I think we should start on some siege engines, a ram will be necessary to breach the walls eventually
Also, there is nothing like lobbing incendiaries and head sized rocks at random times of the day/night to ratchet the pressure and lower the morale of those inside. Ballistae and onagers have impressive ranges.:lol

and since we would be doing some construction why not build a palisade and earthworks around the city? this way we could siege the city with less troops and be able to take more on our sorties and supply trains.
 
Legion(s): LEGIO VI GRADIVIUS (Sixth Legion, Blessed By Mars)
Patron Diety: Mars, in his aspect as the Soldier-God Mars Gradivus (2/10) (+1 to all Mars-specific auguries)
Superstition:
2/10 -- The men put some stock in the word of gods and spirits, but do not quake at sunsets.
Okay, that sounds pretty good. The bonus to Mars-specific auguries is good. On the other hand, let's hear out the cautionary tale of what happens if we crank up superstition TOO high.

Besieged Cities: Nola (1 Month)
Winter Stores: 5 Weeks worth of food.
Huh. Yeah, that's not very reassuring. Turns last a month and our stockpile has to last for four weeks per month, I assume. Let's make sure to throw actions at procuring food for the legion to the best of our ability, and keeping very secure caravans running to and from Beneventum. Maybe big ones guarded by a lot of troops. That might be best.

You again begin your daily discussions with Sertorius, but now they are tempered by the wisdom of command. You have led men, fought in battle, and held your own against Rome's enemies. The steel in your eyes is no match for Sertorius' own grey slates, not yet, but there is steel. When he speaks of the throng of battle and the difficulties of commanding an army amidst the chaos of war, you no longer have to imagine some distant theoretical conflict -- no, you have very real experiences to draw upon, and your conversations are all the richer for it. He instructs you in tactics and strategies you cannot truly comprehend without understanding their necessity on the battlefield, and your knowledge of warfare grows as the days spin into weeks.
Good that we can keep learning from him.

Now, Scaevola is clearly a biased figure, and incautiously pro-Sullan, but we SHOULD remember that if Sulla wins, Scaevola isn't wrong to point out that being too too too close to Sertorius is bad. We may have to take drastic steps.

As time passes, your discussions even stretch into other topics. Sertorius is a magnetic figure, capable of arresting an entire legion's attention with a few words, and his voice is filled with such gravitas that you have seen men years his elder be swayed by his rhetoric and force of words. Your own feats in Samnium have made you a capable diplomat, and so you and Sertorius often fill your conversations with discussions of how best to sway hostile forces to your side, and of the careful balance of appeasements and counter-appeasements necessary to negotiate compromises favorable to Rome.

950 XP to Diplomacy (8000/8000)
Rank Up: Diplo Rank 10
Level Up: Accomplished Diplomacy (+2 Bonus)
(0/10000) XP to Diplomacy Rank 11
DING!

WOO-HOO! Sertorius, one of Rome's greatest masters of martial diplomacy-fu, perhaps the greatest master, has pushed us up and over the line!

[I mean, I know that we actually spent free XP on this, but I like to think of it this way, in roleplaying terms]

This is one of the first concrete, specific times that we've gained something mechanical from our efforts to gain XP and level up. Maybe THE first?]

But this, too, is a double-edged sword. Many note your new status in Sertorius' eyes, and not all do so with deference. Outside the notoriously self-serving Cinna, Sertorius is the greatest ally of Marius still in Italy, and there are many who have not forgotten that, even in the legions, where the bond of Mars has supposedly erased all other ties. Whether you wished it or not, you have made enemies in the ranks of the Sixth Legion, enemies who, though their hands are now tied, may not be so docile in Rome.
Someting to bear in mind. We CAN run into problems as a reputation for being 'too Marian.' On the other hand, if Marius wins we may need those connections, so it's a tradeoff.

As the siege enters its' second week, you gain permission from Sertorius to gather Veniximaeus, the Gauls, and a cohort of the legion in order to ride out and hunt down the renegade Samnites in the surrounding regions. These bands of rebels have harassed the legion's supply lines since before you returned from Bovianum, but with your arrival, the legion now has enough forces to both securely hold the siege and hunt these rebels down. You set out from the camps around Nola with roughly six hundred men, and use the Gauls as outriders to search the surrounding towns for dissidents.

But the rebels of the Hirpini prove as stubborn as their Pentri brothers. They disappear into the hills and valleys of Samnium as the cohort approaches, and though there is more than one time when you are hot on their heels, they always manage to affect an escape. The Gauls are brutal in their searches, and scour the countryside in pursuit of the rebels, but even their famed ferocity turns up nothing more than rumors. In the days that follow, you investigate a farm where a handful of rebels may have slept a week or so back, a cave where they might have been sighted, a farmer's boy who claims to have seen armed men in the woods — whispers and tall tales that amount to nothing, in the end.

Your search, while fruitless, is not without it's benefits. With your forces hot on their heels, there is little chance for the Samnites to strike at your supply line or hound the villages that have sided with Rome. The Samnite commander, while shrewd, is no Gemino, and it is all he can do to stay ahead of you, much less continue an offensive at the same time. That is a small consolation, however, as you return to camp empty-handed, with only a few dead scouts and a handful of tall tales to show for your trouble.
We rolled a natural 20... but they rolled an eighteen, and were just able to keep up with us thanks to Hearts of Steel and Home Turf. On the other hand, we PREVENTED the Samnite guerillas from doing any real damage to our supply lines, and if we'd caught up with them we probably would have done a lot of damage. When bonuses are subtracted out, though, we need to roll +4 over them on the dice to catch them.

Next turn, we could do worse than to keep pressing this option, in my opinion. It's got a low probability of success per turn, but a good chance of working out well in the long run. We MAY lose some cavalry if the Samnites roll higher than us, but this kind of asymmetric warfare means we can afford to lose some men as long as the enemy is kept pinned down and at risk themselves.

However, the turn after that, our augury bonus expires, and we may not want to push our luck. We'd need either more cavalry (to give us numerical bonuses) or advisors to provide us with bonuses (say, procured via diplomacy with the surrounding Hirpini), or some other advantage.

The siege continues to crawl along, day slipping after day at a snail's pace. There is work to be done in a siege camp, make no mistake of that, and constant vigilance is always demanded, but the fact of the matter is that there are days when the interminable waiting becomes maddening, boring. The common soldiers rectify this with gaming, gambling, and other pastimes which keep them occupied. You and your fellow officers are no exception, and you often pass the time in quiet conversations with your fellows, eating your lunches with Rufus, Mercator, Pompolussa, and the rest of Sertorius' 'inner circle', the centurions and tribunes which make up his closest advisers. Perhaps it is because almost all of you have fought and bled together, but you and these men hit it off splendidly, deepening your already tight bonds. Pompolussa, already friends with Tercerus, needs little convincing to take a shine to you, and Carcellus, the brick-bodied prefect, is more than happy to regale you with the sort of riotous and filthy japes often shared between soldiers. Even the standoffish Mercator acknowledges that Rufus may have some spine after all, and holds you to be a promising future commander. This is no small thing -- the support of the primus pilus is the backing of the most skilled and well-liked centurion in the entire legion.
Uh, just to be clear, this is Bonds of Brotherhood in action? Which of the die rolls affected that, by the way? Or was it an action that required no rolls?

Being connected to the centurion has other, more political benefits as well: Mercator's father, Proculus Agrippa, won glory in his youth in Numidia under Marius, and though he never sat the Senate, became wealthy and connected enough to launch profitable careers for his sons. Mercator seems well on his way to making just as great a name for himself, and his brother Gnaeus is currently serving as a quaestor in southern Spain.
Hm. Connections good!

Acting in your position as Sertorius' second-in-command, you call the Samnite officers together one overcast August morning and speak to them. You carefully explain that it is in their best interests to force their men into cooperation -- should the siege fail or their men revolt, their entire region would be punished. Should the siege emerge a success, however, they and their men will fill their pockets when the city falls, and their people will be handsomely rewarded, as Sertorius promised. Their faces are impassionate and stony as you speak, and you leave the tent wondering if you've changed any minds. However, in the weeks that follow, you receive reports of Samnite dissenters and troublemakers being punished harshly for inciting arguments with the Romans, and the Hirpini in general seem to snap to Sertorius' commands more quickly than they did before.
Phew! That went well; could have gone badly, too. The roll was close; that +2 versus +1 Diplomacy bonus made the difference between meeting and exceeding the roll results.

Trait Lost: Enemy of the Samnites
I am glad that's gone! It was seriously cramping our style. The biggest thing we can do for this campaign, and our own reputation, isn't to cover ourselves in martial glory, because our martial stats are no better than those of a middling-goodish centurion. It's diplomacy, because our oratorical and diplomatic skills are so good even Young Cicero sat up and took notice. We can persuade and win over Samnites much more effectively than we can kill them.

And having the reputation of the destroyer of Aeclanum starting to fade helps with that.

In your rare moments of free time during the siege, you attempt to pen letters to your friends and allies back in the city of Rome. Your first letters are to Scaevola, who writes to you of uncertainty and suspicion in the city of Romulus. Cinna's hold on the city grows more tenuous by the day, and his political enemies and rivals -- whether or not they are friends of Sulla -- are being proscribed, executed without trial, and their belongings sold off to fund the wars in the east. Blood runs thick in the streets of Rome, but Scaevola himself has somehow managed to emerge unscathed. As one of the Senate's foremost legal minds, he has argued staunchly against these proscriptions, using his status as Pontifex Maximus as a shield, but with the Marians in full control of the Senate, it has been little use. The more moderate elements with which the Marians aligned themselves at the beginning of the year have either split off or used the growing radicalism to their advantage, pitching their lot in with the Marians wholesale. Flaccus, the consul whom many hoped would tone down the radical voices of the populares, has instead become a rubber stamp for Cinna's increasingly heavy-handed policies, while Marius the Younger, though skilled enough for his age, shows none of the backbone or savvy of his father, serving largely as a figurehead and a rallying point for the Marians in Rome.

Scaevola spends much of his letters bemoaning this last point, that a man barely 25 years of age, who had led few battles and held few positions of importance, should sit as Consul over men years his elder. The blatant nepotism and favoritism of the Marian party disgusts him, and he outright states that a true Roman such as Sulla would never stand for such corruption in the halls of power. Indeed, he sings Sulla's praises, and urges you to distance yourself from Sertorius, a noted enemy of the general since his youth -- should Sulla return and meet you at his enemy's teat, there may be little Scaevola can do to keep your head off the chopping block.

Lastly, your mentor mentions almost offhandedly that Pompey's legions have withdrawn from the city proper -- ostensibly at the command of the Senate, but in reality under pressure from Cinna, whose wealthiest supporters had grown tired from having their stores and homes terrorized by drunk soldiery for nearly two years. He writes that the young butcher has fallen back with his legions to his birthplace, Picenum, in the east of Italia, and bids him, and his foolish schemes and immature plots, good riddance.
Again, making allowances for Scaevola's biases, there are some relevant considerations going on here. We should be careful.

On the other hand, if Marius wins in the east, then after Marius the Elder dies Sertorius is going to be a pivotal figure in... call it the alternate Triumvirate that may emerge as a result. Because he'll be the pre-eminent military muscle of the Marian faction.

Proserpina's letter, which follows quickly on the heels of Scaevola's, paints a different picture. Pompey, ever proud, paid little heed to the words of the Senate or of Cinna, and, with three legions at his beck and call, had no need to. Rather, according to Proserpina's informants among the aristocracy, he had owed several very large debts to several very important men, and his funds, while quite large due to his father's long career, are rumored to be sinking lower by the day as he personally finances 15,000 armed men, their food, and their supplies. Proserpina speculates that Pompey has thus headed with his men to Picenum, his family's homeland and his own birthplace, not out of compliance with the Senate, but rather in order to raise money from his father's supporters and reinforce his under-strength cohorts with men loyal to his family, as well as remove himself from his debtors.

What he will do next is any man's guess, but according to slave on your payroll, several prominent young noblemen have privately declared their intent to stand by Pompey and support him whether he declares for Marius or Sulla, while many elder aristocrats have begun trying to directly or indirectly manipulate him. Marriage offers are flooding the young general day and day out -- and Proserpina takes this cue to end the letter on a wry note, suggesting that perhaps you should find yourself a suitable wife before Pompey snaps them all up.
Not the worst idea.

That said, it seems very likely that Pompey will opportunistically join whichever side of the civil war gives him the best offer or the best opportunity to gain more power. He's likely to be on the winning side. And he hates us. That's bad. It's arguably a lot worse if the Sullans win (we'd be potential targets for a proscription anyway as an associate of Sertorius). Not so bad if the Marians win, because the strongest Marian general aside from Marius the Elder himself will remember us as his right-hand man.

Note, Pompey is only three years older than us; I doubt his stats are THAT much better than ours, allowing for a possible wild card like Gift of Mars. The trick is, he's got a huge advantage in having inherited the political loyalty of three legions and a large chunk of Italian territory, whereas we have the loyalty of like eight guys.

Oh, another truly good thing that just occurred to me...

Guys? If Sulla is banging at the gates, and Pompey offers to join his three legions to Sertorius's one to help stop him, and he makes one of the conditions of his assistance "I want Atellus's head in a bag," then while Sertorius might or might not agree to that, Cinna and Marius the Younger would agree to it in a heartbeat. Because it's their necks if Sulla wins, and better us than theirs, right?

Something to consider.

Then the priest raises his arms above his head and bows deeply before the altar. On this silent signal, it begins -- slowly, at first, a soft thumping on the dew-coated grass that rises into a rhythmic thudding that echoes through the clearing. It spreads like wildfire from man to man, and you find yourself moving in time with it without even thinking. In moments, every soldier present is thumping his feet in time with the flickering of the flames, a rhythmic thudding that echoes in the hills of Samnium. It is the sound of Roman boots on foreign soil, the sound of a legion marching -- the sound of Mars Gradivus, the soldier-god.

The smell of the incense, the low chanting of the priest, and the rhythmic thumping begin to blur together. The flames dance before your eyes, the rhythm of the march fills your bones, and you lose yourself. There is no Atellus now, no Pompolussa, no Mercator or Carcellus.

There is only the Sixth Legion, unbent and unbowed, Mars' own, now and forever.
Excellent. I've already commented on the implications in detail. By the way, do we gain any points toward our rep with the legion for any of this? Or did it just not move the meter?
Siege:
Week 1:

(Sertorius) Lay Siege: 1d20 +6 (Epic Military) +4 (Renowned Logistics) +2 (Voice of Mars) +0 (Average Troops) = 23
versus
(Meddix Appius) Defend Against the Siege: 1d20 +4 (Renowned Logistics) +5 (Hearts of Steel) +4 (Rank III Walls) +1 (Adequately Supplied) -1(Outnumbered) = 33
The Siege Holds
Well, now we know some of Sertorius's bonuses. Looking at the numbers...
1) Sertorius is probably Epic Command too, though he might be Legendary (+8, right?). About as far above Gemino as Gemino was above, say, Pompolussa.
2) Effectively, sieges are opposed Logistics checks; this makes Logistics SUPER important for our future military career. The attacker gets a bonus for their Military skill, whereas the defender gets bonuses for walls and supplies. The Samnites goddamn Balls of Steel bonus still applies, making this rather difficult for us. :p
3) Outnumbering the enemy in a siege is only slightly helpful, which should be totally unsurprising.
4) I think we're still getting benefits from Voice of Mars. That's our augury bonus from critting the augury before the Battle of the Tabelline Gate, right? Is that applying to Sertorius's offensive rolls, too? Cool beans, if so.

With all that said, Sertorius has a +12 on the die roll and rolled an 11, while Appius has a +13 on the die roll and rolled a natural 20. Each of these rolls was close to evenly matched bonuswise; Sertorius just got unlucky.

Week 2:
(Sertorius) Lay Siege: 1d20 +6 (Epic Military) +4 (Renowned Logistics) +2 (Voice of Mars) +0 (Average Troops) = 17
versus
(Meddix Appius) Defend Against the Siege: 1d20 +4 (Renowned Logistics) +5 (Hearts of Steel) +4 (Rank III Walls) +1 (Adequately Supplied) -1(Outnumbered) = 24
The Siege Holds

Week 3:

(Sertorius) Lay Siege: 1d20 +6 (Epic Military) +4 (Renowned Logistics) +2 (Voice of Mars) +0 (Average Troops) = 23
versus
(Meddix Appius) Defend Against the Siege: 1d20 +4 (Renowned Logistics) +5 (Hearts of Steel) +4 (Rank III Walls) +1 (Adequately Supplied) -1 (Outnumbered)= 18
Samnite Morale Rol
l: 1d20 +5 (Hearts of Steel) +4 (Renowned Command) = 20
DC
: 10
The Siege Holds
Sertorius keeps pounding away, and rolls a 5 and another 11 to Appius's 11 and 5, respectively. As usual, winning a round forces a morale check for the defender.

Can the Samnites pass a terrifying DC 10 morale check? Ahahaha, is the Pontifex a polytheist?

But more generally, you can see how these bonuses would rack up after months and months of siege warfare. Under the Pompolussan strategem, we can keep forcing such rolls and probably keep the DCs high enough. If we were retreating under the Carcellan stategem, we'd have to start all over in the spring forcing these weaksauce DC 10 morale checks instead of DC 20 or 25 checks that a bunch of Samnites with a badass legendary hero-general might conceivably fail.

Week 4:
(Sertorius) Lay Siege: 1d20 +6 (Epic Military) +4 (Renowned Logistics) +2 (Voice of Mars) +0 (Average Troops) = 26
versus
(Meddix Appius) Defend Against the Siege: 1d20 +4 (Renowned Logistics) +5 (Hearts of Steel) +4 (Rank III Walls) +1 (Adequately Supplied) -1 (Outnumbered)= 22
Samnite Morale Rol
l: 1d20 +5 (Hearts of Steel) +4 (Renowned Command) = 25
DC
: 11
The Siege Holds
Yep, still hammering away. We force another morale check. Note that morale checks do not go up very fast during a siege; it's far more protracted than in a field battle where each check is like +5 harder than the last one.

Now, as long as Sertorius and Appius are roughly evenly matched on bonuses, we can expect Sertorius to force two morale checks per month, on average. The next two (DC 12 and 13) the Samnites will almost certainly pass, but it adds up over time. Each check is 5% more likely to be lost than the last, and even at favorable odds you can't roll the dice and win forever.

At this rate, I'd bet on the Samnites failing their first morale check some time in the late winter. Who knows what happens then? Not me, that's for sure.

If Meddix manages to gain another +5 or so of bonuses over Sertorius, or impose -5 on Sertorius in turn, though, that calculation may change- because now Sertorius can't win as many checks, causing the siege to take MUCH longer. If the person running this siege were, say, us, it would probably take a year or more to force the first failed morale check, because our Logistics penalty is so large we'd very rarely actually win a Siege roll.

Outriders

Hunt Down the Rebels
: 1d20 +2 (Accomplished Military) +0 (Average Command) +2 (Gallic Cavalry) +2 (The Voice of Mars) = 26
versus

(Rebel Commander) Evade the Romans: 1d20 +1 (Proficient Military) +2 (Accomplished Command) +5 (Hearts of Steel) +2 (Home Turf) = 28
Samnite Victory
As noted, I think it's still worth trying this again, but not worth trying it over and over throughout the winter unless we can whistle up additional bonuses.

The Devoted of Mars:

Swaying the Legions: 1d20 +3 (Legion Reputation) +2 (Accomplished Diplomacy) +2 (Gift of Mars) = 20
Needed: 14
Major Success


Swaying the Officers: 1d20 + 2 (Accomplished Charisma) +2 (Accomplished Diplomacy) +2 (Gift of Mars) = 17
Needed: 17
Very Close Success
@Telamon , just out of curiosity, was the Swaying the Officers check aimed at bringing the officers in line with us on Mars-worship? And was the Gift of Mars something we get from the augury, or is Sertorius's bonus indirectly helping us?

Also, interesting that our bonuses to dealing with the officer corps come from Charisma checks, while our bonuses to building morale with the legion come from the legion reputation check.

Command (Training From Tercerus): 1d850 + 200 (Gift of Minerva) = 973
Command Rank Up: Rank 7
(296/7000) XP left to Rank 8
Yay, we dinged! The boost may not provide a direct bonus, but it's good to know we're getting up there. A Command bonus would really help us, because as we've seen, the vast majority of "high-stakes" military die rolls involve Command in some way.​
 
I wonder how much we'd have to show that Mars favors us to get the Gift of Mars trait, or something similar.
Probably multiple successive crits and/or Feats to get any permanent bonus whatsoever? I mean, look at how we slowly built up our Orator I reputation, by out-debating a prominent Senator in front of Cicero, by engaging with Cicero in learned exchanges of letters, by meeting with Greek philosophers, and finally by using our sheer power of speechifying to dazzle the Pentri elders into siding with Rome.

That got us some +1s on die rolls.

We might be able to land a Warrior I trait or some such through a comparable level of skillful feats, but frankly our military skills aren't strong enough overall to make it easy to justify doing so. If we'd picked, say, Gift of Bellona or something, things might be different.

Dude, if Meddix, epic hero, gave in to a 4 week siege, when it's not even Winter yet, either he's a joke of a commander or Sertorious is Mars incarnate somehow.

I'd say the siege is going slightly better than expected. The Samnite morale roll DC increases more and more, and even this early, we had them roll for it twice. When proper winter sets in, that's where the attrition begins in earnest.
Yeah. That said, attrition is going to hammer us harder than them, so we're going to have to be as careful as humanly possible. At least the cold will keep insect populations down, reducing transmissibility of certain diseases as long as we observe the right precautions. And we may not be able to get away with cutting Nola's water supply via the aqueduct for political reasons, but I bet we could tap the aqueduct ourselves and have plenty of clean water for our own camp... :D

The diplomatic option is new. Given our need for supplies come winter, going diplomat seems like a good idea.
Agreed, we're good at it.

Our failure's causing them to step up attacks. The closer we get to winter, the more valuable our supplies become. This should be a non negotiable.
Yes, although our odds of success are still... not great. This might go better if we had a whole infantry cohort backing us up; I wonder if there's any chance of persuading Sertorius to loan us one? Maybe the Second? They certainly have experience chasing after Gemino, even if he always managed to elude us. Probably not the Ninth, given how badly Gemino's henchman trolled them last time.

Should we test the waters? I for one, want to see which girl Pompey is interested in so we can NTR the bastard. which families are open to marriage at this present time.
:p

I'm interested but we have a lot to do...

I think we should now work on the legionaries accepting the Samnites, the rest I'll write about later.
The trick is, it sounds like the relations between the legion and the Hirpini are... okay. Okay is good enough. We can live with okay. We have so stupidly few actions available, and so many things to do, that we have to prioritize our actions on the ones that are most critical. Like, procuring more food for the legion is critical right now. Having good, as opposed to adequate, relations
 
Yep, still hammering away. We force another morale check. Note that morale checks do not go up very fast during a siege; it's far more protracted than in a field battle where each check is like +5 harder than the last one.
Your point about a protracted siege slowly increasing the difficulty of the moral checks on the defenders is correct, and definitely one of the boni from going with Pompolussa.
But, you've got the system slightly wrong:
Morale Check DCs depend on the closeness of the defeat (i.e, a Narrow Defeat is a DC 5, while a Resounding Defeat is a DC 14, and a Crippling Defeat (20 vs a 1, almost impossible without terrain/tactical advantage) would be a DC 18. After every defeat in a round of combat, the Morale Check DC for the next round increases by 1 no matter what. So, in the next turn of the hypothetical battle above, Pompey's cohort would have to beat a DC 6 if they lost narrowly again, and a DC 15 if they lost Resoundingly.
The +5's (?) depend on the difference between the two competing dice. The +1's happen automatically and are the same for both sieges and battles.
 
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After an afternoon of heated debate, Pompolussa and his supporters win out over the other officers and their plans. They are helped in no small part by you throwing your own weight behind their plan, which sways Sertorius to decide in their favor. Orders for the construction of winter quarters are sent out to the engineers, and soon enough, walls of wood are rising up around your heads. The legion settles in, men readying themselves to wait out the Samnites within the towering walls as the siege of Nola begins in earnest.
Winter Stores: 5 Weeks worth of food.
Ok, we are committed, that means we need to increase the stores. 5 weeks won't be enough.
Especially since we argued for this it would be definitely put us in a good light if people saw us increasing the supplies.;)
You again begin your daily discussions with Sertorius, but now they are tempered by the wisdom of command. You have led men, fought in battle, and held your own against Rome's enemies. The steel in your eyes is no match for Sertorius' own grey slates, not yet, but there is steel. When he speaks of the throng of battle and the difficulties of commanding an army amidst the chaos of war, you no longer have to imagine some distant theoretical conflict -- no, you have very real experiences to draw upon, and your conversations are all the richer for it. He instructs you in tactics and strategies you cannot truly comprehend without understanding their necessity on the battlefield, and your knowledge of warfare grows as the days spin into weeks.

As time passes, your discussions even stretch into other topics. Sertorius is a magnetic figure, capable of arresting an entire legion's attention with a few words, and his voice is filled with such gravitas that you have seen men years his elder be swayed by his rhetoric and force of words. Your own feats in Samnium have made you a capable diplomat, and so you and Sertorius often fill your conversations with discussions of how best to sway hostile forces to your side, and of the careful balance of appeasements and counter-appeasements necessary to negotiate compromises favorable to Rome.

950 XP to Diplomacy (8000/8000)
Rank Up: Diplo Rank 10
Level Up: Accomplished Diplomacy (+2 Bonus)
(0/10000) XP to Diplomacy Rank 11


These discussions often last long into the night, and though you are merely a youth by any standard, your intelligence and wit mean you are capable of matching Sertorius, though not word for word, and you even supply an original idea every now and then that makes Sertorius think and give serious reply. In time, Sertorius comes to treat you with the same respect he might a favored pupil or a rising son, and the effects of this readily make themselves apparent in the weeks that follow. In the Roman camps, you walk where you will, and no man may impede you, and when not busy with other duties, you are a regular member of Sertorius' entourage and council. Officers years your elder...well, they do not defer to you, exactly, but your word holds more weight among them simply due to your association with their beloved general.

But this, too, is a double-edged sword. Many note your new status in Sertorius' eyes, and not all do so with deference. Outside the notoriously self-serving Cinna, Sertorius is the greatest ally of Marius still in Italy, and there are many who have not forgotten that, even in the legions, where the bond of Mars has supposedly erased all other ties. Whether you wished it or not, you have made enemies in the ranks of the Sixth Legion, enemies who, though their hands are now tied, may not be so docile in Rome.
No kiss from Mercury? I thought we agreed that that would be the way to explain the investments of banked exp.:D
Anyway, as we get closer to Sertorius and the Marian faction the Sullan faction obviously feels alienated. We should work on walking the fine line by now doing something for Sulla.

As the siege enters its' second week, you gain permission from Sertorius to gather Veniximaeus, the Gauls, and a cohort of the legion in order to ride out and hunt down the renegade Samnites in the surrounding regions. These bands of rebels have harassed the legion's supply lines since before you returned from Bovianum, but with your arrival, the legion now has enough forces to both securely hold the siege and hunt these rebels down. You set out from the camps around Nola with roughly six hundred men, and use the Gauls as outriders to search the surrounding towns for dissidents.

But the rebels of the Hirpini prove as stubborn as their Pentri brothers. They disappear into the hills and valleys of Samnium as the cohort approaches, and though there is more than one time when you are hot on their heels, they always manage to affect an escape. The Gauls are brutal in their searches, and scour the countryside in pursuit of the rebels, but even their famed ferocity turns up nothing more than rumors. In the days that follow, you investigate a farm where a handful of rebels may have slept a week or so back, a cave where they might have been sighted, a farmer's boy who claims to have seen armed men in the woods — whispers and tall tales that amount to nothing, in the end.

Your search, while fruitless, is not without it's benefits. With your forces hot on their heels, there is little chance for the Samnites to strike at your supply line or hound the villages that have sided with Rome. The Samnite commander, while shrewd, is no Gemino, and it is all he can do to stay ahead of you, much less continue an offensive at the same time. That is a small consolation, however, as you return to camp empty-handed, with only a few dead scouts and a handful of tall tales to show for your trouble.
Outriders

Hunt Down the Rebels
: 1d20 +2 (Accomplished Military) +0 (Average Command) +2 (Gallic Cavalry) +2 (The Voice of Mars) = 26
versus

(Rebel Commander) Evade the Romans: 1d20 +1 (Proficient Military) +2 (Accomplished Command) +5 (Hearts of Steel) +2 (Home Turf) = 28
Samnite Victory
Goddamnit, it's Gemino all over again.:rolleyes:
Well, more like Gemino light, seeing as we at least made sure that there weren't any attacks on us.;)
The siege continues to crawl along, day slipping after day at a snail's pace. There is work to be done in a siege camp, make no mistake of that, and constant vigilance is always demanded, but the fact of the matter is that there are days when the interminable waiting becomes maddening, boring. The common soldiers rectify this with gaming, gambling, and other pastimes which keep them occupied. You and your fellow officers are no exception, and you often pass the time in quiet conversations with your fellows, eating your lunches with Rufus, Mercator, Pompolussa, and the rest of Sertorius' 'inner circle', the centurions and tribunes which make up his closest advisers. Perhaps it is because almost all of you have fought and bled together, but you and these men hit it off splendidly, deepening your already tight bonds. Pompolussa, already friends with Tercerus, needs little convincing to take a shine to you, and Carcellus, the brick-bodied prefect, is more than happy to regale you with the sort of riotous and filthy japes often shared between soldiers. Even the standoffish Mercator acknowledges that Rufus may have some spine after all, and holds you to be a promising future commander. This is no small thing -- the support of the primus pilus is the backing of the most skilled and well-liked centurion in the entire legion.

Being connected to the centurion has other, more political benefits as well: Mercator's father, Proculus Agrippa, won glory in his youth in Numidia under Marius, and though he never sat the Senate, became wealthy and connected enough to launch profitable careers for his sons. Mercator seems well on his way to making just as great a name for himself, and his brother Gnaeus is currently serving as a quaestor in southern Spain.
Wait, Agrippa?
As in, Octavian's friend's family? Maybe we should talk a bit more often with Mercator.:whistle:
Besides, we could always use some money for our own career.:whistle:
Midway though August, Pompolussa takes advantage of your newfound friendship to draw to your attention to a matter which has troubled him these last days: the growing tensions between the legionnaires and the new Samnite auxiliaries. The Hirpini may have thrown their lot in with Rome for the time being, but their men clash often with your own, with arguments and fights breaking out over even the pettiest of differences. Their men, while trained, are not held to the same levels of discipline as the legions themselves, and this, exacerbated by the ancient rivalry between Roman and Samnite, has recently bred conflict again and again. The general feeling in camp seems to be that the Samnite officers could be doing more to rein their men in, but have thus far refrained from doing so. Things have not yet boiled over into open hostilities, but there is no love lost between the legion and it's 'allies'.

Acting in your position as Sertorius' second-in-command, you call the Samnite officers together one overcast August morning and speak to them. You carefully explain that it is in their best interests to force their men into cooperation -- should the siege fail or their men revolt, their entire region would be punished. Should the siege emerge a success, however, they and their men will fill their pockets when the city falls, and their people will be handsomely rewarded, as Sertorius promised. Their faces are impassionate and stony as you speak, and you leave the tent wondering if you've changed any minds. However, in the weeks that follow, you receive reports of Samnite dissenters and troublemakers being punished harshly for inciting arguments with the Romans, and the Hirpini in general seem to snap to Sertorius' commands more quickly than they did before.


120 XP Gained!
(120/10000) to Diplomacy Rank 11


Your initiative pays off -- Sertorius is well pleased by this development, and begins offering you more and more important positions in negotiation and diplomatic matters, speaking as the legion's representative in many of it's negotiations with local elders and Samnite officials.

(New Votes Opened Up)

Trait Lost: Enemy of the Samnites
Ah, our silver tongue strikes again. I'm actually wondering if we can manage to get trait on behalf of how well we get along with auxiliaries.;)
Must be the soldier in Atellus, but he gets along with all types of men, Roman legionaries, Gallic riders and Samnite warriors. Ok, maybe we need to work a bit on the last one.:D
Also, becoming the voice of the legion is certainly cool. Now that our "Enemy of" trait faded we should definitely use this to our benefit. And to the legion's benefit, too, but especially our.:whistle:
In your rare moments of free time during the siege, you attempt to pen letters to your friends and allies back in the city of Rome. Your first letters are to Scaevola, who writes to you of uncertainty and suspicion in the city of Romulus. Cinna's hold on the city grows more tenuous by the day, and his political enemies and rivals -- whether or not they are friends of Sulla -- are being proscribed, executed without trial, and their belongings sold off to fund the wars in the east. Blood runs thick in the streets of Rome, but Scaevola himself has somehow managed to emerge unscathed. As one of the Senate's foremost legal minds, he has argued staunchly against these proscriptions, using his status as Pontifex Maximus as a shield, but with the Marians in full control of the Senate, it has been little use. The more moderate elements with which the Marians aligned themselves at the beginning of the year have either split off or used the growing radicalism to their advantage, pitching their lot in with the Marians wholesale. Flaccus, the consul whom many hoped would tone down the radical voices of the populares, has instead become a rubber stamp for Cinna's increasingly heavy-handed policies, while Marius the Younger, though skilled enough for his age, shows none of the backbone or savvy of his father, serving largely as a figurehead and a rallying point for the Marians in Rome.

Scaevola spends much of his letters bemoaning this last point, that a man barely 25 years of age, who had led few battles and held few positions of importance, should sit as Consul over men years his elder. The blatant nepotism and favoritism of the Marian party disgusts him, and he outright states that a true Roman such as Sulla would never stand for such corruption in the halls of power. Indeed, he sings Sulla's praises, and urges you to distance yourself from Sertorius, a noted enemy of the general since his youth -- should Sulla return and meet you at his enemy's teat, there may be little Scaevola can do to keep your head off the chopping block.

Lastly, your mentor mentions almost offhandedly that Pompey's legions have withdrawn from the city proper -- ostensibly at the command of the Senate, but in reality under pressure from Cinna, whose wealthiest supporters had grown tired from having their stores and homes terrorized by drunk soldiery for nearly two years. He writes that the young butcher has fallen back with his legions to his birthplace, Picenum, in the east of Italia, and bids him, and his foolish schemes and immature plots, good riddance.
Fine line, I tell you.:confused:
Proserpina's letter, which follows quickly on the heels of Scaevola's, paints a different picture. Pompey, ever proud, paid little heed to the words of the Senate or of Cinna, and, with three legions at his beck and call, had no need to. Rather, according to Proserpina's informants among the aristocracy, he had owed several very large debts to several very important men, and his funds, while quite large due to his father's long career, are rumored to be sinking lower by the day as he personally finances 15,000 armed men, their food, and their supplies. Proserpina speculates that Pompey has thus headed with his men to Picenum, his family's homeland and his own birthplace, not out of compliance with the Senate, but rather in order to raise money from his father's supporters and reinforce his under-strength cohorts with men loyal to his family, as well as remove himself from his debtors.

What he will do next is any man's guess, but according to slave on your payroll, several prominent young noblemen have privately declared their intent to stand by Pompey and support him whether he declares for Marius or Sulla, while many elder aristocrats have begun trying to directly or indirectly manipulate him. Marriage offers are flooding the young general day and day out -- and Proserpina takes this cue to end the letter on a wry note, suggesting that perhaps you should find yourself a suitable wife before Pompey snaps them all up.
We should definitely at least look into this. Also, maybe marrying our sister to Pompey wouldn't be that bad. I mean, I doubt he would go for it, but in the unlikely case that he would we would have an alliance for the time being.
You watch in the flickering torchlight as the priest circles about the small, well-lit clearing, slowly sprinkling crimson flecks of blood onto the golden eagle as he walks in a circle about the shining aquila. The aquila is the symbol of the legion, the standard of every man in every cohort. Personally sanctified by a priest of Jupiter before the campaign, every inch of it is legally a piece of the very city of Rome itself, as deserving of protection as the sacred halls of the Vestals themselves, and most every man in the legion would die before he let it fall to enemy hands. It is this devotion, then, which fixes the eye of every legionnaire gathered around the central area of the camp on the scepter and the eagle affixed to it as the priest of Mars sanctifies it with the blessing of the red god.

You have personally begun to enforce and promote the active worship of Mars in his aspect as the soldier-god among the men of the camp, and the first step in doing so was to bring a priest from nearby Beneventum to sanctify the standard in his name. You have gathered some five hundred men, roughly a full cohort, here in the predawn darkness to witness the ritual. These men, watch, their eyes glinting in the torchlight, as the priest and his acolytes, young men in simple white shifts, slowly light two sacrificial braziers set on either side of the standard, which has been placed up on a raised altar inscribed with the Legion's name. As the thin priest chants litanies to the soldier-god, his acolytes toss handfuls of spices and leaves into the braziers, creating a deep, smoky incense that fills the night air with it's dusky, lingering odor. Suddenly, the chanting stops, and for a long, still moment, it seems as if the whole clearing is holding it's breath.

Then the priest raises his arms above his head and bows deeply before the altar. On this silent signal, it begins -- slowly, at first, a soft thumping on the dew-coated grass that rises into a rhythmic thudding that echoes through the clearing. It spreads like wildfire from man to man, and you find yourself moving in time with it without even thinking. In moments, every soldier present is thumping his feet in time with the flickering of the flames, a rhythmic thudding that echoes in the hills of Samnium. It is the sound of Roman boots on foreign soil, the sound of a legion marching -- the sound of Mars Gradivus, the soldier-god.

The smell of the incense, the low chanting of the priest, and the rhythmic thumping begin to blur together. The flames dance before your eyes, the rhythm of the march fills your bones, and you lose yourself. There is no Atellus now, no Pompolussa, no Mercator or Carcellus.

There is only the Sixth Legion, unbent and unbowed, Mars' own, now and forever.

Patron Legionary Diety Gained: Mars Gradivus -- Mars in his aspect as the Marching god, the soldier-god, and the God of Armies.

Legionary Superstition Increased: Your men have grown more superstitious, a natural result of mysticism and ritual. A healthy fear of the gods befits any Roman, but beware -- there are stories of legions who saw the sun set too early, took it as an ill omen, and disbanded in the night.
Now that is interesting, especially seeing as we get favour from the god. And he is thankfully not displeased that we took our sweet time worshipping him.

Also, again a cool description of a ritual.:cool:
Even if not as cool as the wolves howling for the duration of our augury.:cool:
As the first month of the siege draws to a close, Appius' men seem no closer to capitulating, and his allies on the outside are still at large. As your skills grow, your responsibilities grow with them, and the time you have left to yourself seems to shorten. As September starts, heralding the first chills of winter, the legion settles into the stability of life in the siege camps, allowing more enterprising officers to begin working to finish the siege in their own manner. Rufus declares his intention to begin work on several siege weapons with which to begin a concentrated offensive, while Mercator sets to training and re-training the cohorts for when the walls finally fall. Pompolussa, you have heard, is talking to the architects about reinforcing the walls of the winter camp, or perhaps even expanding it somewhat. Lastly, Appius has sent an offer for a diplomatic meeting outside the walls of the city, a meeting to which Sertorius has agreed. The general invites you to join him on this expedition -- to witness and learn more than advise directly, to be certain, but he has still invited you.
I suppose looking into the options the other officers are interested in could potentially lead to closer relationships (or we could ruin them if we behave like a buffoon:whistle:).
However, winter is coming, and the legion's permanent stores are worryingly low, meaning you may be forced into heavier reliance on the always-vulnerable supply lines, again a worrying prospect. Requisitioning food and gathering supplies before it is too late becomes a pressing concern with every week that passes.
Food. Five weeks in winter are not enough.
As some of you may have noticed, the ad I made for the Quest went out of circulation at the end of March. After a two-week long competition, @Ridiculously Average Guy has won the right to have his banner represent the quest for the next two months. Congratulations to him, and my personal thanks for saving me from having to break out Powerpoint again. As such, he wins the right to pick one single skill to immediately upgrade by a 1 (one) single rank.
Ok, I don't think we have a trait which would give us a mechanical benefit for raising it right now, at least not one of our higher ones. So I would suggest one of our high and hard to train ones. Education or intelligence would be my favourites in that case.

Voting plan comes later.
 
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Yeah. That said, attrition is going to hammer us harder than them, so we're going to have to be as careful as humanly possible. At least the cold will keep insect populations down, reducing transmissibility of certain diseases as long as we observe the right precautions. And we may not be able to get away with cutting Nola's water supply via the aqueduct for political reasons, but I bet we could tap the aqueduct ourselves and have plenty of clean water for our own camp... :D

I'd argue that whether or not attrition hits us harder than Nola depends on what we do now.

Meddix is trapped, and has to make do with what food he has in Nola or what food he's able to smuggle through us, whereas we're relatively free. If we fail to suppress the attacks on our supply lines, fail to secure local food sources, then we're worse off food-wise. Remember, we have to feed our fighting men, he has to feed all of Nola.

Cold attrition has Medix better off... for now. Rufus is already readying siege weaponry. If we're able to knock a couple buildings, their ability to find fuel and shelter is limited, but ours is not.

Yes, although our odds of success are still... not great. This might go better if we had a whole infantry cohort backing us up; I wonder if there's any chance of persuading Sertorius to loan us one? Maybe the Second? They certainly have experience chasing after Gemino, even if he always managed to elude us. Probably not the Ninth, given how badly Gemino's henchman trolled them last time.

At the very least we were able to prevent attacks on our supply lines for awhile, so I'd consider it a worthwhile move. The reward from this, removing Meddix's ability to smuggle supplies and attack our supply lines, is simply too vital in light of our upcoming siege.

Even if all we do is safeguard our supplies and never manage to catch them, I'd still advocate using an action for that.
 
Stats:
Military
: Accomplished (13) -- (Levels 10-14) (+2 Modifier) -- (5295/10000) to Rank 14
Charisma:
Accomplished (11) -- (Levels 10-14) (+2 Modifier) --(3200/10,000) to Rank 12
Stewardship
: Poor (4) -- (Levels 4) (-2 Modifier) -- (1200/4000) to Rank 5! (No Modifier)
Intelligence:
Renowned (15) -- (Levels 15-17) (+4 Modifier) -- (390/15000[?]) to Rank 16
Education
: Accomplished (10) -- (Levels 10-14) (+2 Modifier) -- (700/10000) to Rank 11
Subterfuge
: Average (6) -- (Levels 5-7) (No Modifier) -- (700/6000) to Rank 7
Skills:
Combat:
Accomplished (10) -- (Levels 10-14) (+2 Modifier) -- (1530/10000) to Rank 11
Orat
ory: Accomplished (11) --(Levels 10-14) (+2 Modifier) -- (2,326/10000) to Rank 12
Command:
Average (7) -- (Levels 5-7) (No Modifier) -- (796/7000) XP to Rank 8 (+1 Modifier)
Engineering:
Abysmal (1) -- (Levels 0-1) (-6 Modifier) -- (0/1000) XP to Rank 2 (-4 Modifier)
Logistics:
Very Poor (2) -- (Levels 2-3) (-4 Modifier) -- (140/2000) XP to Rank 3
Law:
Proficient (9) -- (Levels 8-9) (+1 Modifier) -- (4535/9000) XP left to Rank 10 (+2 Modifier)
Philosophy: Average (5) -- (Levels 5-7) (No Modifier) -- (374/5,000) XP to Rank 6
Administration:
Average (5) -- (Levels 5-7) (No Modifier) -- (4250/5000) to Rank 6
Diplomacy:
Accomplished (10) -- (Levels 10-14) (+2 Modifier) -- (120/10000) XP to Rank 11[/SPOILER]

And ??? Free Exp (will update after reaction posts) in the bank.
Mistake with Command XP:
Excellent. This is a canon omake, so 500 XP to Command, bringing the total up to (5823/6000) to Rank 7.
You forgot these 500 when adding the 973 from this turn.
Command (Training From Tercerus): 1d850 + 200 (Gift of Minerva) = 973
Command Rank Up: Rank 7
(296/7000) XP left to Rank 8
Edit2: @Telamon Why does Law cost 9000 to Rank 10? Diplomacy was 8000. I thought it should be the same for all Skills and Stats.

@Ridiculously Average Guy
Not sure if you want or even need any advise, so feel free to ignore what follows completely. Mechanically speaking there are two approaches here:
  1. Go for the most expensive skill: Intelligence (15K)
  2. Go for a skill that gives us an additional modifier immediately: Stewardship(4K), Command(7K), Engineering(1K) or Law (9K)
A mixture of both would also speak for: Military (10K) to Rank 14. That would leave us only roughly nine-thousand points short of Renowned Military (+4) which would be an additional +2 modifier. Edit: This is currently my personal preference. Taking into account the XP drips we gain from Sertorius (Military) & Tercerus (Command) every turn, boosting Military here should allow us to have both Proficient Command AND Renowned Military pretty soon.
Of course there are also a myriad of narrative reasons to prefer one skill over another, so just do whatever you want :V
 
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I'd argue that whether or not attrition hits us harder than Nola depends on what we do now.

Meddix is trapped, and has to make do with what food he has in Nola or what food he's able to smuggle through us, whereas we're relatively free. If we fail to suppress the attacks on our supply lines, fail to secure local food sources, then we're worse off food-wise. Remember, we have to feed our fighting men, he has to feed all of Nola.

Cold attrition has Medix better off... for now. Rufus is already readying siege weaponry. If we're able to knock a couple buildings, their ability to find fuel and shelter is limited, but ours is not.
Put this way. We have no indication that Meddix is in danger of running out of food any time soon. As of right now, the status quo favors Meddix, with his men being well supplied and housed for the winter while ours... well, we've got the beginnings of a solid camp and so on, it's not going to be like Valley Forge for us, but we're seriously struggling with food and the risk of disease outbreak is considerable.

Now, if Rufus surpasses himself and builds some kind of giant Roman clockwork mecha that lays waste to half of Meddix's granaries or burns down a bunch of his barracks with an Archimedean death ray or something, the situation will of course change. But right now, with the facts as they now stand on the ground, we're in a worse attrition situation than the Samnites.

At the very least we were able to prevent attacks on our supply lines for awhile, so I'd consider it a worthwhile move. The reward from this, removing Meddix's ability to smuggle supplies and attack our supply lines, is simply too vital in light of our upcoming siege.

Even if all we do is safeguard our supplies and never manage to catch them, I'd still advocate using an action for that.
Yeah. On the other hand, we really need to go looking for more bonuses to stack up against the guerillas. As of right now we have to get quite lucky to defeat them, and there's a real risk of them suckering us into a trap the way Gemino suckered the Ninth Cohort during the Bovianum campaign. They were lucky to get out of that alive.

We should definitely at least look into this. Also, maybe marrying our sister to Pompey wouldn't be that bad. I mean, I doubt he would go for it, but in the unlikely case that he would we would have an alliance for the time being.
It'd be a good idea except it won't work. One, we have nothing to offer Pompey from a marriage connection, and two, Pompey hates us.

Now that is interesting, especially seeing as we get favour from the god. And he is thankfully not displeased that we took our sweet time worshipping him.
Well, my impression is that we worship Mars about as strongly as any average Roman does, this was just us going above and beyond.

Food. Five weeks in winter are not enough.
Agreed.

Ok, I don't think we have a trait which would give us a mechanical benefit by raising it for the moment, at least not one of our higher ones. So I would suggest one of our high and hard to train ones. Education or intelligence would be my favourites in that case.
Good thinking. Though, point of order, kicking Command from 7 up to 8 would confer a +1 bonus we presently lack.

On the other hand, absolutely yes, boosting our other skills would be great.

Your point about a protracted siege slowly increasing the difficulty of the moral checks on the defenders is correct, and definitely one of the boni from going with Pompolussa.
But, you've got the system slightly wrong:

The +5's depend on the difference between the two competing dice. The +1's happen automatically and are the same for both sieges and battles.

Hm, okay, good point. That makes things rather less predictable. Now, the vote!



SIEGE VOTES:

[] Engines of War: You begin assisting Rufus with his attempts to see the construction of several well-built siege engines, devoting your intelligence and skill to procuring more men to help build them, more resources to construct them, and, if you have the knowledge, putting them together.
This is very appealing, but we have no special skill here, and in fact actively suck at Engineering.

[] Drilling: Mercator has been drilling and re-drilling the men in order to improve their skills in battle. You attempt to help him out here, though an incompetent or overly harsh performance could turn the men against you or even set the legion back. Of course, it will also be beneficial to your skill at command should you succeed.
We're unlikely to disgrace ourselves, and the benefits of improving legionary training are significant. On the other hand, we COULD lose out or disgrace ourselves, and we have few/no applicable bonuses here.

[] The Winter Camp: Pompolussa is seeking to fortify and expand the winter camp before, well...winter. You endeavor to help him in this task by requisitioning materials, coercing engineers, and finding capable builders among the legions to work at this task.
Again, we suck at Engineering.

[] Envoy to Nola: You decide to accompany Sertorius to meet the envoy Appius has sent. Though Sertorius himself will probably do the majority of the speaking, it will still benefit you to be present.
Definitely a strong choice. An opportunity to watch Sertorius do one of the things that, historically, he does best- negotiate with barbarians in the field. We may be able to directly contribute in a useful way, too!

[] A Crack in the Walls: You begin attempting to make contact with unhappy elements within the walls of the city, using your charm and not a bit of luck to make contact with men you hope may be willing to betray the Samnite cause from the inside out.
Very appealing prospect, hindered somewhat by our poor Subterfuge. On the other hand, we have good charisma. Not a bad idea, but maybe we should just take the straight-up, very Roman, option of focusing on our men's preparation, training, and supply.

[] A Matter of Allies: While they are willing to work together, the Romans and the Hirpinic auxiliaries have little love lost between them, and the feeling is almost entirely mutual. You attempt to impress upon the men the importance of accepting the Samnite auxiliaries as their brothers-in-arms.
As I said, we are OKAY on this front, or such is the implication of the update post text. We have so few actions to spare that spending actions on something that isn't a pressing crisis is probably a bad choice.

[] Outriders: You again take the Gallic auxiliaries and begin scouring the surrounding area for rebels and rebel-allied bandits, hoping to tighten the noose and reduce the amount of food which slips through the barricades into the city by hidden means. Emboldened by their escape from you this past month, they are growing more and more daring with their raids on the supply lines, which are becoming a growing concern.
Also a good idea. We still have our Tabelline Gate augury bonus for one more turn, too, I think. That said, after this turn, we'll want to seriously reconsider our tactics if we haven't succeeded in hunting down the rebels, because losing that extra +2 from the augury will leave the dice very, very stacked against us.

[] An Army Marches On Its Stomach: You visit the outlying towns and cities, hoping to procure extra food for the legions by convincing the elders of these towns to donate to the war effort, as it's in their best interests.
--[] You take a few legionnaires with you and set about 'convincing' them to 'donate'.
--[] In your capacity as Sertorius' official representative, you set about trying to diplomatically convince them to open their stores to the legions.
Practically mandatory. We should take the diplomatic option here.

[] The Gauls Shall Feed Us: You loose Veniximaeus and the Gauls on the nearby Samnite towns, commanding them to take every piece of food that isn't rotting or nailed down, and then some. There's something about an angry half-naked Gaul that makes farmers much more willing to disclose where their last stores of food are being held.
This would undoubtedly work! Also a good way to get our "Enemy of the Samnites" trait back, in case anyone was missing that. :p

[] Requisition Supplies From the Pentri: You write to Bovianum and the towns you have so recently left behind, half-requesting and half-ordering them to send supplies to bolster your stores for the winter.
Far from the worst idea! Except that this entire area was explicitly described as being hard up for food. We were able to beat Gemino in time for the harvest to be brought in, I gather, but without a better appreciation of the food supply in that area, we don't know what, if anything, they can spare to feed our legion.

[] A Matter of Wealth: Some of the men feel their share of the loot is a bit too small, and have taken to complaining about it rather loudly. It is Carcellus' duty to administer discipline, but if you stepped in and saw to their problems directly, you could improve your standing among the men.

[] A Law Beyond The Sword: The men often have simple issues, complaints, or grievances which they wish to address. As broad-striped tribune, it is your duty to see to these. One afternoon, you set up a table in the middle of camp and invite men to come air their grievances before you, and perhaps even raise a case against a fellow soldier.

[] Maintenance: Though it is the Camp Prefect's duty to ensure maintenance of equipment and materials, you begin to rigidly enforce the proper maintenance of personal weapons and armor. Through reduced rations and corporal punishment, you will force the men to ensure their equipment does not rust or rot.

[] Justice Beyond The Walls: You begin cracking down on even minor offenses and crimes, making it more than clear that the rule of Rome extends far beyond the city walls. The men respect a disciplinarian -- but they will never love him.
Pretty sure these options are a waste of time. Some of them are already being covered, some of them serve mainly to build reputation with the legion which we already have a sufficiency of. Some of them might well harm our reputation.

[] Holding Trials: With the support of some (not all) of the Hirpinic officers, you begin prosecuting and court-martialing the Hiripini and Roman soldiers guilty of starting fights and inciting conflict. Many of the Hirpini claim this is unnecessary, as they have already disciplined their men in their own fashion.
If we weren't so hard up for options, we might want this. Our reputation as a stern but fair judge has its advantages. But, well, until/unless the legionnaires start complaining that the Hirpini are behaving badly, we can't honestly say this is our biggest problem.

[] The Left Hand Strays: The other tribunes are, well, a disappointment. With the exception of Rufus, they are all young men who were elected on the strength of their family names over any actual skill or worthiness they might have. You take it upon yourself to whip them into shape and make them decent extensions of Sertorius' will -- and your own. You failed at this the last time you tried, but you have now had a taste of battle and leadership.
Wow I want to take this option.

I am convinced that one of the reasons we have so much to do and so little time is that we are, in effect, doing the work of about five tribunes. The other tribunes' idleness and general fecklessness means Sertorius can't task them with things like "take the Second Cohort and go rout out the rebels from the hills;" it's all on us.

Our list of tasks and actions is blowing up out of control and we're still limited to the 3/turn action economy. There's nothing on the horizon that could possibly free up more of our time for actions besides this, as far as I can tell.

[] Portents and Signs: You contact the Camp Augur and hold a public augury. Auguries are necessary to determine the fate of any military venture, as men are often nervous marching into battle without a sign from the gods, but if the augury is unfavorable to the campaign, the morale of the legion will be lowered.
We might want to do this at a pivotal time, but right now we already have a good augury bonus or two.



PERSONAL

[] Write Home: You take the opportunity of remaining on the Italian Peninsula to write back home to your friends and allies in the city. You wrote to...(Pick Two)
--[] Scaevola
--[] Cicero
--[] Atticus
--[] Proserpina
--[] Volero
Note that we gained no XP from reading Scaevola's letters, only political advice that told us things that (OOC) we already knew. Proserpina's letter was useful, and gave us a more detailed picture of Pompey's activities and motives than we got from Scaevola. If we want to gain XP from writing home, it's probably gonna have to be Cicero... or maybe Atticus!

I bet Atticus is good for Philosophy/Education/Intelligence XP, which I suspect would have second-order benefits if we could level it up. It's also a 'wild card' option precisely because it's less likely to be chosen any given time; we might get interestingly different results from it. Atticus is due to move (as per his name) to Athens at some point in the nearish future, and we may get exposure to Greek philosophical concepts. It'd be interesting to learn what we can get from that.

More reports from Proserpina would be very helpful, as noted.

Volero is another interesting wildcard; he's a soldier in one of Pompey's legions, as I recall. If he wanted he could tell us a lot. On the other hand, Pompey is in a much better position to learn about our sending Volero a letter than he is to learn about Prosperina spying on him. It's quite possible that Volero's letter would contain exactly the information Pompey wants it to contain.

[] Study Logistics: You read books on planning and organization, hoping to gain greater mastery of logistics and large-scale planning.
[] Speak With The Architects: You speak with the legion's architects and engineers, hoping to increase your own knowledge of Engineering.[] Begin Studying Siege Engineering: You want to know more about making things go fast at other things.
These are the skills that will make or break the siege, and we are absolutely pants at them. We should study.

@Telamon ... did we get XP for voting "Study Logistics," or did we just not get that fourth priority? It's weird because you awarded us for the fifth priority (Exercise/Finance).

[] The Cult of Mars: You attempt to begin a religious gathering of officers and tribunes devoted to Mars Gradivus, to both lead the men by example and draw you closer to your fellow officers.
Doubling down on this could be good. On the other hand... well, very tight action economy.

[] Prospects: While you cannot court anyone or get married now, Proserpina's latest comment has sparked thoughts of marriage in your head. You can't do much here and now, but you could have Proserpina write up a list of the best prospects and send them to you for you to look over. Should you like any of them in particular, you could even write to her father to gauge his interest.
Tempting/interesting.

[] Brotherhood: You begin eating your meals with the men, to show them that you stand as one of them, not some aloof aristocrat.
[] Carousing: You spend some of your nights carousing and partying with the Gauls, hoping to increase their opinions of you even further.
[] Silver Tongues, Silver Words: You began to attempt to form deeper connections with the men, walking around the camp and speaking and talking to your soldiers. With enough personal charisma and skill for speech, you can begin to make yourself as loved in their hearts as Sertorius.
[] Fortune's Favor: After camp is made for the night, several of the officers, including Carcellus, gather to gamble and game. These men are all fast friends, with ties stretching back years, but if if you integrated yourself with them and got them to consider you one of them, it would go a long way towards improving your standing in the legion.
Worth considering, but I don't think we should take more than one of these. Probably Fortune's Favor, since it sounds like we've got some officers who don't like us and we might want to win them over.

[] Exercise Regimen: You continue your daily exercise regimen, waking in the morning and running a circuit of the camp to begin your day.
[] Expand Journal: You begin expanding your journal to include more than strictly military matters, such as political happenings or philosophical musings.
[] Sparring: You began sparring with the men, testing your own skill with the blade against the skill of the men serving under you.
Worth considering, but I don't think we should pick more than one of these. They're all good personal cultivation skills, but ones with little short-term payoff. Though it sounds like "Expand Journal" might be nice in that once done, it stays done; we haven't had to keep spending actions on maintaining the military aspect of our journal.

[] Study Finance: Money. How does it work? Where does it come from? What, exactly, is it? You're not too sure on any of those counts, so you decide to sit down and try and find out when you have the time.
Rather not take this, if only because while it's important it's not our only priority. We have other skills that are even weaker than Stewardship/Administration/finance, and they're skills we are more likely to use directly.

[] Study Warfare: You study the campaigns of some of Rome's greatest generals, hoping to increase your own skill with command.
We could do worse, but we're already grinding Military with Sertorius at a healthy rate... One wonders if we'd get bonuses from studying this with Sertorius as a teacher. That might make it worthwhile- some kind of multiplier effect.

[] Study: You have your slaves bring you as many books as you can and begin to read. This has a chance of increasing any skill by a random amount of XP, or even learning a skill you do not know.
Rather not, among other things because we can't direct it.
 
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they always manage to effectaffect an escape.
Wrong word.

Your search, while fruitless, is not without itsit's benefits.
pls it's been ages

but according to slaves on your payroll,
Missing letter.

creating a deep, smoky incense that fills the night air with itsit's dusky, lingering odor.

Suddenly, the chanting stops, and for a long, still moment, it seems as if the whole clearing is holding itsit's breath.
 
It'd be a good idea except it won't work. One, we have nothing to offer Pompey from a marriage connection, and two, Pompey hates us.
Well, duh, why do you think I wrote "I doubt it will work" and "in the unlikely event it would happen"?
To be honest, I'm simply more interested in knowing who is on the market and who is offered to Pompey right now.
 
SIEGE

1] An Army Marches On Its Stomach
--[] In your capacity as Sertorius' official representative, you set about trying to diplomatically convince them to open their stores to the legions.
Critical. We need food to survive the winter. We should look into some of the other 'get food' options like 'Write to the Pentri' later, but for now, this is our Big Thing.

2] Envoy to Nola
The obvious. Potential for us to contribute using our greatest strengths, or to watch a master at work IN our greatest strengths. In the event that this is some kind of trap, opportunity for us to gain reputation by saving the general.

3] Outriders
Important, lets us wring more advantage out of our augury bonus. May result in the defeat of the guerillas which would be GREAT. Doing this after Envoy to Nola and Marches on Its Stomach means we may be able to indirectly benefit from contacts made with THOSE options, gaining more information on the guerillas. Note that this being third place still means we do it unless the siege ends very early... and if the siege ends early, it honestly doesn't matter if we do this or not.

4] The Left Hand Strays
Yes, I know we don't have four choices, but I want to keep this on our radar. Can anyone else think of any options that could give us more actions in future votes? Because this one might.

5] Engines of War
Again, we don't have this many actions, but I'd like to do it if we could. Rufus is most likely NOT to hold us in contempt if we don't do a good job, so it's a relatively low-impact way to get some early Engineering XP. That's probably how Rufus himself is using it, for that matter.


PERSONAL


1] Fortune's Favor:
This may help us improve our ties with the Sullan veterans in the legion, so that they're less inclined to talk about us as "that young jerk who kisses Sertorius's butt" if they ever get in touch with Sulla again. Helps us hedge our bets in the political arena. Also more generally improves our standing with the legion itself, which this turn we have seen has very real mechanical benefits.


2] Study Logistics:
We need to know Logistics for future sieges, to help supply our own men during THIS siege, and so on. The bad news is, we're like 5000 XP away from reducing our Logistics malus from -4 to -2. On the other hand, steady study will help, and we may well get omake bonuses or be able to sink free XP into this area later to close the gap.

3] Write Home:
--[] Atticus
--[] Proserpina
Scaevola's letters MAY benefit us, but didn't this time; he's a stressed-out old man and he's using his letters to complain about his admittedly bad political situation. At least we learned that he's very likely to strike if he sees a way to use his position to secure a Sullan victory? I'd like XP gain from one letter. Cicero is the safe option there, but Atticus is a good choice too (the two men kept up lifelong correspondence, and Atticus is the one better tied into Greek culture and philosophy). Proserpina is more or less mandatory; we need to keep abreast of developments.

4] Expand Journal:
Good for our development, and if the previous Journal outcome is any guide, likely to 'stay happened' once we take it. Might have long term benefits from rumination- I don't know, bonus XP gain? I'd say we take this or "Prospects," as sort of... long-term cultivation of Quintus's life as a person, as opposed to his role, his duties, and his skill set.

Not sure what I'd pick as fifth and sixth choices if I could...
 
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The Left Hand Strays
Wow I want to take this option.

I am convinced that one of the reasons we have so much to do and so little time is that we are, in effect, doing the work of about five tribunes. The other tribunes' idleness and general fecklessness means Sertorius can't task them with things like "take the Second Cohort and go rout out the rebels from the hills;" it's all on us.
Also a good idea. We still have our Tabelline Gate augury bonus for one more turn, too, I think. That said, after this turn, we'll want to seriously reconsider our tactics if we haven't succeeded in hunting down the rebels, because losing that extra +2 from the augury will leave the dice very, very stacked against us.
Command: Average (7) -- (Levels 5-7) (No Modifier) -- (796/7000) XP to Rank 8 (+1 Modifier)
By raising our command we would get a bonus on those options.
Also, the narrative reason we got for our failure last time was Atellus' inexperience in commanding men who didn't have to listen to him like his family estate guards. I imagine the DC would be lower than 10 this time around, now that Atellus has experience in leading men into battle from a small cavalry unit to half a legion, not to mention that Rufus has been shaping up to become a competent voice in the legion.
Law: Proficient (9) -- (Levels 8-9) (+1 Modifier) -- (4535/9000) XP left to Rank 10 (+2 Modifier)
This is very tempting since law, charisma and oratory often go hand in hand in these rolls, but I don't think it's that pressing right now and law is one of the skills we didn't have that much trouble training before.
 
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2] Envoy to Nola
The obvious. Potential for us to contribute using our greatest strengths, or to watch a master at work IN our greatest strengths. In the event that this is some kind of trap, opportunity for us to gain reputation by saving the general.
This option does bring us closer to Sertorius, which, as Scaevola noted, is dangerous. It is a pretty important thing nonetheless, but we will need to compensate for it some.
 
Ok, let's do this:
[] Engines of War: You begin assisting Rufus with his attempts to see the construction of several well-built siege engines, devoting your intelligence and skill to procuring more men to help build them, more resources to construct them, and, if you have the knowledge, putting them together.

[] The Winter Camp: Pompolussa is seeking to fortify and expand the winter camp before, well...winter. You endeavor to help him in this task by requisitioning materials, coercing engineers, and finding capable builders among the legions to work at this task.
With a modifier of -6? As long as the Samnite don't bribe us somehow, why would we want to help them?:confused:

[] Envoy to Nola: You decide to accompany Sertorius to meet the envoy Appius has sent. Though Sertorius himself will probably do the majority of the speaking, it will still benefit you to be present.

[] A Matter of Allies: While they are willing to work together, the Romans and the Hirpinic auxiliaries have little love lost between them, and the feeling is almost entirely mutual. You attempt to impress upon the men the importance of accepting the Samnite auxiliaries as their brothers-in-arms.
Our big diplomacy options. The way I see it, the envoy to Nola might give us first hand experience in negotiating with actual enemies in a campaign and we have a higher bonus now. At the same time, I want to sack the city...
On the other hand, there is no chance that Meddix goes for it and we might see man in Meddix' entourage who could be flipped.

With the Samnites I wouldn't be so quick to dismiss it. After all, we are trying to win a social war here. Through the option we can increase the grip Rome has over Samnium and who knows, maybe we will have it easier to get supplies from the Hirpini.

Though, due to our limited options we are probably better off doing something else.
[] Drilling: Mercator has been drilling and re-drilling the men in order to improve their skills in battle. You attempt to help him out here, though an incompetent or overly harsh performance could turn the men against you or even set the legion back. Of course, it will also be beneficial to your skill at command should you succeed.

[] A Crack in the Walls: You begin attempting to make contact with unhappy elements within the walls of the city, using your charm and not a bit of luck to make contact with men you hope may be willing to betray the Samnite cause from the inside out.
Yeah, definitely a good thing for us and we might get closer to Mercator which is definitely a promising endeavour as explained in the update.
At the same time, like in Bovianum our supplies are the most critical problems and we are only average in both options.
[] An Army Marches On Its Stomach: You visit the outlying towns and cities, hoping to procure extra food for the legions by convincing the elders of these towns to donate to the war effort, as it's in their best interests.
--[] You take a few legionnaires with you and set about 'convincing' them to 'donate'.
--[] In your capacity as Sertorius' official representative, you set about trying to diplomatically convince them to open their stores to the legions.

[] The Gauls Shall Feed Us: You loose Veniximaeus and the Gauls on the nearby Samnite towns, commanding them to take every piece of food that isn't rotting or nailed down, and then some. There's something about an angry half-naked Gaul that makes farmers much more willing to disclose where their last stores of food are being held.

[] Requisition Supplies From the Pentri: You write to Bovianum and the towns you have so recently left behind, half-requesting and half-ordering them to send supplies to bolster your stores for the winter.
ABSOLUTELY VITAL.
The way I see it, Gauls feeding us is out. What do barbarians know of proper Roman cuisine?:p
I'm hesitant on the Pentri. Their region was ravaged and we promised them food. It's a good fall-back option in my eyes, but diplomatic overtures to the villages should be better.
But beware, I'm certain that that means that we'll have to protect them from the rebels and bandits, so outriders will be more important than it was before (in case we succeed, that is.)
[] A Matter of Wealth: Some of the men feel their share of the loot is a bit too small, and have taken to complaining about it rather loudly. It is Carcellus' duty to administer discipline, but if you stepped in and saw to their problems directly, you could improve your standing among the men.

[] A Law Beyond The Sword: The men often have simple issues, complaints, or grievances which they wish to address. As broad-striped tribune, it is your duty to see to these. One afternoon, you set up a table in the middle of camp and invite men to come air their grievances before you, and perhaps even raise a case against a fellow soldier.

[] Holding Trials: With the support of some (not all) of the Hirpinic officers, you begin prosecuting and court-martialing the Hiripini and Roman soldiers guilty of starting fights and inciting conflict. Many of the Hirpini claim this is unnecessary, as they have already disciplined their men in their own fashion.

[] Maintenance: Though it is the Camp Prefect's duty to ensure maintenance of equipment and materials, you begin to rigidly enforce the proper maintenance of personal weapons and armor. Through reduced rations and corporal punishment, you will force the men to ensure their equipment does not rust or rot.

[] Justice Beyond The Walls: You begin cracking down on even minor offenses and crimes, making it more than clear that the rule of Rome extends far beyond the city walls. The men respect a disciplinarian -- but they will never love him.

[] Portents and Signs: You contact the Camp Augur and hold a public augury. Auguries are necessary to determine the fate of any military venture, as men are often nervous marching into battle without a sign from the gods, but if the augury is unfavorable to the campaign, the morale of the legion will be lowered.
None of them are pressing the way I see it. Some are being seen to, and there was no indication in the update that there is a problem with any of those.
The augury will be more interesting when we get closer to the final stages of the siege.

[] Outriders: You again take the Gallic auxiliaries and begin scouring the surrounding area for rebels and rebel-allied bandits, hoping to tighten the noose and reduce the amount of food which slips through the barricades into the city by hidden means. Emboldened by their escape from you this past month, they are growing more and more daring with their raids on the supply lines, which are becoming a growing concern.

[] The Left Hand Strays: The other tribunes are, well, a disappointment. With the exception of Rufus, they are all young men who were elected on the strength of their family names over any actual skill or worthiness they might have. You take it upon yourself to whip them into shape and make them decent extensions of Sertorius' will -- and your own. You failed at this the last time you tried, but you have now had a taste of battle and leadership.
Outriders are a must here and to be honest, I'm also interested in doing something about our lazybones. At the same time, I'm not sure how effective this would be this late into the campaign even in case of a success.

3 votes
An Army Marches On Its Stomach
Outriders
The Left Hand Strays

I'm not so convinced by the Envoy to Nola option and there is the faint hope that we might get more options next turn.

[] Study Finance: Money. How does it work? Where does it come from? What, exactly, is it? You're not too sure on any of those counts, so you decide to sit down and try and find out when you have the time.

[] Study Warfare: You study the campaigns of some of Rome's greatest generals, hoping to increase your own skill with command.

[] Begin Studying Siege Engineering: You want to know more about making things go fast at other things.

[] Study: You have your slaves bring you as many books as you can and begin to read. This has a chance of increasing any skill by a random amount of XP, or even learning a skill you do not know.

[] Study Logistics: You read books on planning and organization, hoping to gain greater mastery of logistics and large-scale planning.

[] Speak With The Architects: You speak with the legion's architects and engineers, hoping to increase your own knowledge of Engineering.
As we are on a learning campaign, we might want to look into this. Warfare is not necessary thanks to Tercerus, normal study is a wildcard, I don't think finance is as pressing as say logistics and engineering and of those two I'd probably take logistics for now. We'll have to learn both eventually, though.
[] Brotherhood: You begin eating your meals with the men, to show them that you stand as one of them, not some aloof aristocrat.

[] Carousing: You spend some of your nights carousing and partying with the Gauls, hoping to increase their opinions of you even further.

[] Silver Tongues, Silver Words: You began to attempt to form deeper connections with the men, walking around the camp and speaking and talking to your soldiers. With enough personal charisma and skill for speech, you can begin to make yourself as loved in their hearts as Sertorius.

[] Fortune's Favor: After camp is made for the night, several of the officers, including Carcellus, gather to gamble and game. These men are all fast friends, with ties stretching back years, but if if you integrated yourself with them and got them to consider you one of them, it would go a long way towards improving your standing in the legion.
Increasing our standing in the legion has its benefits, short-term and long-term. (Note how half our standing in the legion was counted to our roll on Sertorius friendship.)
We might want to profit from this and should keep this in mind.
[] Exercise Regimen: You continue your daily exercise regimen, waking in the morning and running a circuit of the camp to begin your day.

[] Expand Journal: You begin expanding your journal to include more than strictly military matters, such as political happenings or philosophical musings.

[] Sparring: You began sparring with the men, testing your own skill with the blade against the skill of the men serving under you.
I really want to become a better fighter and expanding our journal can always help. Who knows, maybe if Marius wins or Sertorius becomes the leading man in Rome by a double knock out in the east our journal could become a bestseller in Rome and raise our reputation.
[] Write Home: You take the opportunity of remaining on the Italian Peninsula to write back home to your friends and allies in the city. You wrote to...
(Pick Two)
--[] Scaevola
--[] Cicero
--[] Atticus
--[] Proserpina
--[] Volero

[] Prospects: While you cannot court anyone or get married now, Proserpina's latest comment has sparked thoughts of marriage in your head. You can't do much here and now, but you could have Proserpina write up a list of the best prospects and send them to you for you to look over. Should you like any of them in particular, you could even write to her father to gauge his interest.
We should absolutely at least look into our prospects. Marrying this early could be an anchor later on (though there is of course always the divorce option), but knowing who to talk with once a winner is emerging in the east could save Atellus' neck. I disagree with @Simon_Jester on the benefits of writing Scaevola. Sure, OOC we knew that it would heat up, but we learnt of the specific moves the Marians were taking.
I'm honestly not inclined to do this again, but Proserpina keeping us updated on Pompey is important, so...
[] The Cult of Mars: You attempt to begin a religious gathering of officers and tribunes devoted to Mars Gradivus, to both lead the men by example and draw you closer to your fellow officers.
I'd actually like to this. Sure, superstition can always be a problem, but we are only in the beginning stages. At the same time, I expect at least two more siege turns.

4 votes
Prospects
Study Logistics
Expand Journal

Eh, fuck it, maybe Mercator beating us gets us closer to him.
Sparring

Otherwise it would be letter writing (Proserpina and Scaevola/Cicero) or Fortune's Favor.
 
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Noticed this whilst reading through, I think posting full plans without "X"s in them in the part of the quest reserved for discussion instead of plans is slightly against the spirit of the injunction.

Then again, that kind of blatant rules-lawyering is very Roman, so perhaps it's appropriate to the spirit of the quest. :lol

and since we would be doing some construction why not build a palisade and earthworks around the city? this way we could siege the city with less troops and be able to take more on our sorties and supply trains.

Yeah I was considering proposing the idea of giving them the Alesia treatment when the update came. We could build an inner wall manned by legionaries, and perhaps an outer one manned by the Hirpini. Gives the men something to do, and it doesn't have to be much more than a ditch, earth ramp and a stockade.

Just the psychological effect of seeing that they have been literally cut off should be quite crushing to their morale, I'd think. Which is half of how you win any battle, but especially sieges - in the minds of your opponents.

@Telamon, could we attempt something like this as a write-in?
 
1] An Army Marches On Its Stomach
--[] In your capacity as Sertorius' official representative, you set about trying to diplomatically convince them to open their stores to the legions.
Critical. We need food to survive the winter. We should look into some of the other 'get food' options like 'Write to the Pentri' later, but for now, this is our Big Thing.

2] Envoy to Nola
The obvious. Potential for us to contribute using our greatest strengths, or to watch a master at work IN our greatest strengths. In the event that this is some kind of trap, opportunity for us to gain reputation by saving the general.

3] Outriders
Important, lets us wring more advantage out of our augury bonus. May result in the defeat of the guerillas which would be GREAT. Doing this after Envoy to Nola and Marches on Its Stomach means we may be able to indirectly benefit from contacts made with THOSE options, gaining more information on the guerillas. Note that this being third place still means we do it unless the siege ends very early... and if the siege ends early, it honestly doesn't matter if we do this or not.

I support this plan of action. We should start ensuring our supply lines are made safe, while cutting Meddix's off before winter comes. In addition, Envoy to Nola can potentially give us valuable information on where to push to exert pressure on Meddix.

] Expand Journal:
Good for our development, and if the previous Journal outcome is any guide, likely to 'stay happened' once we take it. Might have long term benefits from rumination- I don't know, bonus XP gain? I'd say we take this or "Prospects," as sort of... long-term cultivation of Quintus's life as a person, as opposed to his role, his duties, and his skill set.

I'm leaning towards replacing this with "Prospects". We're a rising star, so we may as well look into potential prospects with who to marry into (read: ally with). This is actually rather time-sensitive, as the political situation could change drastically in a matter of weeks, so we may as well start communications early.

Possibly dumb question: Can we use marriage to hedge our bets? Our relation to Sertorious means we're associated with Marius, will marrying into a prominently Sulla-aligned family allow us to shift to whoever ends up winning?

I mean, if we don't take direct action against Sulla, and a Sulla-aligned family and Scaevola intercedes on our behalf, we should be relatively covered should Sulla win.

And vice versa, we might be able to leverage our friendship with Sertorious to assist said Sulla-aligned family should Marius win (or simply divorce her).

Does this sound feasible, or does this have no basis in reality? (I mean Caesar was ordered to divorce his wife by Sulla so it feels kinda like that)

Yeah I was considering proposing the idea of giving them the Alesia treatment when the update came. We could build an inner wall manned by legionaries, and perhaps an outer one manned by the Hirpini. Gives the men something to do, and it doesn't have to be much more than a ditch, earth ramp and a stockade.

Could work, though Caesar had far more men to completely circumvallate Alesia like that; whereas we are but one Legion, and I feel those men are better off guarding our supply lines or building siege engines.

That, and we aren't at risk of being attacked from behind by a numerically superior force.
 
We should start hoping that Sulla and Marius both die when they finally fight each other.
 
Does this sound feasible, or does this have no basis in reality? (I mean Caesar was ordered to divorce his wife by Sulla so it feels kinda like that)
He also didn't do it and had to hide with his relatives. At the same time, he had influential friends who argued on his behalf and got him a pardon, even if he wasn't allowed to return to Rome.

So yeah, at least Sulla can be swayed (it probably helped that while Caesar was a populares and married Cinna's daughter whose father is currently holding Rome for Marius, his family was impoverished and not powerful). Marius? Who knows, his followers, or at least the mob following him, are behaving a bit like rabid dogs.
Even if we get the old man off our backs through Sertorius, we might still be lynched (especially since we live with Scaevola. Should the mob storm his house we might end up in the crossfire.)
 
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We should start hoping that Sulla and Marius both die when they finally fight each other.
I'm not so sure.

It seems like the problem with the Marian faction isn't Marius (the Elder) himself. It's the instability and insecurity of the populares leadership around him. Remember that while the Marians held Rome when Quintus Atellus first entered the city, Sulla had been holding it for some time before that. The Marians are deeply worried about losing control to Sulla a second time, because it would cost them everything.

If Marius killed Sulla and lived, he'd most likely come back and at least have a few more months to put his affairs in order and cement control over Rome. At the same time, he'd probably prefer to pass control of the city to his son and his friends/clients in a manageable, governable condition, not an unstable powder keg. A round of Marian proscriptions (which we could ride out) would be very likely, but it might well be that Marius would finally have time and opportunity to regularize and stabilize some kind of sensible balance of power in Rome, so that the city can function and be governed without constant mob violence. Especially since he himself probably has to know he won't live forever and doesn't have much time, and will be worried about what will happen after he dies.

By contrast, if Marius kills Sulla and then dies before returning to Rome, power is still in the hands of his insecure and less competent successors/clients. Who will still feel like they have to appeal to the mob to uphold their rule in a disorderly but brute-force-effective fashion.



Anyway, I have to go, but I wanted to post a draft of my own plans/notions in an organized way before I left, just to give a clue of my priorities and ideas. Options marked "???" are ones I have reasons for, but can easily understand changing and am very open to changing. In particular, writing Atticus is something I want to do out of curiosity about how the result is likely to differ from writing to Cicero; I suspect Atticus is our 'other' XP-gain option. I can respect wanting to do otherwise. I can also respect wanting to look at marriage prospects instead of expanding our journal, though I should caution people against trying to act immediately on whatever prospects we see.

Remember, for example, that while marrying a reliable supporter of Sulla is a good way to hedge our bets if Sulla wins, it presents dangers if Marius wins! After all, we are the last scion of a prominent aristocratic gens, strongly associated with Scaevola, who is one of the most senior and influential surviving optimates and pretty blatantly pro-Sulla. Sertorius may be able to protect us if Marius wins, but if we marry a Sullan woman on top of everything else, we're going to NEED him to protect us. Especially if Pompey bucks the historical sequence of events by joining the Marians, because then he'll be free to pursue his vendetta against us in that way.

[] Draft Plan Ordered Affairs
- 1] An Army Marches On Its Stomach
- 2] Envoy to Nola
- 3] Outriders

- 1] Fortune's Favor:
- 2] Study Logistics:
- 3] Write Home:
--[] Atticus (???)
--[] Proserpina
- 4] Expand Journal: (???
 
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Noticed this whilst reading through, I think posting full plans without "X"s in them in the part of the quest reserved for discussion instead of plans is slightly against the spirit of the injunction.
Not really? Discussion is here to hash out plans, in part, and you can't really do it without posting them.

Anyway, please note that in both Engines of War and The Winter Camp we don't actually do any engineering - we find other engineers and give them resources. It's more about getting some engineering knowledge by osmosis than about using it, not that we don't have more important things to do.
 
Noticed this whilst reading through, I think posting full plans without "X"s in them in the part of the quest reserved for discussion instead of plans is slightly against the spirit of the injunction.

Then again, that kind of blatant rules-lawyering is very Roman, so perhaps it's appropriate to the spirit of the quest. :lol
What are discussing if not plans?
@Telamon, could we attempt something like this as a write-in?

If we want to do this sort of stuff we should probably pick up some engineering basics first.
 
[] Plan time marches on
[] An Army Marches On Its Stomach:
You visit the outlying towns and cities, hoping to procure extra food for the legions by convincing the elders of these towns to donate to the war effort, as it's in their best interests.
--[] In your capacity as Sertorius' official representative, you set about trying to diplomatically convince them to open their stores to the legions.
[] Envoy to Nola: You decide to accompany Sertorius to meet the envoy Appius has sent. Though Sertorius himself will probably do the majority of the speaking, it will still benefit you to be present.

[] Outriders: You again take the Gallic auxiliaries and begin scouring the surrounding area for rebels and rebel-allied bandits, hoping to tighten the noose and reduce the amount of food which slips through the barricades into the city by hidden means. Emboldened by their escape from you this past month, they are growing more and more daring with their raids on the supply lines, which are becoming a growing concern.

[] Prospects: While you cannot court anyone or get married now, Proserpina's latest comment has sparked thoughts of marriage in your head. You can't do much here and now, but you could have Proserpina write up a list of the best prospects and send them to you for you to look over. Should you like any of them in particular, you could even write to her father to gauge his interest.
I want Julia minor enough said

[] Begin Studying Siege Engineering: You want to know more about making things go fast at other things.

[] Write Home: You take the opportunity of remaining on the Italian Peninsula to write back home to your friends and allies in the city. You wrote to...
(Pick Two)
--[] Cicero
--[] Volero

Find out what our peers are up too

[] Sparring: You began sparring with the men, testing your own skill with the blade against the skill of the men serving under you.
some exercise and bonding with the men.
 
[] Plan time marches on
This seems generally promising, but I'd focus on something other than sparing, maybe studying logistics or engineering.
 
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