Here is my take on the tula stealing game. To do it,
you need to move boundary markers over a very wide
area, and probably perform some ceremony before,
during, and/or afterwards (at a guess, you need to
plow at least a token amount of the land). You show
up, and your footmen start moving stones, plowing,
whatever it is you do. The home clan scrambles
together as many folk as they can, and race out to
drive you off. During the course of the fight, they
probably re-move some of the stones again, try to kill
your plow team, and generally disrupt your actions as
well as try to drive you off their tula altogether.
In the meantime, as whenever a clan is raided, their
god-talkers are performing dire ceremonies to their
most warlike gods, getting ready to call down great
calamities upon your head.....but these ceremonies
take time. Perhaps you defeat them, and chase them
all the way back inside their fortifications and make
off with a little loot along the way. You patch up
your wounded, and gather up the stragglers, and then
get the heck out of there. The only reason you have a
chance at all of defeating them on their home turf is
the factor of surprise.
In general, your magic will be strongest on your home
ground, and so will theirs. This is the ground their
ancestors know, this is the ground that they regularly
call their gods blessing onto, and so on. I figure
that part of the reason you can only take two major
actions per season is that to project your clans magic
to protect warriors, explorers, traders, or
what-have-you outside your tula, even briefly, takes
extensive ceremonial preparation. When it comes to
the intensity of a battle, it is only good for one
battle. So come the morrow should you battle again,
you would be little better off than godless outlaws,
while the home team would have had a chance to prepare
all of their gods most potent blessings against you.
You really don't want that�imagine what wrath of
Orlanth (or whoever) several hundred people with their
back to the wall could call down with close to a day
to prepare. This is also why after a great victory
you can only burn a few steads or tear down a piece of
fortification. You are on a clock.
This would also make a decent explanation of why you
can't fight your way through a blocking clan to get at
another one. Not only are you not magically equipped
for two battles, probably your ceremonies name your
enemy, so attacking anyone else would again be without
the benefit of magic, and as soon as you showed up at
their doorstep looking to cross and they decided they
might not let you, they would have started their
ceremonies, just in case.
--Bryan
- "KYER, JEFFREY" <jeff.kyer_at_...> wrote:
>
> >
> > No, I realize that's how Widebrew "works" in the
> game system. I'm trying
> > to visualize how it looks to my clan members.
>
> Sorry, I misread/understood your post.
>
> > Another thing I'm trying to visualize is taking
> another clan's land. I
> > have killed or wounded every defender yet they
> have refused to yield the
> > land. Obviously, this is something that entails
> magic, law, and military
> > force. But what does it look like when you've got
> these wounded guys
> > saying "hell no, we won't go" and my healthy
> victorious army can't just a)
> > slay them out of hand or b) throw their sorry
> butts off our new property?
> >
> > -Martin
>
>
> Either that, or with the dispersed structure of some
> settlements, you
> burn all the steadings on the part of the land
> nearest you and move in.
> Perhaps they just aren't letting you farm, engaging
> in guerilla warfare
> and curses? Or the part that's closest to you is
> heavy forest/hills
> (okay, that's just silly, but makes a good picture)
> and is hard to hold
> -- you have to clear the land AND secure it at the
> same time.
>
> I've never wiped out the oposition totally before.
> That's impressive.
>
> Jeff
>
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