Aside from this, however, your duties have become a routine and ordered part of your life, leaving you some small free time for your own matters. For the first time in the months since the campaign began, your thoughts can turn at last to Rome, and the friends and family you left there. You write first to Proserpina, who responds almost immediately. She has been keeping herself apprised of the well-being of your family and estate — both your sisters are doing well, she says, though the eldest is receiving many callers and suitors from all walks of life. You will have your hands full with them when you return to Rome, she warns.
Other messages follow this first, written in a special cipher your father invented for just this purpose back in Spain. You are a mite rusty with it, but when you recall the gist of it —the first ninety-four words of Scipio Africanus' memoirs correspond to the letters of the alphabet, backwards — you can puzzle out the messages, though it takes you a bit longer than you'd like. You can't escape the nagging feeling you've missed something, but the letters are largely decipherable, at least.
(Needed 8 Subterfuge)
[facepalm]
By all the gods...
I feel sorry for Proserpina.
Your second correspondent takes far longer to respond, and it is just when you think Cicero's forgotten that a sheaf of papers as thick as your wrist arrives in camp. You are baffled, and it takes you a few minutes of reading to realize that this is all one letter.
[breaks out laughing in real life]
You match Cicero wit for wit and wordplay for wordplay, and when you are finished, you have a stack of papers to rival Cicero's own. You have Rufus look it over, then pay the Legion's fastest messenger fifteen denarii to see it to Rome as quickly as possible. In the weeks to come, you quickly strike up a correspondence with the young lawyer, and his letters to you come to provide a welcome break from the stifling strictures of the legion.
390 XP to Intelligence!
400 XP to Education!
WOOOT!
Whip Them Into Shape [] You'll focus on honing and training the green legionnaires into a fighting force to be reckoned with. Sertorius isn't expecting you to see much fighting, so you can hardly imagine the look on his face when you return with four cohorts of battle-ready men, not the boys he sent you out with.
Whip Them Into Order [] The damned Gauls could be a terrifyingly effective weapon against the Samnites if you could just get them to reliably follow orders and understand Roman discipline. Though you have your own doubts as to the worth of these unwashed barbarians, Tercerus and Pompolussa both assure you that the Gauls are a force as horrifying as any legion when properly motivated and utilized.
Forge Bonds [] You forgo stricter training in favor of forging closer bonds with the cohorts under your command. If you tie these men tight to you, they might volunteer for service under you when and if you raise a legion of your own. Building your future armies starts here and now, by making these men remember your name, whether it be through gold, food, or your own sheer charisma.
Forge Contacts [] These Gauls are important men back in their homelands, second and third sons of chieftains who volunteered as auxiliaries to find glory in foreign lands they could not find at home. You promise to return them to their countrymen loaded heavy with Samnite gold, and make an effort to forge connections and bonds with these men that may pay dividends in the future. Having a Gallic tribe or two which holds the name of Atellus in high favor could be more than useful in the years and wars to come -- least of all in more auxiliaries, who will readily volunteer to serve under the man who brought their countrymen such wealth.
Hm, the 'forge' options are long term political gain, considerable gain, but sacrifice strength right now. 'Whip them into shape' does the most for our combat strength right now.
'Whip them into order' has limited payoff but one
HUGE advantage, namely that it reduces the risk of our Gallic auxiliaries doing something batshit and causing trouble during a protracted period of garrison duty among neutral-to-hostile civilians.
When it comes to our actions around Bovianum... In rough order of my preferences.
Secure A Route [] is critical from a logistics point of view, if nothing else to make up for the food
we're going to be eating and not making the situation even worse.
Defeat the Rebels [] Gemino leads the biggest and most nationalist band, the one that is the greatest threat to Bovianum, and the one most likely to form a nucleus for further guerilla resistance. Probably going to have to take this one ourselves, with the Second and a few other cohorts, to be sure of pulling it off.
Liberate the Towns [] is very important
IF we do it in conjunction with suppressing the bandits somewhat. If we don't the towns just get raided or the supply shipments get raided.
Restore the Roads [] is a SUPER Roman thing to do, but if we do it without having 'liberated' the towns or suppressed the bandits it does us less good than we'd like.
Eliminate the Bandits [] is time-consuming but rewarding, and will help.
Build an Encampment [] is a SUPER Roman thing to do, probably to our advantage in the long run, and is good practice in general. Plus, it reduces the problems we face if there's actually a treacherous movement within Bovianum that plots to destroy the legion if we don't have half the legion bedded down inside the town where Samnite daggers can easily reach sleeping soldiers.
Pacification [] may prevent us from having worse trouble from internal treachery, and is especially important if we don't have a separate camp. Nothing to sneeze at, but I'd be happier with our own camp.
Fortify the City [] isn't going to help much, because the bandits are unlikely to directly try to take the city. If the city later rebels we'll have to beat our way in through fortifications we built. Or worse,
Sertorius will have to, and he'll be pissed.
Supress Revolution [] is a bad move because there IS no revolution, only overt banditry against the city of Bovianum. The whole point is to kill the bandits and
convince the town to flip sides to us.
Nothing [] s worst of all; the survivors of Bovianum will predictably rebel against us when we leave.
...
I get the feeling that liberating the towns, suppressing the bandits in general, and upgrading the roads would synergize well. So would taking on Gemino, clearing the road to Aquilonia, and one other action of our own. After all, Gemino has focused his boasts on blocking the way to Aquilonia, while the more scattered bandits are more likely to be a problem with the surrounding towns.
I Am The Law [] You become the impartial, unflinching master of Bovianum, following the laws to the letter and the word. You are not cruel or kind, simply just — and justice is blind. You attempt to build the image of a stony-faced judge, passing down law from on high, regardless of where the scales may fall. You punish legionnaire and Samnite in equal measure, for Rome knows no favorite in the courts.
Friend of the Samnites [] You paint yourself as the willing ally and friend of their people, trying to protect them from the depredations of their people as well as the viciousness of your own. Addressing Aeclanum as a regretful necessity, you attempt to win the Samnites over to your side by filling their bellies and safeguarding their homes. You spin them great promises of ensuring their valued citizenship within Rome, and of protecting their ancestral lands.
Torn between these two options. Having Rufus around to play nice would be good. On the other hand, we COULD have Rufus play hardass while WE play nice; given that he was nasty enough to think of just letting the city starve while we garrison it, he might be better at it than we think.
Ruthless Administrator [] Rufus portrays himself as a heartless, tyrannical administrator, ruthless and without mercy. Taxes increase, rations are clipped short, and Samnites are treated like second-class citizens.
Willing Advocate [] Rufus portrays himself as a noble defender of the Samnite people in the courts, a heroic advocate of their freedoms and rights as Roman citizens, representing them in every case for which he is able and then some. From land claims to theft charges, he is a ceaseless ally of the Samnite people.
Enemy of the Samnites [] Rufus takes on the identity of a driven and ceaseless legal rival of the Samnites. He presses cases against them, judges against them in the courts, and makes audacious claims about stripping away their rights or censuring their right to vote when he can return to Rome and lobby the Senate to do so.
I'm worried about this third option if only because of the risk of him getting assassinated!
A Matter of Food: Feeding a legion is a troublesome affair, and it is even more so in a city struggling to feed itself. Several means of procuring food for the cohorts lie before you, and you decide upon...
Sharing [] You will share the already-strained resources of the city with your men. This will initially be difficult, but if you increase the town's food stores, the amount available to your men will increase as well.
Synergizes well with increasing the food supplies and with winning over the townsmen. Whichever of us is going to play 'good tribune' should probably pitch this as
THEIR idea.
Appropriation [] You appropriate the harvest of the nearby towns and settlements in the name of Rome, in order to feed your men.
Brutally efficient, but likely to provoke a rebellion if we don't bring more food into
[] You attempt to establish a decent supply train from nearby Beneventum, a steadfastly Roman town which has procured supplies for the legion for a few months now. Protecting such a long supply train across hostile territory would be tricky work, however.
Very Roman course of action, but leaves us vulnerable.
Scavenge [] You order the men to quite literally live off the land, scavenging farms and hunting local wildlife in order to procure enough supplies to feed the legion. This will necessitate constantly having a detail of men out in the fields scavenging, and will likely mean your men must keep their belts tight for the foreseeable future.
[/spoiler]Also, leaves small groups of Roman foragers vulnerable to bandits, where they can be snapped up due to inexperience and operating in smaller detachments. Me no like.