These is a simple vote we rejoin the boss and finish these campaign. While I would like to go to the valley and loot the city we were ordered to join after we crushed the rebel's.

As for the captives sell them into slavery. Leaving them there will just insight them against us later. While selling them into slavery will bet us a profit and get the rebel element out.
 
No, they want it because it's what happens to humans in the heat of battle, they want to kill the enemy...
The enemy started out with nearly a thousand men. 150 of them are still alive. There has already been a lot of slaughtering.

Human psychology is such that people will not, on the whole, be HAPPIER for having murdered the last 10% of their enemies, the ones who surrendered, after the others died fighting.

Also, the Samnites want to be killed too. True followers of Gemino would rather die standing on the battlefield than living in chains.
Well then, they are entirely free to respond to the situation the way Gemino did. Except no, they're not. They could have done that. Many of their fellow guerillas did. 800 to 850 men out of nearly a thousand did that. The ones still alive... are the ones who didn't! Most of them are probably peasant levies who joined Gemino more to fight Tercerian's raiders than to fight us!

I mean seriously, you seem to have this thing where you just... assume everyone is a fanatical extremist, driven by furious and intense beliefs and urges, all the time. Plans where Quintus is super religious, to the exclusion of all other things, seeing himself as the embodiment of Rome or some such, neglecting everything but the religious angle. Assertions that literally every one of the men who already surrendered rather than die fighting when that was clearly an option taken by 800 or so of their fellow guerillas would rather die than be enslaved. That they want to be killed.

This is just... I am honestly unable to come up with polite words for this. It's too much.

The slavery option is demeaning and humiliating. From a hearts and minds point of view, it's barely better than crucifixion. Actually it may be worse because crucifixion at least has a deterrent effect. It will not do any favours for our reputation among the Samnites. What a way to show them we want them as allies and not abject vassals. It's a dishonourable and shameful choice. It will probably bite us in the ass down the road, say if there is massive slave rebellion, in oh a decade and a half or so, and its genius gladiator leader has access to experienced warriors with a deep personal grudge against Quintus Cingulatus Atellus.
And gee, it's not like it couldn't ALSO backfire if we cultivate a reputation for killing everyone who surrenders to us.

I mean, in case you forgot, Quintus Atellus sold the survivors of an entire town into slavery at Aeclanum. That ship has sailed, buddy. Roman patricians in command of military units routinely sold captured POWs into slavery; it was the normal thing to do with them.

o_O
 
Something to consider in the long term, when Marius's heart finally gives out and Sulla takes over in Rome Sertorius is going to be in trouble due to his connection to the Marians. We might be able to help him due to our connection to the optimates through Scaevola but the question is what we can do concretely and whether we should stick our neck out for him.
 
I don't want to made any more bloodshed and made enemy of samnite level up.

Pacify and strengthen our position then go to our boss.

Rome don't win by being the most clever or most skill but by throw a lot of legion at enemy.
 
Rome don't win by being the most clever or most skill but by throw a lot of legion at enemy.
Honestly, it was both skill and "a lot of legion." The Romans were very skilled and disciplined, but also relentless in their willingness and ability to keep raising and sending in troops.

Something to consider in the long term, when Marius's heart finally gives out and Sulla takes over in Rome Sertorius is going to be in trouble due to his connection to the Marians. We might be able to help him due to our connection to the optimates through Scaevola but the question is what we can do concretely and whether we should stick our neck out for him.
DOn't make assumptions about when this happens. Marius and Sulla are very possibly months away from fighting a decisive battle in Asia or Greece. Marius may die any time now, but if he were highly likely to die in any given month he'd have already done so. He's already outlived his historical date of death by a year and a half.

It is likely that a battle will be fought between Marius and Sulla. Marius may win the battle, or Sulla may win. But there is no inevitability there. Make plans for both outcomes, and assume Sulla will have to fight a battle with Marius's legions to survive. Only if he gets very, very lucky will Marius die before the battle.
 
Well, that went rather well. A most satisfactory climax to our first properly independent command.

As for the survivors, I'm inclined to let them go. A significant number of them were/are farmers who weren't particularly enthusiastic about either side of the conflict. Let them go home with a gentle admonishment to 'remember the fate of Aeclanum, for Rome's mercy is great, but never extended twice.'

Plan wise, I think we should detach the Second (who I think bore the brunt of the fighting) and another cohort (The Ninth?) to carry news of our victory and the wounded back to Bovianum, and give Rufus word to set things in train to rejoin Sertorius.

The rest of our force should finish things up here, deal with the bodies, mop up any survivors to prevent them consolidating, drive off Tercerian's raiders if any remain, return the prisoners to their villages and just generally fly the flag to ensure the fire doesn't kick up again as soon as our back is turned.
 
In any case, if Sulla does return triumphant, well, while I might like Sertorius, I do not like him enough to risk facing Sulla's wrath by interceding on his behalf.
 
If Marius wins against Sulla then we don't have to worry about Sertorius it's only if he looses that he has problems which is why I'm only considering that option.
 
The enemy started out with nearly a thousand men. 150 of them are still alive. There has already been a lot of slaughtering.

Human psychology is such that people will not, on the whole, be HAPPIER for having murdered the last 10% of their enemies, the ones who surrendered, after the others died fighting.

Well then, they are entirely free to respond to the situation the way Gemino did. Except no, they're not. They could have done that. Many of their fellow guerillas did. 800 to 850 men out of nearly a thousand did that. The ones still alive... are the ones who didn't! Most of them are probably peasant levies who joined Gemino more to fight Tercerian's raiders than to fight us!

I mean seriously, you seem to have this thing where you just... assume everyone is a fanatical extremist, driven by furious and intense beliefs and urges, all the time. Plans where Quintus is super religious, to the exclusion of all other things, seeing himself as the embodiment of Rome or some such, neglecting everything but the religious angle. Assertions that literally every one of the men who already surrendered rather than die fighting when that was clearly an option taken by 800 or so of their fellow guerillas would rather die than be enslaved. That they want to be killed.

This is just... I am honestly unable to come up with polite words for this. It's too much.

And gee, it's not like it couldn't ALSO backfire if we cultivate a reputation for killing everyone who surrenders to us.

I mean, in case you forgot, Quintus Atellus sold the survivors of an entire town into slavery at Aeclanum. That ship has sailed, buddy. Roman patricians in command of military units routinely sold captured POWs into slavery; it was the normal thing to do with them.

o_O
I don't disagree with your point on killing these 150, but way more than 150 Samnites survived. We fought against ~1000, some of those died fighting, but with Geminos death the survivors:
What is left of his shattered army goes to ground, the peasants returning to their farms and homes, while the few living rebels scatter, likely to devolve into banditry or petty brigandry without Gemino's guiding hand.
With the 150 we captured only being some of those that didn't die in the fighting.
 
Well, that went rather well. A most satisfactory climax to our first properly independent command.

As for the survivors, I'm inclined to let them go. A significant number of them were/are farmers who weren't particularly enthusiastic about either side of the conflict. Let them go home with a gentle admonishment to 'remember the fate of Aeclanum, for Rome's mercy is great, but never extended twice.'

Plan wise, I think we should detach the Second (who I think bore the brunt of the fighting) and another cohort (The Ninth?) to carry news of our victory and the wounded back to Bovianum, and give Rufus word to set things in train to rejoin Sertorius.

The rest of our force should finish things up here, deal with the bodies, mop up any survivors to prevent them consolidating, drive off Tercerian's raiders if any remain, return the prisoners to their villages and just generally fly the flag to ensure the fire doesn't kick up again as soon as our back is turned.
Hm. Good plan. As long as we make it clear that our pacification of the area is going to be quick-and-dirty. We don't have time to mount an extended campaign against Tercerian's bandits, we can't stay to garrison the area...

BUT if we can break the main force at Nola, the odds are Sertorius will come roaring up this way next, because after Nola falls, Tercerian's 3000 men will be the largest organized rebel force left in Samnium, assuming they don't simply shatter at the news of Nola (or for that matter, the news of the Tabelline Pass). Furthermore, the blood of the Roman citizens slaughtered by Tercerian will cry out for revenge; the Sixth Legion can't let him live.

The good news is, if Tercerian were smart enough to be able to organize a drinking party in a brewery, he wouldn't have stayed holed up in the valley this long anyway. He's unlikely to cause much harm to the surroundings of Bovianum in the weeks we'll be away reducing Nola, and we (or rather Sertorius) can settle his hash when we return.

With the 150 we captured only being some of those that didn't die in the fighting.
Good point. On the other hand, the ones who surrendered to us are the ones MOST inclined to give up. Any Samnite guerillas as hardcore as Gemino would have either run for it and escaped, died fighting, or committed suicide to avoid capture. The ones we captured are not badass hardcore guerillas, and showing them mercy is far from the worst thing we could do.

Though I'm tempted to suggest something like leaving a small, scarring mark on the prisoners, a notched ear or a distinctive scar on the shoulder or something. So that if any of them are ever found in arms against Rome again, we'll know, and treat them accordingly. With the right speechifying this could even be portrayed as mercy, and I bet Quintus Atellus could spin it that way.
 
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Oh yeah, we can't really linger at all. I just want to stamp on the visibly glowing embers, so that if Tercerian wants to start a fire he has to supply his own spark and tinder.
 
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Well, these guys are functionally blooded veterans, so whatever we do, kill or enslave, we have to remove them from the pool or the next would be Gemino has ready and experienced guerillas to support him
 
One thing I'm thinking about is that we promised the Pentrii elders to censure and punish their enemies and rivals. Now, of course that speaks more with respect to the other rebelling city-states, but in a sense the rebels of Gemino are indeed enemies since they've been trying to deny food to Bovianum and the other cities, even engendering some hatred. This could be a good chance to begin delivering on the promise by selling off the captives, serving as a stark reminder that loyalty is rewarded and disloyalty condemned.

On the other hand, it's possible most of the resentment was directed at Gemino himself (Samnites: do we hate just the leader or all of them?). Also, the rebels are all still Pentrii and might have family and friends among those still loyal, so it's also possible that freeing them to return would reinforce the goodwill.

At the moment I think freeing is a better idea, by a little. Where Sulla failed, Atellus succeeded, and the reminder can live with the Samnites for the rest of their days.

The big fight is ahead alongside Sertorius, where the greater riches and spoils are to be won from Rome's enemies, not these few peasants. I'm not too convinced by the gold argument.

EDIT: Also damn, Atellus rolls like a bread-roller.
 
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The enemy started out with nearly a thousand men. 150 of them are still alive. There has already been a lot of slaughtering.

Human psychology is such that people will not, on the whole, be HAPPIER for having murdered the last 10% of their enemies, the ones who surrendered, after the others died fighting.

I really doubt there are 800 Sanmite corpses in the field, maybe 100, perhaps 200, most will have broken (then again we do have Gaulish horse, and they might have made those running pay the piper)

Good point. On the other hand, the ones who surrendered to us are the ones MOST inclined to give up. Any Samnite guerillas as hardcore as Gemino would have either run for it and escaped, died fighting, or committed suicide to avoid capture. The ones we captured are not badass hardcore guerillas, and showing them mercy is far from the worst thing we could do.

Though I'm tempted to suggest something like leaving a small, scarring mark on the prisoners, a notched ear or a distinctive scar on the shoulder or something. So that if any of them are ever found in arms against Rome again, we'll know, and treat them accordingly. With the right speechifying this could even be portrayed as mercy, and I bet Quintus Atellus could spin it that way.

Not necessarily, they surrendered either because they felt they couldn't get away, or knew better than to try and run with cavalry in the field, or even they might have decided to give themselves up to give those running a chance.

I am hesitant to let them leave free and all... not a fan of crucifying them either, Gemino? sure, but most of his men? I feel a penalty must be paid by them, maybe the decimation write in, maybe maiming them a bit (chopping the pinky of their able hand?)
maybe a brand?
 
We definitely shouldn't crucify them. Martyrdom makes rebellions. Personally, I am inclined to mercy of some sort, though killing or enslaving all these rebels makes sense too. We should also hurry on to Nola.

Ite domum, filli Samnii. Rumpite non pacem Romanam.

Or

Vae victis, filii Samnii.
 

My emotional attachment is that slavery is just so bad, not that I think that killing them is so much better. I preferred that option because I thought1) it fit thematically with the Mars omen and the bloody battle, but more essentially 2) it has the greatest potential long-term benefit, the loyalty of a legionnaire cadre.

I am not forcefully defending the killing option, I am forcefully attacking the slavery option.

All other options (including the decimation option proposed by @AvidFicReader ) are about equal between some upsides, some downsides, and no effect.

Slavery has negative and neutral effects, and a minuscule positive side.
 
I don't remember if decimation was used for non-Roman adversaries, and if that's accurate I'm skeptical of the connotations actually implied by treating the Samnites as if cowardly / mutinous Roman soldiers.
 
My emotional attachment is that slavery is just so bad, not that I think that killing them is so much better. I preferred that option because I thought1) it fit thematically with the Mars omen and the bloody battle, but more essentially 2) it has the greatest potential long-term benefit, the loyalty of a legionnaire cadre.

I am not forcefully defending the killing option, I am forcefully attacking the slavery option.

All other options (including the decimation option proposed by @AvidFicReader ) are about equal between some upsides, some downsides, and no effect.

Slavery has negative and neutral effects, and a minuscule positive side.
I... am not going to engage with your cost-benefit analyses right now. They're based on some very different things than I base my analyses on.

Well, these guys are functionally blooded veterans, so whatever we do, kill or enslave, we have to remove them from the pool or the next would be Gemino has ready and experienced guerillas to support him
The thing is, there may not BE a next Gemino.

The guys who surrendered are almost certainly random peasants who joined Gemino because when several hundred armed men show up at your village, and tell you you're joining them to help fight the glorified bandit chief who's been raiding your home for months, and oh yeah that hated bastard Roman who has literally not lifted a finger to help you...

You say "yes." But when said band is defeated and the Romans kick everyone's ass... well, you go back to the farm.

The really worrisome hardcore guerilla survivors are going to be the ones who managed to run away from the fight. Even then, a fair number of those are likely to desert. What's left is going to be platoon-level banditry, cut down to a scale that local forces can in principle handle, instead of the battalion-sized force Gemino had.

And ultimately, Sertorius can come back and stomp this whole area flat if he feels like it after winning at Nola.

EDIT: Also damn, Atellus rolls like a bread-roller.
Actually our rolls were mostly kind of meh, or countered by high rolls on the other side. I'm doing a detailed rundown of this in my reaction post.

I really doubt there are 800 Sanmite corpses in the field, maybe 100, perhaps 200, most will have broken (then again we do have Gaulish horse, and they might have made those running pay the piper)
That was discussed earlier, yes... But remember, the Samnites were surrounded, hit from flank and rear at the same time, and as noted, wild savage cavalry had every chance to go whooping after them when they finally broke and ran. I strongly suspect that the Samnite dead number as high or higher than our own, and our own number three hundred.

Not necessarily, they surrendered either because they felt they couldn't get away, or knew better than to try and run with cavalry in the field, or even they might have decided to give themselves up to give those running a chance.
The thing is, that's still very much a conscious decision NOT to choose death before 'dishonor' and captivity. Originally I was replying to someone who explicitly said that the Samnite captives literally "want to be killed," in those very words.

Anyone who surrendered to us had to know that being enslaved was a likely possibility, and if they considered death preferable to enslavement they could easily have gone down fighting, or running and taking their chances of escaping cavalry in hill country. Quite a few did.

I am hesitant to let them leave free and all... not a fan of crucifying them either, Gemino? sure, but most of his men? I feel a penalty must be paid by them, maybe the decimation write in, maybe maiming them a bit (chopping the pinky of their able hand?)
maybe a brand?
I'd go with something a bit less extreme than branding- a notch on the earlobe, say. Something obvious and conspicuous on inspection (in case we ever see them again), but that won't leave them pained and weakened for the rest of their lives. The point here is to achieve the goal (prevent any Samnite from fighting us twice unless they really have a death wish) while doing the minimum amount of harm to the accidental guerillas who turned out to fight us when they were trying to fight Tercerian.
 
I don't remember if decimation was used for non-Roman adversaries, and if that's accurate I'm skeptical of the connotations actually implied by treating the Samnites as if cowardly / mutinous Roman soldiers.
Well, we would actually 'revive' decimation. Because, according to Livy before Crassus used it, the practice had lapsed for many years.
 
The morning wind howls in your ears, and the chill, unseasonable for this early in the year, bites at your skin. You stand atop a jagged outcropping of rock some fifteen miles from the Valley of the Vulturnus. Before you is a great bull, bound and tied with strong leather cords, it's dark eyes flickering back and forth frantically. Your mind flashes back to the last time you saw a bull bound in such a manner, during the Rite of Gradivus that won the legion its name. It seems like it has been a lifetime since then, and you hardly feel as if you are the same man you were then. It has only been five months, but you would swear on all the gods that you have marched through Samnium for lifetimes. You have seen men die, felt the crunch of bone beneath your sword, known the slick feel of blood under your feet. There are days as if you feel when your life ended in that temple, and you were reborn under the red auspices of Mars.

Mars. The god of War. Mars, bloody-handed and storm-eyed. Mars, who the legionnares say marches with you to end Gemino once and for all. Mars, the soldier-god to whom you and your officers have gathered here on this hill to appease, to beg for victory, to catch a glimpse of what is to come. In war, it always comes back to him, it seems. The Samnites call him Mamercus, the Greeks Ares, but every man who holds a sword knows him as their patron.
Recommended listening for this update:

Mars, Bringer of War. What else?

As Poronius, the augur you brought with the cohorts, prepares the bull for sacrifice, you offer your own quiet prayer to Mars. He has shaped you, changed you, molded you these last months. And he has guided you here, to the eve of battle. You ask him to guide you one more time, to lead you to victory over Gemino and his rebels. Even as your prayer drifts to the heavens, even as Poronius draws his blade across the bull's throat, the howling of wolves splits the morning air, a ferocious baying that rings in the hills. The augur's eyes widen, and he falls to the ground in prostration.

The prophetic meaning of the moment is not lost on you or your officers: the wolf is Mars' sacred animal, and the patron beast of Rome herself. Mars has not just sent a sign, he has sent the sign. And to the superstitious soldiers of the legions, to the soldiers of the Sixth Legion Gradvius, named after Mars himself, that can only mean one thing: Mars is with you. As one, you and your officers fall to your knees with respect. Still, the wolves howl, their voices sounding like trumpets in the air.
Ooh. Good omen!

Then, something you cannot name drives you to rise from your feet. Almost without thinking, you draw your spear, and, stepping forward, dip it's point in the growing pool of the bull's blood. There is silence for a moment, and then, almost as one, Tercerus and Pompolussa rise and follow your lead. One by one, the officers of the Sixth rise to dip the points of their spears in the blood of the sacrificed bull. A few minutes after the last centurion dips his spear, the howling of wolves begins to subside, and in moments, it is gone.

The stunned augur rises shakily to his feet, but he says nothing. There is nothing he needs to say, for the omen is readily apparent.

The god of war rides with his Sixth Legion.
Yep. Definitely picked the right theme song for this update. :p

Greater Augury Received: The Voice of Mars

+2 to morale rolls and offensive rolls for all units under your command for the next 3 turns.
Huh. Let's exploit the Tartarus out of that. Get back to Nola so we can be an impressive military powerhouse in the decisive battle!

The Augury (Poronius): 1d20 + 2 (Accomplished Prophecy) = 22
Needed: 10
Legendary Success


You got a natural 20. Again.
....I need a drink.
Hey, it's bound to happen like 5% of the time. We roll several d20s a turn, after all.

Before the augury, you spent several days gathering up all your troops, recruiting your forces, and deploying your auxiliaries and allies. You attempted to levy the nobles for their mercenaries and personal guards in order to defend Bovianum and it's outskirts while you were gone, but despite Himatus' fervent advocacy for you and your cause, the selfishness of the Samnite nobles proved too strong. What if Gemino came for them, they said, while the Romans were off on a wild goose chase? What if the legions abandoned them altogether to go fight their war? No, they insisted, they needed their forces.
Bastard dumbasses. you Marius Himatus, are worth any ten of 'em.

(hic)

You were forced to instead deploy the semi-trained auxiliaries from Aquilonia to protect the homelands of the Pentri alone, an unfavorable thing. However, your mood was considerably improved when Himatus nonetheless contributed the entirety of his household guard to serve as a scouting force.
Classy of him. He couldn't persuade the others, so he took it upon himself to do the job.

It was even further improved when the Gaulish messenger you sent at full speed to Sertorius returned nary forty-eight hours later with a cohort at his back -- the fighting Seventh, but at it's head, no mere centurion. Indeed, who else arrived to your aid but Lucius Proculus Mercator. Though Sertorius could not spare the deadly first cohort or even one of it's centuries, the primus pilus apparently appealed to the Legate to be allowed to lead the reinforcements personally. When you questioned him on this, the centurion merely greeted you with a wild grin and told you that he and Gemino have a long-standing debt which must be settled.
WOO! Gobanitio came through and earned his big ol' bag of silver!

Also, that was some fast marching. Good job, mighty Seventh! See? What we said to Veniximaeus was true: "I owe it to Sertorius to see if any of his half of the legion have the belly for a quick brawl before the main event at Nola."

Let it never ever be said that Mercator doesn't have the belly for a fight.

Noble Levies: 1d20 +1 (Proficient Diplomacy) +2 (Accomplished Charisma) +1 (Gift of Minerva) + (Himatus) -1 (Enemy of the Samnites) = 8
Sertorius' Reinforcements:
1d20 + 6 (Reputation in the Legion) = 14
So as I understand it, we rolled a 5 (less if Himatus provided a bonus on the die roll) and an 8 on our reinforcement rolls. See, our luck isn't insane, we pay for the highs with the lows! ;)

Scouting (Veniximaeus): 1d20 +1 (Skilled Troops) +2 (Accomplished Command) +2 (Gaulish Cavalry) +1 (Himatus' Household) = 23
versus
Scouting (Gemino's Lieutenant): 1d20 +1 (Skilled Troops) +2 (Home Turft) +1 (Proficient Command) = 9
Resounding Victory

The battle began well. Veniximaeus and his scouts evaded the Samnite army's patrols and led your army right to Gemino's location, passing through the Samnite guards like ghosts in the night. They identified the route Gemino's army was taking, a circuitous route which would take him through a warren of hills known only as the Tabelline Pass, with unique geography that provided him with powerful defensive position, and in which he could harass his enemies to no end. However, he would doubtless be forced to emerge from the hills in order to make the two-mile trek to the pass into the Valley of the Vulturnus. This, you and your officers determined, would be the perfect time to strike, when his armies were traveling over open ground.
Good one. So, Himatus's help managed to cut Gemino's home turf advantage in half, not that we really needed it. I assume the Gauls got the +1 for "Skilled Troops" because even if we personally weren't leading the scouting expedition, we were in overall command of the whole force?

Warning (Gemino): 1d20 +4 (Renowned Military) +3 (The Oracle's Warning) +2 (Accomplished Charisma) = 28

Manuvering
: 1d20 +2 (Accomplished Military) +0 (Average Command) + 1 (Gift of Minerva) +1 (Competent Subordinates) +2 (Numerical Advantage) = 26
versus
Manuvering (Gemino): 1d20 +4 (Renowned Military) +4 (Renowned Command) +1 (Competent Subordinates) +2 (Home Turf) +3 (The Oracle's Warning) -6 (Outnumbered) = 12
Resounding Victory


Despite this, however, word reached Gemino of the Roman approach -- a villager allied to him saw the approaching Roman forces and rode day and night to inform the rebel leader of your army's coming. Moving quickly, he gathered his men into a defensive position at the mouth of the hill range, one well-situated for resisting and repelling an attacking force. However, you thought quickly, and, after studying maps of the area, you noticed that there was a path through the hills which, if you attacked through it, would allow you to negate the defensive advantages of his position. He would doubtless see you coming, but he would still lose the tactical advantage he so often relied on.
Huh. Gemino had a net +8 on the die roll... and rolled a 4. Conversely, we had a net +6 and rolled a 20. Inspiration strikes again; Gemino is very, very good, but is he inspired? On the other hand, Gemino aced that 'warning' check; it would have been disastrous for him if we hadn't.

Also, outnumbering him like 3 to 1 gave us a relative +8 advantage on the opposed die roll. Presumably because we have so many men, we could send one army bigger than his along the route he'd LIKE us to take, and still jump on his back with yet another army also bigger than his.

Round 1
First Strike
(Pompolussa): 1d20 +2 (Accomplished Military) +2 (Accomplished Command) +2 (The Voice of Mars) +4 (Tactical Advantage) = 22
versus
Defend the Flank (Gemino's Lieutenant #2): 1d20 +2 (Accomplished Military) +1 (Proficient Command) +2 (Home Turf) +5 (Hearts of Steel) -4 (Tactical Disadvantage) = 14
Resounding Victory
Samnite Morale Check
: 1d20 +2 (Renowned Command) +5 (Hearts of Steel) = 22
Needed: 14

Gemino, as you had hoped, had underestimated you. He knew of the pass, and had stationed a cursory detachment of guards there, but your scouts were able to easily wipe out these few men before they could alert the bulk of his army. Gemino thus only saw you coming when you began to emerge from the pass, and had to work frantically to wheel his army about as your armies moved. His army was still re-positioning when the Second, led by Pompolussa, smashed into his left flank. Due to the geography of the pass, your armies could not bring their full size to bear, but the Samnites were still disorganized and confused when Pompolussa attacked.
12 versus 8 on the die roll, middling performances for both sides under the circumstances, but the circumstances grossly favored the Romans here. Gemino gets his flank stove in and has to salvage the situation... By the way, whatever happened to that Military +4 Command +1 lieutenant of Gemino's who almost mousetrapped the Ninth Cohort? I was kind of dreading seeing him show up.

Round 2
Counterattack
(Gemino's Lieutenant #2): 1d20 +2 (Accomplished Military) +1 (Proficient Command) +2 (Home Turf) +5 (Hearts of Steel) -4 (Tactical Disadvantage) = 19
versus
Repulse the Counterattack (Pompolussa): 1d20 +2 (Accomplished Military) +2 (Accomplished Command) +2 (The Voice of Mars) +4 (Tactical Advantage) = 28
Resounding Victory
Samnite Morale Check
: 1d20 +2 (Renowned Command) +5 (Hearts of Steel) = 16
Needed: 15

Round 3
Shatter the Flank
(Pompolussa): 1d20 +2 (Accomplished Military) +2 (Accomplished Command) +2 (The Voice of Mars) +4 (Tactical Advantage) = 16
versus
Fall Back (Gemino's Lieutenant #2): 1d20 +2 (Accomplished Military) +1 (Proficient Command) +2 (Home Turf) +5 (Hearts of Steel) -4 (Tactical Disadvantage) = 15
Narrow Victory
Samnite Morale Check
: 1d20 +2 (Renowned Command) +5 (Hearts of Steel) = 23
Needed: 7

Round 4
Drive off the Romans
(Gemino): 1d20 +4 (Renowned Military) +4 (Renowned Military) +2 (Home Turf) +5 (Hearts of Steel) -4 (Tactical Disadvantage) = 31
versus
Hold the Line (Pompolussa): 1d20 +2 (Accomplished Military) +2 (Accomplished Command) +2 (The Voice of Mars) +4 (Tactical Advantage) = 11
Resounding Defeat
Roman Morale Check
: +0 (Average Command) +2 (The Voice of Mars) = 21
Needed: 14

For a moment, the Samnite line wavered under the onslaught, but Gemino's commanders managed to rally the men for a counterattack. Pompolussa managed to repulse it, and hounded the Samnites even as they fell back, stopping them from effecting a proper retreat. The Samnites, ever stubborn, refused to break, and though they took heavy losses, managed to fall back, allowing forces under Gemino's command to sweep in and engage Pompolussa. The legendary bandit hit Pompolussa like a hammer, and though the Second managed to hold, it was almost certain they could not handle another engagement such as that. Pompolussa began to fall back, and Gemino chased after him -- right into your arms.
13 versus 18 in the first round, an excellent performance from Pompolussa, let's remember to recommend him for a medal or something. The Samnites damn near broke right there. Pompolussa's counterstroke was a 6 versus a 9, not so impressive, but under the circumstances he wasn't likely to break them. Then Gemino took the field and... uh, was the morale check rolled with our Command +0 instead of Pompolussa's Command +2? Is that because Pompolussa had been knocked out during the battle? Or is it just a thing in general?

Also, good thing we rolled a 19 on (in effect) a DC 12 morale check there. Coulda been messy.

Round 5
Attack From Behind:
1d20 +2 (Accomplished Military) + 0 (Average Command) +3 (Gallic Cavalry) + 2 (The Voice of Mars) +4 (Tactical Advantage) +1 (Gift of Minerva) = 15
versus
Defend the Rear (Gemino's Lieutenant #3) +1 (Proficient Military) +2 (Accomplished Command) +2 (Home Turf) +5 (Hearts of Steel) -4 (Tactical Disadvantage) -2 (Attacked from Behind) = 6
Resounding Victory
Samnite Morale Check: +2 (Renowned Command) +5 (Hearts of Steel) = 13
Needed: 14
Samnite Back Flank Broken!

You had planned this all out beforehand. The hidden pass was only one part of your maneuvering, for you had five cohorts -- and there were two passes for the enemy to defend. Even as Gemino led his army after Pompolussa and the Second and Sixth cohorts, you and Mercator led the Third, Ninth, and Seventh to the mouth of the hill range -- behind Pompolussa's confused army, which had turned away from the position it had meant to defend. They turned to see the Gauls thundering towards them, and behind them, two Roman cohorts.
POW!

So yeah, our win on this round was pretty narrow, and it almost didn't work. Low rolls on both sides; we rolled a 3 and Gemino's lieutenant rolled a 1, but our tactical advantages were so huge that we could break their back anyway. And finally, for the first time I can remember, a Samnite force on the defensive broke at the first clash of arms.

Round 6
Save the Day
(Gemino): 1d20 +4 (Renowned Military) + 4 (Renowned Command) +2 (Home Turf) +5 (Hearts of Steel) -4 (Tactical Disadvantage) -6 (Outnumbered) = 21
versus
Defeat Gemino (You): 1d20 +2 (Accomplished Military) + 0 (Average Command) +2 (Gallic Cavalry) + 2 (The Voice of Mars) +4 (Tactical Advantage) +2 (Numerical Advantage) +1 (Gift of Minerva) = 31
Resounding Victory
Samnite Morale Check:
1d20 +2 (Renowned Military) +5 (Hearts of Steel) = 21
Needed: 14

Round 7
Charge the Roman Position:
(Gemino): 1d20 +4 (Renowned Military) + 4 (Renowned Command) +2 (Home Turf) +5 (Hearts of Steel) -1 (Peasant Levies) -4 (Tactical Disadvantage) -6 (Outnumbered) = 17
versus
Defend Against The Charge: (You): 1d20 +2 (Accomplished Military) + 0 (Average Command) +2 (Gallic Cavalry) + 2 (The Voice of Mars) +4 (Tactical Advantage) +2 (Numerical Advantage) +1 (Gift of Minerva) = 18
Narrow Victory
Samnite Morale Check:
1d20 +2 (Renowned Military) +5 (Hearts of Steel) = 18
Needed: 7

Round 8
Defeat Gemino:
(You): 1d20 +2 (Accomplished Military) + 0 (Average Command) +2 (Gallic Cavalry) + 2 (The Voice of Mars) +4 (Tactical Advantage) +2 (Numerical Advantage) +1(Gift of Minerva) = 14
versus
Fall Back To Better Ground: (Gemino): 1d20 +4 (Renowned Military) + 4 (Renowned Command) +2 (Home Turf) +5 (Hearts of Steel) -1 (Peasant Levies) -4 (Tactical Disadvantage) -6 (Outnumbered) = 13
Narrow Victory
Samnite Morale Check =
1d20 +2 (Renowned Command) +5 (Hearts of Steel) = 27
Needed: 8

Round 9
Defeat Gemino:
(You): 1d20 +2 (Accomplished Military) + 0 (Average Command) +2 (Gallic Cavalry) + 2 (The Voice of Mars) +4 (Tactical Advantage) +2 (Numerical Advantage) +1(Gift of Minerva)= 20
versus
Defeat Atellus: (Gemino): 1d20 +4 (Renowned Military) + 4 (Renowned Command) +2 (Home Turf) +5 (Hearts of Steel) -1 (Peasant Levies) -4 (Tactical Disadvantage) -6 (Outnumbered) = 11
Resounding Victory
Samnite Morale Check =
1d20 +2 (Renowned Command) +5 (Hearts of Steel) = 26
Needed: 17

And now you are here. Blood spatters your face, mixing with your sweat and stinging your eyes even as you struggle to stay above your horse, your sword hand rising and falling and rising and falling. Around you, the Third Cohort advances painfully forward, cutting through the Samnite rear flank. The miasma of battle parts, and for a moment, in the distance, you can see Gemino's forces wheeling around to come aid with this part of the battle, allowing Pompolussa's cohort to fall back, significantly smaller than it was when you last saw it. Then the swirling dust closes, and the battle resumes.

But you feel it pounding in your heart, that same red fire kindled in the Temple of Mars all those months ago, the same fulfillment that fills your heart when you duel in the forum, the same certainty that you were born for this, that this is in your blood, in your flesh. You are a Roman, and Mars himself thunders in your veins. This...this is what you were made for. The song of battle. The rhythm of the blade. The smell of smoke and death on the wind. This --the legion's line, the shine of spears in sun, the sound of steel on flesh -- this is Rome.

Later, you will only remember snippets of this. Your throat, growing hoarse as you howled for the Third to close shields against a Samnite charge. A Samnite, no older than 15, reeling back as your gladius tore from his chest, his eyes still fixed on yours, his face twisted with hatred. Venixmaeus throwing a spear halfway across the battlefield to impale a warrior who, you later find out, was moments from putting his sword through Tercerus' back. A Gaul, leaping from his injured horse only to meet his end on a Samnite spear. The rest is a jumble of smells and sounds: blood and shit and dust and fear, the ringing of steel on steel and the unforgettable sound of men dying.
So it's finally down to Quintus Atellus against Gemino, directly. He's at a -10 on the die roll that more than offsets the bonuses he personally brought to the table, with the cumulative bonus being +5... and we have a whopping +13 points worth of bonuses. Well chosen terrain, the Gallic cavalry we made a special effort to cement to our side, and the heavy weight of Roman numbers that we committed to battle, give us such a big advantage that Gemino being by far the more skillful and experienced commander hardly matters.

In terms of the skill of the performances, in round 6 we have (Gemino vs. Atellus) a 16 versus 18 on the die roll, a high-scoring near-tie. Followed by a 13 vs. 5 (!) in Round 7 where he could conceivably have knocked us back with only slightly more luck or slightly tougher men. Gemino tries to fall back, rolling a 9 to our natural 1, and it still isn't quite enough; we're able to keep pounding on him even though his troops' morale is practically unbreakable. Finally, in Round 9, we roll a 7 to Gemino's 7, tying the die roll, which translates into handily winning the exchange and grinding the Samnites down further. The cumulative effect of this is wearing them down, but their bonuses still give them every chance of winning a morale check.

Also, phew good thing Tercerus made it!

Counterattack (Gemino's Lieutenant #2) 1d20 +2 (Accomplished Military) +1 (Proficient Command) +2 (Home Turf) +5 (Hearts of Steel) -4 (Tactical Disadvantage) = 24
versus
Defend the Seventh (Mercator) 1d20 +2 (Proficient Military) +4 (Renowned Command) +2(First of the First) +2 (The Voice of Mars) +4 (Tactical Advantage) +2 (Numerical Advantage) = 22
Narrow Defeat
Roman Morale Check
= 1d20 +0 (Average Command) +2 (Voice of Mars) +1 (Skilled Units)= 15
Needed: 6
Meanwhile, a similar pounding match between Mercator and one of Gemino's subordinates. Mercator has all our bonuses except "Gallic Cavalry," and he offsets that with the "First of the First" bonus, which I can only assume is about him personally since he didn't bring any of the First Cohort with him. A reputation bonus or something? Anyway, Mercator has all our bonuses, but he's good at command (oddly, not as good at raw overall Military as us by nature, but his skills must have been ground waaay up over the past decade or two). He's rolling with a +16 on the die roll, and Gemino's lieutenant starts out rolling at a +6, being less crushingly outnumbered.

But Mercator rolls a 6, and the Samnite attacking him rolls an 18, so the Romans take a pounding. Once again, we see that the Roman morale checks are being made with Quintus Atellus' Command bonus, not that of whoever is personally leading that chunk of the army.

Break the Seventh (Gemino's Lieutenant #2) 1d20 +2 (Accomplished Military) +1 (Proficient Command) +2 (Home Turf) +5 (Hearts of Steel) -4 (Tactical Disadvantage) = 19
versus
Defend the Seventh (Mercator) 1d20 +2 (Proficient Military) +4 (Renowned Command) +2(First of the First) +2 (The Voice of Mars) +4 (Tactical Advantage) +2 (Numerical Advantage) = 19
Tie
Once again Gemino's lieutenant surpasses himself, rolling a 13 to Mercator's 3, but the tactical situation favors Mercator so strongly, and so great is Mercator's skill and reputation, that it doesn't matter. He holds the line.

Break the Seventh (Gemino's Lieutenant #2) 1d20 +2 (Accomplished Military) +1 (Proficient Command) +2 (Home Turf) +5 (Hearts of Steel) -4 (Tactical Disadvantage) = 8
versus
Defend the Seventh (Mercator) 1d20 +2 (Proficient Military) +4 (Renowned Command) +2(First of the First) +2 (The Voice of Mars) +4 (Tactical Advantage) +2 (Numerical Advantage) = 27
Resounding Victory
Samnite Morale Check
= 1d20 +2 (Renowned Command) +5 (Hearts of Steel) = 24
Needed: 17
Aaaand in the eighth round, the Samnites run out of offensive steam. Their leader rolls a 2 against Mercator's 11; an adequate performance is all Mercator needs to chew up the Samnite attack, though they don't break themselves...

Charge to Glory (Mercator) 1d20 +2 (Proficient Military) +4 (Renowned Command) +2(First of the First) +2 (The Voice of Mars) +4 (Tactical Advantage) +2 (Numerical Advantage) = 33
versus
Hold the Line (Gemino's Lieutenant #2) 1d20 +2 (Accomplished Military) +1 (Proficient Command) +2 (Home Turf) +5 (Hearts of Steel) -4 (Tactical Disadvantage) = 10
Resounding Victory
Samnite Morale Check
= 1d20 +2 (Renowned Command) +5 (Hearts of Steel) = 9
Needed: 18
Samnite Left Flank Broken!


It continues for hours. The Samnites are intractable, unyielding. You surge forward, and they push you back. They surge forward, and you push them back. As Apollo burns his way across the sky, the Tabelline Pass becomes a charnel field, littered with the gore of the fallen trampled beneath the feet of living. The dirt underneath you grows red with blood. The next thing you truly remember is the sun hanging low and red in the sky as Mercator leads the Seventh over the bodies of their friends and brothers in a final charge against the Samnite left flank, which collapses like wet paper before their onslaught...
Until Mercator does one of his signature CHAAARGES to finish the job. He rolls a 17 on the die, the Samnite lieutenant rolls a 4, and then the Samnites roll a 2 on the morale check and shatter, in a check they had 'only' a 50/50 chance of passing.


Round 10
Defeat Gemino:
(You): 1d20 +2 (Accomplished Military) + 0 (Average Command) +2 (Gallic Cavalry) + 2 (The Voice of Mars) +4 (Tactical Advantage) +4 (Overwhelming Numerical Advantage) +1 (Gift of Minerva)= 27
versus
Defeat Atellus: (Gemino): 1d20 +4 (Renowned Military) + 4 (Renowned Command) +2 (Home Turf) +5 (Hearts of Steel) -1 (Peasant Levies) -4 (Tactical Disadvantage) -6 (Outnumbered) = 15
Resounding Victory
Samnite Morale Check =
1d20 +2 (Renowned Command) +5 (Hearts of Steel) = 8
Needed: 18

Break Free
(Gemino): 1d20 +4 (Renowned Military) + (4 Renowned Command) + 2 (Home Turf) +5 (Heart of Steel) -1 (Peasant Levies) -7 (Vastly Ountnumbered) = 19
versus
Capture Gemino: (You): 1d20 +2 (Accomplished Military) + 0 (Average Command) +2 (Gallic Cavalry) + 2 (The Voice of Mars) +4 (Tactical Advantage) +4 (Overwhelming Numerical Advantage) = 27

As they fall, Gemino's dwindling army begins to collapse, and a final push from the Third sends them fleeing. Gemino himself rallies a band of riders and punches through the weakened line, riding out through the pass. You do not remember the decision to ride after him yourself, but your next clear memory is tearing the old bandit from his horse under a pregnant moon, the Gauls roaring around you as they clash with what remains of his army.
Sheer numbers gives Quintus Atellus a plus fifteen on the die rolls now, while Gemino is down to a +4. The die roll itself is practically a tie, but that's enough for the Romans to cause great damage to the Samnites, and this time, as happened last round with Mercator, the Samnites' morale cracks.

We roll a 13+14=27 to Gemino's 12+7=19 and catch Gemino.

The infamous rebel rises from the ground slowly, a stony smile spread across his face. This is the first time you have ever seen him in person, and now, bathed in the light of the full moon, you can make out his features clearly. His eyes glint with...something you cannot place. Anticipation? Expectation?

...Eagerness?

"So. You win, boy." His voice is tired, very tired, and for the first time you are truly cognizant of the fact that your great enemy is a man perhaps a decade or two younger than Tercerus, if that.
That is, fifty-five or older?

"He who chooses slavery is still a slave. And that is what you bring, Roman, make no mistake: slavery. You will choke my people for their gold and their food, and when you are done you will still take their lands from them, and the Samnites will be no more."
To be fair, he's not 100% wrong, but he's not 100% right either. The Romans won't take everything, and they'll integrate the Samnites rather than just cutting them up and destroying them, or that's my expectation based on how things are going so far. The Samnites are being stubborn about accepting the 'Social War deal,' but they are in the process of (very violently grudgingly) accepting it.

He pauses, and for a long moment, he looks almost regretful. "Would that you'd been born a Samnite. We might have stood a chance."

You don't know where the words you speak next come from, but as you speak them, you know you mean them.

"Would that you'd been born a Roman."

Gemino chuckles, at that.
Wow, that's good. Hope that makes it into Quintus' journal. Gemino put up a hell of a good fight; he deserves to be memorialized as one of history's more skillful guerillas. He kept up a campaign for months at three-to-one odds, in the face of an increasingly hostile population that was being eaten out from under him by Roman politicking.

The old Samnite just sighs heavily and raises his sword high, sliding into a battle stance.

"Damn the Sibyls." The old rebel's words are almost a whisper, and you frown as you try to puzzle their meaning. Then, before you can even think to react, Gemino pivots his blade and shoves it through his stomach.

He who sees you overthrown
Melts with tongue the heart of stone,
And stands apart, though not alone.


Atellus, who with his charisma and oratory won the hearts of both the Pentri (forcing Gemino to take desperate measures, and ultimately making it easier for Atellus to bring Gemino to bay) and the Gauls (whose respect and loyalty gave Atellus a constant tactical advantage throughout the battle). He stood apart from two of his foremost regular military commanders (Pompolussa and Mercator), leading his own element of the battle, and yet he was not alone (accompanied by the Gauls, and perhaps by Tercerus)

The man who has been your greatest enemy these last months falls to his knees, his grey eyes still fixed on yours.

"I die a free man and a Samnite. Choke on your mercy, Roman." With that, his proud features go slack. His eyes, still, empty, and wide, gaze into yours for a long moment before you turn away. They stay with you for a long time.

So passes Gemino of the Pentri.
Again, I really, really hope Gemino goes down in history, even if only as the antagonist of the first chapter of Atellus's story.

With his death, his forces are broken once and for all. What is left of his shattered army goes to ground, the peasants returning to their farms and homes, while the few living rebels scatter, likely to devolve into banditry or petty brigandry without Gemino's guiding hand. The dead will take days to count, and the injured weeks to heal. Pompolussa was heavily wounded in Gemino's rout, and Tercerus and Mercator both have a few more scars for their respective collections.

But you have won the battle of the Tabelline Pass -- Gemino and his rebels are, at long last, no more.
So yeah. The Second is pretty chewed up, no doubt, though all our cohorts have taken a pounding. 300-plus dead or incapacitated from wounds is a bit more than 10% of our overall force, with the losses probably being heavier among the Second Cohort in particular.

Next Moves
Though it has cost you some three-hundred-odd men, you have won the battle of the Tabelline Pass, and seen Gemino to his final, bitter end. Now you must decide what, exactly, to do with your forces next.

[] Turn and march immediately for Nola, in order to reinforce Sertorius and the Hirpini in the siege.
[] Turn to pacify the western towns that supported Gemino, and ensure that the entire region is solidly under Roman control.
[] March for the Valley of the Vulturnus to finish what you started and destroy the rebel presence in in western Samnium.
[] Return to Bovianum to better tend to the injured, and ensure that the supply lines stay secured.
If I had to pick a curated option it'd be "march for Nola." Sertorius TOLD us to come right back after beating the rebels, and while the letter of his orders could be interpreted to mean "but first, beat Tercerian in the Vulturnus," the spirit of his order is clearly otherwise.

Plus, Sertorius will want the Seventh Cohort back. He may even have ordered Mercator to bring it back whether we like it or not.

Finishing off Tercerian might be within our capacity, since we have only slightly fewer men than he does (~2500-2600 to his ~3000, and I suspect some of his men will desert when they see us coming). And from his performance, we can be pretty sure he's no Gemino in terms of skill. But at the same time, he may well be in a fortified position we'd have to dig him out of, and that would take time, and our men are already weary and weakened.

@Telamon, what's the geometry of the terrain and marching routes like here? I'm pretty sure we'd have to go back to Bovianum anyway to regroup for a day or so at least, and I'm pretty sure it's on our route back to Nola anyway.

Now, I could go for something like the write-in Caesar suggested (spend a few days pacifying the immediate area with the Third, Sixth, and maybe Seventh, while the Second and Ninth take the wounded back to the camp and recover for a while, THEN march back to Nola).

Captured Enemies
You have captured roughly 150 survivors of the Samnite army, either those who surrendered or were captured while fleeing. What do you wish to do with them?

[] Sell them into slavery, both increasing your own personal coffers and gaining more money for the legion.
[] Free them, and order them to return to their homes and farms. With Gemino gone, they are no longer a threat.
[] Kill them all.
--[] Crucify them along nearby roads as examples.
--[] Have them executed by your men here and now.
[] Write-In
I think I'm voting 'free them' or make a write-in along those lines. It's over, we broke the rebels. Given how much Gemino swelled his ranks with random peasants in the past few weeks, many of the people we're dealing with probably had no real intention of fighting the Romans when they signed up with Gemino's forces.

Anyway, whew good stuff!​
 
Either way for simplicity killing them all would evidence negligible reaction. It's part and parcel of war, especially when they've been behaving like bandits and thats what we do to bandits.

Slavery is also accepted, but its a more Roman practice...but mostly for lack of locals being able to enslave anyone but each other.
 
Decimation sounds like a horrid waste of men to me. The enemies of Rome will certainly appreciate Romans killing each other. I suppose it could be reserved as a last resort.

But there have got to be better ways than fear of 1/10 chance of execution to motivate our men to fight.
 
Well!

In Total War, the game would stamp Tabelline Pass with crossed swords, and call it a Heroic Victory. (And probably give an extra trait to Atellus' character sheet, but we're not playing by Total War's ruleset :p )

Judging by the responses after that post, I don't think I was the only one who got chills when Mars Himself gave the thumbs-up to his Sixth Legion. "Men of Rome, wreck the foolish ones."

I really, really hope Gemino goes down in history, even if only as the antagonist of the first chapter of Atellus's story.

I totally second this. Rome historically always gave worthy opponents their due in history, even if (or especially because) they gave them so much trouble. Granted, that's probably because that resulted in even more honors for the folks who took them down, but it's worth noting.

Even to folks they did not particularly like, such as Lucius Sergius Catilina (see: Catiline Conspiracy). Even when it all fell apart for the guy who tried to seize power, it was specifically noted that he suffered no wounds in the back, but was found to have gone down fighting, surrounded by slain enemies.

Edit: Also, if Veniximaeus and his cavalry make it home, they have all sorts of sagas and tales to bring back. Especially for the big man himself; he's got some bragging rights to take home.
 
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Getting to the options, what we do with our prisoners ties into our next move. Freeing the prisoners and securing the western towns might have good synergy. Field execution or crucifixion would make an example of them, or rile up the Samnites even more. Selling them into slavery would improve our finances and standing with the legion, but we must also consider the PR angle. Is it vae victis, and does that benefit our image of stern but fair? "You rebelled, I captured you, off to slavery you go." I'm not really feeling any prisoner choice in particular, so as a write-in:
[] Decimation: Have the prisoners draw lots. One in ten draws a short straw, and his lot-mates are to beat him to death. The rest may return to their homes.
Decimation is absolutely a Roman thing, and this is a symbolic acknowledgement that yes, you are now Romans, and you shall do Romans things. Since the victims are selected at random, they cannot be singled out as martyrs. Things left to chance were left to the will of the gods. "Are you arguing that the gods chose wrong? Are you saying that the Romans can deceive the gods? That's blasphemy! There's no way the Romans could do something so epic." "Plus, the Romans let nine of ten go, that's way more merciful than we expected from Romans." Also, the Romans aren't doing the killing in this instance, this makes the Samnites complicit, and their own sense of guilt may restrain them from future action. It is both mercy and cruelty; it is an execution reserved not for rebellious slaves, but for soldiers (citizens or future citizens).

This fits with our Lawful Stern But Fair image, and the symbolism of Roman law being imposed on them, as if they were Romans but mutineers or such.

I'd go with something a bit less extreme than branding- a notch on the earlobe, say. Something obvious and conspicuous on inspection (in case we ever see them again), but that won't leave them pained and weakened for the rest of their lives. The point here is to achieve the goal (prevent any Samnite from fighting us twice unless they really have a death wish) while doing the minimum amount of harm to the accidental guerillas who turned out to fight us when they were trying to fight Tercerian.

You should do a write-in. Mutilation was a possibility, it happened after quite a few battles that prisoners' hands were chopped off or their eyes plucked out, but rejected it since it only neutralise them as warriors while still leaving a living soul set against Rome. It also makes them a burden to their community, and we want Samnium to prosper as one our provinces. Branding avoids that; but I think it still has some of the disadvantages of mutilation (it's basically "mutilation light"), just watered down.

Compared with just freeing them, the disadvantage of both of the above is that they don't show much magnanimity.
 
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