Re: Warfare and Mortality
> On Mon, 2 Apr 2001 janjero_at_t... wrote:
>
> > I think that a similar thesis is also in Desmond Morris' Books.
> > Killing with a sword or mace is a gruesome act that few humans
learnt
> > to use >
>
>
> So yes, I think the orlanthi love swords and swordfighting (the
weapon
> of Orlanth, afterall), but they aren't that quick to kill on
purpouse.
>
> The Humakti, of course are differnt in this, but they definitely
have
> that "natural killer" personality. Frightening really. I seem to
recall
> that about 2% of the soldiers in a modern army do over one third of
the
> actual killing.
>
Just a few more thoughts on this subject (and they all actually have
game relevance suggested):
- If you look at typcial orlanthi battles, they carefully avoid
rampant bloodshed. You start off with challenges between champions,
which will normally end when one is wounded, rather than killed (If
you win, but deliberately kill the other champion you may actually
reverse the psychological edge, by so infuriating the other side).
Then they skirmish. Certainly arrows, axes, and javelins can be
deadly, but given the fairly light weapons that the orlanthis seem to
favor, I would think that wounds are far more common than immediate
deaths. Finally, if you reach the fyrd battle I think it is as much
a matter of pushing as it is of killing. As you suggested, most
people are reluctant to kill, but if you can knock them down or push
them back then you've effectively taken them out of the battle
without having to try and kill them. And if you can break their
shield wall then you've won outright. What I've read of most ancient
battles suggests that most casualties happen _after_ one side breaks,
if the other pursues and strikes them down while they are fleeing, or
surrounds or slaughters them. I suspect that the Orlanthi don't
normally do this. "Heroes" who routinely do this are more apt to be
feared than admired, I would think.
- Again I'm not an expert on the subject, but my understanding is
that in ancient battle far more people died afterwards from their
wounds than actually died in battle (part of the reason that the
losers took higher losses, the winners would patch up their own
wounded, but were less apt to aid the losers wounded, if they didn't
outright just finish killing them). In Glorantha, with magical
healing, I think that far fewer people die from their wounds. (Mind
you, this is another risk of taking fyrdmen off the tula, you have
far more potential healers on your own tula, and they probably are
magically stronger there too). I would think that a fair number of
clans would either have a healing shrine, or else have wyters (either
clan or loom house) that have been gifted by questers with abilities
to aid in healing.
- Many people who would have a hard time killing in cold blood can
be far deadlier once their temper gets up. It is surprisingly easy
for most people to get into a battle rage, and remember almost
nothing of afterwards. In youth ice-hockey, at least half of the
time when someone gets a penalty for fighting it seems they are
convinced that they never threw a punch, even when everyone else in
the arena saw them do it (yes, that was even me once or twice, and
I'm about as mellow and even-tempered a person as you are apt to
meet). When your emotions are up the primal instincts that tell us
how to fight to survive can be surprisingly strong. Put on top of
that the Orlanthi encourage men to be emotional, and I would guess
that a lot of people in the typical battle are seeing red and have
little idea of exactly what they are doing. This will tend to
increase wounds and deaths on both sides, I think. I would think
this would be an interesting twist to a combat that is looking a
little dull....having a previously cautious (or overmatched) opponent
suddenly going for the throat with new aggresion.
- Hate can be a wonderful thing. I recall hearing an interview with
an old army officer who opined that it was crucial to get "the men"
to hate the enemy. Basically he said "It is hard to kill another
person, much easier to kill a semi-monstrous enemy that you hate." I
suspect that along those lines the Heortlings are much deadlier (not
necessarily more effective, just deadlier) when fighting non-
(or when pursuing ancient blood feuds). I suspect the
lunar petty officers excel at whipping up a frenzy of hate against
the enemies of the red goddess. "Inspire hate of enemy" sounds like
a good petty-officer skill! For that matter, there must be a way to
get around at least some of the multiple targets penalty when you
want to share your "Hate the Black Oaks" trait. Maybe somehow
through oratory?
--Bryan
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