The Roman Empire: Campaigns and Adventures!

SHARK

First Post
Greetings!

I was thinking about the questions that often arise on what makes for good adventures and scenarios in a Roman Empire setting? It is important, for Rome--and any psuedo-Rome--has certain characteristics and dynamics that help to make the campaign setting compelling. What do you think about what considerations going in for creating Roman Empire type scenarios and adventures?

Semper Fidelis,

SHARK

Roman Adventures and Scenarios


Political and Social Events & Complications Table

01-02%: A formerly allied character has denounced the group or supported a lie--OR An unknown character or figure proclaims the group, or
supports a lie made concerning them that glorifies them in some manner.
03-04%: An allied character turns against the party for complex family reasons--OR an unknown character becomes an ally because of complex
family reasons.
05-06%: An allied character betrays the group in some manner because of political reasons--OR some unknown character supports the group in some manner because of political reasons.
07-08%: An allied character betrays the group in some manner because of religious reasons--OR some unknown character supports the group in some manner because of religious reasons.
09-15%: A love interest of a member of the group betrays them in some manner, because of family threats/being blackmailed/was bribed with obscene profit--OR a Rival or Enemy supports the individual or group in some manner because they are secretly being threatened by family members
(either their own, or some other powerful, influential family); they are secretly being blackmailed into supporting the player characters because a
lover has betrayed them, and threatens to damage them severely if they do not support the player characters in some particular manner; or some
other friend/allied character/unknown character that respects the player characters or has had enough of the rival/enemy character's wickedness
and double-dealing chooses to orchestrate some kind of blackmail that would be especially damaging or embarassing to the rival/enemy character
in some manner; or some character bribes the rival/enemy character with some obscene amount of profit through payment directly, or some other
kind of considerable economic benefit, privelege or asset.
16-20%: Killing some particular target will cause distinct repercussions: Political loss of leverage/favor for some; Financial/Economic losses;
Others--including innocents--will surely be slaughtered and killed in revenge.
21-25%: NOT killing a particular target will cause distinct repercussions: Political loss of leverage/favor for some; Financial/Economic losses;
Others--including innocents--will surely be slaughtered and killed from war, rebellion, revenge, politics, or other ambitions.
26-30%: A Rival or Enemy character makes efforts to forgive, and reconcile, and become friends and allies.
31-35%: A Rival or Enemy vows everlasting hatred, death, and war!
36-40%: Some kind of complex, double-edged interests/vows of honor/oaths complicate relationships between one or more members of the group, potentially causing strife.
41-45%: Succeeding in some quest or mission because the individual or group chose to use dishonourable forms or methods to succeed instead lowers Group A/Patron A's esteem and respect for the individual or group.
46-50%: Failing in some quest or mission because of noble and honourable reason or because only some dishonourable method or course of action would have brought success, has instead increased Group A/Patron A's esteem and respect for the individual or group.
51-60%: Succeeding in some quest or mission raises the individual or group's esteem and respect with Group/Patron A, but lowers their esteem and respect with Group/Patron B.
61-70%: Failing in some quest or mission raises the individual or group's esteem and respect with Group/Patron A, but lowers their esteem and respect with Group/Patron B.
71-75%: Providing political support gains benefits and increased respect from the group's ally, friend, or patron. That support, however, costs by causing hatred from someone else; some rival political faction, economic group, a particular set of several families, large, particular groups of the People, such as blacksmiths, sailors, teamsters, grain merchants, circus dancers, prostitutes, porters, etc.
76-80%: Romantic Loyalty to one person brings respect, admiration, and loyalty; however, there are other, rival lovers that now hate your lover, and
conspire against both the favoured lover, and you. Also, failure to marry a favoured lover after 2d6+12 months time produces disfavour with
at least 1d6 members of the favoured lover's family, and a 5% chance/month (Cumulative)--of the total of causing disfavour with at least 1d6
members of your own family. However, promiscuity or a lack of romantic and sexual loyalty may cause Disfavour from 1d3 members of your
own family, as well as 1d3 members of the favoured lover's family as well.
81-85%: Receiving Economic/Political/Military support from a Patron increases the patron's respect and confidence in the character or group. However,
receiving such support also brings the notice of political rivals to the individual or group's patron; these rivals now target not only the patron but
also the individual retainer or group of characters that are supported by the patron--they too, are now targeted by the political rivals to endure
political or social embarassment, political defeat, financial ruin, violent death, the sexual embarassment or scandalization of any friends and relatives
they may have, regardless of their gender, age, social status, etc.
86-90%: Marriage is Important: Joining in marriage with a favoured lover brings much happiness and joy. However, it also brings the wrath of a rival lover or
suitor. The rival lover or suitor may have desired the character, or the lover, or, such an enemy may now rise against the character and the favoured
lover because any children they have is some kind of threat, etc and so on.
91-95%: Complicated Marriages: A patron may strongly desire the character to marry someone of a different racial, religious, or cultural identity. Such a
marriage may bring distinct and powerful political, religious, and economic gains, as well as great personal satisfaction and joy--however, there are
repercussions for marrying someone of a different race, religion, or culture. The character's family may disapprove, and increase in Disfavour. A group
of friends may increase in Disfavour. Some allied political, economic, social, or other group could increase in Disfavour towards the character and their
new spouse.
96-00%: Political/Professional/Personal Rivalry develops with a particular group of people against the individual or the entire player character group, for a variety
of potential reasons. The rivalry and hatred may stem from some relationship in the past; something that one of their own family members did--or failed to
do--as well as some kind of other feeling of loss, betrayal, misfortune, spurned romance or some political, social or professional reasons, jealousies or
ambitions.

Roman Characters/Patrons/Rivals/General People of Note

01-30% Family Member (Father, Mother, Brother, Sister, Uncle, Aunt, Cousin, Nephew, Grandfather, Grandmother, etc; NOTE: In-Laws are oftentimes
just as important in Roman society as one's own family of origin)
31-35% Family Friend; A Veteran, business friend, fellow student, mentor.
36-37% Family Tutor
38-39% Favoured Slave
40-45% Sponsored or Family Philosopher
46-50% Family Workman/Farmhand/Supervisor/Personal Assistant or Household Staff
51-55% Family Bodyguard/Household Guard
56-58% Gladiator, Ship Captain, Explorer or Adventurer
59-62% Dancer, Courtesan, Musician or Entertainer
63-66% Philosopher, Scholar, Artist, or Craftsman
67-70% Religious Leader, Priest or Priestess
71-72% Merchant House Officer
73-74% Merchant House Factor
75-78% Merchant Guild Member
79-80% Merchant Guild Officer
81-82% Merchant Guild Leader
83-84% Legion Officer, Optio
85-86% Legion Officer, Centurion
87-88% Legion Officer, Tribune
89-90% Legion Officer, Legate
91-92% Political Leader; Magistrate, etc.
93-94% Political Leader, Provincial Governor
95-96% Political Leader, Consul
97-98% Political Leader, Tribune
99-00% Political Leader, Senator

Political and Kingdom Forces

01-05% African Berber
06-10% African Barbarian
11-15% Egyptian
16-20% Palmyran
21-40% Greek
41-60% Persian
61-70% Germanic Barbarian
71-80% Celtic Barbarian
81-90% Danube Barbarian
91-00% Carthaginian

Barbarian Political and Military Forces

01-10% Germanic Barbarian Tribe
11-20% Danube Barbarian Tribe
21-30% Celtic Gaulish Barbarian Tribe
31-40% Celtic British Barbarian Tribe
41-50% Spanish Barbarian Tribe
51-60% African Berber Barbarian Tribe
61-70% African Barbarian Tribe
71-80% A Scythian Barbarian Tribe
81-90% A Barbarian Desert Tribe
91-00% A Barbarian Mountain Tribe

Foreign Nobles/Political Forces

01-10% Spartan Nobles
11-20% Greek Nobles
21-30% Carthaginian Nobles
31-40% Spanish Nobles
41-50% Egyptian Nobles
51-60% Syrian Nobles
61-70% Palmyran Nobles
71-80% Persian Nobles
81-90% Indian Nobles
91-00% Barbarian Nobles

Establish, Build, Defend and Protect

Oftentimes, the players patron will send them to establish a embassy with a distant barbarian tribe; or establish an embassy in the palatial court of an
eastern king or emperor; or build a road fortress or border fort. Whatever it is--some quick ideas are here for the DM to know, and be able to keep
things rolling as he develops an adventure set in a Roman-like setting quickly and on the fly.

01-05% A Provincial Town
06-10% A Provincial City
11-15% A Great Temple
16-20% A Port
21-25% A Gladiatorial Arena
26-35% A Legion Fortress
36-50% A Frontier Outpost
51-65% A Trading Colony
66-85% An Embassy in a Foreign Land
86-00% A Imperial Roman Road Fortress

What needs to be discovered, found, recovered, or returned? This can be a person, an animal, item, or some other thing, like a book or food or
something else. Check the following tables for some quick ideas.

Find/Discover/Search For/Recover and Return Item Table

01-04% Helmet
05-08% Armor
09-12% Shield
13-16% Spear
17-20% Gladius
21-24% Weapon (Trident, Shortbow, Battle-axe, Longsword, etc.)
25-28% Belt or Bracers
29-32% Pair of Gloves
33-36% Ring, Torc, necklace, other form of jewelry
37-40% Brooch or Amulet
41-44% Book or Scroll
45-48% Statue or Figurine
49-52% Precious, Radiant Jewel; Huge, Glorious Gem; or gorgeous, finely-crafted jewelry
53-56% Map, Codex, papyri, tablets, etc.
57-60% Crafting Tool or Tools
61-64% Plans, schematics, and diagrams
65-68% Stuffed Animal, Toy Soldier, Toy Creature, Toy Chariot
69-72% Banner or Standard.
73-76% Cloak or Robes
77-80% Drinking Horn, or Goblet or Chalice
81-84% Strange Materials
85-88% Wondrous Food
89-92% Beautiful Rug, or Wall Tapestry
93-96% Animal, some kind of creature or unusual beast
97-00% Strange Magical Item, Bizarre Ritual Item, Tribal Totem Item, or some other kind of religiously/politically/culturally symbolic item.

Assassination/Rescue/Kidnap/Search for and Return with: Mission

To reach certain political, military or personal goals, it is often necessary that various people be rescued, returned, kidnapped and imprisoned,
or assassinated and killed. All of these acts can be hopelessly greedy, wicked and evil, causing untold ripples of death, enslavement, and subjugation,
or they can be acts of brilliance and daring, of heroic valor and goodness that establishes honour and friendship and security, and avoids war, and
brings peace and happiness and liberty for multitudes. The DM can check these tables for quick reference and gaining ideas, and work out any needed
details later that can impact complex political relationships.

01-10% A Barbarian Chieftain
11-20% A Barbarian Religious Leader
21-30% A Pirate Leader
31-40% A Rebel/Brigand Leader
41-50% A Military Officer
51-60% A Powerful Noble
61-70% A Merchant
71-80% A Philosopher
81-90% A Family Member or several Family Members
91-00% A Political Leader

Escort Mission: Escort Who and What

Rome operated strangely; or at least seemingly at cross-purposes far more often than it would have liked. Nonetheless, while on one hand, depending on who was in charge in the local area, province or environment, the Romans could seem like the most likeable, honorable, loyal and faithful people around. However, on the other hand, also depending on who was in charge of the same kind of area--and due to Roman political and military customs, these people often changed every 2-4 years; sometimes a bit longer, sometimes even sooner.

The Romans that were not especially honorable, or thoughtful, or sincere, or respectful and accepting of others, even when they were benignly different,
it is they that came to power, and they did everything to aggrandise and expand Rome's profit and power as quickly and brutally as possible, with little
or no regard whatsoever for the feelings, sensitivities, or even rights or real needs held by others beyond the immediate doors of the empire. This
particular aspect of Roman military and political power as well as Roman tendencies to increasingly infiltrate native barbarian cultures with Roman
merchants and craftsmen that seeded the areas and people--especially the women and wives--with gifts of Roman culture and technology, and
knowledge--whether it was Roman medicine, Roman clothing--often featuring bright, rich colors never seen by the native people; or the construction of
sophisticated ovens, which increased the supply and flavor of meat, or advanced bathhouses, which illumined often for the first time for all to see what it meant to be clean and pleasant-smelling all the time, on a daily basis. Exotic spices from Italy and Carthage, rich perfumes from Egypt and Syria; fine fabrics from Palestine, India and Greece; fruits from around the Mediterranean; all of these goods, services and opportunities opened up an entirely new and dazzling world to many of the barbarian peoples of Germania, Gaul, the Danube region, and Britain, as well as Spain and Africa.

These new opportunities and goods could only come through the Romans, however. And these goods and services continued supply, as well as the potential for a Roman-like town, with the bathhouses, sophisticated markets, roads and so on, well, that required signing a Treaty of Alliance and Friendship with Rome. The problem is, such a treaty that allowed continued influx of Roman merchants also flooded the area with more and more goods as the desire skyrocketed; as more and more native barbarian peoples embraced the new Roman goods and services, you reached a point where there was resistance, and rapidly swelling hatred of everything Roman, because inevitably, there were factions or a faction within the barbarian society that could sense their own traditional culture vanishing before their very eyes, in the span of 20 years or a few generations at most. This then created a huge schism within the barbarian tribes, almost universally and routinely; some tribes or clans and families wanted to continue with the alliance with Rome, even down to dividing families; while others wanted to reject the Romans, and everything Roman was seen as corrupt, evil, and tainted.

It is through just such dynamic family, political and cultural relationships as these--combined with the Roman's own changing rosters of people and personalities--that typically accelerated and mushroomed into the constantly changing, slippery, and complex social and political environments that the Roman frontiers embraced with barbarian tribes and foreign kingdoms on the frontiers and boundaries of the empire alike. All felt the growing presence of Roman culture, Roman money, Roman ways, and the Latin language. The Roman cultural pressure. These complex conditions create an unpredictable dynamic where the political situation is always potentially changing, and seldom truly stable. It is in this kind of environment--the player characters may be called upon to rescue or escort allies, former enemies-now allies, potential allies, or potential enemies, to and fro various locations as Rome seeks to avoid war here, prepare for war there, help an ally against their enemies here, and set a trap for these enemies here, as Rome plans and prepares for their ultimate and total subjugation and conquest.

Special items of ritual, religious, or cultural significance are also oftentimes important in creating certain political tones, or establishing a tone for an upcoming series of negotiations and treaty discussions. Whether with items or people, this table can help the DM figure out who or what relatively quickly.

01-10% Escort a person
11-20% Escort Trade Goods/Resources/Trade Items
21-30% Escort an ally
31-40% Escort a prisoner
41-50% Escort an enemy
51-60% Escort a Noble
61-70% Escort a Merchant
71-80% Escort a Family Member
81-90% Escort a Priest/Priestess
91-00% Escort Special Items/Valuables

Escort Mission: Escort them or it From Where and To Where

Rome possessed the greatest technology and science of the world, and organized and built the most advanced kinds of ships and roads to allow easy, reliable, and swift transportation of goods, soldiers, and news from one end of the empire, to the other. Despite having excellent roads, and fine ships, people, items and goods still often needed to be escorted from one place to reach their destination safely. Throughout Roman history, as Rome interacted politically and culturally with various barbarian tribes, developing alliances, cultivating trade, and providing instruction, as well as building trading communities, such locations became the focus for important trade and political and cultural exchanges. As allies, such tribes had fortified home areas or areas they established to set up and assist Roman development and trade, such areas became politically, economically and culturally important.

01-10% A Town in the Provinces
11-20% A City in the Provinces
21-30% A Frontier Fortress
31-40% A Border Outpost
41-50% A Legion Headquarters
51-60% A Forest Region
61-70% A Mountain Region
71-80% A Desert Region
81-90% A Marsh Region
91-00% Special (A Hidden Lair, Some Ancient Ruins, a Foreign City, A Strange, Foreign Temple, etc)

Explore a Mysterious Region

Rome had many daring explorers and merchants--ship captains, brave sailors, dangerous mercenaries and adventurers, or unusual priests seeking to
explore, to gain new knowledge, new converts to their religion, new lands, animals or resources, first and foremost for their own personal profit and
enrichment, but also and importantly so, for the glory and prestige of Rome. What area or kind of region needs to be explored? Throughout the long
centuries of the Roman Empire, from the founding of Rome in 745-760 BC to the fall of the Roman Empire through 410-476 AD, Rome expanded,
conquered, and ruled one of the world's largest and greatest empires.

While Rome discovered and learned much, there were always areas and regions that remained mysterious, little understood, or virtually entirely unknown. Southern Africa below the Sahara Desert was always a mystery; Further to the south-east, lands south of Egypt were strange and mysterious. In the east--Persia, and the mountains and steppe lands of Afghanistan, and regions only touched upon by Alexander the Great were mysterious and fascinating. Dense German Forests beyond the Rhine Frontier, and especially beyond modern-day Poland, were largely unknown and mysterious, though Augustus had made plans for a great campaign to extend the boundaries of the empire past what is the Polish Frontier, it was later decided to remain at the Rhine. In the East, beyond the Danube Rivers, the Carpathian Mountains, and into the eastern Steppes, was a land of mystery. In the north-west, Roman Legions--nor even Roman merchants--ever set foot in Ireland, a fog-shrouded island that would remain a mystery to Rome, though the Romans knew that Irish barbarians lived somewhere about there in the fog, on one or more islands. The Romans never sailed around it, mapped it, or actually sent anyone over to Ireland, though they encountered Irish Barbarian raiders and merchants in Britain.

This table can be used to quickly determine a base region either in the historical lands of the Roman Empire, or in the DM's own campaign world.

01-10% Northern Forests
11-20% Northern Mountains
21-30% Eastern Forests
31-40% Eastern Mountains
41-50% Western Forests
51-60% Western Mountains
61-70% Southern Deserts
71-80% Southern Mountains
81-90% A Strange Region of Sea
91-00% A Mysterious Island

March Against Someone; A person, a family, a tribe, a people or force, a group or a kingdom

Rome was largely built on war. That means conquest, and lots of blood, fire and violence. Breaking an entire society's will to resist, hunting down the
refugees and rebels, and breaking them to the yoke of slavery. Or crucifying them. Or sending them back to Rome in chains, to fight as gladiators in the
arena, as entertainment for 80,000 screaming Roman citizens. The empire was built on warfare. Roman society glorified war, and war was the main and
most prestigious way to gain political office and fame. Men and women alike, measured and judged a man's worth, masculinity, and overall status or
potential worth and status--by his strength, skill in weapons, and experience in war, personal combat, and battlefield leadership, as well as political and
military leadership of thousands of troops, and or rule and administration of a province, territory, large town, city, or fortress. A patron of the player
group may want them to march directly against an enemy, or gather and lead some kind of force against an enemy--whether such forces are private
bodyguards and gladiators, elite mercenaries, loyal barbarian warriors, or professional soldiers and legionnaires, the player group will be leading the
assault. But who are they marching against? This table seeks to inspire some answers for the DM.

01-20% March against a Rebellious Barbarian Chieftain and his barbarian tribe
21-40% March against a New Barbarian Tribe, and its Chieftain and leadership
41-45% March against a powerful Barbarian Confederation
46-60% March against the forces of a foreign kingdom
61-65% March against the forces of a city in rebellion
66-75% March against a Rebel or Brigand Leader
76-85% March against a force of religious rebels and zealots
86-90% March against a force of escaped gladiators and slaves
91-95% March against a Pirate Leader
96-00% March against Treasonous Legion Forces
 
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SHARK

First Post
Greetings!

Here are a few sample idea and adventure scenarios for a campaign using a Roman Empire-type setting. What do you all think?

Semper Fidelis,

SHARK

The Western Edges of the Empire--Britain and Gaul

A Roman patron requires the group to escort an important shipment of arms to a distant garrison in Britain, on the northern frontiers of the empire.
A Roman patron requires the group to take a ship from Ostia, and make their way to Britain, on the edges of the empire and investigate reports of a revival of the Celtic tribe's Druids.
A Roman patron requires the group to ride to the coast of Gaul, and find a coastal encampment of a friendly barbarian tribe. There is a Roman
garrison there. A captured Celtic Barbarian leader will arrive from Britain, under escort. Take command of the escort, and bring the Celtic Chieftain in
chains back to Rome!
A Roman patron requires the group to escort a young and beautiful daughter of an important and famous official --the Legate or Imperial Governor of
Britain--to his palatial headquarters in Britain. His daughter is bringing her love and news from Rome to her father.
A Roman patron requires the group to travel to the frontier in Britain. The group is assigned to serving the Legate there in his campaign against the Celtic
barbarians. The group must search for the tribe's lairs and encampments deep in the wilderness of the forests and highlands.
A Roman patron requires the group to search for and find a Celtic tribal leader, and assassinate him, and his immediate family.
A Roman patron requires the group to rescue an allied Celtic Chieftain from a powerful tribe that opposes his friendship with Rome.
A Roman patron requires the group to track down and capture a young woman--rumoured to be a noble daughter of a druid, and is growing in power and
influence among the tribes. She is not a friend of Rome, and must be stopped!
A Roman patron requires the group to meet a famous merchant in Britain. He has many new slaves that need to be escorted back to the markets in
Rome, and the Rhine frontier has become dangerous with German Barbarians raiding across the border, as well as Celtic Gaulish barbarians and
brigands rebelling in the area and threatening trade. The slaves must reach the safety of Rome!
A Roman patron requires the group to venture into the wilderness and begin a campaign to destroy three tribes of Gauls that have rebelled against Rome,
and have now become brigands in the dark forests, attacking Roman merchants, Roman Gaulish allies, and Roman patrols. Several villages and towns
have been raided already. These rebels must be crushed, for the Glory of Rome!

Northern Frontier of the Empire--The Rhine Frontier and Germania

A Roman patron requires the group to explore the great northern waters by ship. Find the small port on the northern shores, near some marshlands.
A Roman patron requires the group to escort a shipment of gold to a frontier headquarters.
A Roman patron requires the group to escort a Germanic allied chieftain from a frontier garrison, to a Legion Fortress, and protect him from his own
family and tribe that are sending assassins after him, as well as strong raiding forces, hoping to recapture him, or kill him.
A Roman patron requires the group to help a young frontier commander build a garrison fort and supply depot along the dangerous wilderness frontier.
A Roman patron requires the group to ride into the great eastern forests, and search for evidence of a new, powerful barbarian tribe arriving in the area.
A Roman patron requires the group to ride to the assistance of an allied Germanic tribe, that is being ruthlessly attacked by some strange,
powerful tribe from the east.
A Roman patron requires the group to ride to assist the Legate on campaign in Germania, fighting to subdue several Germanic tribes that have
raised their fist against Rome! They must be crushed.
A Roman patron requires the group to escort a group of Roman merchants deep into barbarian territory in northern Germania, and live with a Germanic
tribe for a year or more. The mission is build things for the German barbarians; trade with them Roman goods and technology; teach them Latin, and
Roman ways; and ultimately to win them over as allies, and have them agree to sign a formal treaty of alliance and friendship.
A Roman patron requires the group to a Legion Headquarters in Germania, and investigate the assassination of a Roman Tribune.
A Roman patron requires the group to help a local Roman Commander in Germania, that is dealing with a Roman Legion and several other units that
have rebelled against Rome. Go, and help him investigate the leadership of this rebellion--and then crush the rebellion. Make sure that the rebel leaders
either die in combat--or are crucified for their treason against Rome!

Spain, Africa and Carthage

A Roman patron requires the group to investigate rumours of a descendent of Hannibal rising up and leading rebels against Rome from hidden lairs in
Spain.
A Roman patron requires the group to seek out a group of rebel chieftains in Spain that have rebelled against Rome, and kill them. Crush their tribes,
and bring the survivors as slaves to Rome in chains!
A Roman patron requires the group to investigate a group of raiders on the sea, acting as pirates against Roman shipping. Crush the pirates of the Western Sea.
A Roman patron requires the group to lead an expedition against a powerful new tribe of raiders on the southern frontiers.
A Roman patron requires the group to track down a group of gladiators that have escaped from the arena in Carthage. Track them down, and kill them.
If possible, bring them back to Rome so that they can be crucified, as an example to all rebel scum of what fate awaits any that raise their fist in defiance
to Rome!
A Roman patron requires the group to escort a supply caravan to a border fortress on the southern frontier.
A Roman patron requires the group to investigate an ancient, subterranean Pheonician temple located on some mountain-top terrace in some ruins in
the mountains near Carthage.
A Roman patron requires the group to explore a land of jungles and marshes far to the south of the southern frontier. Rumors abound of strange,
terrifying beasts there, as well as fierce tribes of dark-skinned barbarians.
 

SHARK

First Post
Greetings!

Have many of you successfully had campaigns set in an ancient milieu?

Semper Fidelis,

SHARK
 

Clavis

First Post
My current Rules Cyclopedia campaign takes a lot of inspiration from the late Roman empire, with Elves somewhat in the place of the Romans. Humans are still mostly tribal, and have an early Iron-Age level of technology. The Elves regard them as cheap mercenaries and (in the case of the attractive ones) pets, and have settled the human tribes in border areas as buffers against the Hobgoblins, and other Elven kingdoms. Of course, the Elves aren't reproducing much, spend most of their time in debauchery, and are fated to have their civilization torn down by the humans who increasingly make up the bulk of Elven armies.

In the future of this same campaign world, the Elves have been reduced to scattered, "freeholds" within the massive Empire of Humanity, which draws inspiration from the somewhat de-centralized nature of the Roman Empire (local kings keep their authority as long as the Emperor gets his taxes, etc.).
 

My current campaign is set in western Europe in 546 AD. The players seem happy but there's been less than a half dozen sessions so far.

I did run a Krynn campaign for quite a while where the players were in the the Minotaur League. They were allied with a Senator who had several political maneuvers that involved the party. He had been the victim of an attempted assassination and arranged for himself to be turned to stone by a medusa to avoid the killers. The heroes, who at the time were near-epic level, found his "statue" and restored him. They escorted him back to the League where he began his maneuvers.

He'd sold off his best estates to his worst enemies under the guise of hiring defenses against the assassins. The sales had the condition that his heirs had the right to match the offer price if the land was resold in 3 generations. Since his only descendant was an unfortunately effeminate individual with a gambling habit, it wasn't a serious restriction. The catch being that the Senator had very quietly had the Emperor's clan declared his heir.

Upon his return he found that most of the estates had been resold without any attention to the rider, even when the publicly known descendant was still alive. He arranged for the heroes to represent him in trial-by-combat to determine the compensation.

The players won and, having ticked off a lot of people, were sent to tour the new estates the Senator purchased. They got to deal with Patrician's Day, the day when the elected officials of the major League cities parade through town without Legionaire protections and where the populace may air grievances without retribution. Of course, the officials hire mercenary bodyguards and it turns into a running fight through the city.

They also had to cope with a goblin horde led by a religious faction. The invasion was prefaced by a spell-based plague to keep reinforcements to a minimum.

The slavery issue came up multiple times and is something that should be prepared for.
 



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