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This is also why I like to leave things a bit vague at the inception of a campaign; I feel that a certain vagueness allows players to come up with cool shit like this that I wouldn't've though about on my own. :)
 
This is also why I like to leave things a bit vague at the inception of a campaign; I feel that a certain vagueness allows players to come up with cool shit like this that I wouldn't've though about on my own. :)
  
Are you familiar with the Jacquerie from medieval Europe? Bagaudae were the Late Roman equivalent.
 
 
So, in addition to isolated rejects dwelling in ruined cities, you may well encounter large, hostile, armed bands of peasants and slaves accompanied by criminals, legion-deserters, and disgruntled veterans. The bagaudae will be intent on looting, slaying, and otherwise gaining revenge upon their prime foes, oppressive wealthy rural landowners.
 
 
Having mobile legions in a province tends to keep the bagaudae in check. For this reason, it is generally thought best to shift around the mobile legions from time to time; moving a legion from one province to another distant province means that the legionaries will not feel any sort of ethnic solidarity with rebellious peasants on whom they may be called to act against.
 
 
The wealthy rural landowners can also present problems for the Empire, as they will gather large retinues of men loyal or beholden to them and violently resist tax-collectors. Succesful tax-collectors generally are accompanied by large numbers of armed men, either detached from the legions or mercenaries.
 
  
 
== Map Description ==
 
== Map Description ==
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In the Imperial Core, there is also a tendency to avoid stationing too many legions far away from the core; these legions have a tendency to proclaims their generals as Emperors and then march to the Imperial Core to engage in civil strife.
 
In the Imperial Core, there is also a tendency to avoid stationing too many legions far away from the core; these legions have a tendency to proclaims their generals as Emperors and then march to the Imperial Core to engage in civil strife.
  
Another thing to bear in mind is that while at one point travel and commerce within the bounds of the Empire was easy, roads were well maintained, bandits were limited in number, and the population was higher, by this point plague, economic crises, civil strife, and barbarian incursions have taken their toll. Even those travelling within the Empire may well be exposed to muddy, impassable roads in places, as well as bandits, bagaudae, rapacious toll-collectors, etc.
 
 
Once-prosperous regions have been in some cases depopulated or greatly reduced in station. In some portions of the Empire, there may be de facto pockets of autonomous rule both by isolated semi-civilized peoples or by large landowners. Things within the Imperial Core will be better---they are certainly reputed to be better, anyway.
 
 
On the map, do you see the island in the northwest? Things are better there. Civil strife, plagues, and barbarians never took as much of a toll there. That is the province of La-Isla. Although on the periphery of the Empire, its citizens identify strongly with the Empire and the province is highly valued due to the vast forests containing high-quality lumber which is imported south and east. The penninsula that I mentioned, the one in the north-central? The Empire controls some of that penninsula. Things aren't great there, but they're better than in Centralia, the province that takes up much of the map. The Hyperborean Penninsula has two legions (one you can see on the map, and one to the north).
 
 
Centralia is a valuable province, but not as valuable as it once was. Things are better in the south and southwest, where you have more cultivated land, access to a civilized ocean, rich wineries, closer proximity to the Core, and more distance between the inhabitants and the barbarian tribes.
 
 
Centralia is part of the Empire, so it has lots of advantages, but there are lots of disadvantages. The large cities function as both valuable components of the Empire in some ways and [i[de facto[/i] independent city-states in others. Some areas of the countryside are lawless; there's plenty of room for adventuring. Sea barbarians come raiding down the ocean channels; that's why La-Isla gets a legion. Note that Centralia currently has limited frontier garrisons along the channel.
 
 
Along the Frigidus River there are occasional barbarian incursions, although no major ones for the past couple decades. Beyond the Frigidus River (Transfrigidia) things aren't good. You've got a pocket near the Channel that's defended by a Hyperborean Legion and then you've got the pocket near the viable town and the two ruined cities; things are very dicey in that little portion of Imperial-held Transfrigidia.
 
 
If a couple rootless barbarian tribes show up along the Frigidian frontier, one big push could cause all of Centralia to faul. Note that this is not a setup for a "save the province!" campaign. This is a sandbox. Players are welcome to go where they want, do what they want, and side with whom they want.
 
  
 
== Attributes ==
 
== Attributes ==
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The Fighter's prime req is STR; the magic-user's is INT; the cleric's is WIS; the thief's is DEX.
 
The Fighter's prime req is STR; the magic-user's is INT; the cleric's is WIS; the thief's is DEX.
 
Your statistics as rolled may be adjusted during character creation according to certain rules.
 
 
CON and CHA may not be adjusted up or down.
 
DEX may be raised if it's a prime req, but not lowered.
 
WIS may be lowered by magic-users, fighters, dwarves, elves, halflings, and thieves in order to raise a prime req.
 
INT may be lowered by fighters, dwarves, halflings, thieves, and clerics in order to raise a prime req of their class.
 
STR may be lowered by magic-users in order to raise INT and by clerics in order to raise WIS.
 
 
For purposes of statistical adjustment, treat Woodsmen as halflings.
 
 
For every 2 points that you lower a stat, you may raise another (valid) stat by 1. For instance, a fighter can lower WIS by 4 to raise STR by 2. You can't mix and match to reach 2; for instance, a fighter can't lower WIS by 1 and INT by 1 to raise STR by 1. However, our theoretical fighter is welcome to lower both stats by 2 (or 4, or 6, etc.) each to raise STR.
 
 
No stat may be lowered below 9. No stat may be raised above 18
 
  
 
== Classes ==
 
== Classes ==

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