Re: the fyrd, SR! Bits

From: Greg Stafford <Greg_at_...>
Date: Fri, 04 May 2001 09:39:30 -0700


At 02:15 PM 5/4/2001 -0000, you wrote:
>I imagine this is the kind of issue that only occurs at the tribal
>level or higher, but I was wondering what folk think the process
>would be for raising large scale forces, should the need arise to
>fight a pitched battle.

Good question.
We address this in Sartar Rising!, in the chapter telling Narrators how a War is different from a Feud.
Here is an excerpt.

Muster and Preparations
The Black Arrow summons the warriors and fighting thanes. The chief may do this at any time. It is part of his everyday job to protect the clan. The chief's deputy in war is the Warthane who commonly leads the troops while the chief sees to the defense of the tula.

Only the clan ring can summon the fyrd. Once the clan ring has agreed to make war they light the four torches are lit and send them to the steads to call the farmers and crafters, the fishers and hunters, the herdsmen and healing women. All able-bodied Orlanthi men belong, though followers of Lhankor Mhy, Barntar or similar cults may be exempt.

The Four Torches are normal torches magically enhanced so that they burn Blue, Yellow, Black and Red (the colors of the four enemy elements: and Red for the Moon). The torches deliver the chief's Leadership magic, making it difficult to ignore their summons. (A man may defy the summons, but he will be aware of it all the same). The torches need only go close to or past a stead to deliver their message to the menfolk there. The torchbearers inform the clan folk where the fyrd will muster, usually at one of the several places well know to all, but sometimes in secret at an out of the way place.



Here is a bit more:

Ethics of War
>From Andrin's Words

We know three rules of fighting.
Barntar's is the first. Everyone knows him, and when we fight against each other we naturally follow the rules of Barntar. Thus, we don't kill each other in an everyday brawl. He is the god of brawling and fighting. Orlanth is the second, the god whose rules we follow when fighting other Orlanthi. They are like us; they know the good rules for honorable combat, for clan raiding and rivalry without destroying all of each other. He is the god of combat and melee.
Humakt is third, our war god. Even Orlanth follows the powers of Humakt at war. Humakt is War.

You must not confuse everyday life with war. War is where ordinary people can make the world better. War starts with sacrifices. We do not do this as people. Humakt directs us, and we act. What we understand of our actions are what we recognize to be Humakt's laws. We follow Humakt's laws in war against other Orlanthi. We still honor the hero's combat, so that the fyrd need not be slain. Even kings obey that sacred fight. We spare the innocent women and children from death, and we recognize ransom and slave price. We never use sorcery against each other.

We follow Humakt's laws in war against outsiders. They are not like us, do not understand our ways and are not worthy of our honor, customary rights or mercy. We may make false oaths with them, use poison or send diseases against them, or betray them without fear of our own god's reprisals. We know, from experience, that they always swear false oaths, use poison and send disease against us, and betray us at the worst times. That is simply the way of the world since the Dawn of Time.



Greg Stafford
Issaries, Inc. 900 Murmansk St., Suite 5; Oakland, CA 94607 Phone: (510) 452 1648 Fax: (510) 302 0385 Publisher of Hero Wars, Roleplaying in Glorantha See our site at: <www.glorantha.com>

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