervading almost everyone's life, the agriculture is surprisingly strong for the towns and villages that do farm, and the taxes are light. On the other hand, whenever someone with absolute power is in control such as a petty King or a wizard, they can demand whatever they want in taxes, making life hard. Still there's enormous room for great improvement in Forestlandia's land area))
Resources: X+ ((Forestlandia is well. . . almost describable as one big, giant enchanted forest. Wizard's having their spell ingredients can gather mushrooms, newts scampering around the forest ground floor, rat's tails from well, rats, and all sorts of treasures of the forest. Pelts from mythical animals can be found in every corner, magical metals, etcetera aren't uncommon here. Normal resources like forest land can be made by clearing the land of trees to farm, and in some areas you can even find rivers that restore lost years of youth, although those are very hard to find)).
Centralization: II ((Centralization here suffers. Another reason, other than the country's small population size; for the country's problems in keeping it's enormous territorial status quo is the fact that so many areas has it's own king, princess or prince, etcetera, that the real monarch, the High King, has to spend his time negotiating among the weaker rulers in order to get things done. He can't just tell King Jerk the Third over in the Kingdom of Tinonia to stop taxing the people to death, he has to bother with ceremony and gathering smaller lords and ladies, kings, etcetera, if it weren't for the fact that the citizens were mostly politically outdated and still either peasants or in a sort of Commonwealth kind of attitude, there could be war in order for a stronger Centralized Government.
Martial Forces: VIII ((Forestlandia's soldiers, from it's knights, magicians, to it's rangers with guns or ordinary bow and arrow equipment are almost completely experts. For a country with so few people, the army is huge. Sorry Mallandia, but your security people, with their pistols, might do well against archers with bows and arrows, but against fire balls, lightning bolts, and magically armored knights who can fight with fire breathing dragons and not get hurt by the flames, it's going to be tough winning a war, let alone a battle. Forestlandia's men at arms are experienced too, having to defend their villages from monsters and animals)).
Units:
Mage: A magician. . . an honest to goodness magician who can throw fireballs and lightning bolts. . .
Ranger: A ranger, in two categories, Archer, or Gun Toting.
Shining Knight: No, not just a Medieval Guy in armor and a sword, his armor is good against flame throwers, and his armor destroys bullets on contact. Of course, he'll have trouble against better guns than pistols.
Southownia:
Southownian's eat steaks, ham, chicken, peas, onions, beans, and whatever they want. They are the inventor of the In'N'Out Burger. That should be enough said, but nah actually, there's a lot more to it than that. They wrestle alligators and have routine shoot outs, enjoy their casinos, their saloons, their rifles and their pistols, and almost every single one of them, including their wives and grand parents have either a rifle or a pistol. Ranches and farms dot the landscape, and their neighbors, known as "natives" who lived here before the country became known as Southownian are excellent survivalists and trackers, and animal handlers. The national motto is "Don't Mess With Southownia".
Population: VI ((Well, there are a lot more people in Southownia than in Forestlandia, and Southownia is ironically smaller, despite being known as a large country by the rest of the world. There are a lot of small towns, and some well known cities here)).
Land Area: VIII (Land area is huge. . . some might say enormous. There could be more people inhabiting the land but there's no trouble keeping their territory like in Forestlandia))
Specialization: VII ((Specialization here is very tightly knit. The family unit keeps the father and mother teaching both social values which hold the country together and also tools of their trade, how to handle the car, the pick up, etcetera. Factories here produce cars and automobiles which protect the nation against less advanced militaries. Not to mention, racnhing and Southownian agriculture is famous for it's success.
Magic: III ((Magic in Southownia is not as diverse. The native tribes are the only people who use magic here. Everyone else is either a science or religion nut. Magic CAN be very impressive, but no one cares outside the native tribes))
Science: VIII ((Metal, mining, oil, explosives, and guns are extremely important and advanced here. The military is both large and well equipped, thanks to all this. Southownia is also one of the rare countries that produces it's own cars. Forestlandia, for example, can't be bothered to make their own cars.
Culture: VI ((A simple, but socially strong culture built on the societal values of family, cherishing of freedoms and hard work describes Southownia. Of course, vigilantism runs rampant, which hinders the culture's otherwise advanced society.))
Economy: IX ((The Economy here is strong. Extremely strong. Only the best in commercially powerful nations are stronger in wealth than Southownia. Casinos, gold, oil and steel rake in cash like you wouldn't believe.))
Resources: VIII ((Resources like steel, oil and gold are enough to make the country extremely rich for the rest of history. However, there's nothing magical or mystical about the ingredients to be found here among common plants. The place is a desert, magically speaking. Forestlandia up north has notably more resources in enchanted goods.))
Centralization: IV ((The President of Southownia would like to think he runs the nation with a ham fist, but in reality, his grip on the nation is mediocre. People in Southownia's Congress run the show, along with the governors and the President. Centralization and order is strong enough to keep the country a very long, long ways away from any kind of internal strife or armed conflict. The only significant trouble is paper work. Paper work, paper work, paper work, and "feuding" politicians.
Martial Forces: X (Rifles, assault rifles, pistols, shot guns and grenades, as well as the fact that nearly everyone in the country has a gun, makes the military one of the most powerful in the world. Magic doesn't mean much when your assault rifles can shoot down entire squadrons or units of enemies in seconds. Why doesn't Southownia make choppers and jets? They haven't thought of it yet, that's why! On the other hand, there's nothing stopping them. Forestlandia should be glad they have so much resources to help them fight off technologically superior enemies. Not that there's been any conflict with them . . . yet.
Army Units:
Alligator Wrestler: He has a shot gun, a bare chest, and a Bowie knife.
Hunter: A normal man with a rifle.
Soldier: A soldier with a rifle, grenade and combat knife. His rifle is most definitely an assault rifle.
The Nation of:
School Landia:
Land of Jocks, Nerds, Geeks, Preps, Emos and Goths. Long ago they invaded and conquered the last independent nation near their borders, Londeria, land of the Loners. Pencil firing automatic rifles, the muscular, foot ball armor clad Jocks, idiot savant Geeks, obscenely anal Preps, Emos with their obsessively passionate whining powers and Goths, who sacrifice kitties and puppies inhabit this massively huge land, where the Loners attempt to survive their pogroms and exodus, leaving village to village, town to town, and city to city as a persecuted ethnic group. They are ruled by elite social classes known as "Instructors", some call them "Teachers", while the highest governors of the land, the "Principles", rule the provinces.
Population Rating: X+ (One of the excellent ratings of Schoolandia. Schoolandia has an enormous population census. With each successive culture losing it's independence down the line, the population grew and grew, until Schoolandia developed one of the largest populations of any country.)
Specialization: X (Perhaps the greatest advantage of Schoolandia over other nations is it's specialization. The Nerds are excellent scientists, the Goths are excellent warlocks, witches, etcetera, the Preps are excellent at being intermediaries and representing the lower and middle classes.)
Land Area: VII (Schoolandia is a very large country, some might say huge, but it's not "enormous". There may be many countries larger than Schoolandia, but only the largest countries truly make Schoolandia look tiny in comparison).
Magic Rating: V (Schoolandia does have some exceptional, some might say, extremely powerful magic involved in it's schools, after all, it's called "Schoolandia" for a reason, and has two classes devoted towards it, at least in part, but only the Goths are almost entirely devoted to it. For this reason, Magic is only counted as notably above average, instead of extremely higher in strength as it should be, since Gothic magic is specialized into just one spell category).
Science Rating: VII (Schoolandia's Science Rating is very high. Everyone is forced to learn rudimentary science except for the Jocks and there are no less than two social classes entirely devoted towards learning it, the Geeks and Nerds. Science could be much higher, if only funding would be put in the right places)
Culture Rating: III (Schoolandia suffers miserably with it's Culture Rating. Loners and Preps, and maybe Goths, and Emos add precious culture towards this suffering stat. Rigid social constraints practically GUT the nation's culture. No one listens to the Loners and everyone else tends to care only about themselves or people in their own groups. Although it's whispered the Cheerleaders are planning to somehow unite the social classes.)
Economy Rating: IV (Schoolandia's Economy can be described as "mediocre" at best. Plans are constantly made for better distribution of funding but never come to fruition, instead giving Schoolandia their admittedly refreshing park sized swimming pools and gold plated toilets)
Resources: III (Resources in Schoolandia are slim, which wouldn't be so bad if the Centralization structure and Economy weren't so abysmal and mediocre, respectively. There's no shortage of paper. Paper's everywhere in the form of trees but sadly there's little to grow. The peaceable country of Londeria, has not been used for it's resources, while Nerds and Geeks horde everything for their own experiments and fanboy/fanboyism.
Centralization/Organization: II (The Government is Centralized, while the specialization of Schoolandia, it's greatest set of benefits are hindered strongly by a lack of organization. Instructors tend to just maintain the status quo. Everything is done to prevent anarchy and keep the Instructors happy with their salaries and whatever free time they want, to an extent, of course. Justice is carried out with stupidity, with bullies and criminals going postal, while Nerds and Geeks are punished for defending themselves or doing nothing wrong, rapists may given short suspensions while students who play hookie can expelled, the very young can also be expelled for sexual harassment for kissing each other in Kindergarten. In other words, Centralization is woefully inadequate, in what should be a highly advanced infrastructure). If you are the leader of Schoolandia you need to work on Centralization a lot. You do not have absolute power yet.
Martial Forces: IV (Martial Forces are "Mediocre". Security forces with actual weapons are uncommon, and although well trained, there simply aren't enough around. There are MANY Jocks, but their armor is not very tough and they lack long ranged weapons. Martial forces would be even weaker if it wasn't for Schoolandia's sound tactics and strategies. In someways you could say there are endless supplies of troops due to the classes mistrust of each other,which leads to their paranoid combat training, but few if any have drilled, prepared for, or experienced armed conflict. Sadly, even though Martial Forces can be considered kind of numerous, resources and weapons are sparse, so that some soldiers might be fighting with pencil shooting crossbows, while others are using pistols.)
Units:
Goth Warlock/Witch:
Gothic magic is based on the dark and dreary, storms and shadows, demons and deaths of their enemies. They have high endurance for spell casters, and wield knives.
Jock Warrior:
Clad in their Football armor, Jocks have very high endurance, strength and athletic abilities.
Weeaboo:
A special form of Geek, they wield weapons such as shurikens and katana. They are legends among Jocks, and Jocks tend to view them as terrors in the night, defending Nerds and Geeks from bullies.
Cheerleaders:
They rarely enter the fray of battle but when they do, they wield their war batons with great agility and reflexes. They raise morale.
Emo Bards:
Emo musicians cast their magical songs in battle, annoying the enemy, causing them to lose endurance and will power.
Security:
The true soldiers of Schoolandia. One of the few warriors who use real lethal weapons such as pistols. They have what policemen of today have.
Others:
Type in here your ideas for martial units.
Mallandia:
Mallandia is the land of merchants. . . a collection of huge architectural wonders known as "Malls". These Malls are tourist attractions and spending places for Mallandia's neighbor, Schoolandia. Food is imported and grown in and around Mallandia's Mercantile borders. Mallandia's cities are well insulated, giant structures consisting almost entirely of shops, which also double as their owner's lodgings. If you don't own a business in Mallandia, you are security, or you don't live there, unless you're a Santa Clause, or a Janitor. The massive areas of Mallandias also comprise of indoor lounges, where the rest of the population live.
Population Rating: VI ((Mallandia's Population is very large, but not quite huge. There are few cities. But these "Malls" as Mallandia's cities are called are huge. Still, there aren't as many cities as there are in other nations, so the population of Mallandia isn't quite enormous. It seems like the population levels would be off the chart though, for visitors, because Mallandia attracts so many visitors and traders.))
Land Area: VI ((Mallandia's constant construction over people's estates and land owning by eminent domain has allowed it to grow into a very large country. Nowhere near as large as the truly huge countries in the world however)).
Specialization: V (Specialization in Mallandia Suffers a little because it's really mostly just a nation of merchants and shop owners. Rather than being a losing stat, the fact that almost the entire nation specializes in one thing is somewhat of an asset, competition in other areas raises as a result of the always competing economy. Still, almost everyone is a shop owner.))
Magic: IV ((Mallandia's magic can sometimes be very exceptional but it's entirely based on their items and intangible objects. Not to mention that it's hard to have much a competing market of magicians when ingredients and spell reagents are so expensive to begin with. Rumors of "Arcades" may soon lead to a Renaissance, but for now, magic is "meh", in Mallandia))
Science: VII ((Mallandia is a nation where the inhabitants are constantly competing. Competing in scientific progress leads to higher economic progress, better merchandise, etcetera. This is where Mallandia's exceptional science stat comes in. Mallandia's science has allowed them to build huge structures of fortified brick and mortar and construct technological marvels such laser weapons. (Highly expensive)
Culture Rating: V (Mallandia is skilled at advertising and propaganda. Person to person barter requires people skills even for the uncharismatic, but other than that, the Mallandians are too competitive to have much of an impressive culture.))
Economy Rating: X+ (Off the Charts) It's Mallandia, the Economic center of the world. Almost everyone is a shop owner, starvation is unheard of, and hunger is very rare. Homelessness is entirely different from other areas in the world, in that even almost every homeless person, even if they were to go hungry, still have shelter from the elements. An average Mallandian lives like the rulers of poor or mediocre nations.
Resources: VI ((Mallandia is well off in more ways than one. They have many resources for bare bones merchandise, and sometimes very much more than that. Metals and food, specifically. In the past, Resources were far higher but one thing led to another, and civil war stalled the economies and led to horrid atrocities.))
Centralization/Organization: VI ((Mallandia is well organized. There isn't much reason, in their minds, to have a very advanced infrastructure, however, other than common sense laws since most people are geographically centralized and packed in. Causing scenes and panics, and disturbing the peace are highly frowned down upon, though, and the culture supports orderly conduct. The sense of community is slightly boosted, however, by the fact that the Cities are basically one giant building)).
Martial Forces: V/VI (Defensively) ((Mallandia's Security have tight patrols and are well drilled. There isn't much of a reason for Mallandia to have a large or huge army, so Mallandia's army is somewhat small for it's population size, but training and ability of their soldiers, not to mention the fortifications of Mallandia's cities make it defensively strong.))
Mall Security:
Mall Security have pistols, much like the security of School Landia, with the same armor.
Forestlandia:
Forestlandia is a country of castles, strong magic, rangers who wielded rifles, knives, wizards, villages and talking animals in such large numbers to give a Disney Princess cavities describes Forestlandia.
Population Rating: III ((Forestlandia has a bigger population than you'd expect. Still however, the fact that most of the country is a forest, an animal, a village or a mountain is a testament to the size of the country and not the amount of people who live here. Past disputes with Mallandia building on Forestlandia's country has only been possible due to Forestlandia's comparatively tiny population.
Land Area: X ((Land area is enormous. Villages are quite numerous, but the fact that they're villages and not towns or cities says it all. Some villages don't even farm, they have gardens, fish down stream, hunt and buy food from other villages. Still however, the fact that Forestlandia is so enormous is important for it's culture and other reasons, such as it's economy, magic, etcetera).
Specialization: X ((Forestlandia is not a one trick pony. Knights, rangers wielding rifles, wizards, sorcerers, etcetera run the country with quite strong competence. They have to in order to maintain such a huge country with such a small population. Their rangers, from the sword wielding, to the gun toting, keep the peace from village to village, and the gaurds have to make sure that the two bit, well, eight bit, no, make that sixteen bit monsters and animals outside the villages don't invade. Their tight knit, small communities are constantly looking out for each other.
Magic: X ((Forestlandia's enchanters and wizards are among the world's most powerful. Forest ruins and talking animals are every where, there are magical swords still stuck in rocks, vigilante Elven tribes run the gamut in the almost impossible to hold territories of Forestlandia from East to West. Sometimes, sleeping children find themselves flying around the sky on their beds.))
Science: IV ((Ironically Forestlandia's technological progress isn't that backward. It's just that the culture from village to village, and thus their specialization is wildly different. Guns are available, but when a wizard's staff is available, a regular pistol or perhaps a normal rifle isn't so hot. Enchanted breast plates and light weight armor superior to Kevlar can be found commonly in some areas, so it impedes technological progress))
Culture: VII ((Forestlandia's culture is impressive. The population is tiny but in order to keep the land and the culture together, there must be social cohesion. As a result, many villages with absolutely few or no ties with each other other than geography hold together through good Samaritanship or Disney Songs. There is no shortage of Princesses to keep the villages happy))
Economy: V ((Economy is a bit of a mixed bag in Forestlandia. There's little need of factories for the formerly mentioned magical things pervading almost everyone's life, the agriculture is surprisingly strong for the towns and villages that do farm, and the taxes are light. On the other hand, whenever someone with absolute power is in control such as a petty King or a wizard, they can demand whatever they want in taxes, making life hard. Still there's enormous room for great improvement in Forestlandia's land area))
Resources: X+ ((Forestlandia is well. . . almost describable as one big, giant enchanted forest. Wizard's having their spell ingredients can gather mushrooms, newts scampering around the forest ground floor, rat's tails from well, rats, and all sorts of treasures of the forest. Pelts from mythical animals can be found in every corner, magical metals, etcetera aren't uncommon here. Normal resources like forest land can be made by clearing the land of trees to farm, and in some areas you can even find rivers that restore lost years of youth, although those are very hard to find)).
Centralization: II ((Centralization here suffers. Another reason, other than the country's small population size; for the country's problems in keeping it's enormous territorial status quo is the fact that so many areas has it's own king, princess or prince, etcetera, that the real monarch, the High King, has to spend his time negotiating among the weaker rulers in order to get things done. He can't just tell King Jerk the Third over in the Kingdom of Tinonia to stop taxing the people to death, he has to bother with ceremony and gathering smaller lords and ladies, kings, etcetera, if it weren't for the fact that the citizens were mostly politically outdated and still either peasants or in a sort of Commonwealth kind of attitude, there could be war in order for a stronger Centralized Government.
Martial Forces: VIII ((Forestlandia's soldiers, from it's knights, magicians, to it's rangers with guns or ordinary bow and arrow equipment are almost completely experts. For a country with so few people, the army is huge. Sorry Mallandia, but your security people, with their pistols, might do well against archers with bows and arrows, but against fire balls, lightning bolts, and magically armored knights who can fight with fire breathing dragons and not get hurt by the flames, it's going to be tough winning a war, let alone a battle. Forestlandia's men at arms are experienced too, having to defend their villages from monsters and animals)).
Units:
Mage: A magician. . . an honest to goodness magician who can throw fireballs and lightning bolts. . .
Ranger: A ranger, in two categories, Archer, or Gun Toting.
Shining Knight: No, not just a Medieval Guy in armor and a sword, his armor is good against flame throwers, and his armor destroys bullets on contact. Of course, he'll have trouble against better guns than pistols.
Southownia:
Southownian's eat steaks, ham, chicken, peas, onions, beans, and whatever they want. They are the inventor of the In'N'Out Burger. That should be enough said, but nah actually, there's a lot more to it than that. They wrestle alligators and have routine shoot outs, enjoy their casinos, their saloons, their rifles and their pistols, and almost every single one of them, including their wives and grand parents have either a rifle or a pistol. Ranches and farms dot the landscape, and their neighbors, known as "natives" who lived here before the country became known as Southownian are excellent survivalists and trackers, and animal handlers. The national motto is "Don't Mess With Southownia".
Population: VI ((Well, there are a lot more people in Southownia than in Forestlandia, and Southownia is ironically smaller, despite being known as a large country by the rest of the world. There are a lot of small towns, and some well known cities here)).
Land Area: VIII (Land area is huge. . . some might say enormous. There could be more people inhabiting the land but there's no trouble keeping their territory like in Forestlandia))
Specialization: VII ((Specialization here is very tightly knit. The family unit keeps the father and mother teaching both social values which hold the country together and also tools of their trade, how to handle the car, the pick up, etcetera. Factories here produce cars and automobiles which protect the nation against less advanced militaries. Not to mention, racnhing and Southownian agriculture is famous for it's success.
Magic: III ((Magic in Southownia is not as diverse. The native tribes are the only people who use magic here. Everyone else is either a science or religion nut. Magic CAN be very impressive, but no one cares outside the native tribes))
Science: VIII ((Metal, mining, oil, explosives, and guns are extremely important and advanced here. The military is both large and well equipped, thanks to all this. Southownia is also one of the rare countries that produces it's own cars. Forestlandia, for example, can't be bothered to make their own cars.
Culture: VI ((A simple, but socially strong culture built on the societal values of family, cherishing of freedoms and hard work describes Southownia. Of course, vigilantism runs rampant, which hinders the culture's otherwise advanced society.))
Economy: IX ((The Economy here is strong. Extremely strong. Only the best in commercially powerful nations are stronger in wealth than Southownia. Casinos, gold, oil and steel rake in cash like you wouldn't believe.))
Resources: VIII ((Resources like steel, oil and gold are enough to make the country extremely rich for the rest of history. However, there's nothing magical or mystical about the ingredients to be found here among common plants. The place is a desert, magically speaking. Forestlandia up north has notably more resources in enchanted goods.))
Centralization: IV ((The President of Southownia would like to think he runs the nation with a ham fist, but in reality, his grip on the nation is mediocre. People in Southownia's Congress run the show, along with the governors and the President. Centralization and order is strong enough to keep the country a very long, long ways away from any kind of internal strife or armed conflict. The only significant trouble is paper work. Paper work, paper work, paper work, and "feuding" politicians.
Martial Forces: X (Rifles, assault rifles, pistols, shot guns and grenades, as well as the fact that nearly everyone in the country has a gun, makes the military one of the most powerful in the world. Magic doesn't mean much when your assault rifles can shoot down entire squadrons or units of enemies in seconds. Why doesn't Southownia make choppers and jets? They haven't thought of it yet, that's why! On the other hand, there's nothing stopping them. Forestlandia should be glad they have so much resources to help them fight off technologically superior enemies. Not that there's been any conflict with them . . . yet.
Army Units:
Alligator Wrestler: He has a shot gun, a bare chest, and a Bowie knife.
Hunter: A normal man with a rifle.
Soldier: A soldier with a rifle, grenade and combat knife. His rifle is most definitely an assault rifle.