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Thread: You Are The Senate, ongoing project

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    Default You Are The Senate, ongoing project

    In addition to these rules the game will be adhering strictly to historical accuracy in the political systems of the late Roman Republic. While an extensive knowledge of Roman history is not required to play this game, it may be beneficial to occasionally look things up on Wikipedia or ask questions if you are confused. The game will be moderated as if everyone knows basic things such as the term length, powers, and role of the Consul – to name one example.

    The nature of political power in the late Republic was constantly in a state of flux. Writing down specific powers and abilities therefore seems rather to defeat the point. Players will be given a reasonable amount of flexibility in their actions, so long as these actions fall within a reasonable historical framework.

    The Roman "Constitution" was not written and was constantly evolving. The most succinct way to describe it is as the "mos maiorum" (the way of the ancestors). Characters in the game may alter the way of the ancestors/constitution by gradual evolution. The more extreme the departure from precedent, the more likely one is to be met with NPC opposition. Opposition is not impossible to overcome. Players will be responsible for knowing what is or is not falling outside the line of tradition and may consult other players for advice, or outside sources. Here are some quick tips:

    -traditionally, no Roman was able to carry weapons within the pomerium (the city center). Recently agitators have been carrying quills and using them as knives to intimidate political opponents in the Forum. Benches have also been broken up and used as weapons to kill political enemies.

    -Roman armies are forbidden from entering the city unless to celebrate a triumph

    -Senators adhere strictly to the cursus honorum to the point it is treated as veritable binding law among the senatorial classes.

    Character Rules
    ”Family Rules”

    Each player can control up to two families and a maximum of 6 main characters. Families may offer assistance to one another but must be played equally. One cannot simply be a cash cow for the other and vice versa.


    1. Each family may only select one economic branch for income at the discretion of the Paterfamilias.
    2. Bonuses do not pass between families.
    3. The moderation team reserves the right to remove you from control of one family if they are nothing more than a resource cow for the other. Equal time must be devoted to each family.
    4. Players may collaborate and control members within the same family.


    Cursus Honorum – Character Influence

    Characters are typically required to pass through the cursus honorum in the designated order. This is not a rule written in stone.

    Tier I

    Class A: Be elected as Aedile or Military Quaestor
    Class B: Patronage (Can be from the same family)
    Class C: Military service/tribunus militum (optional)
    Bonus: Gain the rank of Senator, +1 to NPC interactions, +2 if Class C completed)

    Tier II
    Class A: Be elected Consul
    Class B: Be elected Proconsul
    Class C: Be elected Praetor (optional)*
    Bonus: Gain the rank of Ex-Consul, +1 to NPC Interactions (stacked with tier I), +2 if Class C completed)
    *Although appearing last, the praetorship was a step in the cursus before Consul, so in this case Class C should be completed before any of the rest.

    Tier III
    Class A: Win a triumph
    Class B: Annex lands for Rome OR defeat a tribe/enemy/people for Rome.
    Class C: Become a patron of Rome OR be elected Censor (Build a tier IV building, OPTIONAL)
    Bonus: become the first among equals. Be warned, this might not be popular. +3 to NPC Interactions, +4 if the Class C condition is met.


    Cursus Honorum – Definitions

    Aedile: A low ranking magistrate responsible for the administration of the city. They were also responsible for organizing public events such as games and religious festivals. Each term of Aedile completed will add a +1 wealth trait.
    Military Quaestor: A low ranking legionary officer concerned with the finances of the legion and the disbursements of funds. Each term of quaestor completed will add a +1 wealth trait.
    Patronage: The process by which young politicians would be officially taken into the service and friendship of an elder. These were often political quid pro quo situations. It was almost impossible to advance socially or politically without a patron.
    Senator: A senator is not elected. A senator refers to one of the leading men of the state. Access to the Senate was highly controlled. One entered the Senate only after having been elected to one of the minor magistracies. Senators were NOT elected officials in the strictest sense of the word.
    Praetors: Mid-ranking officials that dealt primarily with law enforcement and judicial matters within the city. As they held imperium they could also be tasked with the command of armies in the place of the Consuls. In our game all public fines will pass into the control of the praetor.
    Consul: The chief executive officers of the state. Two were elected annually and had complete control over military matters as well as the control of the Senate’s points of discussions. Consuls, famously, could veto one another’s actions. They are accompanied by 12 lictors each (lictors bearing the fasces, the symbol of imperium or power). They sit in the curule chairs which are considered thrones.
    Pro-Consuls: One who literally rules with the power of a consul, but as a governor of the provinces. Pro-Consuls exercise less overall political power than the Consuls, but Pro-Consuls have strong regional influence.
    Censor: A position of great power in the Republic. The Censor has the power to eject members from the Senate for moral turpitude. Elected to five year terms, the Censors often resigned after 18 months because as one might imagine, being the hall monitor of the senate is not a popular task. The tradition of resigning early became expected and the norm.
    Dictator: The highest ranking Roman magistrate that carries 24 Lictors, or those of both consuls. This symbolizes his complete power over the state. Dictators were generally elected during times of emergency by the Senate. A dictator in our setting has not been elected for over three generations, and reviving the office would be unpopular unless completely justified by precedent.
    Triumph: A celebration given to a triumphant general in which he is permitted to bring his army into the city (something otherwise forbidden and considered hugely important to the Roman state – no army under arms could enter the city) for winning a victory in which over 5,000 enemies were killed (for purposes of this setting).
    Ovation: A lesser form of celebration in honor of a citizen of the state who has achieved something noteworthy in the service of the Republic, but not enough to warrant a triumph.


    Senate Rules

    1. All measures of general governance not within the immediate power of the magistrates shall be put to a vote of the Senate. Historically, these "Advisements of the Senate" were non-obligatory. The Senate was not a legislative body, only the various tribal assemblies could pass legislation. However, aristocratic control of the mechanisms of state often meant that the advice of the Senate eventually became law.

    2. The Senate is a self regulating body.

    3. The Consuls or present ranking magistrate will control the proceedings


    Traits

    Battle: Apply only if the commander takes direct part in the fighting on a flank.

    Sea Battle: Applies only if the admiral’s flagship engages the enemy on a flank.

    Wealth: Wealth traits stack, so keep track of how many each character has with a [Wealth (3)]indicator or something equivalent. Each wealth trait adds 3% to the base income. Every family member’s traits add to the overall family income.

    Survival: -1 to death rolsl for age or in battle

    Auctoritas: +1 to NPC rolls

    Movement: Each movement point deducts 10% from travel time for armies and fleets. It works like wealth.

    Rearguard: +1 to rearguard actions to defend a rout.


    ”Character Birth and Adoption Rules”

    1-49 (girl)
    50-100 (boy)

    A character may be adopted into the family as well. Adoption was a common practice in Rome. A random roll will be done to determine traits and relative influence of the adopted person.


    Economy

    Income
    1. Families will have a starting income of 5,000 Denarii.

    2. Families may choose one of three potential branches of the economy to invest in: mercantile pursuits, agriculture, or Urban Developments (Landlord/Real estate).

    3. Once a branch is selected, the first Class A building in Tier I will be given for free. The income you receive from whatever branch your family chooses is your family’s base income to which modifiers are added.

    4. Income is collected every Wednesday and Saturday.

    Urban Development Branch

    Tier I: Basic

    Class A:
    Cost: 0
    Income: 2,750

    Class B:
    Cost: 5,000
    Income: 2,750

    Class C:
    Cost: 7,500
    Income: 3,750

    (Once Class C achieved, unlock bonus)
    Bonus: -50% recruitment times for all units


    Tier II: Intermediate
    Class A:
    Cost: 10,000
    Income: 5,000

    Class B:
    Cost: 15,000
    Income: 7,500

    Class C:
    Cost: 20,000
    Income: 10,000

    (Once Class C achieved, unlock bonus)
    Bonus: +2 rolls with the mob

    Tier III: Advanced
    Class A:
    Cost: 25,000
    Income: 17,500

    Class B:
    Cost: 30,000
    Income: 15,000

    Class C:
    Cost: 35,000
    Income: 20,000

    (Once Class C achieved, unlock bonus)
    Bonus: Roll d4, add the number to votes in elections of each character in the family


    Mercantile Branch

    Tier I: Basic
    Class A:
    Cost: 0
    Income: 2,750

    Class B:
    Cost: 5,000
    Income: 2,750

    Class C:
    Cost: 7,500
    Income: 3,750
    (Once Class C achieved, unlock bonus)
    Bonus: -10% warship construction costs

    Tier II: Intermediate
    Class A:
    Cost: 10,000
    Income: 5,000

    Class B:
    Cost: 15,000
    Income: 7,500

    Class C:
    Cost: 20,000
    Income: 10,000
    (Once Class C achieved, unlock bonus)
    Bonus: -10% warship upkeep

    Tier III: Advanced
    Class A:
    Cost: 25,000
    Income: 17,500

    Class B:
    Cost: 30,000
    Income: 15,000

    Class C:
    Cost: 35,000
    Income: 20,000
    (Once Class C achieved, unlock bonus)
    Bonus: +2 Sea battle rolls


    Agricultural Branch

    Tier I: Basic
    Class A:
    Cost: 0
    Income: 2,750

    Class B:
    Cost: 5,000
    Income: 2,750

    Class C:
    Cost: 7,500
    Income: 3,750

    (Once Class C achieved, unlock bonus)
    Bonus: -10% legionary recruitment costs

    Tier II: Intermediate
    Class A:
    Cost: 10,000
    Income: 5,000

    Class B:
    Cost: 15,000
    Income: 7,500

    Class C:
    Cost: 20,000
    Income: 10,000

    (Once Class C achieved, unlock bonus)
    Bonus: -10% legionary upkeep costs


    Tier III: Advanced
    Class A:
    Cost: 25,000
    Income: 17,500

    Class B:
    Cost: 30,000
    Income: 15,000

    Class C:
    Cost: 35,000
    Income: 20,000

    (Once Class C achieved, unlock bonus)
    Bonus: -10% cavalry recruitment/upkeep costs

    Rules for Buildings

    Buildings may add one trait point to a single character with the exception of military traits. Buildings can be upgraded by paying the difference between the tiers.

    Tier I: 10,000
    Tier II: 20,000
    Tier III: 30,000
    Tier IV: 50,000

    Buildings may be whatever you want them to be. A forum, a theatre, a statue, a temple, an arena, a plaza.

    A building takes one week to construct, at the end of which a thread should be posted in the City of Rome forum (or the appropriate location) establishing the structure as a place to meet. (if appropriate, a statue might simply be added to an already existing forum, for example, in which case its presence will be noted)


    Military Investment
    Context
    In the Late Republican period, the Roman state relied on citizen/Allied service in the legions to form the core of the Roman military power. This was not considered a standing, professional army though over time, due to necessity, terms of service for any particular mustering would be increased. At the height of its capacity, it is speculated by authorities that the Roman state could field anywhere between 200,000 to 250,000 men under arms during periods of crisis. This vast reserve of manpower was one of Rome’s greatest strengths. During this period, individual citizens/allies would be expected to equip themselves, but after Marius’ innovations, the state or an individual military commander could, at personal expense, outfit those unable to afford their own equipment and form new fighting units.

    Legion Rules

    Five free, neutral legions will exist at the start of the game. They shall require no upkeep. They may be “purchased” (bribed) to become loyal to one family at any point in the game, at which points upkeep must be paid.

    In addition, 25 free Liburna and 25 free Quinquireme will be provided to the state.

    Legionary Recruitment Cost: 20,000 Denarii
    Legionary Upkeep Cost: 5,000

    military units shall take 2 days to gather

    Desertions at a rate of 35% per year will occur for every year the legion goes unpaid.

    Praetorian Guard - 1 cohort (500 men) costs 5,000 denarii and have a 5,000 denarii annual upkeep

    Legionary Veteran Status:

    Tier I
    Class A: Win a battle
    Class B: Win a battle
    Class C: Win a battle
    Bonus: +1 to battle rolls

    Tier II
    Class A: Win a battle in which the enemy is equal in number, more or less
    Class B: Win a battle in which the enemy is equal in number, more or less
    Class C: Win a battle in which the enemy is equal in number, more or less
    Bonus: +1 to battle rolls

    Tier III
    Class A: Win a battle in which the enemy outnumbers the total force
    Class B: Win a battle in which the enemy outnumbers the total force
    Class C: Win a battle in which the enemy outnumbers the total force
    Bonus: +1 to battle rolls


    Legionary Retinue

    Player controlled characters may serve in the capacities of 3, 4, and 5.

    1. Engineers: Engineers enable the construction of siege equipment and field fortifications. 5,000 denarii for an engineer corps (cannot stack)

    2. Cooks and quartermasters: Good and fortifying food can not only lift morale, but make troops more prepared to face the physical challenges of battle +.5 battle rolls. 5,000 denarii (cannot stack)

    3. Tribunus Militum: A high ranking representative of the soldiers and usually a man of equestrian rank, the military tribune may present the grievances of the soldiers directly to their commander, which in turn improves the relationship of the subordinates to their superiors. +.5 movement. (cannot stack). 5,000 denarii

    4. Military Quaestor: An educated accountant and dispenser of legionary wages. Receiving the correct amount of wages and on time can contribute to a soldier's drive to perform his duty. -10% legionary upkeep costs (cannot stack)

    5. Legatus: A competent commander which can help one of the flanks win a victory. This member of the retinue adds a random general to a legion with random traits. 10,000 denarii (can purchase multiple times)

    Siege equipment: Absolutely necessary to carry out a successful assault on a besieged town, siege equipment can also be used in the field to some effect. Siege engines require the presence of an engineer except ladders.

    Ladders: Basic units of siege warfare, take one hour to construct.

    Scorpion: Minimal damage, can be used effectively against enemy infantry and cavalry. Adds +1 to skirmishing rolls. (12 hour recruitment)

    Catapult: Mainstay of any serious siege force. Can be used with great effect against walls and gates and towers. Their usefulness against enemy troop concentrations varies, as hitting a moving target is difficult. Adds +2 to skirmishing rolls (1 day recruitment)

    Siege Tower: A nifty way to assault a city without destroying the walls. Can be used effectively to send large groups of men over the wall. +3 to attacking siege rolls. (2 day recruitment)

    Trebuchet: A devastating device that can be used to almost topple enemy wall fortifications. +3 to skirmishing rolls, +3 to attacking siege rolls. Cannot be moved. (2 day recruitment)

    Field Camp: Add +2 to defense rolls, take 4 hours to construct.

    Naval Forces

    Liburna: Small ships, outfitted for carrying transport material or troops into battle. Can carry 200 men
    200 Denarii to recruit per ship, 100 upkeep

    Quinquereme: Warships of a high quality, can carry 400 men
    100 Denarii to recruit per ship, 50 upkeep. Grant a +1 to battles for each 100 men on board.

    A. Only an infantry equivalent or higher can serve as armed crew

    Trireme: Ramming ships of a high quality, carries only the crew.
    100 denarii per ship, 50 upkeep.

    Hexareme: Generally used as flagships, these huge vessels have two decks of oars. Can carry 600 men.
    800 denarii to recruit per ship, 400 in upkeep. Grant a +1 to battles for each 100 men on board.

    [/SPOILER]

    Battle Rules

    Battle Rules

    1. Both sides will send in battle orders after a description of terrain has been given. Battle orders may not exceed 300 words but by no means must be that long.

    2. Commanders should divide the army into three flanks, giving orders for each flank. These orders will be used to add modifiers

    3. A d10 roll for each flank will determine the winner of that flank. Simple high roll plus added modifiers will win. Modifiers will be added liberally and weighted equally to rolls.

    4. After the winners of each flank have been determined, casualties of each flank must be determined. This is done by taking the difference of the first two rolls and multiplying that number by a D10. That is the number of casualties for the loser. The winner’s casualties is half that number.

    5. Once a winner is determined by winning 2/3 flanks, a rout of the defeated enemy will occur. If an army has a reserve, the reserve will engage the entire enemy army giving the main force time to flee. Another flank battle will be rolled with a +7 modifier added to the winning side.

    6. If a rearguard is not present, the rout roll will be a D20 x 300 to determine casualties, spread evenly over all unit types.

    7. At least 10% of the force must be kept in the reserve for it to be an effective screen to the rout.

    8. If battles are smaller than 5,000 men on each side, only one flank will be rolled.

    EXAMPLE USING ONE FLANK:

    Rolls:
    Gaius Julius Caesar: 8
    Vercengetorix: 5

    Step 1: Take the difference of the rolls which is 2.
    Step 2: Multiply 2 by 4 (a D10 roll). This equals 8.
    Step 3: Multiply 8 by 100. 800 casualties for Vercengetorix.
    Step 4: Divide the casualties of the loser by 2. Caesar suffers 400 casualties.
    Step 5: Rout phase.
    A. Vercengetorix keeps no reserve. 8 (A d20 roll) multiplied by 300. 2,400 casualties in the rout. Battle over with 3,200 dead for Vercengetorix and 400 dead for Rome.
    B. Vercengetorix keeps a reserve. Repeat steps 1-3 adding a +7 modifier for Caesar.

    Results: Great victory for Caesar, inflicting many casualties in the rout.

    RULE FOR TRAITS:
    Battle traits are only applied on the flank the commander takes part in. If the commander engages in the battle with the enemy, a base 4/20 death chance exists.


    Civil Wars
    In the event of a civil war whoever controls Rome will be considered the legitimate government for all intents and purposes. Politically speaking only official government actions can be composed and legalized in Rome. The ideas of government and the focal points of legislation are ideologically ingrained in Roman culture at this period and so it will be for our purposes. Even if only 15% of the senate in Rome remains and elects a dictator, that dictator shall be considered legally elected. Control of Rome is determined first by who has at least one legion stationed in the city. If no forces are present control will be determined by the last person to have forces in the city, since nominally they have set up a loyal government in absentia.


    Rome vs All
    Roman legions shall be considered better troops than the average European soldier of the time. Few other states/tribes provided their armies with equipment and training quite up to scratch with the Romans. That being said, leadership could make of break armies. Most major Roman catastrophes like Teutenborg and Carrhae were the result of abysmal leadership. This means that the biggest factor is strategy with a marginal base Roman advantage if all other things are equal.

    Moderator discretion shall rule the day, however, Roman armies under excellent leadership should be able to defeat significantly larger forces.

    If all the troops of an enemy army have been destroyed, the leader will either be taken alive or killed in combat. (50/50 chance).

    Any remaining forces in any battle will retreat to an adjacent province, the general may choose the province.

    When the senate sanctions a fullscale invasion of an enemy territory, it is highly recommended that at least three legions be assembled. A Consul or a senate-appointed general will lead the troops. When attacking enemy territory, enemy resistance will be calculated based on historically reliable sources for the muster. A leader from the region being invaded will lead the opposition forces and shall be RPed by either a willing player or game moderator.

    Raids: When an enemy army enters any territory the time they spend in that territory will mean a loss of income over time. The longer an enemy army spends in the territory, the more loss will be incurred. For each day an enemy army occupies a territory 10% of the income will be lost for the next term's payday. Game moderators will keep track of affected territories and pass on the specific information to Quaestors and game moderators.

    Legionary Replacements: Legions can only be strengthened when they reach 3/4 strength or less (4,500). Replacements will take two months in game (1 day) to reach the front. Any legion that loses more than half of its number(3,001) in one battle will be demoted a tier in veteran status. Replacements when fighting in a Roman territory shall be recruited at half the normal time. Hiring replacements at the conclusion of a campaign will have no time penalty.

    When a territory has been liberated by a Roman Army the conquering general has three options:

    Sack: Two dice shall be rolled and the sum multiplied by 500. This sum becomes the amount of money (denarii) liberated from the captured territory.

    Slave Sale: One dice shall be rolled and the sum multiplied by the number of slaves sold.

    Peaceful occupation: The settlement is not sacked or the population sold into slavery. In recognition for this one dice shall be rolled and the number multiplied by 50. This many local levies will join your army free of upkeep and fight for a period of one year for free.

    Prisoners: Any prisoners captured in battle may be sold for 1 denarii per head.


    Movements

    Legion movements shall take one hour per tile on the map.

    Naval Warfare and Movement

    Naval Movements
    Armies may cross a sea at a cost of one day's movement. The oceans are divided into various seas though, and to cross into another sea (blue line) adds an extra 2 days of movement.

    Examples:
    Carthage to Sicily - crossing the sea (strait of sicily) = 1 day
    Carthage to Rome - crossing the Sea (strait of sicily) and crossing into the Tyhennian Sea = 2 days
    Carthage to Athens - crossing the sea (strait of sicily) then crossing into the Ionian Sea, then Aegean Sea = 2+2 days

    See Maps; look at oceans for reference - http://www.twcenter.net/forums/showthread.php?t=471951


    Assassinations
    Clandestine Assassination
    This type occurs when a victim least expects it and is carried out by anonymous individuals. D20 rolls will govern assassination attempts:

    1-4 = successful assassination
    4-12 = unsuccessful assassination
    12-16 = unsuccessful assassination and evidence left behind
    16-20 = unsuccessful assassination and identity becomes known

    Open Assassination
    This assassination type is publicm the identity of the assassins is known
    1-8 = successful assassination
    8-20 = unsuccessful assassination

    Assassinations within the home
    Any type of assassination within the home gains a +2 modifier to the rolls. The host will be a suspect, even if no evidence is left behind.


    Capture Rolls
    In your own home
    4/20 for successful capture

    In someone else’s' home (by the host)
    15/20

    In a public space
    10/20



    Pro-Consular Rules

    Province Edict System

    Once a Proconsul is in his province, he may select two edicts from two of the following branches (for a total of four edicts) to remain active for the year.

    Military Branch
    1. -15% legionary recruitment
    2. -15% legionary upkeep
    3. -50% legionary retinue cost
    4. Recruit local Legatus (general with random traits)
    5. -15% Naval recruitment Costs
    6. -15% Naval upkeep costs

    Economic Branch: Exploitation
    Taking any of these action will reduce provincial good will*
    1. +15% income
    2. D20 x 100 added income
    3. +25% income
    4. D20 x 200 local auxilia conscripted (varies by region)
    5. -10% building costs
    6. D20 x 500 income

    *Provincial goodwill refers to the love the people of the province bear you. If you exploit them, your influence will decrease. If you govern well, they will appreciate your efforts. The more loyal a province to an individual, the more benefits a person can extract from the provinces later on. One example is fleeing to the province for sanctuary.

    The number selected will be the number deducted from your “good will” points. These points will be measured against the points of others in the same province to determine overall influence.

    This is not an exhaustive list. Propose an action in the game and ask for a moderator’s opinion of what it Is worth.

    Economic Branch: Investment
    This branch increases province good will in the corresponding number as outlined above.

    1. -10% income
    2. -20% income
    3. Construct a tier I building for public works
    4. Raise a legion from the province
    5. Construct a tier II building for public works
    6. Construct a tier III building for public works

    This is not an exhaustive list. Propose an action in the game and ask for a moderator’s opinion of what it Is worth.

    Provincial Capitals are as follows:
    Italy: Rome (Italia I, Nota bene: pleb and patrician point systems govern this area. The region of Italia I is exempt from this system)
    Spain: Carhtago Nova (Tarraconensis VI)
    Africa: Carthage (Africa Proconsularis I)
    Greece: Athens (Acheae I)
    Gaul: Massalia (Nabonensis I)


    NPC Interactions

    A base chance of success for all NPC Interactions are 0/20. Modifiers will be added but it is the responsibility of the player to explain why modifiers to be added as well as recommend the number of modifiers. The final ruling is up to moderator discretion.

    A character may ask for virtually any sort of roll ranging from the incitement of mob violence to the use of an NPC tribune in order to veto legislation. In the event of some RP events started by characters, players may eventually gain complete control of some NPCs (such as a tribune). This "sub-character" may be officially adopted as a main character in some cases but a player may only have quasi control over the character, the nature of the relationship of the "sub-character" will be that of patron and client with the main senator instigating the NPC action. "Sub-characters" may not have traits or income but they can marry and be attached to armies.


    Forum Structure:

    I. Urbs Romanum (The political epicenter of the Republic)
    II. Vicinia Romanum (The residences of prominent citizens and markets)
    III. Provincias (The political centers of the provinces)
    IV. The Field of Mars (Battles)
    V. Res Historiarum (Archives)
    Last edited by Pontifex Maximus; September 21, 2016 at 03:27 PM.

  2. #2

    Default Re: You Are The Senate, ongoing project

    Dedicated players:

    Pontifex Maximus
    Rhapture
    Brewster
    Okmin
    Pinkerton

    Families


    Cornelii Sullae - Closed Family

    Publius Cornelius Sulla
    Patrician
    Ranks: Paterfamilias, Senator
    Economic Branch: Agriculture
    Current Office: n/a
    Age: 40
    Traits: Wealth +2, Battle +1, Survival +1

    Publius Cornelius Sulla served as quaestor during the Consulship of Gaius Marius (100 BCE) and tribunus militum during the Consulship of Cnaeus Domitius Ahenobarbus (96 BCE). He was present at the defeat of the Cimbrii but played only minor roles in that engagement. Upon returning to Rome he stood for the Praetorship in the Consulship of Crassus and Scaevola (95 BCE and lost. As a Roman of the traditional sort, he will continue to advance himself in the usual ways as well as his son. Publius is married to the daughter of Gaius Furius Sulpicianus.

    Sextus Cornelius Sulla
    Ranks: Homo novus
    Current Office: N/a
    Age: 20
    Traits: +2 wealth

    Sextus has finished his formal schooling and as such will begin his political career with lower level magistracies and posts. He must also soon take a wife.

    Cornelia
    Age: 16
    Traits: +1 Survival

    The eldest daughter of Publius Cornelius Sulla


    Furii Sulpicianii - Open Family

    Gaius Furius Sulpicianus
    PlebeianRanks: Paterfamilias, Senator
    Economic Branch: Landlord
    Current Office: n/a
    Age: 35
    Traits: Wealth +2, Charisma +2

    Gaius served as quaestor during the consulship of Crassus and Lentulus and since then has been heavily involved in the courts. He has represented many men and although some end up convicted, he never fails to please the crowd with his oratorical skills. Gaius' daughter is married to Publius Cornelius Sulla, cementing an alliance between the two families.

    Sulpicia
    Age: 15
    Traits: +1 survival

    The eldest daughter of Gaius Sulpicianus.

    Herrenia
    Age: 30
    Traits: Survival +3

    The wife of Gaius Sulpicianus.



    Maps

    Alright, as soon as I get seven people to express interest I'll request a forum and get this show on the road.

    Hex map:


    Tentative starting map:






    Diplomacy


    Germanic Tribes
    Cimbrii


    Relationship Status: Neutral
    Allies: Teutones
    Rivals:

    Chief:Boiorix

    The Cimbri were a tribe from Northern Europe, who, together with the Teutones and the Ambrones threatened the Roman Republic in the late 2nd century BC. The Cimbri were probably Germanic, though some believe them to be of Celtic origin. The ancient sources located their original home in Jutland, in present-day Denmark, which was referred to as the Cimbrian peninsula throughout antiquity.


    Teutones


    Relationship Status: Hostile
    Allies: Cimbri
    Rivals:

    Chief: Teutobod

    The Teutons or Teutones were mentioned as a Germanic tribe by Greek and Roman authors, notably Strabo and Marcus Velleius Paterculus and normally in close connection with the Cimbri, whose ethnicity is contested between Gauls and Germani. According to Ptolemy's map, they lived in Jutland, in agreement with Pomponius Mela, who placed them in Scandinavia.



    Suebi


    Relationship Status: Neutral
    Allies:
    Rivals: Aedui, Sequani

    King: Ariovistus the Blood Shorn

    The Suebi are an extremely warlike German tribe bordering Gaul. Although normally hemmed into the interior of Germany by the Rhine River, groups of raiders are known to pillage Gaul from time to time. This has made the Gauls fearful of the German tribes who they consider to be nothing more than seasonal invaders.



    Frisii


    Relationship Status: Neutral
    Allies:
    Rivals: Macromanii

    Chief: Gannascus

    The Frisii are a mysterious tribe hailing from the interior of Germany. Although almost constantly at war with neighbors, the Frisii are increasingly looking to find a new homeland with weaker neighbors, better land, and a better climate.



    Marcomanni


    Relationship Status: Hostile
    Allies:
    Rivals: Frisii

    King: Ballomar

    The Marcomanni are a tribe from the interior of Germany closely related to but enemies of the Frisii. Their main goal is t annex Frisii territory into their own and make the Frisii their slaves.



    Quadi


    Relationship Status: Hostile
    Allies:
    Rivals:

    Chief: Areogaesus

    A mysterious, uncontacted tribe from the German interior



    Gothones


    Relationship Status: Hostile
    Allies:
    Rivals:

    Chief: Athanaric

    The ancestors of the Goths that would one day sack Rome, they have slowly immigrated from their homeland in Scandanavia and populating all of Eastern Europe.






    Gallic Tribes
    Aedui




    Relationship Status: Neutral
    Allies:
    Rivals: Sequani

    Chief: Dumnorix

    Aedui, Haedui or Hedui , were a Gallic people of Gallia Lugdunensis, who inhabited the country between the Arar (Saône) and Liger (Loire), in today's France. They are the main power-brokers in Gaul after the defeat of the Arverni and Allobroges.



    Arverni


    Relationship Status: Conquered
    Allies:
    Rivals:

    Chief: Vercingetorix

    The Arverni were a Gallic tribe living in what is now the Auvergne region of France during the last centuries BC. One of the most powerful tribes in ancient Gaul, they opposed the Romans on several occasions. Their most important stronghold was Gergovia, near the present-day commune of Clermont-Ferrand. Before the Roman Conquest they were an extremely powerful tribe, perhaps the dominant tribe in all of Gaul. Their leader Vercingetorix may be planning a larger revolt...



    Carnutes


    Relationship Status: Neutral
    Allies: Veneti
    Rivals: Belgae

    Chief:

    The Carnutes, a powerful Celtic people in the heart of independent Gaul, dwelled in a particularly extensive territory between the Sequana (Seine) and the Liger (Loire) rivers. Their lands later corresponded to the dioceses of Chartres, Orléans and Blois, that is, the greater part of the modern departments of Eure-et-Loir, Loiret and Loir-et-Cher. The territory of the Carnutes had the reputation among Roman observers of being the political and religious center of the Gaulish nations.




    Sequani


    Relationship Status: Neutral
    Allies:
    Rivals: Suebi

    Chief: Casticus

    Sequani, in ancient geography, were a Gallic people who occupied the upper river basin of the Arar (Saône), the valley of the Doubs and the Jura Mountains, their territory corresponding to Franche-Comté and part of Burgundy. They are the main rivals to the Aedui and have relations with the Germanic Suebi.



    Allobroges


    Relationship Status: Neutral
    Allies: Arverni
    Rivals:

    Chief: Dumnorix

    The Allobroges were a Celtic tribe of ancient Gaul, located between the Rhône River and the Lake of Geneva in what later became Savoy, Dauphiné, and Vivarais. Their cities were in the areas of modern-day Annecy, Chambéry and Grenoble, the modern departement of Isère, and modern Switzerland. Their capital was today's Vienne. They have been conquered but do not easily tolerate Roman Rule.


    Belgae


    Relationship Status: Neutral
    Allies: Atrebates
    Rivals: Carnutes

    Chiefs: Divico

    The Belgae were a group of tribes living in northern Gaul, on the west bank of the Rhine, in the 3rd century BC, and later also in Britain. They gave their name to the Roman province of Gallia Belgica, and later, to the modern country of Belgium. They have a reputation for being ferocious warriors, some going naked into combat.



    Veneti


    Relationship Status: Neutral
    Allies: Carnutes
    Rivals:

    Chiefs: Duratios

    The Veneti inhabited southern Armorica, along the Morbihan bay. They built their strongholds on coastal eminences, which were islands when the tide was in, and peninsulas when the tide was out. Their most notable city, and probably their capital, was Darioritum (now known as Gwened in Breton or Vannes in French), mentioned in Ptolemy's Geography.

    The Veneti built their ships of oak with large transoms fixed by iron nails of a thumb's thickness. They navigated and powered their ships through the use of leather sails. This made their ships strong, sturdy and structurally sound, capable of withstanding harsh condition of the Atlantic.



    Aquitani


    Relationship Status: Neutral
    Allies:
    Rivals:

    Chiefs: Brennus


    The Aquitani (Latin for Aquitanians) were a people living in what is now Aquitaine, France, in the region between the Pyrenees, the Atlantic ocean and the Garonne. Julius Cæsar, who defeated them in his campaign in Gaul, describes them as making up a distinct part of Gaul:


    Helvetii



    Relationship Status: Neutral
    Allies:
    Rivals: Marcomanni

    Chief: Orgetorix

    The Helvetii were a Celtic tribe or tribal confederation[2] occupying most of the Swiss plateau at the time of their contact with the Roman Republic in the 1st century BC. According to Julius Caesar, the Helvetians were divided into four subgroups or pagi. Of these Caesar only names the Verbigeni and the Tigurini.

    They are currently under heavy pressure by the Marcomanni and other Germanic tribes. There are rumors of a migration.





    Spanish Tribes
    Lusitania


    Relationship Status: Hostile
    Allies:
    Rivals: Celtibri

    Chief: Punicus

    The Lusitanians (or Lusitani in Latin) were an Indo-European people living in the Western Iberian Peninsula long before it became the Roman province of Lusitania (modern Portugal, Extremadura and a small part of Salamanca). They spoke the Lusitanian language, and were either of Celtic origin or else became Celticized over time. The modern Portuguese people see the Lusitanians living in the western Iberian peninsula as their ancestors. The most notable Lusitanian was Viriathus. From him, the Lusitani became adept guerilla fighters, troubling Rome for decades.


    Celtiberi


    Relationship Status: Neutral
    Allies:
    Rivals: Lusitani

    Chief: Caros

    The Celtiberians were Celtic-speaking people of the Iberian Peninsula in the final centuries BC. The group used the Celtic Celtiberian language.

    The Celtiberians were the most influential ethnic group in pre-Roman Iberia, but they had their largest impact on history during the Second Punic War, during which they became the (perhaps unwilling) allies of Carthage in its conflict with Rome, and crossed the Alps in the mixed forces under Hannibal's command. As a result of the defeat of Carthage, the Celtiberians first submitted to Rome in 195 BC; Tiberius Sempronius Gracchus spent the years 182 to 179 pacifying (as the Romans put it) the Celtiberians; however, conflicts between various semi-independent bands of Celtiberians continued.


    Cantabri


    Relationship Status: Neutral
    Allies:
    Rivals:

    Chief: Corocotta

    The Celtiberians were Celtic-speaking people of the Iberian Peninsula in the final centuries BC. The group used the Celtic Celtiberian language.

    Like most ancient Spanish peoples, the exact origins of the Cantabri are obscure and subjected to debate since Antiquity. According to the Greek geographer Strabo, the Cantabrians were formerly called Lusitanians, whilst Julius Caesar states they were an indigenous people, whom he describes as being related (relatives) to the Aquitani people of southwestern Gaul, casting some doubt on the alleged Celticity of this nation. Curiously, the name ‘Cantabri’ is a word of Ligurian origin meaning ‘Mountaineers’ or ‘Highlanders’, and therefore this people may have been known by a different designation prior to the arrival of the Romans. They were clearly very mixed, and judging by their tribal names, included eleven or so tribes of Ligurian, Aquitanian, Indo-Aryan, Celtiberian and Gallic affiliation.



    Balkans
    Dacia


    Relationship Status: Neutral
    Allies:
    Rivals: Thrace

    King: Burebista

    The meteoric rise of Dacia is due to its King Burebista.

    Burebista led a policy of conquest of new territories: in 60/59 BC, he attacked and vanquished the Celtic tribes of Boii and Taurisci, who dwelt along the Middle Danube and in what is now Slovakia. After 55 BC and probably before 48 BC, Burebista conquers the Black Sea shore, subjugating the Greek fortresses from Olbia to Apollonia, as well as the Danubian Plain all the way to the Balkans. Strabo also mentions the expeditions against a group of Celts who lived among the Thracians and Illyrians (probably the Scordisci).

    The only Greek polis with which Burebista had good relations was Dionysopolis. According to an inscription found in this city, Akornion, a citizen of the city was a chief adviser of Burebista.

    At its peak of power, the empire of Burebista streched from modern Slovakian Carpathians to the Balkans and from the Middle Danube to the Black Sea. Strabo claims that the Getae could raise up to 200,000 soldiers in wartime, a rather improbable number, but which could represent the total number of able males, not the number of any army. Burebista was a worthy adversary for the Romans, as his army would cross the Danube and plunder the Roman towns as far as in Thrace, Macedonia and Illyria.

    In 48 BC, Burebista sided with Pompey during his struggle against Julius Caesar in the Roman civil war, sending Akornion as an ambassador and a military adviser. After Caesar emerged as victor, he planned on sending legions to punish Burebista, but he was assassinated in the Senate before he could do so, on March 15, 44 BC.


    Dardani


    Relationship Status: Neutral
    Allies:
    Rivals:

    King: Bato

    Dardanians were Thraco-Illyrian barbarians and a constant threat to the Macedonian kingdom. When Philip V rose to the Macedonian throne skirmishing with Dardanians began in 220-219 BC and he managed to capture Bylazora from them in 217 BC. Skirmishes continued in 211 and in 209 when a force of Dardanians under Aeropus, probably a pretender to the Macedonian throne, captured Lychnidus and looted Macedonia taking 20.000 prisoners and retreating before Philip's forces could reach them. In 201 Bato of Dardania along with Pleuratus the Illyrian and Amynander king of Athamania, cooperated with Roman consul Sulpicius in his expedition against Philip V. Being always under the menace of Dardanian attacks on Macedonia, around 183 BC Philip V made an alliance with Bastarnae and invited them to settle in Polog, the region of Dardania closest to Macedonia. A joint campaign of Bastarnae and Macedonians against Dardanians was organized but Philip V died and Perseus of Macedon withdrew its forces from the campaign. Bastarnae crossed the Danube in huge numbers and although they didn't met the Macedonians, they continued the campaign. Some 30,000 Bastarnae under the command of Clondicus, seems to have defeated the Dardanians but eventually they returned home and the plan of Philip V failed. In 177 BC, Dardanians sent an report to Roman Senate, accusing Perseus of Macedon for being again in alliance with Bastarnae against Dardanians, but the Roman investigating commission failed to find support for such accusations.

    In 88 BC, they invaded the Roman province of Macedonia together with the Scordisci and the Maedi.


    Dalmati


    Relationship Status: Neutral
    Allies: Pannoni
    Rivals:

    King: Teuta IV

    Archaeology and onomastic shows that the Delmatae were akin to eastern Illyrians and northern Pannonii. Delmatae were a younger nomadic[citation needed] tribe in ancient Illyria (West Balkans); they emerged there since 4th century BC, partly repulsing from their area the earlier peoples of Liburni westwards, Daorsi and Ardiaei (Vardaei) eastwards. They were formed as a tribal alliance[citation needed] of culturally similar communities in 4th-3rd century BC, like the Tariotes and the others. The tribe was subject to Celtic influences.[6][7].One of the Dalmatian tribes was called Baridustae that later was settled in Roman Dacia.

    The archeological remnants suggest their material culture was more primitive than this one of the surrounding ancient tribes, especially in comparison with the oldest Liburnians. Only their production of weapons was rather advanced. Their elite had the build stone houses only, but numerous Delmatic herdmen yet settled in natural caves, and a characteristic detail in their usual clothing was the fur cap.

    Their nomadic society had a strong patriarchal structure, consisting chiefly of shepherds, warriors and their chieftains. Their main jobs had been the extensive cattle breeding, and the iterative plundering of other surrounding tribes and of coastal towns at Adriatic. The early independent Delmatae had been completely illiterate, and the first inscriptions there appeared since the Roman conquest.

    There were some iterative Roman conflicts with the Delmatae lasting for 160 years. The main reason was the perpetual aggressiveness of nomadic Delmatae against all their neighbours and also towards the Issaean federation, Greek-led Roman allies in central Adriatic islands, and so their pacification appeared inevitable. Delmatae land was mostly a rocky calcareous country with many pathless mountains, ideal for infinite guerilla wars; thus Delmatae erected there about 400 stony forteresses and 50 major citadels against Romans.


    Pannoni


    Relationship Status: Neutral
    Allies: Dalmati
    Rivals:

    King: Pinnes

    Pannonians was a common name for a group of culturally similar tribes cognate to Illyrians, who inhabited the southern part of what was later known as Roman province of Pannonia, south of the river Drava (Dravus), and the northern part of the future Roman province of Dalmatia. The Pannonian tribes appear to have been Celticized. Later a number of Pannonians settled in Dacia.

    In the 2nd century BC, the Segestani, one of the Pannonian tribes inhabiting the area around Segestica (modern Sisak in Croatia), were attacked without lasting success by consuls Lucius Aurelius Cotta and an unidentified Cornelius. In 35 BC, the Segestani were attacked by Augustus, who conquered and occupied Siscia (Sisak). The rest of the Pannonians were not, however, definitely subdued until 9 BC, when their lands were incorporated into the province of Illyricum after the Great Illyrian Revolt, conducted by the future emperor Tiberius.

    Thrace


    Relationship Status: Neutral
    Allies:
    Rivals: Dacia

    King: Cotys I

    A loose confederation of Thracian tribes follows Coty I from his capital in Seuthopolis. Thrace is a backwater nation, its glory greatly diminished from the days of Lysamichus. Thracian warriors are however still of great renown and employ themselves throughout the known world.




    Eastern Kingdoms


    Parthia


    Relationship Status: Neutral
    Allies:
    Rivals: Armenia

    King: Phraates III

    The Parthian Empire (247 BC – 224 AD), also known as the Arsacid Empire, was a major Iranian political and cultural power in ancient Persia.[2] Its latter name comes from Arsaces I of Parthia who, as leader of the Parni tribe, founded it in the mid-3rd century BC when he conquered the Parthia region[4] in Iran's northeast, then a satrapy (province) in rebellion against the Seleucid Empire. Mithridates I of Parthia (r. c. 171–138 BC) greatly expanded the empire by seizing Media and Mesopotamia from the Seleucids. At its height, the Parthian Empire stretched from the northern reaches of the Euphrates, in what is now south-eastern Turkey, to eastern Iran. The empire, located on the Silk Road trade route between the Roman Empire in the Mediterranean Basin and Han Empire of China, became a center of trade and commerce.

    The Parthians largely adopted the art, architecture, religious beliefs, and royal insignia of their culturally heterogeneous empire, which encompassed Persian, Hellenistic, and regional cultures. For about the first half of its existence, the Arsacid court adopted elements of Greek culture, though it eventually saw a gradual revival of Iranian traditions. The Arsacid rulers were titled the "King of Kings", as a claim to be the heirs to the Achaemenid Empire; indeed, they accepted many local kings as vassals where the Achaemenids would have had centrally appointed, albeit largely autonomous, satraps. The court did appoint a small number of satraps, largely outside Iran, but these satrapies were smaller and less powerful than the Achaemenid potentates. With the expansion of Arsacid power, the seat of central government shifted from Nisa, Turkmenistan to Ctesiphon along the Tigris (south of modern Baghdad, Iraq), although several other sites also served as capitals.

    The earliest enemies of the Parthians were the Seleucids in the west and the Scythians in the east. However, as Parthia expanded westward, they came into conflict with the Kingdom of Armenia, and eventually the late Roman Republic.


    Armenia


    Relationship Status: Neutral
    Allies:
    Rivals: Parthia

    King: Tigranes the Great

    The present high status of Armenia is solely due to its King.

    Tigranes the Great was emperor of Armenia under whom the country became, for a short time, the strongest state east of the Roman Republic. He was a member of the Artaxiad Royal House. Under his reign, the Armenian kingdom expanded beyond its traditional boundaries, allowing Tigranes to claim the title Great King, and involving Armenia in many battles against opponents such as the Parthian and Seleucid empires, and the Roman Republic.


    Pontus


    Relationship Status: Neutral
    Allies:
    Rivals:

    King: Mithradates VII

    The term did come to apply to a separate state after the establishment of the Kingdom of Pontus, beyond the Halys River (Kızıl river). The Persian dynasty which was to found this kingdom had during the fourth century BC ruled the Greek city of Cius (or Kios) in Mysia, with its first known member being Ariobarzanes I of Cius and the last ruler based in the city being Mithridates II of Cius. Mithridates II's son, also called Mithridates, would become Mithridates I Ktistes of Pontus ("Ktistes" meaning "The Founder").

    During the troubled period following the death of Alexander the Great, Mithridates Ktistes was for a time in the service of Antigonus, one of Alexander's successors, and successfully maneuvering in this unsettled time managed, shortly after 302 BC, to create the Kingdom of Pontus which would be ruled by his descendants mostly bearing the same name, until 64 BC. Thus, this Persian dynasty managed to survive and prosper in the Hellenistic world while the main Persian Empire had fallen.

    As the greater part of this kingdom lay within the immense region of Cappadocia, which in early ages extended from the borders of Cilicia to the Euxine (Black Sea), the kingdom as a whole was at first called "Cappadocia towards the Pontus", but afterwards simply "Pontus," the name Cappadocia being henceforth restricted to the southern half of the region previously included under that title.
    This kingdom reached its greatest height under Mithridates VI or Mithradates Eupator, commonly called the Great, who for many years carried on war with the Romans. Under him, the realm of Pontus included not only Pontic Cappadocia but also the seaboard from the Bithynian frontier to Colchis, part of inland Paphlagonia, and Lesser Armenia.


    The Hasmonean Kingdom of the Jews

    The Hasmonean Kingdom of the Jews
    ממלכת החשמונאים
    Mamlekheth haHash'mona'im




    The Factions of the Hasmonean Kingdom

    Head of State: Hyrcanus II
    Religion: Judaism
    Capital: Jerusalem
    Relationship Status: Neutral
    Allies:
    Rivals:

    The Moderates

    The moderate faction comprises the majority of Jewish citizenry and society into its numbers. Its principle aims are to continue honoring its ancient and existing religious traditions, as well as to establish itself as an independent and sovereign state. Historically, the Jews appealed to the Roman Senate, first in the Maccabean Revolts against the Seleucids, and later, to Gnaeus Pompey Magnus, personally, for aid against the Nabateans besieging Jerusalem.

    Ideologies consistent with the Moderates are those of the Sadducees and the Essenes. The former are generally the aristocratic "Old Believers" of Judaism who reject the Pharisaic notion of the "Oral Torah" that is held by most Modern Jews, as well as the authority of scribes and sages, known as Rabbis. They prefer the established traditions of the priestly class that date back to Zadok, the High Priest appointed by King Solomon, circa 1000 BCE. The Essenes, on the other hand, are an ascetic sect that generally refuses to sacrifice at the Temple in Jerusalem. They feel that through Good Deeds, personal oaths, and ascetism, they can practice their mystical form of Judaism. The Essenes eschew voluntary poverty, chastity, and pacifism, and thus are largely apolitical, and congregate around the Dead Sea in the community of Qumran.

    Opinion: Warm

    Desires:
    Trade
    Alliance
    Good Relations

    No Opinion:
    Vassalization
    Hellenization

    Opposes:
    Annexation
    Enforcement of Religion


    The Hellenes

    Although small in number, this particular group has the potential to grow the most. Originally, under the rule of the Seleucids, many Jews sought to aid their chances of social mobility and economic prowess by adopting the simpler and more libertine life of a Greek. Many removed the marks of the infamous act of circumcision, while other shaved their beards and adopted Greek clothing. Many attended Gymnasiums, at Greek food, and even worshipped Greek gods. This vast influx of Greek culture was a contributing factor in the devastating Maccabean Revolt, and many Hellenic Jews were either expelled or killed by their zealous compatriots.

    However, as Roman dominance is beginning to emerge over the Eastern Mediterranean, it might be within Rome's best interests to encourage the Hellenization of Jews to further integrate them into the Empire.

    Opinion: Very Good

    Desires:
    Trade
    Annexation
    Good Relations
    Hellenization

    No Opinion:
    Vassalization
    Annexation
    Enforcement of Religion

    Opposes:





    The Zealots


    Although small in number, this particular group has the potential to flash out into a major revolt. While most Jews are generally moderates, it is well known that the largest religious group in the Jewish community, the Pharisees, were staunch supporters of the Maccabean revolt, with Judas Maccabeus likely being one himself. The Zealots often went to extreme lengths to fight Hellenization, to the point of destroying Hellenic structures and cities.

    Opinion: Poor

    Desires:
    Independence
    No Opinion:
    Alliance
    Trade
    Good Relations

    Opposes:

    Annexation
    Vassalization
    Enforcement of Religion







    African and Mediterranean Factions
    The Ptolemaic Dynasty of Egypt



    Relationship Status: Friendly

    Treaties:
    Pharaoh: Ptolemy XIV and Cleopatra VII
    Allies:
    Rivals:

    The Ptolemaic Kingdom in and around Egypt began following Alexander the Great's conquest in 332 BC and ended with the death of Cleopatra VII and the Roman conquest in 30 BC. It was founded when Ptolemy I Soter declared himself Pharaoh of Egypt, creating a powerful Hellenistic state stretching from southern Syria to Cyrene and south to Nubia. Alexandria became the capital city and a center of Greek culture and trade. To gain recognition by the native Egyptian populace, they named themselves the successors to the Pharaohs. The later Ptolemies took on Egyptian traditions by marrying their siblings, had themselves portrayed on public monuments in Egyptian style and dress, and participated in Egyptian religious life. Hellenistic culture thrived in Egypt until the Muslim conquest. The Ptolemies had to fight native rebellions and were involved in foreign and civil wars that led to the decline of the kingdom and its annexation by the Roman Empire. It is a fabulously wealthy land.

    The Factions of Ptolemaic Egypt
    Hellenic Egyptians
    Ptolemy XIV

    Favored by the Greco-Egyptian Aristocracy and much of the nation, the young Ptolemy XIV enjoys a number of privileges. However, of late, he is still too young to rule, and relies primarily on the eunuch Pothinus, his regent, to help him maintain rule of his country. The Pro-Ptolemy party of Egypt is strongly disinclined to accept Cleopatra VII, Ptolemy's older sister and wife, as the legitimate ruler of Egypt.

    Furthermore, while in the past an alliance with Rome was viewed as being mutually beneficial against Macedon and the Seleucids, the current Ptolemaic dynasty has now begun to view Rome as a rival, and thus is relatively unwilling to accept their direct dominance over Egyptian and Eastern Affairs.
    Opinion: Ambivalent

    Desires:
    Independence
    Trade
    Good Relations

    No Opinion:
    Alliance

    Opposes:

    Annexation
    Vassalization





    Cleopatra VII

    In contrast to her younger brother and husband, Cleopatra is quite warm to Roman ambitions, though these are largely the result of a genuine rational self-interest rather than a desire to see Rome annex her Kingdom. Cleopatra is well aware that Ptolemy XIV's coming of age will render her privileges as superfluous. Moreover, considering that she is married to her brother, and that her only legal options for maintain a private and romantic life would be incestuous by nature, this further implies that her personal freedoms will be curtailed as well. Desperate for assistance, Cleopatra is likely to look for Roman benefactors, and even lovers.

    Opinion: Warm

    Desires:
    Alliance
    Trade
    Good Relations

    No Opinion:
    Independence
    Vassalization

    Opposes:

    Annexation
    [/FONT]



    Native Egyptians

    While generally irrelevant and immaterial to the inner workings of Royal intrigue, the Egyptian people were nevertheless still affected by the policies and decisions of the Pharoahs. By the end of the Ptolemaic Dynasty, popular support for the monarchy was beginning to deteriorate.
    Opinion: Neutral

    Desires:
    Independence
    Trade

    No Opinion:
    Alliance
    Good Relations


    Opposes:

    Annexation
    Vassalization





    Numidia


    Relationship Status:
    Allies:
    Rivals: Mauretania

    King: Jugurtha

    Numidia (202 BC – 46 BC) was an ancient Berber kingdom in part of present-day Algeria and Tunisia in North Africa. The kingdom began as a sovereign state and later alternated between being a Roman province and being a Roman client state. Its King, Jugurtha is known to be an ambitious man and considers Romans a greedy and corrupt people. When he succeeded the throne as a young man, it was with Roman aid, but only because he had bribed Roman officials.


    Mauretania


    Relationship Status: Neutral
    Allies:
    Rivals: Numidia


    King: Bocchus II


    After the defeat of Carthage by the Roman Empire Mauretania became an ally of Rome. The Romans placed Juba II of Numidia as their client-king. When Juba died in 23 AD, his Roman-educated son Ptolemy of Mauretania succeeded him on the throne. Caligula killed Ptolemy in 40. Claudius annexed Mauretania directly as a Roman province in 44, under an imperial (not senatorial) governor.

    Not depriving the Mauri of their line of kings would have contributed to preserving loyalty and order, it appears: "The Mauri, indeed, manifestly worship kings, and do not conceal their name by any disguise," Cyprian observed in 247, likely quoting a geographer rather than personal observation, in his brief euhemerist exercise in deflating the gods entitled On the Vanity of Idols.


    Cretan/Cilician Pirates


    Relationship Status: Hostile

    King: Seleukos the Great Ravager

    Last edited by Pontifex Maximus; September 18, 2016 at 04:42 PM.

  3. #3

    Default Re: You Are The Senate, ongoing project

    Starting Setting - Bellum Sociale

    Historical background

    Offices for 91 BCE
    Consul:
    Consul:
    Praetor:
    Praetor:
    Aedile:
    Quaestor:


    Enemy Combatants, Milites Inimicii
    Quintus Poppaedius Silo: Consul of Italia, in command of one legion and 400 horse of Marsi

    Gaius Papius Mutilus: Consul of Italia, in command of one legion and 400 horse of Samnites

    Lucius Cluentius: General, in command of one legion and 200 horse of the free city of Pompeii

    Titus Vettius Scato: General, in command of one legion and 200 horse of Paeligni

    Herius Asinius: General, in command of one legion and 200 horse of Marrucini

    Total: 5 legions and 1,400 horse.

    Faction goals: The Romans jealously guarded the rights and privileges associated with full Roman citizenship by only granting their allies and conquered peoples more limited arrangements of rights which might limit the right to vote, or alter the level at which a community, town, or city might be taxed. They initially wanted enfranchisement in the Roman political system and would be content to be put on an equal footing with the citizens of Rome. When this goal seemed impossible to achieve with the failure to pass a law granting the Italians full rights of citizenship, the Italian allies opted for independence.



    Roman Forces
    Legio I Italica
    Legio II Italica
    Legio III Italica
    Legio IV Italica
    Legio V Italica

    1,000 horse

    Total: 5 legions and 1,000 horse.
    Last edited by Pontifex Maximus; September 17, 2016 at 01:24 PM.

  4. #4

    Default Re: You Are The Senate, ongoing project

    Does closed Family mean NPC? Or that you are using them?

    I like the starting setting. Are there any Roman legions in the provinces? Can a player start with the Italians? Do you have a map of what the Italians control in Italy or is that a WIP?
    __________________________________

    The Mad Skylord - Yesterday at 10:09 PM
    Jesus
    You're a monster
    I love it
    __________________________________

  5. #5

    Default Re: You Are The Senate, ongoing project

    Quote Originally Posted by Rhapture View Post
    Does closed Family mean NPC? Or that you are using them?
    Closed means that no other players can register family members in that family except the player that created it

    I like the starting setting. Are there any Roman legions in the provinces?
    I racked my brain and I think its the best possible setting to start. Immediate action and crisis. And no there won't be, the provinces will be fairly vulnerable initially. I'm thinking about just making the proconsulships held by NPCs until the Social War ends. We won't have any ex-consul characters until the end of Year 1 anyway

    Can a player start with the Italians?
    You can control one of those commanders if you want, but they are basically doomed if they lose. The battle system doesn't require that people be in control of enemy factions to give battle orders like we used to, but that can still happen if someone wants to do it.

    Do you have a map of what the Italians control in Italy or is that a WIP?
    That's WIP. My understanding of it right now is that central Italy mostly remained loyal with areas of southern Italy being the most problematic

    Last edited by Pontifex Maximus; September 17, 2016 at 01:48 PM.

  6. #6

    Default Re: You Are The Senate, ongoing project

    Are those the families you are taking or just examples?
    __________________________________

    The Mad Skylord - Yesterday at 10:09 PM
    Jesus
    You're a monster
    I love it
    __________________________________

  7. #7

    Default Re: You Are The Senate, ongoing project

    Those will be the families I am taking and I am soooo excited

  8. #8

    Default Re: You Are The Senate, ongoing project

    Quote Originally Posted by Pontifex Maximus View Post
    Those will be the families I am taking and I am soooo excited
    Just so you can retire like Sulla and have gratuitous sex parties all the time?
    __________________________________

    The Mad Skylord - Yesterday at 10:09 PM
    Jesus
    You're a monster
    I love it
    __________________________________

  9. #9

    Default Re: You Are The Senate, ongoing project

    Ok, wow, geez. Spoiler alert.

    I'm excited because those two families will let me pursue two styles of RP that I enjoy without sacrificing one of them

  10. #10

    Default Re: You Are The Senate, ongoing project

    WIP



    Caecilia Metellus - Closed Family
    ]
    Quintus Caecilius Metellus Pius

    Ranks: Paterfamilias, Senator, Plebeian
    Economic Branch:
    Current Office: n/a
    Age: 48
    Traits:

    Quintus Caecilius Metellus Pius:

    Sextus Quintus Caecilius Metellus Pius Cornelianus Scipio Nasica
    Ranks: Homo novus
    Current Office: N/a
    Age: 19
    Traits:

    Quintus's adopted son.

    [C] Licinia Crassa Secunda
    wife of Quintus
    Last edited by Rhapture; September 20, 2016 at 06:34 PM.

  11. #11

    Default Re: You Are The Senate, ongoing project


  12. #12

    Default Re: You Are The Senate, ongoing project

    I thought it was 91 BC
    __________________________________

    The Mad Skylord - Yesterday at 10:09 PM
    Jesus
    You're a monster
    I love it
    __________________________________

  13. #13

    Default Re: You Are The Senate, ongoing project

    Doesn't mean I won't be trying to spread Roman influence

  14. #14
    Okmin's Avatar In vino veritas
    Join Date
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    Location
    USA
    Posts
    7,506

    Default Re: You Are The Senate, ongoing project

    Quote Originally Posted by Pontifex Maximus View Post
    Okmin and Rhapture are going to stumble in here at some point as well.
    Here's me, stumbling in.

    Are we restricted to historical families, or can I be unoriginal and bring back the Marii Aquilae for yet another daring expedition into the heart of Dacia?
    IN VINO VERITAS
    IN CERVESIO FELICITAS

    Under the patronage of The Lizard King
    Patron of Narf
    and Starlightman

  15. #15

    Default Re: You Are The Senate, ongoing project

    Quote Originally Posted by Okmin View Post
    Here's me, stumbling in.

    Are we restricted to historical families, or can I be unoriginal and bring back the Marii Aquilae for yet another daring expedition into the heart of Dacia?
    Bring back the eagles and let them fly high or crash and burn lol. Historical families aren't necessary. I might suggest them if someone wants to have a ready made family history upto 90 BC. But it is all unexplored story once we start anyway.
    __________________________________

    The Mad Skylord - Yesterday at 10:09 PM
    Jesus
    You're a monster
    I love it
    __________________________________

  16. #16

    Default Re: You Are The Senate, ongoing project

    Quote Originally Posted by Okmin View Post
    Here's me, stumbling in.

    Are we restricted to historical families, or can I be unoriginal and bring back the Marii Aquilae for yet another daring expedition into the heart of Dacia?
    You don't have to use a historical family, I use the names only just because they make me feel tingly. All right, three more to go

  17. #17
    Pinkerton's Avatar Praeses
    Join Date
    Jan 2012
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    Argentina
    Posts
    9,790

    Default Re: You Are The Senate, ongoing project

    Gens Galeria Naso - Closed family

    Marcus Galerius Naso
    Plebeian
    Ranks: Pater familias, Senator
    Economic Branch: Agriculture
    Current Office: n/a
    Age: 31
    Traits: WIP

    Bio: WIP


    So yeah

  18. #18

    Default Re: You Are The Senate, ongoing project

    Updated with potential active members. Two to go until I will request a forum. I am also slated to post an advertisement site wide soliciting new players.

  19. #19
    Okmin's Avatar In vino veritas
    Join Date
    May 2010
    Location
    USA
    Posts
    7,506

    Default Re: You Are The Senate, ongoing project

    Marii Aquilae - Closed family

    Gaius Marius Aquila
    Plebeian
    Ranks: Pater familias, Senator
    Economic Branch: Urban
    Current Office: n/a
    Age: 30
    Traits:

    Titus Marius Aquila
    Ranks:
    Current Office: n/a
    Age: 11

    Son of Gaius.

    Junia
    Age: 29
    Wife of Gaius.


    Patricii Incogniti - Closed family

    WIP
    IN VINO VERITAS
    IN CERVESIO FELICITAS

    Under the patronage of The Lizard King
    Patron of Narf
    and Starlightman

  20. #20
    General Brewster's Avatar The Flying Dutchman
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    Blog Entries
    10

    Default Re: You Are The Senate, ongoing project

    So much closed families!

    Aemilia Lepidus - Open Family


    Marcus Aemilius Lepidus

    Ranks: Paterfamilias, Senator, Partrician.
    Economic Branch: Urban Development Branch
    Current Office: n/a
    Age: 30(Born 120BC)
    Traits:

    Appuleia
    (Daughter of Lucius Appuleius Saturninus)
    Wife of Marcus
    Age: 20 (Born 110BC)

    Marcus Aemilius Lepidus (the younger)

    Age: 1 (born 91)
    Last edited by General Brewster; September 25, 2016 at 05:24 PM. Reason: WIP

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