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
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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