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The Roman Empire: Campaigns and Adventures!
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<blockquote data-quote="SHARK" data-source="post: 4651716" data-attributes="member: 1131"><p>Greetings!</p><p></p><p>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?</p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p><p></p><p><strong>Roman Adventures and Scenarios</strong></p><p> </p><p></p><p><strong>Political and Social Events & Complications Table</strong></p><p></p><p><strong>01-02%:</strong> A formerly allied character has denounced the group or supported a lie--OR An unknown character or figure proclaims the group, or </p><p>supports a lie made concerning them that glorifies them in some manner.</p><p><strong>03-04%:</strong> An allied character turns against the party for complex family reasons--OR an unknown character becomes an ally because of complex </p><p>family reasons.</p><p><strong>05-06%:</strong> 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.</p><p><strong>07-08%:</strong> 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. </p><p><strong>09-15%:</strong> 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 </p><p>(either their own, or some other powerful, influential family); they are secretly being blackmailed into supporting the player characters because a </p><p>lover has betrayed them, and threatens to damage them severely if they do not support the player characters in some particular manner; or some </p><p>other friend/allied character/unknown character that respects the player characters or has had enough of the rival/enemy character's wickedness </p><p>and double-dealing chooses to orchestrate some kind of blackmail that would be especially damaging or embarassing to the rival/enemy character </p><p>in some manner; or some character bribes the rival/enemy character with some obscene amount of profit through payment directly, or some other </p><p>kind of considerable economic benefit, privelege or asset.</p><p><strong>16-20%:</strong> Killing some particular target will cause distinct repercussions: Political loss of leverage/favor for some; Financial/Economic losses; </p><p>Others--including innocents--will surely be slaughtered and killed in revenge.</p><p><strong>21-25%:</strong> NOT killing a particular target will cause distinct repercussions: Political loss of leverage/favor for some; Financial/Economic losses; </p><p>Others--including innocents--will surely be slaughtered and killed from war, rebellion, revenge, politics, or other ambitions.</p><p><strong>26-30%:</strong> A Rival or Enemy character makes efforts to forgive, and reconcile, and become friends and allies.</p><p><strong>31-35%:</strong> A Rival or Enemy vows everlasting hatred, death, and war!</p><p><strong>36-40%:</strong> Some kind of complex, double-edged interests/vows of honor/oaths complicate relationships between one or more members of the group, potentially causing strife.</p><p><strong>41-45%:</strong> 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.</p><p><strong>46-50%:</strong> 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.</p><p><strong>51-60%:</strong> 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.</p><p><strong>61-70%:</strong> 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. </p><p><strong>71-75%:</strong> 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. </p><p><strong>76-80%:</strong> Romantic Loyalty to one person brings respect, admiration, and loyalty; however, there are other, rival lovers that now hate your lover, and </p><p>conspire against both the favoured lover, and you. Also, failure to marry a favoured lover after 2d6+12 months time produces disfavour with </p><p>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 </p><p>members of your own family. However, promiscuity or a lack of romantic and sexual loyalty may cause Disfavour from 1d3 members of your </p><p>own family, as well as 1d3 members of the favoured lover's family as well.</p><p><strong>81-85%:</strong> Receiving Economic/Political/Military support from a Patron increases the patron's respect and confidence in the character or group. However, </p><p>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 </p><p>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 </p><p>political or social embarassment, political defeat, financial ruin, violent death, the sexual embarassment or scandalization of any friends and relatives </p><p>they may have, regardless of their gender, age, social status, etc. </p><p>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 </p><p>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 </p><p>lover because any children they have is some kind of threat, etc and so on. </p><p><strong>91-95%:</strong> Complicated Marriages: A patron may strongly desire the character to marry someone of a different racial, religious, or cultural identity. Such a </p><p>marriage may bring distinct and powerful political, religious, and economic gains, as well as great personal satisfaction and joy--however, there are </p><p>repercussions for marrying someone of a different race, religion, or culture. The character's family may disapprove, and increase in Disfavour. A group </p><p>of friends may increase in Disfavour. Some allied political, economic, social, or other group could increase in Disfavour towards the character and their </p><p>new spouse. </p><p><strong>96-00%:</strong> Political/Professional/Personal Rivalry develops with a particular group of people against the individual or the entire player character group, for a variety </p><p>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 </p><p>do--as well as some kind of other feeling of loss, betrayal, misfortune, spurned romance or some political, social or professional reasons, jealousies or </p><p>ambitions.</p><p></p><p><strong>Roman Characters/Patrons/Rivals/General People of Note</strong></p><p></p><p>01-30% Family Member (Father, Mother, Brother, Sister, Uncle, Aunt, Cousin, Nephew, Grandfather, Grandmother, etc; NOTE: In-Laws are oftentimes </p><p>just as important in Roman society as one's own family of origin)</p><p>31-35% Family Friend; A Veteran, business friend, fellow student, mentor.</p><p>36-37% Family Tutor</p><p>38-39% Favoured Slave</p><p>40-45% Sponsored or Family Philosopher</p><p>46-50% Family Workman/Farmhand/Supervisor/Personal Assistant or Household Staff</p><p>51-55% Family Bodyguard/Household Guard</p><p>56-58% Gladiator, Ship Captain, Explorer or Adventurer</p><p>59-62% Dancer, Courtesan, Musician or Entertainer</p><p>63-66% Philosopher, Scholar, Artist, or Craftsman</p><p>67-70% Religious Leader, Priest or Priestess</p><p>71-72% Merchant House Officer</p><p>73-74% Merchant House Factor</p><p>75-78% Merchant Guild Member</p><p>79-80% Merchant Guild Officer</p><p>81-82% Merchant Guild Leader</p><p>83-84% Legion Officer, Optio</p><p>85-86% Legion Officer, Centurion</p><p>87-88% Legion Officer, Tribune</p><p>89-90% Legion Officer, Legate</p><p>91-92% Political Leader; Magistrate, etc.</p><p>93-94% Political Leader, Provincial Governor</p><p>95-96% Political Leader, Consul</p><p>97-98% Political Leader, Tribune</p><p>99-00% Political Leader, Senator</p><p></p><p><strong>Political and Kingdom Forces</strong></p><p></p><p>01-05% African Berber</p><p>06-10% African Barbarian</p><p>11-15% Egyptian</p><p>16-20% Palmyran</p><p>21-40% Greek</p><p>41-60% Persian</p><p>61-70% Germanic Barbarian</p><p>71-80% Celtic Barbarian</p><p>81-90% Danube Barbarian</p><p>91-00% Carthaginian</p><p></p><p><strong>Barbarian Political and Military Forces</strong></p><p></p><p>01-10% Germanic Barbarian Tribe</p><p>11-20% Danube Barbarian Tribe</p><p>21-30% Celtic Gaulish Barbarian Tribe</p><p>31-40% Celtic British Barbarian Tribe</p><p>41-50% Spanish Barbarian Tribe</p><p>51-60% African Berber Barbarian Tribe</p><p>61-70% African Barbarian Tribe</p><p>71-80% A Scythian Barbarian Tribe</p><p>81-90% A Barbarian Desert Tribe</p><p>91-00% A Barbarian Mountain Tribe</p><p></p><p><strong>Foreign Nobles/Political Forces</strong></p><p></p><p>01-10% Spartan Nobles</p><p>11-20% Greek Nobles</p><p>21-30% Carthaginian Nobles</p><p>31-40% Spanish Nobles</p><p>41-50% Egyptian Nobles</p><p>51-60% Syrian Nobles</p><p>61-70% Palmyran Nobles</p><p>71-80% Persian Nobles</p><p>81-90% Indian Nobles</p><p>91-00% Barbarian Nobles </p><p> </p><p><strong>Establish, Build, Defend and Protect</strong></p><p></p><p>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 </p><p>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 </p><p>things rolling as he develops an adventure set in a Roman-like setting quickly and on the fly.</p><p></p><p>01-05% A Provincial Town</p><p>06-10% A Provincial City</p><p>11-15% A Great Temple</p><p>16-20% A Port</p><p>21-25% A Gladiatorial Arena</p><p>26-35% A Legion Fortress</p><p>36-50% A Frontier Outpost</p><p>51-65% A Trading Colony</p><p>66-85% An Embassy in a Foreign Land</p><p>86-00% A Imperial Roman Road Fortress</p><p></p><p>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 </p><p>something else. Check the following tables for some quick ideas.</p><p></p><p><strong>Find/Discover/Search For/Recover and Return Item Table</strong></p><p></p><p>01-04% Helmet</p><p>05-08% Armor</p><p>09-12% Shield</p><p>13-16% Spear</p><p>17-20% Gladius</p><p>21-24% Weapon (Trident, Shortbow, Battle-axe, Longsword, etc.)</p><p>25-28% Belt or Bracers</p><p>29-32% Pair of Gloves</p><p>33-36% Ring, Torc, necklace, other form of jewelry</p><p>37-40% Brooch or Amulet</p><p>41-44% Book or Scroll</p><p>45-48% Statue or Figurine</p><p>49-52% Precious, Radiant Jewel; Huge, Glorious Gem; or gorgeous, finely-crafted jewelry</p><p>53-56% Map, Codex, papyri, tablets, etc.</p><p>57-60% Crafting Tool or Tools</p><p>61-64% Plans, schematics, and diagrams</p><p>65-68% Stuffed Animal, Toy Soldier, Toy Creature, Toy Chariot</p><p>69-72% Banner or Standard.</p><p>73-76% Cloak or Robes</p><p>77-80% Drinking Horn, or Goblet or Chalice</p><p>81-84% Strange Materials</p><p>85-88% Wondrous Food</p><p>89-92% Beautiful Rug, or Wall Tapestry </p><p>93-96% Animal, some kind of creature or unusual beast</p><p>97-00% Strange Magical Item, Bizarre Ritual Item, Tribal Totem Item, or some other kind of religiously/politically/culturally symbolic item.</p><p></p><p><strong>Assassination/Rescue/Kidnap/Search for and Return with: Mission</strong></p><p></p><p>To reach certain political, military or personal goals, it is often necessary that various people be rescued, returned, kidnapped and imprisoned, </p><p>or assassinated and killed. All of these acts can be hopelessly greedy, wicked and evil, causing untold ripples of death, enslavement, and subjugation, </p><p>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 </p><p>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 </p><p>details later that can impact complex political relationships.</p><p></p><p>01-10% A Barbarian Chieftain</p><p>11-20% A Barbarian Religious Leader</p><p>21-30% A Pirate Leader</p><p>31-40% A Rebel/Brigand Leader</p><p>41-50% A Military Officer</p><p>51-60% A Powerful Noble</p><p>61-70% A Merchant</p><p>71-80% A Philosopher</p><p>81-90% A Family Member or several Family Members</p><p>91-00% A Political Leader</p><p></p><p><strong>Escort Mission: Escort Who and What</strong></p><p></p><p>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. </p><p></p><p>The Romans that were not especially honorable, or thoughtful, or sincere, or respectful and accepting of others, even when they were benignly different, </p><p>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 </p><p>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 </p><p>particular aspect of Roman military and political power as well as Roman tendencies to increasingly infiltrate native barbarian cultures with Roman </p><p>merchants and craftsmen that seeded the areas and people--especially the women and wives--with gifts of Roman culture and technology, and </p><p>knowledge--whether it was Roman medicine, Roman clothing--often featuring bright, rich colors never seen by the native people; or the construction of </p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p> </p><p>01-10% Escort a person</p><p>11-20% Escort Trade Goods/Resources/Trade Items</p><p>21-30% Escort an ally</p><p>31-40% Escort a prisoner</p><p>41-50% Escort an enemy</p><p>51-60% Escort a Noble</p><p>61-70% Escort a Merchant</p><p>71-80% Escort a Family Member</p><p>81-90% Escort a Priest/Priestess</p><p>91-00% Escort Special Items/Valuables</p><p></p><p><strong>Escort Mission: Escort them or it From Where and To Where</strong></p><p></p><p>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.</p><p></p><p>01-10% A Town in the Provinces</p><p>11-20% A City in the Provinces</p><p>21-30% A Frontier Fortress</p><p>31-40% A Border Outpost</p><p>41-50% A Legion Headquarters</p><p>51-60% A Forest Region</p><p>61-70% A Mountain Region</p><p>71-80% A Desert Region</p><p>81-90% A Marsh Region</p><p>91-00% Special (A Hidden Lair, Some Ancient Ruins, a Foreign City, A Strange, Foreign Temple, etc)</p><p></p><p><strong>Explore a Mysterious Region</strong></p><p></p><p>Rome had many daring explorers and merchants--ship captains, brave sailors, dangerous mercenaries and adventurers, or unusual priests seeking to </p><p>explore, to gain new knowledge, new converts to their religion, new lands, animals or resources, first and foremost for their own personal profit and </p><p>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 </p><p>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, </p><p>conquered, and ruled one of the world's largest and greatest empires. </p><p></p><p>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. </p><p></p><p>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.</p><p> </p><p>01-10% Northern Forests</p><p>11-20% Northern Mountains</p><p>21-30% Eastern Forests</p><p>31-40% Eastern Mountains</p><p>41-50% Western Forests</p><p>51-60% Western Mountains</p><p>61-70% Southern Deserts</p><p>71-80% Southern Mountains</p><p>81-90% A Strange Region of Sea</p><p>91-00% A Mysterious Island</p><p></p><p><strong>March Against Someone; A person, a family, a tribe, a people or force, a group or a kingdom</strong></p><p></p><p>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 </p><p>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 </p><p>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 </p><p>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 </p><p>potential worth and status--by his strength, skill in weapons, and experience in war, personal combat, and battlefield leadership, as well as political and </p><p>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 </p><p>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 </p><p>bodyguards and gladiators, elite mercenaries, loyal barbarian warriors, or professional soldiers and legionnaires, the player group will be leading the </p><p>assault. But who are they marching against? This table seeks to inspire some answers for the DM.</p><p> </p><p>01-20% March against a Rebellious Barbarian Chieftain and his barbarian tribe</p><p>21-40% March against a New Barbarian Tribe, and its Chieftain and leadership</p><p>41-45% March against a powerful Barbarian Confederation</p><p>46-60% March against the forces of a foreign kingdom</p><p>61-65% March against the forces of a city in rebellion</p><p>66-75% March against a Rebel or Brigand Leader</p><p>76-85% March against a force of religious rebels and zealots</p><p>86-90% March against a force of escaped gladiators and slaves</p><p>91-95% March against a Pirate Leader</p><p>96-00% March against Treasonous Legion Forces</p></blockquote><p></p>
[QUOTE="SHARK, post: 4651716, member: 1131"] 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 [B]Roman Adventures and Scenarios[/B] [B]Political and Social Events & Complications Table[/B] [B]01-02%:[/B] 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. [B]03-04%:[/B] An allied character turns against the party for complex family reasons--OR an unknown character becomes an ally because of complex family reasons. [B]05-06%:[/B] 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. [B]07-08%:[/B] 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. [B]09-15%:[/B] 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. [B]16-20%:[/B] 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. [B]21-25%:[/B] 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. [B]26-30%:[/B] A Rival or Enemy character makes efforts to forgive, and reconcile, and become friends and allies. [B]31-35%:[/B] A Rival or Enemy vows everlasting hatred, death, and war! [B]36-40%:[/B] Some kind of complex, double-edged interests/vows of honor/oaths complicate relationships between one or more members of the group, potentially causing strife. [B]41-45%:[/B] 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. [B]46-50%:[/B] 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. [B]51-60%:[/B] 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. [B]61-70%:[/B] 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. [B]71-75%:[/B] 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. [B]76-80%:[/B] 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. [B]81-85%:[/B] 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. [B]91-95%:[/B] 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. [B]96-00%:[/B] 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. [B]Roman Characters/Patrons/Rivals/General People of Note[/B] 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 [B]Political and Kingdom Forces[/B] 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 [B]Barbarian Political and Military Forces[/B] 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 [B]Foreign Nobles/Political Forces[/B] 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 [B]Establish, Build, Defend and Protect[/B] 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. [B]Find/Discover/Search For/Recover and Return Item Table[/B] 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. [B]Assassination/Rescue/Kidnap/Search for and Return with: Mission[/B] 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 [B]Escort Mission: Escort Who and What[/B] 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 [B]Escort Mission: Escort them or it From Where and To Where[/B] 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) [B]Explore a Mysterious Region[/B] 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 [B]March Against Someone; A person, a family, a tribe, a people or force, a group or a kingdom[/B] 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 [/QUOTE]
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