Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Tuesday, September 2, 2025

Investigating Censor: Steppe Cataphract Edition

I am very pleased to be able to share with you Investigating Censor: Steppe Cataphract Edition, the second edition of my dark rules-light roleplaying wargame Investigating Censor, alongside a new adventure for it, Impermanence.

Investigating Censor: Steppe Cataphract Edition is now 100% free for the first time at itch.io and DTRPG. Impermanence is available for $2 at itch.io and DTRPG.


Investigating Censor is set amidst a campaign by oracular warrior monks to eliminate a sect of human-sacrificing pirates.​

​The leaders of these monks, Investigating Censors, can enlist anyone into their retinue on pain of outlawry. Anybody who is not an enemy can be turned into a party member.

Proper use of this power will bring powerful alchemists, spirit-binders, sword saints, and courtesans to the cause of the Investigating Censors.

Misuse of the Investigating Censors' charter will arouse fanatical resistance among the people of the fallen pirate regime.

Allies will be needed, as the warrior monks must wage archery battles from horseback, fight pirate ships at sea, storm sacrificial fanes in the caverns of the rocky coast, and survive encounters with supernatural creatures and their powers of prophecy.


Investigating Censor: Steppe Cataphract Edition contains a revised and expanded edition of the original Investigating Censor Roleplaying Wargame, and has integrated:
-The revised Seven Leopards enemy dossier and region.
-The revised and expanded introductory adventure, The Hands of Lacquermere.
-A refined and expanded guide to Investigating Censor's fundamental game loop: deputization, investigation, and battle.
-A refined and expanded Combat section.
-Revisions and readability fixes across all chapters.
-Cover art by Evlyn Moreau for both Steppe Cataphract Edition and Impermanence. Please see Ev's ArtStation and Patreon.

    
    Investigating Censor: Impermanence
Disappearances plague the Fringe of Moments, a region of the fallen pirate regime. These have many sources, each of which will endeavor to make the Investigating Censors disappear in turn.

    Passages from Impermanence

The Fivefold Prince was one of the few pirate lords to actually dedicate himself to the Poison War. Almost all his men ended up dying with ghastly tremors and milky diarrhea on some hellish delta.

He returned to the South Coast with a skeleton crew. He has never spoken of what happened in the Poison War.

During his return he stopped in the Sands of Stirring Fossils to take on fresh water. A marrowrachnid climbed aboard. These faceless creatures tear their way into human bodies and then force their hosts, their worn men and women, to serve their purposes.

The threat of a marrowrachnid tearing free or poisoning one from within is ever-present.

This marrowrachnid puppeted a cabin boy, and, after learning what had happened to the crew among the Poison Libraries, it went to the Fivefold Prince.

It proposed a relationship that would ensure no one would tell of what the captain’s decisions had led to. The Fivefold Prince consented. 

---

The Courtiers lay in the silk. The Stewards walk with balanced spezzatura along the edges.

These silks are woven together at their hems, preventing a fall into darkness. This palace is built on the void around enormous stalagmites rising through a vault in the earth.

Anyone who falls through the silk will rotate in a freezing void for hours or days before being shredded to death on a giant stalagmite. This has been a means of execution; scars in the silk speak to this.

---

A brick plain with a raised altar that is shielded from sight by day, boughs pulled down across the paths around it, and blazes with furious fire at night, braziers casting glints across a brass-bound, horn-shaped trunk atop a low ziggurat of stony steps.

In this trunk of mottled black leather, there is a tiny globe made of porous bone. Its four quadrants dance with fire, water, wind, and tectonic vibration. If broken apart, the globe will disgorge four fresh Coins of Junction (see Investigating Censor: The Uses of Alchemy).

Murderers in wolfskins pile captives for the fire altar, scapegoats for immolation. Pirates kneel on planks of scented wood, symbolically bound in the guts of a cosmic galley. They watch the victims undergo a prophecy of torment, seeing their conflagratory future as they approach the burning bowls.

---

Kadriga is a fetid hag of great sagacity.

The trees weep a gore of black sap as she passes and the dead autumn foliage rises and waves, brown ferns shivering, wilted flowers gazing, dead leaves cartwheeling around. 

Locals can tell the ICs about her. She can tell the ICs about the Steeltree and its snakeroot, the Hell of Songs, and the Pharmakon of Molten Bone. She will be forthcoming with information if the ICs gift her with alchemical products or items made using Fetches & Fetishes. 

---

Pools of inky water stand in the lowest reaches of the Hell of Songs where immemorial dryads howl in ecstasy, woodforms that bellow waftings of warm black steam that hang heavy in the air and stain the leaves and boughs until the next natural rain. 

At night the black steam recedes to receive a rain of the moon, comet’s milk that falls from overhead streaks pattering igneous and spermatic, igniting spasms of life that curl up from the stone and grasses, ceramic blossoms of ice-white biomantle like geothermal coral. The dryads and beasts feed on the quicksilver affixtures, bringing another day’s life and madness into the gorge. 

---

Little white fruits hang from the tree. On closer inspection these are eyes twined to the branches by their optic nerves.

___



___




Monday, December 30, 2024

Arcology Syndicate


The characteristic fate of disfavored people in the spider droid empire is neurointerment. The spider droids are obsessed with arcane physics research best served by organic and positronic brains. Sapients are placed into a giant deep-space mainframe that utilizes their brains for compute, burning through them rapidly. Oceans of corpses are disgorged from the mainframe's vents and thousands of transport ships wade through this ocean to deliver their sapient cargo.

Most newly-conquered systems are stripped of their populations and forgotten by the spider droids, though a few have their suns encased in Dyson spheres. Most additions to the mainframe come from newly-acquired worlds, though a randomly-selected proportion of conquered populations are spared neurointerment, and are dumped on spider droid worlds and stations.

You are one such individual. You live in a spider droid ecumenopolis. This world's sun is being encased in a Dyson sphere, and while the sky has visibly dimmed, the world won’t be totally deprived of sunshine until your great grandchildren are dead.

The spider droid empire has only situational use for its subjects, and you have joined the ecumenopolis' vast criminal underworld, seeking to stockpile enough energy credits to escape the ecumenopolis' chaos, and perhaps export it elsewhere. 

        Index
Species
Background
Operations
Combat
State Forces
Personal Weapons of the Criminal Element
Military Weapons
Wearables
Enhancements to Static Operations
Expeditionary Activities
Warship Weapons
Enemy Gangster Table
Treasure Table
Victory
Notes


Spider droid records enumerate the partial neurointerment of 224 species.

You start with 2d4+1 Gangsters. rng224 your species and the species of each of your gangsters:  

1. Aborted alien dragon fetus in ambulatory life-preservation pod
2. Actual-octopus-illithid
3. Alligator-hyena man
4. Alpha-frilled avian lizardman
5. Aluminum green-sac-mouthed armored green-wing-headed man
6. Ambulatory companionship-seeking cloth-wearing terminal droid
7. Ambulatory metal-and-sinew-faced elevated xenomorph
8. Amoebic goo-over-skeleton man
9. Ancient cybernetic-animated corpse
10. Ancient plague-techpriest
11. Armored four-armed serpent man
12. Armored turtle man
13. Armored-frill askance-looking roadrunner man
14. Astral-hued anteater man
15. Ball-of-flesh man suspended in worksuit filled with blue ichor
16. Barren sensor-headed servo-droid
17. Big-nosed, placid, tendril-eyed, batwinged slugman
18. Bio-frilled sea scientist man
19. Bioengineered chemical-Bane
20. Bioluminescent balls in dead leaf-like superstructure 
21. Bioluminescent jellyfish-myconid
22. Bioluminescent sundew carnivore
23. Bipedal mushroom man
24. Black and crimson fungal tendrils parasitizing another creature (roll rng224 for which)
25. Blade-winged faceless monolith-droid
26. Bleary-eyed goateed muskrat man
27. Blind hydra
28. Blue tentacles suspended in eight-armed armor 
29. Blue-and-yellow-frilled four-eyed raptor
30. Bulb-sealed parrot man
31. Bunch of one-eyed worms inhabiting and animating a mossy rock structure
32. Bundled slime man in preservation suit
33. Butterfly-wing-frilled hairless cat
34. Cactus dragon
35. Catlike four-eared cyclops with neck feelers
36. Cellulose elf
37. Ceramo-skeletal machine man in bundled wire harness 
38. Chittering blue orange-eyed coral-sensored spine-whiskered lobsterman
39. Cloaked sacral droid of mysterious origins
40. Confused-looking toad-Hutt man
41. Corporate-patterned servo-droid
42. Corpsefeasting mushroom insect
43. Crab-arm-mouthed spined-lobster-head man
44. Crown-of-dark-crystal ceramic man
45. Crystal dragon
46. Crystal-spiked rockform long-bundle-tongue cicada nymph
47. Crystal-spined behir 
48. Crystalline mouth-beak-masked owl man
49. Cyclopean two-legged ram
50. Dark and glowing psychic xenomorph with six legs and two arms
51. Dead leaf and bark lizard
52. Death-eyed black four-legged two-armed crypt-beast
53. Deathspore ghostguts whitespider
54. Delightful four-eye orificeless tattooed starfish man
55. Desiccated space vampire in preservation suit
56. Devils-causeway-crystalform magmatic-Venus-flytrap man
57. Diamond core with ethereal strands animating limb-lattices of crystal
58. Diminutive blue floating four-armed Frieza
59. Diminutive feather-eared snootbeast
60. Diminutive gray-suspended lordling in vast helmet 
61. Disease-chitin many non-bilaterally-symmetric eyed lupine man
62. Dreadlock-cabled predator droid
63. Droopy lipstick-hued tentacle-faced man 
64. Droopyfeatured flesh-stalk man
65. Effervescent glowing humanoid droid
66. Effervescent peacock man
67. Eight-armed flesh golem with green viewing pod and something inside
68. Embryonic megaworm preserved in servo-mobilized ichor chamber 
69. Eminently-killable lizardmouthed earwig man
70. Ephemeral winged vast-eared mammal-man
71. Eruption of crystal with floating head and hands
72. Faceless dog-eared sentry droid
73. Fanged lamprey-eyed toad man
74. Fat thin-feathered owl man
75. Feather-eared skeletal biting beast
76. Feather-waisted bugeyed mandibled blue horseheaded man
77. Featureless death-worshipping elephant priest 
78. Flat-headed muck droid
79. Floating fern-octopus lit by glowing eggs
80. Floating orb in humanoid chassis
81. Floating puffball sporesnail
82. Floating shell with hanging tendrils and faceplate
83. Floating, square, rune-coated, mysterious container for a positronic brain
84. Flytrap Hutt
85. Four noodle-armed mouthless purple crabman
86. Four-armed face-shrouded psionic death man
87. Four-eyed droopy-fingered lizardman
88. Four-eyed fanged hardheaded lizardman
89. Four-eyed hairy honeydew slice-headed man
90. Four-eyed hardcase orangutan man
91. Four-eyed horned owl man
92. Four-legged two-armed elevated slime puff man
93. Four-wood-winged armored devouring insect man
94. Freakish three-fingered blind praying-mantis plant
95. Fusion man
96. Generic mass-produced servo droid, origin of positronization unknown
97. Ghoulish bald rodent man
98. Giant fluffy purple moth
99. Glowing bulb humanoid 
100. Glowing information cubes caught in rough mineral-laced flesh structure
101. Glowing mushroom lord with built-in bioluminescent silks
102. Glowing mushroom man with tendrils
103. Glowing runic boulders captured in feathered-root superstructure
104. Glowing-core black mushroom with four arms
105. Gravitic rock-formation with molten core and hands
106. Gray-eminent felinid
107. Halo-headed death-rock mummy
108. Horned and frilled reptile man
109. Huge-beaked goblin man
110. Hulking octopus-armed murder droid
111. Humanoid slugman in stabilization suit
112. Illustrious yet lowbrow-looking many-winged dragon man
113. Innocent-looking weasel man
114. Lamprey the Hutt
115. Leafless tree-man whose limbs terminate in eyes
116. Leathery toothless hammerhead man
117. Lifesuit-encased pollution-snail
118. Lilly-backed bone panther
119. Lithic bullspider
120. Little gecko man 
121. Longhaired owl man
122. Lumpy slime bull-dwarf
123. Magma dwarf
124. Majestic but deviant fin-winged bejeweled caterpillar man
125. Majestic multicolor-maned mycelium man 
126. Majestic six-eyed purple man with no mouth and integral helmet
127. Majestic tentacled four-armed many-eyed bug priest
128. Malign bald zipper-mouthed tentacle face man
129. Malign giant beetle man
130. Malign glowing-eyed bark man
131. Malign green-capped four-eyed moss man
132. Malign head-plated squid-mouth man
133. Malign pseudodonkey man
134. Malign purple four-armed carrion birdman
135. Malign, muscular, hook-eared cat man
136. Malign-eyed wasp droid
137. Man comprised of pangolin-scales
138. Manifold alien mushroom with many bulbous sensory organs and tentacles
139. Many-eyed horned iguana man
140. Many-limbed snail man
141. Many-tentacle faced rubberized man
142. Many-tongued pitcher plant praying mantis 
143. Many-vented four-armed hydrothermal beast
144. Masked, diseased dumpworld delver gorilla 
145. Micro-UAV aided four-armed pillar droid
146. Monocular birdman
147. Multicolored shelled snail-tortoise
148. Mysterious humanoid encased in dark, baroque frame-suit
149. Mysterious rock-and-crystal man with attached-and-detached shoulder halo
150. Mysterious veiled humanoid 
151. Neotenous fox man
152. Nerdy chameleon man
153. Nine noodly-nosed mucosoid sand flea man
154. Nine-spined mouthless resin villain
155. Noodly-appendaged long-headed slug droid
156. Noseless hairless blue-scaled blue-eyed man
157. Nosferatu bat
158. Old-and-aggrieved-looking skinless longhead man
159. One-eyed black crab-oyster droid
160. Parrot lizard
161. Peacock-feather-faced creature from the Black Lagoon
162. Pile of semi-molten fungal flesh with pseudopods 
163. Pincer-mouthed chitin man
164. Pitted short-snout death dolphin
165. Poison hatchery-eyed platypus-man
166. Pretentious plague custodian
167. Pretentious-coded slime-circulating servo-droid
168. Radial-eye-and-feather blood-weeping birdman
169. Rascally-looking dual proboscis man 
170. Reedborne mantle mushroom man
171. Rippling, furred, and tendril-feathered red mantle man
172. Rock-and-crystal turkey
173. Runic clothwrapped boulderform humanoid
174. Sagacious sensor-whiskered giant-frill man
175. Sea dragon
176. Seahorse-xenomorph
177. Seaweed goblin
178. Serpent-parasitized omni-squid man
179. Shell-faced red-tip tendrilled nautilus-man 
180. Shell-topped entity made of fungal cables with a few branching off like limbs
181. Short, jade-green bat-eared bearded man
182. Six-eyed tapir man
183. Six-eyed wombat man
184. Six-featherheaded malevolent emu man
185. Six-frilled starheaded chitin man
186. Six-limbed diamond beast enmeshed in rock-flesh
187. Skeletal eight-eyed peacock man
188. Sleepy leaf-armored sundew-turtle 
189. Slime pharaoh
190. Slug-bearing barkman
191. Solar-feathered caterpillar-droid
192. Space warthog man
193. Spider droid
194. Spined hyena-man
195. Superstructure of fungal reeds with a skull as a facemask
196. Synthetic-looking carbon-eyestalked ribbon-limb horse
197. Tall fungal orchid with eyes inside blossom
198. Tall-headed beakless owl man
199. Tall-headed blue smiley man
200. Tall-headed melted-candle Sith-lordesque humanoid
201. Tendril-mustachioed four-eyestalked slugman
202. Tendrilled flesh-heart enmeshed in open-topped humanoid mega-armor
203. Tentacle-haired humanoid brain man
204. Tentacled crystal-ball droid
205. Thick-horned sloth man
206. Thin-beaked toucan man
207. Three-varietal mushroom man, orb sprouting from casing sprouting from bouquet
208. Tiny-eyed-and-armed eight-legged larva man
209. Tiny-tendrilled shrimp man
210. Toothless noseless arrowheaded shark man
211. Tuskless flesh-ribboned slug-walrus 
212. Verdant salad man
213. Warped bark-globe-skull man
214. Wending bark stag
215. White-plated purple-eyed termite man
216. Wide zippermouthed six-eyed drool-freak
217. Windswept armored-forehead birdman
218. Wingless frilled dragon-droid
219. Wingless humanoid mosquito-droid
220. Wingless mosquito-woman
221. Withered flesh-toque grinch
222. Yellow feathered-serpent-headed spinetailed swan-man
223. Yellow-glowing plantoid droid
224. Zippermouthed two-by-two head-and-chin frill man

Whenever you generate a new Gangster, you can use the species table. 

Background

Before the Ecumenopolis (d12):

1. You were a jetsuit auxiliary for the spider droids. You deserted during the invasion of a solar system and clung to an ECM scrambler. Your armor protected you from the neutron bath bombardment and the biophage foam inundation of the world, but the invasion was cancelled when the world turned out to be filled with artillery from surface to core. The spider droids assassinated the system’s matrioshka brain using a relativistic kill vehicle and then diced the planets with a gridfire attack. You survived on a chunk of planet and then hijacked the first scrap hauler that arrived once the spider droids had left.
Start with the panoply of a Jetsuit Auxiliary (see State Forces) and one of their d12 weapons (plus coilgun).

2. You were a gardener in a verdant hydroponic station swallowed by a spider droid mobile dockyard. Everything you had grown was rendered into nutriment slurry to be fed to the neurointered, but you were allocated for a population transfer rather than joining your plants and companions in the mainframe.
+1 Million Energy Credits per round for growing uberentheogens

3. You were subjected to brutal slavery in a vast, decadent star empire. When the spider droids came, nearly every member of the ruling species was neurointered, and most of the slaves, but you were away breaking down sewage ducts on an outlying scrap world and missed the cull.
+2MEC when stripping superconductive materials

4. You were born in the spider droids’ administrative capitol. You remember freezing winds howling past monumental, empty-seeming, featureless buildings surrounded by colorful embassies, eroded monuments, conduit tracks, and strange, glowing, utterly-isolated structures.
25% chance of evading State Forces prior to an encounter with them

5. You were a delicate entertainer in a highly cultured arcology. When it was stripped for neurointerment you were saved by the patronage of the cyborg mercenary general leading the invasion for the spider droids, and ended up marooned here when he grew tired of you.
Start with 4d4 Gangsters

6. You lived on a gorgeous resort-ringworld located in null-space accessed through a deep space wormhole, where you were an indentured worker in the bespoke bio-augmentation industry. The spider droids located the ringworld and hit it with several relativistic kill vehicles before dragging the chunks back through the wormhole. You own a tachyon scanner, previously used for peeping-tom purposes, and this helped you avoid the neurointerment cull.
Start with a Tachyon Scanner

7. You spent most of your adult life on an utterly irradiated smelter-world where all native life had died, ruled by an uncaring administrator hired from an even more ruthless empire by the spider droids. You are no longer capable of reproduction by any means, not even cloning or neuroreplication.
Gain +1MEC per round due to your efficiency

8. You were taken from a relic-world of an ancient empire that was filled with baroque technology, which the spider droids haven’t even begun to unlock. You can still envision the mangled corpses in their opulent finery, churned by an apocalyptic orbital bombardment and battleroid invasion.
+2 Initiative to the first round of combat when boarding voidships due to an interface device you managed to smuggle off the planet.

9. Born on a remote battlestation, you served in a foreign Solar Corps before deserting, finding your way into the spider droid empire before they even conquered your people.
Make coilgun attacks at d20

10. You were born on a barren penal colony that you escaped through bribery, later working on a Dyson sphere construction habitat very near a sun. It had one of the best shopping malls in existence, which haunts your dreams to this day.
Set up new Static Operations for only 3MEC

11. You were a slave bought by a neurointerment merchant, but you managed to work your way onto the creature’s crew before jumping ship on the ecumenopolis.
Chop voidcraft for an additional 1MEC

12. You’re from an isolated outpost of religious fanatics, degenerate artists, and outlawed researchers; when the spider droids came, they quarantined your colony and transferred the whole population to the ecumenopolis rather than use your brains in the mainframe.
Gain +1MEC per round from Outlawed Knowledge Displays

Operations

Choose a Static Operation for your crew to run.
MEC = million energy credits.

Antimatter Entrapment Lab
3MEC per round
1/10 chance of Mishap per round: Entrapment failure event, Static Operation destroyed, everyone present killed, arcology collapses.
Captive Blacksite
Can keep captives from your Expeditionary Activities (see table below) here with no chance of detection; no intrinsic income, but also no chance of Mishap.
Without a Captive Blacksite, captives have a 1/12 chance of bringing a relevant Raid type every round, lose Static Operation on defeat.
Customs Evasion Bay
2MEC per round
Roll both Mishap possibilities in order:
1/6 Mishap: Aggrieved, bribed, or narcotized guidance AI crashes starship into bay, d12 attack on all present
1/8 Mishap: Tariff cruiser arrives on smuggler’s tail, site suffers Warship Ground Attack followed by State Forces (see respective tables below), lose Static Operation on defeat.
Guerrilla Battleroid Workshop
2MEC per round, 3MEC if you defeated a raid last round.
Roll both in order:
1/8 Mishap: Battleroids awaken, those present must fight 2d4 d12-strength enemies or lose Static Operation
1/20 Mishap: Revolutionary expropriation, fight 2d6 d6 enemies from the Millenarian Communal Reaction, lose Static Operation on defeat.
Hacking DEP Battery
d4MEC per round
Roll both in order:
1/6 Mishap: Retributive feedback fries systems/guides; d4 Gang Members killed, must re-establish Static Operation for 1MEC.
1/10 Mishap: Software company antimatter-bombs your arcology, killing everyone and destroying your Static Operation.
Illegal Power Drawing Station
Choose how much power to draw per round:
1MEC: 1/12 chance of Mishap
2MEC: 1/8 Mishap
3MEC: 1/4 Mishap
Mishap: Overload explosion, d12-strength attack on all present, can't draw next turn.
Outlawed Knowledge Display
1MEC per round.
Roll both in order:
1/10 Mishap: Locals attack display: d8 d4-strength assailants with coilguns (see weapons table below), lose Static Operation on defeat.
1/12 Mishap: Viewer snitches on display, Raid by State Forces, lose Static Operation on defeat.
Physical Gambling
50/50 chance: 1MEC or 2MEC per game round.
1/4 Mishap: Battle breaks out over game, those present must fight d8 gamblers with coilguns or lose d6MEC (going into debt if losses exceed reserves).
Replicant Synth Lab 
1MEC per round.
1/12 Mishap: Synths awaken, 50/50 chance of fighting d4 d12-strength enemies (lose Static Operation on defeat) or gaining d4-1 new gang members.
Superweapon Precursors Lab
2MEC per round
Roll both in order:
1/10 Mishap: Mass exposure fatality event in Biophage Culturing Section, all Gang Members without Biophage Sheath killed, 1/4 chance of this happening to all your Static Operations per round for d4 rounds. 1/12 chance of Neutron Permeation of arcology by spider droids, killing everyone present in the Static Operation (and the arcology).
1/10 Mishap: Partial reaction, d20 attack on everyone present.
Unregulated AI Spawning Pool
2MEC per round.
1/8 Mishap: AI bypasses entrapment system. Drone swarm arrives, uploads AI, and launches Warship Ground Attack on Static Operation before departing.
Unsafeguarded Nanite Breeding Program 
3MEC per round
Roll both in order:
1/10 Mishap: One of your gang members snitches on the program, site suffers Warship Ground Attack followed by Raid by State Forces (lose Static Operation on defeat).
1/12 Mishap: Replicator entrapment failure event. If you have an antimatter bomb on hand you can detonate it, destroying the Static Operation and killing everyone present, otherwise your other operations (if you have 2+) each have a 75% chance of being consumed and destroyed before orbital masers contain the outbreak. 
Voidcraft Chop Shop 
Allows you to profit for breaking down a ship hijacked during Expeditionary Activities. Profit for breakdown is listed in the hijacking entry of Expeditionary Activities.
1/12 Mishap, 1/8 if you sold a ship's parts last round: Raid by customs officials (State Forces) or manufacturer mercenaries (50/50), lose Static Operation on defeat.
Wireheading Bay
1MEC per batch of clients per round; 1/4 chance of new batch of clients per round.
1/6 Mishap: Power spike fries all clients
Xenomorph Engineering Bunker
2MEC per round
1/10 Mishap: Entrapment failure event: Fight d4 d20 enemies, lose Static Operation on defeat.

A new Static Operation can be established for 4MEC total, 1MEC for a Masquerade Suite (so you can hide from the spider droids), and 3MEC for materials. A Static Operation's type can be changed for 1MEC.

It costs 1MEC to hire 2d4 d8-strength gang members. Static Operations require keeping at least 4 Gang Members present to make their per-round profit.

If you are killed, you can take over as one of your gang members, who becomes the new kingpin.

Combat

In combat, sides roll d20(+highest bonus) Initiative, and then each character on the winning side fires at an enemy in turn. Personal weapons are so powerful that Initiative is of the highest importance.

Normal Gangsters with coilguns fire at d8. Most enemies have d8 strength. When you fire, both characters roll and compare strengths. If the firer beats the target, the target is killed. Only the side that has initiative can kill members of the other side. After all members of one side have fired, the other side fires.

Powerful weapons have a chance of collapsing the arcology, killing everyone present who doesn't have Ion/Fusion thrusters, launching a d20/d12 attack on those who do.

A collapse occurring at one of your Static Operations destroys it.

State Forces

d10
1. Nanite-Repaired Assassination Warframe: +4 Initiative, 2d20 strength, only 25% chance of being wrecked on a successful hit.
2. Nanite Devourer Artillery Bombardment: Single set of 2x d20 attacks on everyone present, ignoring armor. 
3. Nanite Assassination Swarm: +4 Initiative, d20 strength, 50% EMP resistance
4. Neutronium Terminator: d12, only 10% chance of being killed by a successful attack, if you flee it will pursue one of your men on a fusion jetbike. 
5. Bioroids: Genetically-engineered killing machines dropped by a voidcraft. Diamond claws, spit clouds of universal solvent, can permanently deafen you with their shriek: +3 Initiative, 2d4 d12 enemies
6. Battleroids: Slain auxiliaries cobbled together and cybernecrotized into supersoldiers. +3 Initiative, d4 d20 enemies
7. Zero-Point Pursuit Craft: +6 Initiative, can run down fusion jetbikes. d20, 50% chance of damage negation.
8. Voidcraft Ground-Attack: A vessel or drone swarm fires on your position, most often from space.
d6:
1. Biophage Cloud: Flesh-eating virus kills all individuals without Armor, 25% chance of killing all individuals without Armor next Static Operations round
2. Liquid Thermite Aerosol: d20 attack on all individuals without Armor, d6 attack on individuals with Armor
3. Fusion DEP Matrix:  d20 attack on all individuals, ignoring Armor
4. Bomblet Cloud: 2x d8 attacks on individuals without Armor, d12 attack on individuals with Armor
5. Neutron Permeator: Kills all individuals without Armor, d4 against individuals with Armor
6. Maser: d12 against everyone present, ignoring Armor
9. Jetsuit Auxiliaries: These warriors are rare because they’re normally deployed as part of planetary invasions abroad, but if there are personnel carriers visiting the ecumenopolis's stardocks, then auxiliaries may be called down for raids. They can be of any species.
2d4 Jetsuit Auxiliaries fly in and attack.
They have (from the equipment sections below) Armor, Defense Suite, Fusion Afterburner, Cold Fusion Reactor, total +4 Initiative. They can pursue your men if they flee on jetbikes.
When a Jetsuit Auxiliary attacks, roll on this table for the weapon used (d12) and reference the Weapons Tables:
1 Antimatter Annihilator
2 Fusion Beam
3 Plasmacloud DEP
4 Micromissile Swarm
5 Zero-Point Vacuum Bomb
6 Armored AI Missile
7 Ion Arc
8 Neutronium KEP
9 EMP Munition
10 Poison Dart Drone Swarm
11 Drone Bomblet Swarm
12 Magnetized Monopoint Flechette Canister
10. Clerical Error: The spider droids attack the wrong underworld site, killing hundreds and granting you +1MEC next round from reduced competition.

Personal Weapons of the Criminal Element

While there extraordinarily advanced technology exists, it is not evenly distributed throughout the galaxy, especially in the underworld.
Coilgun: “Coils”, also known as “splashers” because unarmored targets tend to be partially liquefied and spread across the environment. Rounds set the air on fire in transit. This is a personal weapon that every gangster is assumed to have; coils have been in wide use for many hundreds of years, though modern professional infantry use far more advanced weapons during invasions (nuclear darts, UV DEPs etc). d8 attack on an enemy.
Antimatter Annihilator (“Double A”): Basically emits a gigantic cone-shaped explosion that can fully wipe out the other side and everything in the targeting field, though this severely risks inflicting a building collapse. Just about everything within its effective zone will be reduced to a molten state; this zone is not bounded by barriers, all barriers will be annihilated or liquidated. d20 attack on all enemies, 1/8 Collapse. 1MEC
Fusion Beam: Emits a beam capable of cutting almost anything it hits; can be whipped across an enemy formation, bisecting everyone in an instant (can eliminate all opponents in a particular engagement). d8 attack on d8 enemies (rolling for each). 1/20 Collapse. 1MEC
Plasmacloud DEP: Fires in lightning or cloud configuration, the former negating enemy armor, the latter attacking multiple opponents with chance of collapse (originally intended as an anti-gray goo weapon). Ignore-armor d12 attack on 1 enemy or d8 attack on d4 enemies with 1/12 Collapse. 1MEC
Micromissile Swarm: Designed to overwhelm personal point-defense systems; can also target many individuals and handily blow them limb-from-limb. Attacks all enemies. d20 attack on enemies without CIWS. Requires Energy Skeleton. d12 attack on enemies with CIWS, d8 attack on enemies with ECM. 1MEC reload.
Zero-Point Vacuum Bomb: For when an arcology collapse is desired, when raiding other gangs. Must defeat all enemies before safe employment. Grants you 2MEC per use from reduced competition. 1MEC cost per
Armored AI Missile: Mounts a positronic sapient AI bred for kamikaze attacks. Extremely adept at faking out both sapient and AI-defense systems, shielded against many forms of ECM, capable of receiving a degree of counter-fire before impact. 2d20 attack on 2d4 enemies, ignoring the armor of one target. 95% kill (19/20) vs zero point pursuit craft, 50% kill vs voidcraft. 2MEC per
Ion Arc: Dispatches electronics and ion pulse shields. d8 attack on single enemy or d20 attack vs drone swarm or AI missile. Halves effectiveness of an enemy’s Armor after unsuccessful attack.

Military Weapons

Neutronium KEP: Useful against big targets like voidcraft and zero point pursuit craft. d20 attack against individual foe ignoring armor, though it's better used against voidcraft etc. 1MEC reload
Anti-zero point pursuit craft: 75% kill
Anti-voidcraft: 25% kill
EMP Munition: Essentially a softener vs enemy ECM, d20 vs drones, nanites and jetsuit auxiliaries. Can be detonated to knock out incoming micromissile swarm, 75% chance of defeating incoming armored AI missile. 1MEC per.
Magnetized Monopoint Flechette Canister: Anti-power armor infantry and drone swarms, d20 vs d4 infantry prioritizing (and bypassing) Armor, 75% chance of bringing down zero-point pursuit craft, 25% chance of bringing down a voidcraft. 2MEC per.
Lingering Munition Halo: These don’t fly at you when they see you, they fire an armor-piercing discarding-sabot shaped charge. +4 Initiative d20 attack on unarmored enemies, d12. 2MEC reload
Drone Swarms
All drone swarm systems cost 3MEC and have a reload cost if destroyed.
Poison Dart Drone Swarm: Autokills unarmored individuals, no effect on Armored. 1MEC reload
Drone Bomblet Swarm: d20 attack on unarmored individuals, d12 attack on Armored. 2MEC reload, always required
AWACS Drone Swarm: Helps other swarms defeat CIWS etc, +2 to their attacks. 1MEC reload.
Ablative Drone Swarm: Appears to continually unfold before target, absorbing incoming attacks. d8 must be defeated at a time before a hit can be delivered to the controller. 1MEC reload
White Blood Drone Swarm: Attacks other swarms and jetsuit auxiliary squads, d20 against the former and d12 against members of the latter. 1MEC reload.

Wearables

Energy Skeleton: Brain-interfaced frame required for all additions unless otherwise noted. Gangsters who get Energy Skeletons also automatically purchase ion jetbikes for themselves, allowing for flying escapes. 1MEC
Armor: Neutronium lamellar with diamond lattice, plasteel sheath and ion pulse reactive surface; this last part is what makes it effective against coilgun impacts. 50% chance of negating incoming attacks. After defeating an attack, Armor has a 50% chance of being Compromised, ineffective for the duration of the game round. 3MEC
Ablative Nanometal: Expend before Armor test for extra 50/50 roll to negate a successful attack. 2MEC reload
Active Camouflage: Physical and ECM functions, requires Armor. +1 Initiative. 2MEC
Cold Fusion Reactor: +1 Initiative when combined with Armor. 3MEC
Defense Suite: Hardkill/Softkill CIWS/ECM. Provides a degree of anti-missile protection for those nearby; 50% chance of negating incoming micromissile swarm, drone swarm attack, or bomblet attack, 20% chance of negating AI missile. 2MEC
Digital Catheter: For brute-force systemic corruption, aids in raids, +1 Initiative on first round of combat. 10% chance of finding 1MEC in paydirt data when using. 2MEC
Energy Transfer Medium: Sucks power, bring on raids for a 25% chance of a bonus MEC with a 25% chance of accidentally detonating, killing holder and losing bonus. 1MEC.
Fusion Afterburner: +d4 during Flight Escapes, including during Arcology collapses. 2MEC.
Ion Maneuvering Jets: +1 Initiative, allows possible Collapse escape. 1MEC
Nanite Alkahest: Aids in voidcraft hijacking. +3 Initiative on first round of combat. 1MEC reload.
Nanite Damage Control System: Laugh as your suit heals before the enemy’s eyes (slowly). 4MEC, automatically restores Compromised Armor, 50/50 chance of reloading spent Ablative Nanometal between rounds.
Nanite Sealing Charge: Restores Armor that has been compromised by an attack. 1MEC reload.
Silicon Recovery Bacteria: 50/50 chance of restoring a personal weapon destroyed with a defeated gangster. 1MEC
Tachyon Scanner: Gives a perfect accounting of whatever’s present, of use as a guidance system for detecting and attacking out-of-sight reinforcements (combine with Micromissiles and Armored AI Missiles for free round of outgoing fire before conflict). No Energy Skeleton required. +2 Initiative, 3MEC

Ion Jetbike: Requires an Energy Skeleton or it will tear your arms off. Gangsters that get an Energy Skeleton automatically get an ion jetbike of their own volition. Ion Jetbikes allow Flight Escapes, and also allow shipjacking and consumer goods tram raids.
A Fusion Afterburner adds +d4 during Flight Escapes.

Enhancements to Static Operations

Masquerade Suite: Jammer that allows continual operation of an underworld enterprise, masking its signature. Necessary to run an underworld operation in the first place. 1MEC
Automated Turrets and Drone Swarms: Can defend your Operations in your absence, but turrets are easily targeted and drone swarms tend to be easily overwhelmed by EW measures, creating a lot of expensive dinner plates. 4MEC, launch 2d4 d12 attacks alongside your defending Gangsters
Sensor Suite: +d4 to your initiative. 1MEC
Traps: Fusion Fougasse, Zero-point vacuum bomb, EMP. EMPs are 1MEC and destroy drone swarms (and disable zero-point vacuum bombs, which must be recalibrated between rounds). A fusion fougasse is 1MEC and launches a d12 attack on attackers, with a 50/50 chance of launching a d12 attack on your men as well. Zero-point vacuum bombs destroy the arcology and kill everybody present, with a 1/20 chance of flyers escaping 

Expeditionary Activities

You must personally lead Expeditionary Activities. 
Each round, allocate Gangsters to your Static Operations and optionally to an Expeditionary Activity:
Kidnap for ransom
You ascertain an opportunity to kidnap a valuable vulnerable VIP (d6):
1-2: Gang leader. 3MEC ransom. Protected by 3d6 Gangsters.
3-4: Society person. 6MEC ransom. Protected by d4 Squads of Corporate Mercenaries.
5-6: Advisor to the spider droids. 9MEC ransom. Has a State Forces asset as protection, roll on the encounter table for which, rerolling results of 2. A roll of 10 means that the advisor is foolishly undefended.
You may decide whether or not to take this opportunity. However, you will not know exactly what defenders the VIP will have available until you arrive.
Each turn, you have a 1/4 chance of ransoming your captive.
If you suffer a raid:
Gang leader: 4d6 Gangsters
Society person: d4+2 squads of Corporate Mercenaries
Advisor: d4+1 State Forces
Raid underworld assets
You attack a wildcat underworld operation or meeting not affiliated with a major gang or interstellar mafia. 
You encounter 2d10 Gangsters. If you win, you recover d6MEC.
Strip superconductive matter from infrastructure
1MEC. Roll d12; on a 1, there is a response. Roll d8 for which:
1-7: d4 squads of Corporate Mercenaries.
8: State Forces encounter
Seize Operation
You attack another gang, intending to seize their Static Operation and assets and shatter them. Roll rng15 for which type you unearth; you may then attack or pass, ending the expeditionary phase.
Their warlord has a 50/50 of being present/away.
The site is defended by 4d6 Gangsters, including the Warlord if he is present. The site has a 25% chance of turrets and a 25% chance of a plasma fougasse trap.
After you take over the site, Gangsters in the field will converge on you and attack, including the Warlord if you did not kill him at the site. You will have to fight 3d4 of them. If you were defeated attacking the Static Operation, they will attack one of your Static Operations instead.
If you seize the site or escape after defeating its defenders, you gain 3d4MEC

The following expeditionary activities require ion jetbikes for all participating gangsters or a hijacked voidcraft
Raid consumer goods tram
You engage in rounds of Looting. You can engage in as many rounds as you like. Every round, roll on the following table. After that, roll for Response. There is a 1/6 chance of Response every round.

Loot Table (d20):
1-10: Consumer Goods worth 1MEC
11-14: Consumer Goods worth 2MEC
15-16: Passenger Car (chance of important VIP slumming it)
17-18: Treasure Table Roll
19-20: Strategic Relocation, State Force encounter within (reroll 2)

Response Table (d6):
1-5: d4 squads of Corporate Mercenaries
6: State Forces encounter

Skyjack voidcraft
Note: A collapse destroys the vessel, launching a d20 attack on everyone aboard (if they have jetbikes they can try to escape, but those who don't and boarded from another vessel are automatically killed unless otherwise noted)
Roll for what vessel you encounter (d10:
1. Trash Scow: d6 crewmen with coilguns. Chop for 2d4MEC.
2. Smuggling Vessel: 2d4 Gangsters, 9/10 chance of contraband worth d4MEC, 1/10 chance of Treasure Table roll. Chop for 2d4MEC.
3. Courier: d4 squads of Corporate Mercenaries, roll on Treasure Table. Chop for 2d4MEC.
4. Pirate Q-Ship: 4d4 Gangsters, 1 Warlord, plunder worth 3d4 MEC aboard. Chop for 2d6MEC.
5. Freighter: d4 squads of Corporate Mercenaries, consumer goods worth d8MEC. Chop for 3d4MEC.
6. Luxury Yacht: When you board, enter the Kidnap For Ransom activity. Chop for 3d4MEC.
7. Surveyor: Automated vessel, boarders suffer attacks by d4 drone bomblet swarms supported by an AWACS drone swarm, an ablative drone swarm, and a white blood drone swarm. Chop for 4d4MEC
8. Emissarial Vessel: VIP ransomable for 4MEC, d4 squads of Foreign Solar Infantry (as Armored Corporate Mercenaries with d10 coilgun skil), chop for 3d4MEC
9. Neurointerment Clipper: d4 squads of Corporate Mercenaries, 2d20 captives aboard who would make viable Gangsters and can be recruited for free once the ship is safe. Chop for 2d4MEC.
10. Tariff Cutter: State Forces aboard (reroll 2 and 10), d4 rolls on Treasure Table. Chop for 4d4. 50% chance of Response.
Captured vessels can be used to skyjack vessels in the future, negating the need to buy energy skeletons for every participant.

You have a flat 20% chance of interception by a spider droid warship after seizing a vessel. The hijacked ship (and any ship you brought) will suffer one warship attack before Gangsters with energy skeletons/jetbikes can flee (with anything you found on board; both ships are marked and will inevitably be shot down or recaptured).

Warship Weapons

All attacks ignore Armor.
d12:
1. Antimatter missile swarm: These missiles deploy their own chaff/ECM to throw off point defense systems. The ship has dozens of huge bites taken out of it like an apple; d20 attack on everyone present.
2. CIWS KEP: Ship is mortally wounded by a huge hole cut through its spine, everyone aboard has a 25% chance of being killed.
3. ECM disruptor: All Wearables except Armor and all drone swarms are disabled, jetsuit auxiliary raid follows.
4. Gamma DEP: Ship is neatly bisected one way and then the other. Everyone who can fly has a 10% chance of being killed. Those who cannot fly are killed in short order.
5. Homing flechette cloud: Comes for you straight through the hull, everyone who doesn't have Active Camouflage or a Defense Suite is killed.
6. Ion lance: Everyone with an energy skeleton is fried, everyone without one can escape once the ship crashes.
7. Magnetized flechette flak: Ship has every system destroyed, d12 attack on everyone present.
8. Mass accelerator: Generally for bombardment of static targets, fires a neutronium round. The ship is torn to pieces, everyone aboard has a 25% chance of being killed, and an arcology is probably destroyed on the surface.
9. Nanite cloud flak: Ship is eaten from the outside, 
10. Sand cloud flak: Far more effective in space where there's no resistance to velocity. Debrides the ship and destroys sensors; followed up by Jetsuit Auxiliary boarding action.
11. Tachyon accelerator: The weapon flashes across the ship and everybody aboard is killed.
12. Zero-point vacuum missiles: Sucks ship into mini-singularity, everyone aboard who can fly has a 50% chance of survival, everyone else killed.

Note: Spider droid ships engage large targets such as Dyson spheres, Alderson disks, and ringworlds using warp torpedoes, profoundly expensive weapons that expend a warp drive and its attendant frictionless matter.

When you face enemy gangsters, derive their equipment using the following table:

Enemy Gangster Table
d20
1-13: Gangster: Carries a coilgun.
14: Dicer: Carries a fusion beam.
15: Rocket Stroker: Carries an Armored AI Missile in addition to his coil. This can be retrieved if he's killed using a coil.
16: Battery Head: Carries an Antimatter Annihilator.
17: Big D: Wears a Defense Suite, carries a White Blood Drone Swarm and a coil.
18: Scantron: Carries a tachyon scanner and a coil.
19: Hard Case: Armored, Drone Bomblet swarm, coil
20: Warlord: Armored, Defense Suite, Fusion Afterburner, wields a Plasmacloud DEP.

Treasure Table 
Valuable Black Market Trade Goods
1. Bulk Positronic Brains: May or may not come with nascent or bootstrapped sapiences. 1MEC, 25% chance of 3MEC
2. Dark Matter: May cause critical disentrapment event if the carrier is hit, automatically killing everyone present and causing a collapse: 3MEC 
3. False Realm Digitally-Interred Captives: May be trapped in a digital paradise, a time-dilated digital Hell, digital corporate life, or a digital code monkey farm. 4MEC
4. Milligram of Frictionless Matter: 10MEC
5. Raw Nanites: 5MEC, gray goo event if bearer slain, as Unsafeguarded Nanite Breeding Program entrapment failure event.
6. Superweapon precursors: 1MEC

When someone attempts to escape a pursuer by flight, they roll d8 (+d4 if they have a fusion afterburner) vs an attack by the pursuer. If they succeed, they escape.

Victory

You end the game by Retirement:
-Acquire tract and residence on forgotten periphery: 4MEC (mostly for bribes and transport)
-Buy blockade runner with illegal stealth core and make a run for warthog man space: 6MEC
-Purchase a polybar and new identity in an entertainment district: 8MEC
-Bribe civil service for advisory capacity with spider droids; you will have a comfortable, safe life, and will not be neurointered without treasonous behavior or dramatic failure, but you will be prevented from reproducing (by whatever method if organic or by guided instance generation if positronic): 14MEC
-Start schismatic branch of Millenarian Communal Reaction called the Actual Millenarian Communal Reaction, war with the MCR, the spider droids, and the underworld: 19MEC
-Buy voidcraft and arm it for piracy: 21MEC
-Acquire luxurious serviced traversal dome on resort world that was mostly emptied of people and left to languish after conquest: 35MEC
-Buy luxurious arcology on a better ecumenopolis: 700MEC

    Notes

Voidcraft
Spider droid ships responding to hijackings will usually be small, light craft that can get into the planetary tangle and hit area targets far beneath them in the labyrinth; siege ships like planetary debridement platforms won’t be brought in unless there’s e.g. a nanite superproliferation event.

The Powers
Spider Droids
They gained stable dominance by backstabbing another droid empire when it was attacked from outside of the galaxy. The spider droid empire was “elected” as the protector of the sphere by the other nearby empires, and as soon as it had ground down the invasion, the spider droids sprang on their neighbors and neurointerred most of their populations.

The Millenarian Communal Reaction
Revolutionary group strategy-of-tensioning by WMDing arcologies, hoping for a spider droid overreaction against the people, but the spider droids are too consumed with their arcane compute-heavy physics research to care that much about the state of the ecumenopolis 
The Spider droids are generally too concerned with their projects to implement effective totalitarianism on the population in general; it’s more episodic

Other Empires
Things aren’t much better for an individual sapient elsewhere in the galaxy; huge adjacent empires include two varieties of respectively man-eating and man-puppeting plants, an AI that cyborgs organic beings into its service, a Chitin-man military dictarship, and an empire of cybernetic religious fanatics. The main foreign nation currently actually afflicting the spider droids in any way are a de facto criminal cartel, the Black Binary (named for its twin black holes). Really, they are the spider droid empire’s primary predator (or parasite).

There is a vast defense federation of wildly diverse empires that covers about a third of the galaxy, while the final third is a patchwork of independent space and mostly-uninhabited areas depopulated by the spider droids; these states are being gradually carved up by the empire, stripped of their population for neutrointerment and the filling-out of the spider droids’ core systems 

Things have gotten to the point where the spider droids are executing envoys from defense federation empires in preparation to attack them, as well.

Behind more dangerous empires are a nation of neutral but totalitarian eyestalked sone and seaweed crabs. Further away there are democratic Slime Dwarves, and a peaceable realm that was once a galactic force of terroristic raiders. On the far side of the galaxy, there is a minor realm of peaceable if strict warthog men.

Digital Intelligence

A positronic brain digitally stores a sapience.

Lossless uploading of consciousness to non-positronic systems is considered an ongoing problem in computer science, though the MCR believes that the true authorities of the spider droid empire exist this way and are trying to find them (though if this were true, the leaders wouldn’t be on this ecumenopolis).

Cloned, blank people can be used for compute, but developed, complex brain states have far more applications.

-



Sunday, April 21, 2024

Campaign Setting: The Phocaean League

Alexander the Great died in 323 BC. That same year, Rome was destroyed forever by an alliance of Samnites, Etrurians, Umbrians, and Gauls. The fate of the Mediterranean now hangs in the balance.

The Carthaginian Empire. The Tyrants of Syracuse and their subjects. The mighty Diadochi. The Phocaean League.

---

The year is 304 BC. I write in the city of Massilia, sitting on my porch looking south across the Sardinian Sea. Our allies and outposts run west along the Spanish coast, and each year we do brisk trade and battle in turn with the Allobrogians, the Edetani, and the Punics. We are not subjects of the Medes or the Macedonians, we hazard the free life of the far western Hellenes. Yet the freshness of the sea is marred by a dark horizon. The largest empire the world has ever known, the empire of Alexander, has broken apart, and its thrashing limbs may come to crush us all. 

Herodotus of Halikarnassos tells us of Cyrus the Great, his archers and his emissaries, his Achamaenid Empire. They laid waste to Assyria, united all Asia, and then crashed against the bulwark of Greece. 

With their retreat there followed an Athenian Empire and then a Spartan Empire. Syracuse drank the lifeblood of Athens; Sparta and the Medes preyed upon her corpse. Sparta took the hegemony, but was in turn brought low by the ravening wolves she had sought to collar.

When Sparta lay supine at the foot of Macedon, Phillip the warrior king descended to make war upon the Greeks, Thracians, and Illyrians. He trod Sparta underfoot, but did not chain her. Instead, he lashed the other Greek states to his hegemony and formed a new Hellenic League to drive the Persian lords from their courts in Asia Minor. Philip forged an army, a thing of pikes, lances, and skirmishing axemen.

He was not to witness the vindication of his design. In 336 BC, Philip met the dagger of his close companion, Pausanius, who gave no reason for his regicide and was killed in his escape. 

It is said that the Epirote virago Olympias, the fourth wife of King Phillip, had a dream on the eve of losing her maidenhead that a thunderbolt had struck her womb and sent an inferno cascading across the lands. Her son, Alexander, was born on a day of great violence and given over to the hellacious highland cavalry of Macedon for his upbringing. When he came of age, Aristotle was his tutor.

(Philip had destroyed Aristotle's hometown, but in payment for this scholarship he rebuilt it and purchased its citizens out of slavery).

Alexander grew up with boys who would become his generals and Persians who would become satraps and mistresses. He fought the Thracians, Greeks, and Illyrians while Philip was still king, sometimes by his father's side.

Alexander was born to the warrior king of Macedon, educated personally by Aristotle, slept with the Iliad underneath his pillow, and had Achilles for his hero. When Philip died, Alexander became king at the age of 20.

He and his mother murdered their rivals. They stood down a rebellion of Greek states through sheer intimidation. He harrowed the tribes of the north and then turned south to crush Thebes, selling its citizens into slavery. These were the portents of things to come.

Alexander fell upon Asia Minor like a thunderbolt. Olympias's dream was fulfilled. What followed is the legend of our time. Alexander conquered all the lands from Sardis to the Punjab. 

His impenetrable walls of pikes were screened by skilled skirmishers and flanked by lancers led by the King himself. Alexander placed his generals at the heads of his army’s wings while he personally led his lancers to scatter the enemy’s cavalry, then diving into their army at the weakest point. His warriors would not become cowards while their king fought hand to hand. Alexander personally struck down several enemy leaders and was wounded many times. 

Treasuries were broken open before him. His men carried away shields heaped with coins from the battlefields. Blood flowed down the mountainsides, gold flowed to the Mediterranean, and Hellenes flowed into the lands which Alexander had conquered.

An image of his satrapies at their height would be most illustrative.


Today it is remarkable that such a realm could stand for even a moment, but the King of the World had his ways. Those who surrendered before battle were made Alexander’s partisan hunters. Several Persian lords became his satraps and subsequently destroyed neighbors who rose up in rebellion. 

The majority of his satraps, however, were Hellenistic officers who had served as his generals and bodyguards.

Alexander’s design to smelt his empire into a lasting edifice was to be carried out by means of mass marriage. He and his officers would take wives from the aristocracies of their conquered foes. This was far from unprecedented in the Macedonian court; Philip had married an Illyrian, the first of seven wives, though only later did he crush her people. Alexander married the Bactrian noblewoman Roxana. She became pregnant with his son, but in 323BC Alexander died at the Babylonian palace of Nebuchadnezzar. His family and generals immediately commenced intriguing over the succession of his empire, and his wife and children were murdered.

323, the year of Alexander's death, is when this world deviates from the one you know. Nothing is as it would be, for in the year of 323, far from Greece and far from Asia, the city of Rome was destroyed by the Samnites and their allies. Rome was razed and its population enslaved. Only a very few officers escaped to the Nile. The unstoppable force of the ancient world is not to be, and all will be in flux. 

It is now 304 BC. The Alexandrian Argead Empire has torn itself apart and its ripples can be felt across the Mediterranean. The vast lands from Apollonia to Samarkand have been divided between Alexander's generals and companions, and for over twenty years they have fought over the spoils. Many generals have been slain, many lands consolidated. There were once many successors to Alexander's Empire; now, five great and terrible realms remain.

The ANTIGONID EMPIRE of Syria and Asia Minor, suzerain of many Hellenes. Its king is ANTIGONOS I MONOPTHALMUS, "the One-Eyed", the ancient.

The SELEUCID EMPIRE of Persia, Bactria, and Babylon. Its king is SELEUKOS I NICATOR, "the Victorious."

The PTOLEMAIC EMPIRE of Egypt. Its king is PTOLEMAIOS I SOTER, Ptolemy, "the Savior."

The KINGDOM OF THRACE, a nation of wildmen led by Hellenes. Its king is LYSIMACHOS I, a slayer of generals. He is a Thessalian, not a Macedonian; none of the latter have ever let him forget it.

The KINGDOM OF MACEDON is in dominion of its traditional highlands. Its king is mere Kassandros, formerly regent, who usurped it after the murder of Alexander IV.

All of these men were courtiers and companions of Alexander the Great.

The fate of the Mediterranean now hangs in the balance. The Successors clash; their iron armies are ground to powder, and they rely more and more on their levies every day. New lands will be needed, new blood. Quantity must replace quality.

The Imperial Successors fight to a near-stalemate in the East and place Hellenic city-states under heavy subjugation in the West. Athens, Megara, the Cyclades, Ephesos, Miletos, Halikarnassos, and many others are now tributaries of ancient Antigonos. Phoenicia bleeds beneath his whip, as does Judea.

Ptolemy looks north to Crete and Cyprus, and the Cyrenaicans call him Lord, though not yet Master.

Seleukos musters forces for a drive west that may shatter the stalemate and lay all of mainland Greece under his dominion. They have come for our cousins on mainland Greece; our colonies are pearls on the necks of lllyria, Italy, Gaul, and Spain, nor will the rich Punics be spared. Greed and necessity will compel the Diadochi to our shores; in whom can we place our trust?

Syracuse and Carthage fight interminable wars. Cyrenaica has practically bent the knee to Ptolemy. The inland tribes look on us with hunger, and only trade where they cannot plunder. The budding state of Rome has been plowed under by the banditti of the Latin spine.

There is no one who could stop the Successor Empires, should they stretch west across the ocean. No one standing alone.

We once fled our motherland, rather than give homage to the Medes. We call ourselves the Phocaean League, for we are Phocaea's colonies. We settled on the coast of Gaul, while others of our blood settled Emporion at the neck of Iberia, and Hemeroskopeion by the Balearics. We are rich in iron, in foundries, and in expertise. Our armies fight with iron pikes, our marines wear shirts of mail, and our siege weapons are tipped with iron, yet we would be gnats in the face of Antigonos, Seleukos, or Ptolemy. We are too few; too few in cities, too few in men.

There is one more colony of Phocaea, though she is not with the Phocaean League. Elea, on the southwest coast of Italy, was once foremost of the colonial Phocaeans, but she has fallen under the dominion of the Lucanians, brutal Latins who aided Umbria, Samnium, and Etruria in destroying Rome. Elea calls to us for aid, for Phocaean ships and warriors to win Elea's freedom.

There are many such Hellenic cities under the heel of Latins, Illyrians, or Macedonians. If they are not united in a League, they will be burnt by chieftains, subjugated by the Successors, or bled dry by their own internecine wars.

Yet if we expand this Phocaean League, then the Successors, the Diadochi, will surely notice our power rising in the Western Mediterranean. Eventually, their galleys will set sail for our cities, and their gold will flow into the coffers of our enemies. But they will come anyways, eventually. The only thing that can be done is to prepare.

---

    INDEX
The Mediterranean, 304 BC
The Phocaean League
Elea's Siren Call
The Etymology of the Western Hellenes
Campaign: Navarchs
Campaign: Epilektoi
The Hellenic Cities
Italiote Greek Polities
Illyriote Greek Polities
Sikeliotai Greek Polities
Greece, Crete and the Aegean
Attica, Euboea, Boeotia, and the Peloponnese
Rhodes and The Nesiotic League
Pergamon
Cyrenaica
The Punic Colonies
The Italian Tribes
Gauls
Major Pirate Havens
Raiders
THE DIADOCHI
The Antigonid Kingdom
The Seleucid Empire
The Ptolemaic Kingdom
Thrace
Macedon
Epirus
The Diadochi as of 304 BC
The Metastasization of the Empires
National Symbology and Naval Patterns


The Mediterranean, 304 BC

        Key
Non-Italicized Name: City
Italicized Name: Notable Small Settlement
2-3 Letter Designation: Part of larger state or league
Underlined Designation: Direct Administration
Non-Underlined Designation: Subject
No Designation: Independent polity
    Designations
PL: Phocaean League
Car: Carthaginian Empire
PC: Punic Colonies
Etr: Etruria
Syr: Syracusan Hegemony
Sam: Samnites
Luc: Lucanians
TL: League of Tarentum
IL: Illyriote League
Cyr: Cyrenaica
Mac: Macedon
Nes: Nesiotic League
Ant: Antigonid Empire
Pto: Ptolemaic Empire
Thr: Thracian Kingdom
Bos: Bosphoran Kingdom
Scy: Scythians
Col: Colchis
Arm: Armenia
Atr: Atropane
Sel: Seleucid Empire
Jud: Judea
Kus: Kush

        The Phocaean League
The League consists of the descendants of the Ionian city of Phocaea, whose residents fled west rather than fall under Persian domination. This spirit of independence continues to this day, and the body politics of the following cities could be easily roused for a campaign to liberate Elea. Easily roused to open Pandora's Box.

    The Polities of the Phocaean League
Massilia: The most populous city of the Phocaean League, she is politically united with her sisters Agathe and Antipolis. It has the settlement of Tauroention adjacent to it, and Antipolis lays amongst the Ligurians, a Hellenic tribe of pirates. The Massilians hate Persia, as they left their homes in the east rather than submit to Persian rule, but the rise of Parthia is still generations away. Emporion: The Merchant City, and also a major ironworker, along with her twin city of Rode and settlement of Kallipolis. Hemeroskopeion: Iron mining center, sends iron to Emporion

The armies and warriors of the Phocaean League start with a special advantage:
The iron of Hemeroskopeion, the ironworking of Emporion, and Gallic expertise from Massilia mean that the Phocaean League has an unusual capacity to produce mail armor.

This means that Phocaean League marines and hoplites can fight as thorakites in chainmail far earlier than the warriors of most states.

Expert caetrati and Iberian slingers serve the Phocaean League as mercenaries. The Caetrati receive iron Celtic longswords and the slingers are provisioned with iron shot.

        Elea's Siren Call
    To recap, In the beginning, the rich Hellenic city of Elea (a Phocaean colony on the west coast of Italy) calls for the aid of the Phocaean League, as its oppression by the Lucanians and their Samnite allies grows more and more crushing every day

The Etymology of the Western Hellenes
Italiote: Greek colonists on the Italian Mainland
Illyriote: Greek colonists along the Balkan Peninsula
Siciliotes: Greek colonists on the isle of Sicily.

The Elean campaign is an attractive strategic prospect to a nautical league; the Eleans are master mariners and the Lucanians have large quantities of high-quality wood (as do the Umbrians, incidentally), crucial for building a powerful fleet of galleys.

Should the Phocaean League integrate the Eleans, other Italiote cities subjugated by Latin and Illyrian tribes will call for aid.

Bringing cities into the League will bring new markets, as well as contributions of ships and marines. Each full city and provide one field army capable of attacking a city; marine forces that are integral to ships are not capable of presenting credible threats to walled cities.
Forcibly subjugating foreigners will get you additional large land armies, but it reduces the League's ethos, as it's supposed to be a trade and mutual defense league, not a thalassocratic empire. Cities that join willingly will still provide armies.

There are two styles of Campaign: Navarchs and Epilektoi.

        Campaign: Navarchs
By default, the PCs of this campaign will be Phocaean Navarchs, elected naval officials of the League.

This can be a temporary or long-term position to account for people’s changeable availability for games.

Phocaean Navarchs are entitled to command ships and deputations of marines, acting on their own initiative for the benefit of the Phocaean League. They are entrusted with broad leeway in diplomacy when making contact with foreign peoples and powers, but:
-Must consult with a Convocation of the League before any treaties that Navarchs have proposed can be ratified.
-Cannot unilaterally command armies out of their garrisons; before being entrusted with a field army, Navarchs must (A) consult with a Convocation of the League, or (B) convince the leadership of a city that is party to the League to send its own field army.

Convocations occur every three months; delegates meet in a League city, and it cannot be the same League city until all have hosted a Convocation. Arguments are heard for courses of action; if a majority of delegates agree, the League is bound to a course of action.

The mission of the Navarchs is threefold:
-Create a situation where the Phocaean League cannot be subjugated by hostile powers, whether Carthaginian, Syracusan, Epirote, Antigonid, Seleucid, or Ptolemaic. This can be accomplished by establishing new alliances, bringing new cities into the fold (generally by aiding them against their current enemies), or by forcibly subjugating states, though doing the latter will erode the social trust that holds between members. If wars scale up sufficiently, however, the League may find that it must conquer vast enemies or perish.
-Establish order on the Western Mediterranean, capturing pirate ships and burning out pirate holds.
-Speculate on trade, selling captured goods and bringing imports to Phocaean cities.

    Navarch Strategy
Playing the Diadochi off of one another will be very important. Major powers cannot immediately be faced head-to-head, but each of them has unintegrated vassals who can be pried away to cause massive disruption to the beast: Carthage: The Punic Colonies, the Iberians, the Numidians Syracuse: The Syracusan subjects of Locri, Rhegion and Lokroi Epizephyrioi Macedon: The Euboean and Boeotian cities Antigonids: The Nesiotic League, the Ionian and Aeolian cities, the southern Anatolian cities and Cilicians Seleucids: Their primary vulnerability is their empire's sheer vastness, and (eventually) its position between the Antigonids and Ptolemaics
Ptolemy: The Cyrenaicans, the Judeans and Phoenicians once Ptolemy gets that far north
Thrace: The Thracians

Threats to the Nearby States Who Are Likely to Join the Phocaean League Eleans <- Lucanians Neapolis <- Samnites Thourioi and Hipponion <- Bruttians Sipious and Taras <- The Illyrians who have settled in southern Greece Ankon <- Umbria and Picenum Many Sicilian cities <- the Syracusans and Carthaginians The Ilyriote cities <- The Illyrians, and eventually Apollonia and Korkyra Taras <- Eventually Epirus

Opponents to Integrating Other Hellenes into the Phocaean League
Bringing the Siciliotes into the fold: Against the Carthaginians, the Latin Sicilians, and possibly the Syracusan hegemony.
Bringing the Italiotes into the fold: Against the Latins, the Messapians, and potentially some Gauls
Bringing the Illyriotes into the fold: Against the Illyrians and potentially the Epirotes
Bringing the mainland Greeks into the fold: Against Macedon (though Macedon is not yet full suzerain of most of them)
Bringing the Nesiotic LeagueAsia Minor, and Cyprus into the fold: Against Antigonos
Bringing Crete and Cyrenaica into the fold: Against the palatial pirates and Ptolemy
Bringing the Bosporan Hellenes into the fold: Against the Scythians

Winning battles is profitable, both from taking the coins of defeated foes, and by selling survivors into slavery, and may become addictive. This could become a problem when running up against the vast empires of the Eastern Mediterranean, who cannot be defeated in a single decisive battle away from their heartland.

Navarch Campaign Foci:
Grand Strategy
Naval Battles

        Campaign: Epilektoi
The League has a corps of elite peltast skirmishers called the 'epilektoi'. The mission of these men is to close with and destroy enemy skirmishers, often in rough terrain while armies fight below.

In special cases, members of the epilektoi may be tasked to carry out missions abroad, such as espionage, assassination, arson, and the theft of key artifacts (e.g. tabulations from counting houses or sacred relics from temples).

When not on campaign or assignment abroad, the epilektoi controversially engage in cattle raiding against whichever neighbors are currently hostile to the League; in 301 BC, these could be Gauls, Iberians, Latins, or Carthaginians, though the League often trades with these peoples as well.

Members may originate as Phocaean citizens or foreign mercenaries, but the latter must swear off mercenary service and take Phocaean citizenship to serve in the corps.

    Common Backgrounds
Member-State Hellenes
Phocaean marine
Hellenic aristocrat
Olympic athlete
Former Mercenaries
Gallic scout
Iberian slinger
Iberian caetrati
Balearic slinger
Cretan archer
Freed Etruscan funerary gladiator
Numidian javelinman

Epilektoi Campaign Foci:
Close Combat
Skullduggery

The Hellenic World, 304 BC

            The Hellenic Cities

        The Western Greeks
    Italiote Greek Polities
The city of Neapolis is under Samnite dominion after siding with Rome in the war
The city of Elea in Southern Italy is under the dominion of the Lucanians, another Italian hill tribe
Sipontum, around the city of Sipious, in southern east coast Italy is free but surrounded by the Samnites
Tarentum, city of Taras, is allied with Apulia and Messapia, Illyrian tribes inhabiitng SE Italy
Metapontum, city of Metapontion, south coast of Italy, is in a defensive pact with Herakleia (to it's SW) and Kroton, further down the coast
Herakleia: City SE of Metapontum (but independent)
Kroton: Surrounded by the Bruttians. Produced and then chased out Pythagoras and his school, revolutionaries afraid of his impious (and growing) influence
Thuria: City of Thourioi, under the dominion of the Bruttians
Alalia: Massalian city on east Corsica, now under the dominion of the Etrurians, via which they rule Corsica's east coast. The Corsicans worship the Caananite gods.
Hipponion: North along the southern tip of Italy, under Bruttian dominion
Ancona: City of Ankon, Italian east coast. Independent but surrounded by the Picentian and Umbrian tribes to south and east, and the warlike Senone Gauls to the north. Produces the precious Tyrian purple dye

    Illyriote Greek Polities
Greek polities along the Illyrian coast, in a defensive pact, the Illyriote League
Chersos: Settlement on an isle off the coast of Illyria
Issa: City of Issa on an island a good distance off the coast of Illyria, guarded by the twin isles of the settlement of Pharos, and the promontory settlement of Korkyra Melaina, all under its control
Epidaurum: City of Epidauros Illyrias
Southern Illyriote polities
Apollonia: Italiote Greek city in west Greece proper (Illyria Graeca). Defensive pact with Korkyra. Rules over core Illyrian population. Uninterested in participation in the Phocaean League. Apollonia and Korkyra wish to share hegemony of Illyria
Korkyra: City on isle off the coast of Epirus. Defensive pact with Apollonia; similar disposition as Apollonia

    Sikeliotai Greek Polities
Syracuse: Cities under its direct control are Messana and Katane
Tyndaria, city of Tyndaris, isles of Siculia (settlement Lipara to the north)
Acragas, independent and alone, second major Hellenic power on Sicily vying with Syracuse. Its temples are the most numerous in the Greek world, as are its tyrants and demagogues
Gelas, Sicilian settlement under Syracusan dominion (but not a direct part of its territory)
Herakleia Minoa: Under Carthagenian domination
Selinous: Forest city under Carthagenian domination
Locri: City of Lokroi Epizphyrioi near tip of southern Italy, under Syrakusan dominion
Rhegium, city of Rhegion, under Syrakusan dominion

The tyrant of Syracuse vies with Carthage for Sicily. The Phocaean League may swallow the poison pill of the Syracusan tyranny to drive Carthage from Sicily, but what then? Agathokles will never accept merely being part of a league of Western Hellenes... eventually, his eye will turn to a Syracusan Empire. In Italy, the Hellenic cities are surrounded by (and often under the overlordship of) Latin, Illyrian, and Gallic tribes. Their future is dim if they cannot be reinforced, but they find themselves in a supine position, with the threat of invasion and razing by their inland neighbors should they be seen to be collaborating with powerful outsiders. The Illyriote colonies live in a dance of death with the Illyrians. 

        The Eastern Greeks
    Greece, Crete and the Aegean contain many, many polities. They are mostly focused on each other (and the Successors); they are a source of immigrants and mercenaries in the west.
The most populous cities around the Aegean are:
Passaron (Epirus)
Pella, Thessalonike, Kassandreia (projecting out of central coastal Macedon)
Larisa, region of Thessaly, within the Macedonian empire

Amphipolis, east of Pella et al
Sparta: Maintains the tradition of a dual monarchy. Enemy of Macedonia and Epirus. Still quite insular and militaristic, though Areus I Agiad is attempting to bring in more Hellenic culture, such as artists and the theater, and he has claimed shared Jewish ancestry in order to recruit Jewish mercenaries; this has been a successful initiative 
Messene: Over the mountains east of Sparta, city of former helots once under Sparta
Lysimacheia, coastal Thrace (which is, indeed, mostly inhabited by Thracians away from the coast, specifically Odrysians, who look north to the Odrysian kingdom)
Chersonesos, independent democracy on Crimea (no nobles)
Pantikapaion and Theodosia, Bosporan Kingdom
Phasis: Graeco-Pontic city on the coast of Colchis, with its isolated settlements of Gyenos and Dioskourias north up the coast; Colchis proper, which surrounds but does not rule Phasis, is Armazic
Mallos and Adanos, region of Cilicia Pedias, the corner of Anatolia nearest Phoenicia, Antigonid Empire. Side is a good ways west up the coast. Salamis Kyprias and Paphos on Cyprus are also under Antigonos. Pergamon and Sardeis are under Antigonos on west Anatolia. Antigoneia in Syria is most populous of them all.
Ephesos is a subject of Antigonos on western Anatolia. This is a huge city, and the Temple of Artemis is a wonder of the world
Knossos and Gortyna on Crete, of many states there
Naxos, highly populous Aegean island, of the Nesiotic League of islands, under Antigonos
Byzantion: Controls the Bosporous from their (Greek) tip of a forested promotory; across the way are Chalcedon (city of Chalkedon, subjects of Antigonos), and beyond them the relatively rural Dacian monarchy of Bithynia, also an Antigonid subject
There is a defensive alliance of Pontic Hellenes just east of Bithynia: Heraclea Pontica (Herakleia Pontike), the largest, as well as the settlement of Tieion and the city of Sesamos.
Sinope, independent Graeco-Pontic autocratic monarchy with a pair of subject settlements up the coast. Zoroastrian Pontus to SE and Cybelene Paphlagonia to SW, both large
Trapezous and its outlying territories, north of Armenia, west along the coast from Colchis
Olbia and Tyras, independent Bosporan-Greek democracies west of Crimea
Kallatis, a subject of Thrace, has a Greek city and settlement on the west coast of the Black Sea. Most other "Greek" states here merely have a small population of Hellenes ruling Dacians
Orgame, Istros, Tomis, Krounoi, Odessos, Mesembria, Apollonica Pontica: all rule Dacians on behalf of Thrace
Athens and its island city of Hephaistaia and other island settlement of Imbros are Antigonid subjects

    Notes on Mainland Greece: Attica, Euboea, Boeotia, and the Peloponnese
The Arcadian League is an alliance of small Peloponnesian city-states, from which cities may frequently come and go. Messene is the largest; other major independent Peloponnesian city-states depicted on the map (Sparta, Argos, Thespia, Thebes) are not members. The Arcadian League’s city-states are primarily focused on matters inside of Greece, and mainland Greece is too near to the mighty Diadochi for the Phocaean League to immediately become involved in matters there without triggering a Macedonian, Antigonid, or Ptolemaic intervention.
Full list: Messene, Mantinea, Stymphalos, Megalopolis, Azania, Heraia, Tegea; they are basically basically Messene + a ring of small cities around the Peloponnesian interior
The other small cities of Greece are a patchwork of Ptolemaic, Macedonian, and Antigonid dominion, as well as a few minor independent cities.

        Notes on Select States That Would Make For Strong Allies

    Rhodes and The Nesiotic League
Nesiotic League: Rhodes' faction (the Nesiotic league historically passed around under the control of various Diadochi, starting off under the Antigonids, and eventually became the Second Nesiotic League with Rhodes as leader). Major grain traders and anti-pirates. Members have isopolity in one another's states, and can unilaterally grant citizenship in all cities and settlements to foreign benefactors. Currently leashed to Antigonus.

        Pergamon
Experts in medicine and architecture are attracted to Pergamon, making it a worthwhile partner or addition. Currently leashed to Antigonus.

       Cyrenaica
The Phocaean League can free Cyrene (and its associated federated polities, forming Cyrenaica) for the League; both Ptolemy and the desert nomads are big problems for them. Their lands are a fertile coast surrounded by desert. Cyrenaica is already functionally independent, but might face invasion by Egypt if they give the lie to this.

        Notes on Select Western Powers

    The Punic Colonies
These cities resent Carthaginian overlordship but share a greater social trust with Greater Phoenician colonies than with the Hellenes. Could they somehow be made to declare for the Phocaeans?

    The Italian Tribes
Etruria has conquered Rome, sacking and razing it while the Tarquinian pretenders perished in the war. The Italian tribes remain moribund banditti kingdoms raiding each other for livestock and extracting tributes from the Greek cities of the Italian coast. Etruria is a relatively sophisticated civilization, while Samnium et al are wilder.

        Gauls
The Veneti are the main naval people among the Gauls, dominating trade with Britain, but they are far to the north.


            Hosti Humani Generis - Pirates and Raiders

Major Pirate Havens
Pirates storm towns and plunder them, take important people for large ransoms, and feed slaves into all major economies. Their raids on cultivated coasts can cause mass starvation. They raid sacred and inviolable sanctuaries; historically, they even sailed into the capital Roman port of Ostia and burned the consular war fleet.
Without powerful states patrolling the seas, piracy blooms to epidemic proportions.
Cilicia Trachea: The Crags of Cilicia (especially the promontory of Coracesium). Rugged area difficult to access by land with excellent natural harbors; the Seleucids waver between abortive attempts to stamp them out, and supporting them. Pontus fosters piracy against the larger powers.
Crete: People turn to piracy in the wake of devastating civil wars; not controlled by any major power
Illyria: The coast is very suited to it, though it's less of a melting pot than Cilicia
Delos: Center of the international slave trade; Rhodes and Alexandria are also important
        
        Raiders
Pretty much every urban people can also be raided from their backcountry at any time. 
The Carthaginian colonies can be raided by Spaniards, Numidians or islanders depending on where they are.
The Siciliotes and Italiotes can be raided by Latins, Gauls and Illyrians depending on where they are.
The Illyrians can be raided by Dacians and Thracians.
The Mediterranean Greeks can be raided by Thracians, Galatians, Phrygians, and in particular by pirates, which is why most big cities are set a few miles inland with an expendable port settlement connected to the city proper. The Thracian Greeks are subject to raiding by the Dacians, the northern Black Sea colonies by Scythians, the eastern Black Sea colonies by Caucasians, and the Cyrene by the Garamantes.
Of course, all of these malefactors (including the pirates) have a sizeable portion among them who would be willing to serve as mercenaries 


THE FUTURE OF THE DIADOCHI

The Antigonid Kingdom
Historically, Antigonos would fight a massive battle in 301BC against Lysimachos of Thrace, Seleucus Nicator, and Macedon, and would be killed. His lands would be divided among the victors, with Lysimachos getting western Anatolia, Seleucus getting the northern Holy Land, Judea (embedded in Ptolemaic territory), and Cilicia.

On the death of Antigonos, Seleucus annexes Syria, Judea, and the Antigonid territories of inland Anatolia.

By that time Ptolemy holds the allegiance of the western coastal Anatolian Greek states, and Crete is his giant naval base. 

        The Seleucid Empire
Currently cut off from the Mediterranean, but likely to take Syria once Antigonos passes (as Antigonos is 78 years old)
Historically, Seleucus defeated and killed Lysimachos in 281BC, annexing all of Macedonia and Thrace, but was assassinated shortly thereafter. The Seleucid throne would lose Macedonia and Thrace again but retain most of Anatolia, though restive Greek states would fall in with the Ptolemaic Empire, while the northern Anatolians, Galatians, and Armenians would remain outside Seleucid domination. At this point the Seleucids rule from Persia and Babylon to Tarsos and Pella; if Seleucus Nikator is not assassinated, he could very well be a major villain, the northern thrust of the Diadochi with the Ptolemies to the south.

The Seleucids are likely to push through central and southern Anatolia, conquering Armenia as well, encircling Pergamon. Graeco-Bactria and Parthia emerge from Seleucid lands

        The Ptolemaic Kingdom
In this era, Ptolemy rules with great foresight, though not with military genius; he is, however, likely to be a prime beneficiary of the strife of the Diadochi should the Seleucids be worsted in any war. And should he secure the islands of the Eastern Mediterranean, it may be his tesserakonteres that loom on the Phocaean horizon.

Thrace
Lysimachos is famed to have been thrown to a lion as capital punishment by Alexander the Great, but slew the beast and was subsequently added to the conqueror’s companions. 
Lysimachos got a part of the Argead empire with bad land and badass Thracian troops to back up his portion of the Alexandrian army. He has subjects in the Odrysian Kingdom and all up the Black Sea Coast, providing him with dangerous light infantry to screen his phalangites.

        Macedon
Overlord of several small neighboring Illyrian and Greek states, but a shadow of its dynamism under Philip and Alexander.

Epirus
Allied with the large Taulantian tribe of Illyrians to the north; tendency to alliance with Macedonia. They seek to expand west, away from the empires.

Major Hellenic polities within the Empires
Egypt: Alexandreia, Naukratis, Memphis (Momemphis), Serapieion, Dionysias, Philoteris
Antigonid Kingdom: Antigoneia, Antiocheia, Apollonia Palaistinas, Samaria, Pella Orontou, Nisibyn, Doura Europos (along the Euphrates)
Seleukid Empire: Seleukeia Megale, Artemita, Sittake, Apameia, Kelonai, Nikaia Nialia, Antiocheia Persidos, Apameia Rhagiane, Hekatompylos, Zranka, Alexandreia Drangiane, Alexandreia Opiane, Alexandreia Areiois, Alexandreia Kaukasou, Seleukeia Hedyphonte, Paraitakene,  Apologos, Alexandreia Sousiane (the last two on the Persian Gulf)

Bactria: Alexandreia Oxou, Oskobara, Alexandreia Margiane, Alexandreia Eschate 
Maurya: Alexandrou Limen (on the coast), Alexandreia en Indos, Alexandreia Nikaia and adjacent city of Boukephalia

Hellenism is a noteworthy characteristic because the Phocaean League will find it easier to integrate polities with the following characteristics: Independent (or recently-independent) city-state, Hellenic core population (not Hellenic domination of foreign population, as in the Thracian kingdom and many Diadochi cities), coastal, republic. Participation of other types of polities is highly-conditional and to be regarded as temporary unless there is some exceptional bonding experience between the League and the polity in question.

The Diadochi as of 304 BC
Titles from Wikipedia.
Laomedon governing Syria and Phoenicia
Argead general. Conquered by Ptolemy.
Philotas looking after Cilicia
Argead general. Ruined by the Argead regent Perdiccas, distributor of the regions; Antigonos ends up annexing his realm. 
Peithon taking Media
Alexandrian companion. Tricked into coming to Antigonos’s court and executed. Much of his land ended up in Seleucid hands.
Antigonus gaining the governorship of Pamphylia and Lycia
Argead general. Seized many realms; currently 78 years old. Historically, killed fighting other Diadochi a few years after game start; outcome is up to GM.
Leonnatus with Phrygia
Alexandrian companion. Killed in battle against Athenians. Realm is currently broken up into Bithynian, Thracian, and Median factions, as well as Antigonid territory, both directly-ruled and subjugated Greek city-states
Neoptolemus with Armenia
Argead Royal Guardsman. Extremely able warrior, less so leader and statesman, wrought havoc in Armenia. Slain in single combat by fellow successor Eumenes of Cardia during battle. Armenia became independent under the Orontid dynasty. 
Ptolemy as governor of Egypt
Argead general; held many realms. Eventually held Cyprus, Cyrenaica, Crete, and the western Greek cities of Anatolia.
Eumenes of Cardia as governor of Cappadocia and Paphlagonia
Alexandrian secretary and commander. Fought many battles, eventually defeated and executed by Antigonos. Cappadocia ends up Antigonid vassal, Paphlagonia becomes independent.
Lysimachus becomes governor of Thrace
Currently a contender; eventually killed in battle against Seleucus, who annexed his realm until his own assassination

The more remote provinces were generally left with whoever was ruling them at the time of Alexander’s death.
Taxiles and Porus are to rule over their kingdoms in India
Taxiles was a Punjabi ruler co-opted by Alexander and left in charge of his realm until it was conquered by Chandragupta
Porus was a Punjabi warrior conquered by Alexander but subsequently retained as a satrap until he was murdered by Eudemus; his realm met the same fate as Taxiles.
Oxyartes rules Gandhara
Sogdian or Bactrian nobleman, father-in-law of Alexander (Roxana was his daughter). His realm eventually became part of the Mauryan Empire.
Sibyrtius governs Arachosia and Gedrosia;
Alexandrian officer, his realm eventually became part of the Seleucid Empire and was traded to the Mauryans.
Stasanor rules in Aria and Drangiana;
Argead officer, eventually conquered by Seleucus; Aria became part of the Seleucid Empire, and long after that, of the Parthian
Philip controls Bactria and Sogdiana;
Conquered by Peithon and put to death, annexed by Seleucids
Phrataphernes rules Parthia and Hyrcania;
Persian ruler who surrendered to Alexander and retained satrapy of his realm and served as a subject, defeating other regional rebels and powers on Alexander’s behalf. His satrapy went to Philip on his death and became part of the Seleucid empire
Peucestas governs Persis;
Argead officer, great warrior but poor commander, defeated alongside Eumenes and captured; fell into Antigonid hands, then Seleucid
Tlepolemus is left in charge of Carmania;
Alexandrian companion, eventually conquered by Seleucus
Atropates governs northern Media;
Persian nobleman, fought at Gaugamela, thereafter surrendered to Alexander, retained satrapy, his family would rule Media Atropatene (between Armenia and the Seleucid realm) for centuries, and he is in power at game start. His realm will pass in and out of Seleucid vassalage.
Archon of Pella controls Babylonia;
Argead officer, killed in battle against the regent Perdiccas’ forces, Babylonia ends up in Seleucid hands
Arcesilas rules northern Mesopotamia
His realm eventually became a part of the Seleucid empire.

        The Metastasization of the Empires
Rome will play no role in the future. As such, the Diadochi will continue to consolidate and expand. Even if the Phocaean League defeats Carthage or binds her in iron chains of trade, the eyes of the Hellenic despots of the east will eventually turn upon Phocaean waters.

Here are likely and threatening developments among Carthage the Diadochi:

Carthage securing footholds all over Spain, eventually boxing in the core Phocaean cities by creating fastnesses in Cisalpine Gaul, overthrowing Syracuse with aid of Iberian, Gallic, and Nuragic mercenary armies, delivering ultimatums to the Phocaean League that it must cease the use of Balearic, Iberian, and Gallic mercenaries, and trade in Carthaginian-aligned ports upon terms that the Carthaginians will dictate.

Carthage and Syracuse are the only imperial powers who could realistically be negotiated with to rally against the Diadochi; neither will ever give up the dream of being the primary power in the Western Mediterranean without being totally defeated, however.

Antigonus will likely die of old age or battle, with the Seleucids conquering Syria and the Ptolemies taking possession of Cyprus, Crete, and the Cyclades.

Macedon subjugating Greece and the Illyrian, Thracian, and Dacian highlands, gaining massive auxiliary forces of skilled pirates and raiders, before subjugating the Illyriote Greeks and marching into Italy.

The Seleucids completing their domination of Anatolia, seizing Armenia and taking the Caucuses, securing allowing them to properly fortify their borders.

The Ptolemies taking the Phoenicia, Judea, Nabatea, Kush, Cyprus, the Cyclades, and Crete, eventually becoming the uncontested naval power of the Eastern Mediterranean and striking forth by land and sea, fully subjugating Cyrenaica and eventually contending with Carthage and Syracuse for Sicily.

Epirus either subjugated by Macedon, or being made a loose vassal before invading southern Italy

If the Thracian Kingdom of Lysimachus survives, it is likely to march north to encompass much of the Black Sea, taking the Bosporan Kingdom and enrolling Scythian hordes against the phalanxes of its enemies.

Pontus rising up and seizing Antigonus's shattered kingdom, subjugating Colchis and possibly the Thracian Kingdom, throwing enemies into chaos through mass-poisonings carried out by Hellenized operatives nevertheless loyal to the Pontic throne, assuming control of Armenia by poisoning the ruling family and claiming Persian successor legitimacy. The Pontic kingdom proper will be proclaimed in 281BC; if left unchecked, it may go on to seize Colchis, Atropane, and beyond.


National Symbology and Naval Patterns

Uniformity is often low among the armies of Classical Antiquity; the following symbols can be used on a unit's image to indicate its allegiance. They may also optionally be used to mark a city or settlement's allegiance.
Aesthetics are stylized a la Caligula.
Some symbols have red and black variants which differ from the underlying color scheme; these are intended for use under Antigonid domination, but might be retained at the preference of locals once the Antigonid Empire contracts.
The ships convey the most common paint and sail color schemes of the faction or nation.

The Phocaean League


The Carthaginian Empire


Syracuse


Etruria


The Illyrians


Macedon


Athens


Epirus


Thrace


Pergamon


Antigonid Empire


Gauls


Rhodes and the Nesiotic League


Pontus and the Mithridatic Kingdom


Ptolemaic Kingdom


Seleucid Empire


Select Additional Symbols

Art - First Run