Nations Name:
Flag:
Form of Government:
Describe the System: (Describe how your country is run in some more detail.}
Location on Map Desired: WIP
Capital: (Please point out where in your land you would like this and your other settlements to be otherwise I will put them all on your borders for easy access of an invading army.)
Important Settlements:
Description: (Describe an average city in your nation. Culture, language, currency etc.)
Important Characters:
Traits:(NOTE:You can have as many traits as they want as long as your final point count is 0 or higher, but 7-8 is the max if you want to avoid stability concerns. Only two +/- traits.)
+4 Starting points
Army: (I will roll this, navy, GDP and stability.)
Navy:
GDP:
Stability:
Traits list
Army
Large Army: Your nation maintains an army of many men that can dwarf many of the smaller nations. -2
Professional Army: Your nation’s army is well trained and equipped with good weapons, performing better in battle. -3
Small Army: Your nation maintains a relatively small number of troops, when fielded in battle against another nation your forces are almost always outnumbered. +2
Outdated Army: Your men carry weapons not even your grandfather remembers, muskets misfire more than usual and your training deals with tactics not used in many years. +2
Conscription: Your army conscripts men from the countryside to fill out it’s forces. You have large numbers of men that can overrun positions however they have next to no training and break very easily. -1
Militias: Local town and cities employ militias meaning that during times of war they are able to provide a small garrison of men in their defence. -1
Ambitious Generals: Your generals all want a piece of glory. Sometimes even going to backstabbing each other and arriving to another’s aid ‘late’. +1
Never been out of the village: Your men have almost all never been outside their own borders. Other countries lands and environments are almost alien, especially those on another continent. They will suffer from not being able to deal with weather and being unable to forage as well. +1
Decentralized Army: You have an official head of the army however apart from troop allocation he controls very little. Men fall, under the complete command of their own general and whilst this means that they may react to local problems much faster when trying to organize full scale invasions your army is slow and takes a long time to ready. +/-0
Navy
King of the Seas: Your nation has a glorious Maritime history and a navy that matches, many grand ships fill your docks and sailors are viewed as hero’s in the eye of the public. -3
Sealegs: Your sailors have spent some time at sea and so can deal with storms and rough weather better than those of other nations. -1
Landlubbers: Your sailors don't exactly train on a boat, boarding and marine forces perform slightly worse due to the moving deck. +1
Ships of Line: The largest ships to sail the sea’s are expensive and vast undertakings however your nation has viewed this as a needed expense. Your fleets have a number of these ships.-2
Scared of water: Your nation has never been one for their sea legs. Many naval loses and ship disasters have left your people unsupporting of any venture in which they need to leave the sight of land. +3
Rotting Hulls: Your nation views ship maintenance as an unneeded cost and so many of your ships have weak wood and the sails are torn and with holes in them. They will not perform well at sea. +2
New Age Ship Construction: New ways of shaping the wood and newly discovered types of wood has led to advances in how ships perform. However these come at a cost, making ships more expensive than usual. +/-0
Airships
King of the Air: Your nation has a glorious history when it comes to air travel, the sailors of these flying ships are well respected -3
Airlegs: Your sailors have spent some time in the air and so can deal with storms and rough weather better than those of other nations. -1
Landlubbers: Your sailors don't exactly train on a boat or airship, boarding and marine forces perform slightly worse due to the moving deck on airships and naval vessels. +1
Dreadnoughts: The largest ships to fly in the air, vast hulks that require ungoldy amounts of resources, but your nation decide to take these on.-2
Scared of Air: Your nation has never been one for their air legs. Many air loses and ship disasters have left your people unsupporting of any venture in which they need to fly into the sky +3
Deflated Balloons: Your nation views airship maintenance as an unneeded cost and so many of your airships have weak metal and the balloons are torn and with holes in them. They will not perform well in the air. +2
New Age Ship Construction: New ways of shaping the wood and newly discovered types of wood has led to advances in how ships perform. However these come at a cost, making ships more expensive than usual. +/-0 (Affects both Naval and Air vessels)
Both Naval and Airship affecting Traits.
New Age Ship Construction: New ways of shaping the wood and metal, as well newly discovered types of wood and metal has led to advances in how ships perform. However these come at a cost, making ships more expensive than usual. +/-0 (Affects both Naval and Air vessels)
Landlubbers: Your sailors don't exactly train on a boat or airship, boarding and marine forces perform slightly worse due to the moving deck on airships and naval vessels. +1
Economy/Industry
Trading Hub: Your country is a nation of traders and merchants, many coins pass through the fingers of your citizens every day, especially through your own after taxes. -3
Strong Industry: Your craftsmen and labourers are good quality and hardworking making some of your nations goods very reliable, sometimes fetching a high price from a market. -2
Fertile Fields: Agriculture is what your nation is known for. Fields of golden wheat and barley run throughout your country. -2
Depleted Materials: After years of exploitation mines now run dry and woods no longer exist, your nation has to import its goods and anything that is made from your own raw materials is highly coveted and so expensive its not worth the cost. +3
Off the Beaten Track: Your nation rarely if ever sees a supply of merchants, only those that bring in the goods on order. Sometimes you wonder if it’s even worth an import tax. +2
Free market: Your economy is not controlled by the state, it can fluctuate completely freely. This means that it can rise incredibly quickly making you very rich, however you are vulnerable to recessions and collapses. -1
State Controlled: Your market is controlled by your ruler, every business is state owned and all works are employed by the state, you are less vulnerable to crashes in the market however with the lack of competition your country advances more slowly and the economy rises more slowly. +1
Empowered Companies: Certain companies are allowed to grow across nations and continents. You have one such company. For sums of money and aid in troubled times they are allowed to construct ports, towns and militias for their own ends. However in the future if you stand in the way of their profits they may have to power to replace you. Or aid you if you help them out. +/-0
Misc.
Empire: Your lands are made up of conquered peoples and are vast. -4
Serfs: Whilst you live in luxury your peasantry works hard labouring all day for practically nothing. Whilst you have a large labour force that produces a lot the people are unhappy and unsupportive. +/-0
“I’m not a racist but…”: Your people look down on those from outside their own street, let alone those from another country. If you wish to attack another group of people you will be backed 100% of the way however foreigners are very loathe to come into your country. +/-0
Natural Great Men: Great minds and people seem to spring up from your populace every day. The chances of an inventor or great person appearing in your nation are increased. -3