Part 4 of 4

From: Argrath_at_aol.com
Date: Thu, 5 Jan 1995 20:22:06 -0500


[part 4]

     Defenders must allow the kin of captured raiders to ransom prisoners. The defenders can keep whatever the raiders had with them. Ransom is usually one-half of one's weregild.

     Defenders rarely escalate the conflict when they see a raid coming. They think it not worth risking lives to save livestock, crops, and barns. Thus, defenders usually give only token opposition. They may send out skirmishers or hit-and-run archers. If they wish to raise the stakes, they field a larger force than the raiders, or heavy troops, or massed archers protected by infantry. Then the raiders withdraw, with or without stolen livestock. Rather than oppose a raid, however, most defenders start planning a counter-raid.

     It is dirty raiding to slay prisoners, to kidnap free persons, or to damage an enemy temple. It is wrong for defenders to refuse to ransom captives, or to sell them into slavery. Neither side should use elementals or deadly divine magic.

Invasion

     When one clan or tribe seeks to conquer another, take territory, or settle a severe feud, it sends a heavily-armed force into its enemy's territory. The object of an invasion is to impose one's will on the enemy. Thus, it is a victory if one's force so frightens the enemy that they concede the disputed territory or make other concessions.

     The politics of invasion are a complex art. Here, it suffices to note that the leader of an invasion gathers the largest force he can muster and expect to pay. Defenders call on their allies, seek to delay the invaders, and make things as hard as they can for the invaders. More often than not, the two sides will meet in battle. Only warriors fight in these battles, unless one side (almost always the defenders) fields its militia.

     All means are fair when invading or defending one's land against invasion. The only taboos are breaking solemn vows and attacking the innocent. Prisoners of war are the property of the winners unless they can negotiate better terms as part of the surrender. Winners may slay prisoners of war, but that invites reprisal. Arson is a common tactic.

     Sartarite tribes live in a state of near-constant war, and thus need the ancient practice of champion-battle. In Heortland, the Pharaoh's Peace has ended invasions, and champion-battle is just a dimly-remembered custom. In champion-battle, the two sides agree to wager the outcome of the invasion on the outcome of melee between champions. Each leader chooses his champion, usually a Rune Lord. Champions fight "to a winner" (see weapon duels, above). If the invader's champion wins, the defenders yield the disputed land or pay tribute. If the defender's champion wins, the invaders withdraw and make reparations. Champion-battle is not used when the invader seeks to conquer.

[end part 4]

P.S. AOL Sucks.


End of Glorantha Digest V1 #79


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