A Magical Roman Empire [AU] [Closed]

Corsica
Corsica

Governor/Leader: Flavius Belisarius, Magister Militum, Vandals-Bane



Born to a Thracian house and entering the Imperial Army at 12 as an aide and guard of the Magister Militum Preaesentalis. Belisarius is a logistical and tactical innovator who's core troop of 7000 heavy calvalry bucellarii formed the basis of his rapid response force and who's flexibility as a lance/sword/bow armored troop won him dozens of victories across the Empire. As he grew more popular on the strength of his conquests the emperor "rewarded" him with Corsica thus removing him from the public eye and limiting his ability to deploy his forces to what could be transported by ship.

An Astute Scholar of his opponents he adapts the best arts of their militaries to his own store of tricks and is comfortable combating all the Empires foes from the Arabs to the Huns to the Saracens.

Province History

A regularly contested province Corsica is as readily beset by Vandals and Ostegoths as it is by Seirinoussai Merfolk and Carthaginian Pirates.

Roman power on the Islands is centered on Aléria which itself is built on a 6000 year old Phoenician Necropolis. From there Roman Citizen mixes with Etruscan local in an arrangement that many on the none-to-distant mainland call "backward"


Aspects
Magister Militum: A Master of securing victory even on reduced Imperial support Belisarius is a Logistical Genius and can squeeze the most blood out of the driest stones. His supply chain management let's him project more force further with less than other less adaptable commanders. +3 stewardship to logistical issues.

Ghosts and Siren's: The Etruscan and Seirinoussai Peoples of Sardinia and Corsica have interbred for millennia and are distinctly averse to the slave taking and metropolitanism of Rome. While purebloods of both peoples exist a distinct shore culture of amphibious demi-humans exist with a culture of active ancestor worship. -20% to magic growth project

Magic
Pheonecian Ectomancy: Corsican Ectomancers can summon the spirits of the dead to act as councillors and guardians.

Military Forces
Border Province: 2 Roman Legions with free maintenance. Attacked by pirates and sharkpeople, and you know...others.

Attributes
Intrigue: -1
Learning: +4
Magic: +2
Martial: +4
Piety: +2
Stewardship: +4
Economy: +4
  • 2 Action
Stability: +4
[/QUOTE]
 
Phrygia is reserved. This brings us to 10 reservations/slots. I'm going to leave it open in case someone doesn't put in an application.
 
Updated the OP with Peacetime/Wartime spending modifiers. Basically, troops are 50% cheaper during war. Everything else is 50% cheaper during the peace.
 
Britannia
Britannia

Governor: Titus Martinus

Born as a descendant of the first Roman settlers in Britannia, Titus had no great prospects for authority in a family with two elder brothers, and so he spent his early years learning numbers and economic theory, despite the wishes of his father to train as a soldier. However, when his brothers were lost at sea and never returned home, all the hopes and wishes of the family were thrust upon his shoulders. Tutoring sessions with his grandfather become far more intense, and despite his continued protests, his father managed to drag him along on a number of military campaigns aimed at suppressing rebelling natives. Now finally having attained the prestigious title of Governor, thanks to his family's influence, Titus has attempted his best to balance the expectations of his family with the new responsibilities of his office, with...limited success.

Province History

Seen as a semi-mythical place in the days of the Roman Republic, Britannia emerged into the Roman world after mighty Caesar's fateful expedition to the island in search of Gallic refugees fleeing his conquest of Gaul, and would be officially incorporated as a Province during the reign of Emperor Claudius. It's history over the past 75 years have however not been as peaceful as other Provinces. Where other natives would throw down their weapons and surrender, the Briton tribes proved to be particularly stubborn, continuing to resist Roman rule for well over a generation. Even to this day tribes like the Dumnonii, Ordovices, and Trinovantes plague the Province with their constant revolts, and there are further concerning matters developing outside of the Empire's borders, in the lands of Caledonia and Hibernia.

Aspects

The Wooden Wall: Being an island completely separated from the rest of the Empire's landmass necessitates the development and maintenance of a large merchant fleet to transport raw materials from the Province to the Empire, and manufactured goods from the Empire to the Province. A decent military naval force is also required to protect this vital supply line from pirates and barbarian raiders. +3 Martial to Sea-based combat, 10% discount on Fleet construction.

The Troubled Frontier: Facing constant internal rebellion and external raiding, Roman Britannia finds itself by necessity raising more legionaries than what is standard for a border province of the Empire. While many may bemoan the added financial and manpower costs associated with the increased garrisons, it has allowed for a greater degree of flexibility, allowing more men to respond to reports of raids or revolt quicker than normal. +2 Free Legions.

Magic Specialization

Air: The ancient Druids of Britannia were said to be able to perform many miracles with their attunement to nature, and their mastery of the aerial elements. While the Druids may be gone, some of their knowledge still survives.

Military Forces

  • Border Province: 4 Roman Legions with free maintenance (You will get randomly attacked.)
Attributes (30 Points)

  • Intrigue: Great (+5) While not exactly a hub for the shadowy arts, a well-maintained network of spies gives the Province garrisons some forewarning before the next inevitable revolt.
  • Learning: Good (+4) Most of Britannia's population remains rural and uneducated. Although there are sizable populations of Roman citizens and Romanized natives who can read, there are only 7 urban centers across the entire Province where the citizens and educated natives reside.
  • Magic: Horrific (-4) During Boudica's rebellion the Province governor Gaius Paulinus was famously off on a military expedition on the island of Mona to destroy the Order of Druids, allowing the rebel army to raze important Colonii such as Camulodunum and Londonium. The Druids in turn were exterminated to the last man on the Governor's orders. Since then, a number of magical scholars from the heartlands of the Empire have tried to learn the many mysteries the Druids aimed to take with them to the grave, with little success.
  • Martial: Fantastic (+8) There is no doubt that the constant attacks from within and without have made the legions and naval forces of Britannia a force to be reckoned with, although for now they are far more concerned with pacifying the Province than performing any military adventures.
  • Piety: Great (+5) To compensate for the lack of a magical order, a request was made for a permanent presence of priests representing the Roman Pantheon within the Province, to hopefully quell rebellion via conversions and peaceful means, in areas where military prowess alone has failed to suppress the natives.
  • Stewardship: Great (+5) A great deal of resources have been spent on the administration of Britannia, to both ensure the smooth running of the Province, and to ensure the continued delivery of vital natural resources to the rest of the Empire.
  • Economy: Great (+5) Britannia is both a rich and fertile land. Valuable metals such as tin and iron are prevalent across the island, while the large rural population has allowed for major land cultivation. With the arrival of the Romans a symbiotic relationship has formed between the native farmers and Roman elites, despite the troubles of the province, ensuring a prospering local economy. Provides 3 Actions.
  • Stability: Average (+1) It is no great secret that Britannia is a less than ideal Province, stability-wise. For every crushed rebellion two more begin to ferment, and for every raid stopped another one will escape the notice of the garrison, allowing them to pillage and burn without interference.
  • Fortification: Great (+5) Like most provinces Britannia boasts a number of garrisons, forts, guard posts and so on to defend the province from attacks, be they from land or from sea.
 
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Updated Create Advantage test

Create Advantage - A single roll intended to create a situation advantage to be used in the current turn or the following turn. (i.e. Espionage to steal enemy battle plans so your troops perform better in battle) Generally, this represents a +5 to the action that receives the bonus. Create Advantage can target any attribute. So you can use it to bolster your Intrigue vs. a high end Spymaster for instance.

Create advantage can only be used on one roll.

Stacking create advantage works as follows: One Advantage +5 // Two Advantages +8 // Three Advantages +10

Create advantage can be taken multiple times, each time applying to a different attribute. (Intrigue/Magic/Piety)
 
Syria
Syria

Governor: Secundus Tertinius Firminus, Quartermaster of the East

The second son of the previous Syrian governor. Lacking any exceptional talent for commanding soldiers Secundus instead found his calling while serving as a Praefactus Castrorum. In that role he would ensure that his legion never lacked for supplies no matter the situation.

Secundus had fully expected that his older brother would succeed his father as the next governor of Syria. The fates however saw fit to leave his brother dead on the fields of Dacia and Secundus found himself nominated as the next governor. Despite never having expected the role he took to it like a fish to water. Under his reign the Syrian bureaucracy, already famous for its efficiency, was elevated to even greater heights. The logistical network in the province was likewise greatly expanded, Automata laborers raising many more supply depots. This combined with a new system for patrols ensured that the overland trade routes were safer than ever. The fact that all these reforms greatly increased the demand on the governor ensuring that few other men in the Empire could replace Secundus is surely just a nice bonus.

The culmination of Secundus efforts would be the war against the Parthians, where well supplied legions were able to banish the easterners from the Euphrates river basin. Secundus, after taking a moment to celebrate the victory, immediately began work on his next task, solidifying the links between Syria and the new eastern bastion. The soldiers had won Mesopotamia, now it was up to the bureaucrats to keep her.

Province History:
Syria had long been a wealthy prize fought over by several empires before eventually being incorporated into the Roman Republic where it served as a bastion against the Parthians. Briefly turned over to Egyptian rule during the reign of Marc Anthony Syria once more returned to the Roman fold when Augustus bested his rivals. In recent years things have been looking better than ever for the province. The trade money continues to pour in and the recent conquest of Mesopotamia means seems to herald an end to its status as the eastern bastion. Still the garrison has remained in place until such a time as Mesopotamia has been sufficiently stabilized.

Aspects:
Crossroad of Asia: Owing to its favorable position in the empire Syria has become a great logistical hub. Wine and high quality goods from Anatolia flow to Italia through Syrian ports while the Euphrates river provides easy access to Mesopotamia and the eastern trade. And in times of war the massive infrastructure built up to accommodate this trade could easily be repurposed for use by the legions. (+2 Economy in peacetime / +2 Millitary in wartime)

Administrative Vigor: Rome was not the first master to hold Syria. Before her came many others, all of them splendid and mighty and all of them died. They all employed different methods for governing the region, each with its own strengths and spirits. From this the leaders of Syria have learned that a perfect system does not and can not exist. There is a constant push for innovation in administrative matters. While this results in plenty of grumbling about how yet another old procedure has been replaced with something different it also means the administration of Syria is suited for the challenges of today instead of those from 50 years past. (20% discount for Stewardship Growth Engines)

Magic Specialization:
Automata: When the Romans first conquered Syria they found it host to a wide variety of magical traditions. Skilled Greek sculptors breathed life into their masterworks while native Semites had mastered the art of animating golems. When the Romans added their runesmithing to the mixture a new tradition was born. Master smiths imbue their creations with both a purpose and the will to fulfill it. Ranging from self reloading crossbows to men of metal marching alongside the eastern legions.

Military Forces:
2 Roman Legions stationed to guard the eastern border (maintenance paid for by the rest of the Empire)

Attributes:
Intrigue: Fair +3. While never a particular focus of the governor the extensive Syrian bureaucracy ensures the spy networks operate somewhat smoothly.
Learning: Good +4. Driven by the need for skilled administrators the academies in Syria enjoy extensive patronage from the governor. The extensive focus on bureaucratic skills has led to other disciplines declining however.
Magic: Great +5. Home to a combination of three different traditions magic is well and alive in Syria. Automata can be found in every town and city and play a crucial role in maintaining infrastructure. With more and more Automata manufacturers being granted the Governors patronage few worry about the art dying out any time soon.
Martial: Good +4. While the Legions controlled by Syria are not particularly renowned for their skill at arms the extensive logistics network they enjoy is a quality in and of itself. Never lacking for rations, ammunition and arms ensures the Syrian Legions can always fight at peak effectiveness.
Piety: Terrible -2. If there is one fault that can be laid at the feets of Roman Syria it is its lacking devotion to the Roman Pantheon. Already home to several other religions and sects the word of Mars and Jupiter never took strong root in the region. Instead Zoroastrians, Babylonians and Jews hold the attention of the majority of the populace.
Stewardship: Fantastic +8. The Syrian bureaucracy is the pride and joy of the governor and is the lynchpin upon which the rest of the province is built upon. The harbormasters keep track of every new arrival, no road is ever left in disrepair, regular censuses are held and the tax collectors who pay for it all are never late. Every day hundreds of emissaries arrive at and depart from the Golden City as the wheels slowly turn.
Economy: Superb +6 (3 Actions / Turn). Located in the wealthy eastern half of the empire Syria has grown rich from the many lucrative trade routes passing through her lands. And while the trade may dry up during war time a solid economic foundation ensures bankruptcy will be a distant threat.
Stability: Fair +3. Located at the former border with Parthia Syria has seen its fair share of invasions and revolts. With the border now shifted eastwards to Mesopotamia and the diligent work of its bureaucrats the province has grown significantly more stable as of late.
Fortification +5: Owing to its status as the former eastern bastion a wide variety of forts and barracks cover the land. With the recent conquest of Mesopotamia however many expect that the soldiers garrisoning these will be gradually transferred East.
 
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War Plan Attack Types
Plunder/Raid
- 1+ Success Required, Best of 3 - Damages underlying Economy Attribute by degree of Success. Economy recovers at a rate of 1 Economy/Turn. Gain temporary Econ (next turn only) equal to the Econ damage inflicted.

Damage/Destroy - 1+ Success Required, Best of 3 - Damage underlying <Target Attribute> by degree of Success. Attribute recovers at a rate of 1 <Attribute>/Turn.

Conquer - 3 Successes Required, best of 5 - Take control of the province, integrating its superior stats (if any) into your own. You also gain 30% of the target's Econ stat (i.e. +10 means you gain +3), you do not take over the target's econ.

0 (or less) Stability means 2 successes of 5 required.
1-4 Stability means - 3 successes of 5 required.
5-9 Stability means - 4 successes of 5 required.
10+ Stability means - 5 successes of 5 required.

Create Crisis - Reduces Stability by degree of success unless the crisis is successfully handled. (Piety/Magic/Intrigue)

Added War Plan Attack Types & Crisis creation.
 
Fortification: All provinces will begin play with 5 Fortification. Fortification provides a defense against Conquest attacks.

Per convo in Discord, this stat has been added to all provs. Please update accordingly. This is meant to force near-equal Martial stat'd provs to be multi-turn conquest actions. (I.e. You want to reduce Fortification to 0 before attacking someone with similar martial)
 
Iudaea aka Judea (Major NPC, Eastern Empire Faction)
Governor Lusius Quietus of Iudaea aka Judea

The ever rebellious province of Judea is a constant thorn in the side of the Roman Empire. Every few years a group of rebellious Jews attempt to force the Empire out in an uprising of sorts and every few years a talented roman general like Lusius Quietus is given the task of suppressing the rebellion in the name of the reigning Emperor. On the positive side, his success in this endeavor has allowed him to "retire" to the Governorship of Judea and to enjoy a life of luxury few Romans can match. He has also secured the cooperation of the more conservative Jews to better solidify his rule and avoid further rebellions. An alliance he pray holds, particular with his "secret conversion" to Judaism to better integrate with the province and gain the power of their God.

Province Information
The province of Judea is the center of power for the religion known as Judaism. This powerful religion is further augmented by the design of the city of Jerusalem which channels magical power into the hands of the faith's Priesthood to further enhance their role as leaders of the faith. They, in turn, use this power to enhance a blessing known as Elohim's Champion which they bestow on one worthy Jew each generation so lead their people into the future.

This time, that Jew is a secret convert named Lusius Quietus who knows he will be forced to fight for his life soon enough. Hadrian is in the heart of Roman Power and Lusius, like all of Trajan's lieutenants, will be a threat to Trajan's successor. Hadrian has made it clear to many in the inner circle of his objective and Trajan's own wife supports the man's claim. Trajan himself still publicly has left the succession in question by backing no one and having no sons. A foolish state of affairs for an Emperor. Of course, the fact many believe Hadrian and Trajan to be lovers has complicated the matter as its clear Trajan is loathe to contradict the man publicly.

Aspects
Jerusalem - The Great City of the Hebrew Faith, Jerusalem is built on as a massive geomantic web that channels the power of various ley lines in the area into a single, vast repository of power that the Priests of Jerusalem can tap to enhance or create new Great Works of Magic (Aspects). +30 Progress/Turn that can be spent on Aspect creation/improvement.

Elohim's Champion - Lusius Quietus has convinced the conservative members of the Jewish Faith to ordain him as God's Champion in the battles to come. Part of what made him so effective in suppressing the Kitos Rebellion was the support of those conservative Jews and the skills of his Jewish spies. (+6 to a single action representing God's Favor every 3 turns)

Magic Specialization
Divination - God has granted his Chosen People the gift of Prophecy. While its power is weak for now, in time, it shall improve as all things do.

Military Forces
1 Legion, on Rebellion Suppression duty.

Attributes
  • Intrigue: Fantastic (+8) (-12pts)
  • Learning: Horrific (-4) (+6pts)
  • Magic: Average (+2) (-1pt)
  • Martial: Fantastic (+8) (-12pts)
  • Piety: Fantastic (+8) (-12pts)
  • Stewardship: Horrific (-4) (+6pts)
  • Economy: Great (+5) [ 3 Actions ] (-5pts)
  • Stability: Mediocre (+1) (0pts)
  • Fortification: Great (+5) (0pts)
 
Dominate - 3 Successes Required, best of 5 - Take control of the province, integrating its superior stats (if any) into your own. You also gain 30% of the target's Econ stat (i.e. +10 means you gain +3), you do not take over the target's econ. Acquiring the stats requires the Integration action post-conquest. This can only be used against Generic NPC provinces, not player controlled or Major NPC controlled. (Intrigue/Magic [certain types]/Piety)

0 (or less) Stability means 2 successes of 5 required.
1-4 Stability means - 3 successes of 5 required.
5-9 Stability means - 4 successes of 5 required.
10+ Stability means - 5 successes of 5 required.

This has been added to the rules. It may be removed if anyone objects and that will trigger a poll that runs until JAN/3 on the matter.
 
Achaia
Achaia

Leader / Governor:






Julia Sophia Vatinius, The Cursor Prefect, Oracle at Delphi.

The leader of the Oracles comes from reasonably unimportant roots, her Great Grandfather having been a Legionary Captain that had distinguished himself in the many campaigns against barbarians on the various frontiers and crucially helped save the life of Octavian himself during the naval battle with Marc Anthony.

Still, her family's prominence grew, as military success combined with strong merchant link allowed the family to extend their reach. After being permitted to join the school of Oracles, her Mother helped usher in a new era of innovation with their chosen magic, pushing the boundaries of what was possible, and revolutionised communications across the empire...though exerting a tight control over it.

Crucially; Julia had met and known Trajan from her youth, the Emperor occasionally wishing to gain the wisdom of those at Delphi.

It was from that, where her own career grew, serving as Trajan's shadow and confidant, providing intelligence on enemies and other issues that plagued the Empire. It was through no small part intelligence provided by her divining that the campaign to capture the lands of the Euphrates itself went so smoothly, and she now settles into her duties within southern Greece.

Yet try as she might, storm clouds are gathering over the Empire, and it will be her duty to deal with it for the good of the whole.

Province History:

The history of the province of Greece is one that would fit many tomes and innumerable scrolls. It is a land that can easily claim to have influenced Civilization all over the Mediterranean and even today, no true Roman would be able to say that he does not understand or respect Greek culture, subservient to the Empire though it may be. Achaia is a stable and prosperous province, the last true conflict between armies during the clash between Pompey and Caesar.

Aspects:

The Land of Ancient Heroes:

Greece can be said to be famous for many things, from its influence on civilization, to the philosophical schools it spawns, to the variety of unique governments it possessed. Yet for all that, it is the land of Hercules, The Argonauts, Achilles and many others, who have all in their own time accomplished great deeds.

Such figures can be called upon on occasion, even now...

Mechanical Effect: Every three turns, can call up a hero to provide a bonus of +6 to any stat.

The Academy and Oracle at Delphi:

There are many minor schools of magic within Greece, a legacy of its past and the mass of city states within; but none can be said to be more prominent than the Diviners of Delphi. Historically a much abused school by the Greeks, who in the past tried to use its power for petty needs and self aggrandizement, most famously by Alexander.

There was a reason why, despite its myriads of advantages and devices that now exist throughout the Empire, it did not truly warn the lands of the coming of Rome. Nowdays, Delphi serves as the main academy for those wishing to study divination; the head of the school and temple being able to help influence events using their powers in a variety of ways...

Mechanical Effect (OLD): Every other turn, the great focus atop the Crystal Spire can be used to provide a +3 Bonus to Intrigue, Magic or Piety for the turn.
Mechanical Effect (NEW): +30 Progress/Turn that can be spent on Aspect creation/improvement.

Magic Specialization:

Divination:
Knowledge is Power. A simple statement, yet many fail to grasp it. Divination is not merely a school to see the future, though even that alone makes it extremely useful. It is through Divination that the Empire enjoys weather prediction, long distance communications, weapons that can always find their mark, secrets uncovered...and much more.

Military Forces:

What use would be to keep Legions in the heart of the Empire? Achaia is a safe province.

Attributes:
  • Intrigue: +6 (7pts)
  • Learning: +1 (0pts)
  • Magic: +5 (5pts)
  • Martial: +1 (0pts)
  • Piety: +4 (3pts)
  • Stewardship: +4 (3pts)
  • Economy: +7 (10pts) 4 Actions / Turn
  • Stability: +3 (2pts)
  • Fortification: +5
  • (Still shifting stuff about a bit Gm approved +7 to econ)
 
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