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M Helsdon

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  1. Unspoken Word generated a whole series of maps. These are now supplanted by the more accurate maps in the Guide and Atlas. I picked up a set via Abe Books. Heortland, covering the lands of the Esvulari and Volsaxiland (by Simon Bray) Tarsh, from the back of Tarsh in Flames (by Wesley Quadros) Imther, also with an inset map showing the location of the marls (clans) (by Wesley Quadros, after Harald Smith's originals) Dagori Inkarth, an expanded version of the map on the back of Uz: The Trolls of Glorantha (by Darran Sims) Pavis County, (by John Hughes) Esrolia, (by Marian Gutowski)
  2. The Entekosiad, Glorious Reascent of Yelm, and the Fortunate Succession provide various (ancient) names and words, but the best source, gleaned from various sources, is the pronunciation of Gloranthan names (which are derived from a variety of languages....): Stressed syllables are capitalized. Consonants are always hard, and pronounced only one way. All S’s are sibilant; all Z-sounds are written with Z. RR is rolled R. The soft J is written ZH. A short-O is written O; a broad-O is written AU; a long-O is written OE. A short-A is written A; a broad-A is written AH; a long-A is written AE. A short-E is written E or HE; a long-E is written EE. A short-I is written I or IH; a long-I is written IGH. A short-U is written U or UH; a long-U is written OO. The letter Y is always pronounced as it is in “yawn”. OI as in “coin” is written for pronunciation as OY. An apostrophe indicates an extremely compressed short-I sound. Deities Acos AE-koes Aether AY-ther Aldrya AL-drih-uh Aleshmara ahl-ESH-mah-RRAH Annilla an-NIL-ah Arachne Solara a-RAK-nee soe-LAHR-ah Araganthosas AR-ah-gan-thoe-sus Aranea AR-uh-NAE-uh Argan Argar AR-gan AR-gar Arkat AR-kat Artmal ART-mahl Arroin ar-ROYN Asrelia az-REE-lee-ah Atyar AT-yar Babeester Gor BAH-bees-ter GORE Bagog ba-GOG Bolongo boe-LONG-goe Brastalos BRASS-tal-ohs Cacodemon KAK-oe-DEE-mun Chalana Arroy chah-LAH-nuh a-ROY Cronisper KRRON-is-per Daga DAH-gah Daka Fal DAH-ka FAHL Daruda dah-ROO-duh Danfive Xaron DAN-five ZAR-un Donandar duh-NAN-dahr Dayzatar dah-ZAE-tar Dehore dae-HOR-ay Dehori dee-HOR-ee Dendara den-DAHR-uh Donandar duh-NAN-dahr Dormal DOR-mahl Drospoly dros-POE-lee Ehilm EE-hilmE iritha igh-REE-thuh Ernalda er-NAHL-duh Etyries eh-TEER-eez Eurmal YUR-mahl Faranar FARR-an-ahrr Flamal FLAM-ahl Framanthe fruh-MAN-thuh Ga GAH Gagarth guh-GARTH Gark GARK Gata GAH-tah Gbaji g’BAH-jee Genert GEN-ert Geo JO Gerlant GER-lant Ginna Jar GIN-nuh JAR Glorantha glor-AN-thuh Godunya goe-DOON-yah Golod GOE-lod Gorakiki GOR-ah-KEE-kee Gorgorma gor-GOR-mah Gustbran GUST-bran Harana Ilor ah-RAH-nah ee-LOR Heler HEL-er Himile hih-MEEL Hobimarong HOE-bee-mah-RONG Hon-eel hah-NEEL Hrestol H’RES-tuhl Humakt HEW-makt Hwarin Dalthippa h’WAH-ren dahl-THIP-uh Hyalor HIGH-ah-lor Hykim HIGH-kim Ikadz EE-kadz Inora ee-NOR-uh Iphara ee-FAR-ah Irripi Ontor i-RIP-ee ON-tor Issaries IS-sar-eez Jalakeel JAHK-uh-LEEL Jeset JEH-set Jmijie zh’MEE-zheh Kajaboor KAHZH-ah-bor Kargan Tor KAR-gan TOR Keraun kerr-AHN Kolat KOE-laht Krarsht KRARSHT Krjalk kur-JAHLK Kropa KROH-puh Kyger Litor KIGH-ger LEE-tor Lamsabi lam-SAH-bee Lanbril LAN-bril Larnste LAHRN-stay Lhankor Mhy LANK-er MIGH Lodril LOE-dril Lokarnos loh-KAR-noes Lorian LOR-ee-an Lumavoxoran loom-ah-VOKS-oe-ran Lux LUKS Magasta mah-GAH-stah Mahome mah-HOE-may Malia MAL-ee-uh Malkion MAL-kee-on Manthi MAN-thee Maran Gor MAH-rahn GOR Mastakos mah-STAH-koes Mee Vorala MEE voh-RAH-lah Metsyla met-SIGH-lah Mikaday MIK-uh-dae Mikyh MIK-yuh Mirintha meer-IN-thah Molanni moe-LAHN-ee Mostal MOS-tul Molokka mol-OK-kuh Murthdrya murth-DRIGH-ah Nakala nuh-KAHL-uh Natea na-TAY-ah Nelat NEE-lat Noruma noe-RROO-mah Nyanka n’YAHNK-uh Nysalor NIGH-suh-lor Oakfed OEK-fed Odayla oe-DAE-lah Ompalam OM-pah-lom Orenoar OR-en-OE-ar Orlanth OR-lanth Ourania oo-RAEN-ih-yah Pamalt PAM-ahlt Paslac PAZ-lak Phargon FAR-gon Pocharngo poe-CHARN-goe Polaris POE-lehr-is Ragnaglar rag-NAG-lar Rashoran RAHSH-ohe-ran Rasout rrah-SOOT Ratslaff RATS-laf Saliligor sah-LIL-ih-gor Seseine seh-SAEN-ay Selarn sel-ARN Seolinthur see-ohe-LIN-ther Shavaya shah-VIGH-ah Sikkanos sik-KAHN-oes Slor SLOR Sokazub SOAK-ah-zub Styx STIKS Subere soo-BEER-ee Swems SWEHMZ Talor TAE-lor Teelo Noori TEE-loe NOR-ee Telask teh-LASK Thalurzni thal-ERZ-nee Than THAN Thanatar THAN-uh-tar Thed THED Tholaina thoe-LAEN-ah Tien t’YEN Triolina TREE-oe-LEE-nah Tsankth t’SANKTH Ty Kora Tek TIGH kor-uh TEK Tylenea TIGH-len-EE-ah Uleria yoo-LEHR-ee-ah Umath OO-math Umbrol UM-brahl Vadrus VAE-drus Valind val-IND Valkaro VAL-kuh-roe Valzain val-ZAEN Vangono vang-GOE-noe Varchulanga VAR-choo-LANG-gah Vivamort VEE-vuh-mort Voria VOR-ee-ah Vovisibor vo-VEE-si-borr Vrimak VREE-mak Wachaza wah-CHAH-zah Waertag WEHR-tag Waha WAH-hah Wakboth WAK-both Worlath WOR-lath Xemela zeh-MEL-uh Xentha ZEN-thah Xiola Umbar zee-OE-lah UM-bar Yamsur YAM-sir Yanafal Tarnils YAHN-uh-fahl TAR-nilz Yanmorla yan-MORR-lah Yara Aranis YAH-rah ah-RAHN-is Yelm YELM Yelmalio yel-MAL-ee-oe Yelorna yeh-LOR-nah Yinkin YING-kin Zaktirra zak-TEERR-ah Zaramaka ZAH-rah-MAH-kah Zong ZONG Zorak Zoran zoe-RAK zoe-RAN Zzabur zah-BOOR Places Argentium Thri’ile ahr-GENT-ee-um THREE-ee-leh Dagori Inkarth Da-GOR-ee IN-karth Dara Happa DAH-ra HAH-pah Genertela GEN-ert-EL-ah Jrusteli j’russ-TEL-i Kralorela KRAY-lor-EL-ah Pamaltela PAM-ahlt-EL-ah Tanisor TAN-ih-sor Umathela OO-math-EL-ah People Belintar BEL-in-tar Delecti di-LEK-tie
  3. Around 1624, and was probably among those who aided King Broyan to defeat the Lunars.
  4. Indeed. In case it is of interest - an analysis of the picture: Vae Victis Followers of Argrath White Bull have brought a high-status Lunar captive from New Pavis to the oasis of Pimper’s Block. This is a thriving slave market on the border between Dragon Pass and Prax. Foreground: A Bison Tribe woman of the Storm Bull cult and member of the Bullocks War Society contemptuously guards a captive. She wears a dyed leather cuirass with pteruges decorated with Eternal Battle Runes, vambraces, a wide war belt and a heavy bison hide cape. Her helmet is decorated with bison horns and she wears a bison hide cape. A long sword is scabbarded at her hip and she holds a war axe. Her forearms and lower legs are dyed red to denote that she is at war. Air, Death and Eternal Battle Runes and a bison head are tattooed upon her arms and legs. Her hands and feet have been painted red to represent blood. The Wind Lord of the Eaglebrown Warlocks is naked save for a covering of magically protective woad, a bronze gorget and a light shawl loosely worn over his shoulders. He has a long sword slung on his back. His body and limbs are covered in tattoos, mostly stylized Air and Movement Runes. A large stylized Thunderbird adorns his chest and he bears a yellow Air Rune on his forehead. In contrast, the Humakt cultist of the Swordbrothers is heavily, though curiously, armored. He wears a gorget at his throat, articulated segmented manica armor on his arms, tassets to protect his upper legs, and greaves. It is likely that he has Humakti geasa preventing him from wearing head, chest or abdomen armor. Numerous tattoos are visible on his naked chest; these depict two Heroes grasping a longsword, forming a Death Rune; two smaller Truth Runes are set to either side. The same cult runes are present on his greaves. The Humakti uses two swords, one of which glows with magic. Background: Members of the Pavis County militia and the Real City militia. One is handing up a lance to a Zebra Tribe standard-bearer of the Pavis Royal Guard. The other holds her helmet ready. The Zebra rider wears a gorget and lacquered bronze chest and pauldron armor of multiple scale lames, with a high neck protector, and low greaves. Her tattooed arms, decorated with Fire, Movement and Man Runes, are washed with red ochre. Additional armor, consisting of laced lames, used when afoot, is visible at the rear of her saddle. Her saddle includes a very high cantle to protect the rider from missiles, and sits upon a hide cloth decorated to appear like a lion-skin with stylized paws. Her horse-zebra is protected on the chest with a woolen and felt poitrel, decorated with a Man Rune signifying the cult of Pavis. The rows of woolen tassels offer some protection. Her horse has been magically given zebra coloring and markings.
  5. Canonical, but not entirely accurate... The map given of the Lunar Empire, for example, is no longer entirely correct - compare with the latest maps in the Guide. Baron Sanuel, at least as a 'name' has been replaced with Mularik, but may relate to somewhere he ruled...
  6. Gustbran Bonesmith is a son of Veskarthan (whom educated Kethaelans call Lodril of the Vent).
  7. I forgot - it's the piece I sponsored for 13th Age... 8-)
  8. There's a 13th Age picture Chaosium have shared:
  9. Tricky. There were three extant manuscripts, and dating legendary events is notoriously tricky. Most date the events of the Tain to the 1st century, but, if based on real events it may not be so old. As for cattle raiding, that's an Orlanthi preoccupation throughout history, and into the present. Light war chariots, as used in Ireland and the British Isles, are still in use by the Orlanthi of Ralios. Your best resource would be Wyrm's Footprints#15. The Volsaxi appear to be most closely related to the Sartarite Old Hendriki and the Sword Orlanthi. Both subtypes worship Orlanth and Ernalda.
  10. And it's 'finished' at 288 pages. Two draft hardbacks (with much marking up as it was my first opportunity to read it on paper) with two Chaosium staffers; my copy marked up; two draft copies in a box. Bits and pieces may appear in the future. The entire thing? I suspect it wouldn't be commercially viable.
  11. True. When bug hunting, often finding one bug means you overlook those in proximity - a common psychological 'blindness' when reviewing material. This is one of the reasons no one reviewer ever catches everything.
  12. Page 48: earth priestess - should be - Earth priestess Page 48: hell mothers - might be - Hell Mothers Page 54: in a couple examples - should be - in a couple of examples Page 56: Wind children - should be - Wind Children Page 56: dehori (spirits) - debateable, but should probably be shade (elemental) or dehori (elemental) Page 58: storm voices - might be - Storm Voices Page 58: hell mothers - might be - Hell Mothers Page 61: hell mothers - might be - Hell Mothers Page 61: Superior creatures that take their turns like any other creature - should be - Superior creatures that take their turns like any other creature Page 62: (twice) hell mothers - might be - Hell Mothers Page 63: earth priestess - should be - Earth priestess (usage is inconsistent) Page 63: deathlord - should be - Death Lord Page 65: death & heroic returns - this section should probably mention that if a PC is eaten by a Chaos monster then there is no return. They are annihilated from the cosmos. Page 67: your spirit is manifest in the wind, earth, or darkness - should be - your spirit is manifest in the wind, earth, light, water or darkness (might be fair to mention Moon as well). [Edit made] Page 68: heroic return examples - surprising that Fire/Sky is missing. Last page: 13th Age in Glorantha is published by Moon Design Publications - might now be - 13th Age in Glorantha is published by Chaosium (affects subsequent text as well)
  13. Slow read through... Page 44: storm bull berserkers - should be - Storm Bull berserkers Page 46: He says, “It was just as I concluded my speech as said, ‘Together we shall win, by Orlanth!’” - doesn't read well. Perhaps it might read - He says, “It was just as I concluded my speech and said, ‘Together we shall win, by Orlanth!’” Page 47: “Are you ready to change your character forever?” she asks Guy. - should be - “Are you ready to change your character forever?” she asks Guy. Page 47: to faint to be discerned - should be - too faint to be discerned Page 47: The sword attacks, attacking MD - might be - The sword attacks, assaults MD Page 47: who is MD? Page 47: *It’s also worth - should the asterisk be there? Page 48: Lhankhor My - should be - Lhankor Mhy Page 48: (twice) Lhankhor Mhy - should be - Lhankor Mhy Page 49: storm bull berserker - should be - Storm Bull berserker Page 49: (twice) wind lord - should be - Wind Lord Page 50: storm bull berserker - should be - Storm Bull berserker Page 51: (twice) storm bull berserker - should be - Storm Bull berserker Page 51: The second options for the - should be - The second option for the Page 53: impala tribe should be - Impala Tribe Page 53: Lhankhor Mhy - should be - Lhankor Mhy Page 53: sword sage - should be - Sword Sage Page 55: Lhankhor Mhy - should be - Lhankor Mhy Page 57: Storm bull berserkers - should be - Storm Bull berserkers Page 57: Lhankhor Mhy - should be - Lhankor Mhy Page 61: wind lord - should be - Wind Lord Resume Page 54
  14. Results of a quick scan through... General: aldryami/Aldryami - usage varies. Page 47: carry the sword along.”* - asterisk shouldn't be there? Page 48: could a hoard of music-loving - should be - could a horde of music-loving Page 50: For a more subtle complication - might be - For a subtler complication Page 53: headlocked - not a real word. Page 64: (twice) Aldrayami - should be - Aldryami (see comment above). page 80: Godtime - should be - God Time.
  15. My information is three or four years old, so it is entirely possible that Sanuel has changed from a personal name to a place name (in Tanisor?) King Rikard the Tiger-Hearted was also an heretical Hrestoli exile from Tanisor, though Mularik met Argrath among Harrek's Wolf Pirates. The regiment of Mularik’s Men consists of iron-clad cataphracti heavy cavalry equipped with kontos and broadsword, supported by sorcerers. Mularik, although a mercenary, is unlikely to have supported the Lunars.
  16. I've checked through some Army Lists Jeff authored a few years ago: Sanuel appears in the earliest draft but is later replaced by Mularik.
  17. I believe that the name 'Sanuel' is no longer canon, but after the disintegration of King Rikard the Tiger-Hearted's short-lived kingdom following his defeat by Fazzur Wideread in 1620, Hendrikiland and Malkonwal were reorganized by the Lunars into four military districts (Volsaxar, Hendrikar, Gardufar, and Esvular), and the larger cities given Lunar garrisons. At that point various adventurers (in the old meaning, not PCs) would have taken advantage of the opportunities and taken mercenary service with the Lunars. Most such mercenary companies, if Western in origin, would have a sorcerer or two among their number. However, disease spirits are rarely useful in battle, though they can infect troops in camp, weakening units with infection and disease. As they have a tendency to propagate, they are liable to affect besiegers as well, so unless your sorcerer has very effective Control spells, using them is a risk, and may not go down well with allied forces. Tarshite mercenaries are also possible, and as likely as members of the Tarsh Provincial Army. The only light infantry in that would be the 1st Tarshite Light Foot, equipped with javelins, small shield, and kopis swords; this regiment is recruited from around Slavewall and is very similar to Sartarite mercenaries and worship their own tribal gods. They are skilled at suppressing guerilla fighters. Earth elementals. They can shape the earth (but not rock or sand) in almost any way: in warfare they can create pits or ramps, dig tunnels, fill tunnels, or undermine walls. Defenders can use them to topple or bury siege engines. However, as they are so useful, any significant fortifications will employ countermeasures in the form of guardian spirits and spells to strengthen walls against them. Stone walls on stone foundations will counter earth elementals, but depending on the terrain, it isn't always possible to dig down far enough to reach the bedrock, but in this case, (big) earth elementals can be used to form large ramps to allow attackers to storm the walls.
  18. In our Ancient World, even in the Bronze Age, logistics was fairly well understood by the more complex military (Egyptian, Hittite, Mycenaean (if Homer is given any credence - a siege, even if not lasting ten years but a campaigning season requires considerable organization) etc.), with relatively long distance campaigns. Command and control, however, remained rudimentary, up until the Modern Era, because the transmission of orders once units (warbands etc.) were engaged was limited to signals from a standard, and trumpet and horns. A general either led from at or near the front, and if not, could only decide when to send the reserves (if any) into the fray. Lunar silver trumpets are mentioned in the boardgame Dragon Pass, though it is likely that they are actually more resilient and cheaper brass trumpets washed with tin, which look silvery. Battle Communication The limitations of communication, by standards, runners, or trumpeters, means that the commands of the general and their staff officers are mostly restricted to directing unengaged units and the reserve. Battlefield communication is rudimentary even in the most disciplined armies. Before battle, orders can also be sent by the passing of verbal messages through the ranks, though this is prone to error and being interrupted, or by heralds. In battle, trumpets can be used to send various signals, but the most important, to be obeyed without hesitation are – to charge, halt, pursue, and to retire. These instruments can be used to transmit information back to the general – such as the sighting of enemy forces. Each regiment has its own specific calls, so that a general, or its own commander, can convey specific instructions. The notes of war horns and trumpets are recognizable across wide distances on the battlefield. The Standard Standards are held in awe as potent symbols of the honor of the unit. A regimental standard is inhabited by the guardian spirit, wyter or genius of the regiment. Each company (or equivalent) of a regiment usually has a lesser standard which carries a lesser spirit. The assembled company wyters or genii are celebrated and worshipped, in addition to the regimental spirit. The standard is important as a recognition symbol and rallying point, and a means of communication in battle. A trumpet or horn blast is often used to draw the attention of the troops to the standard which then directs the action to be taken. The standard-bearer lowers, raises, waves, or make some other motion with the standard to indicate or direct the movement, tactic or formation to be employed. Bits and pieces about Heroes, derived from the article in WF#15: Heroes Heroes have a particular impact on warfare. Some are demigods; their fighting prowess is considerable, enhanced by their band of personal followers, and the magical weapons with which they are armed. Some Heroes are great war-leaders, others are great warriors and some are both. They provide inspirational leadership to their own troops, and bring terror to their enemies. Often Heroes will cross the battlefield, regardless of the situation, to confront and fight against opposing Heroes. Their victory or defeat will have a major impact upon the outcome of the entire battle. A Hero is often accompanied by their own warband, personal followers of whom some are almost Heroes themselves. Heroes often acquire powerful magical items, especially weapons, to augment their mortal strength and abilities. The impact of such an individual and their followers on a battlefield is enormous. Their fighting prowess is immense, especially considering that they are armed with magical weapons (a rarity in the world) and fighting against ordinary men. Many regiments will give way when confronted with a Hero, even those famed for discipline and experience. Those who hold are in danger of being cut to ribbons. The Hero and their band more than equal any normal opponent, and their seeming lack of fatigue allows them to cut their way through their foes at their leisure. More important than any of this is the simple presence and aura of the Heroes. This, their individual souls, is what makes them worth regiments.
  19. A short snippet from a longer essay on fortifications. Hill-Forts Large ancient hill-forts are found throughout Dragon Pass. In peacetime, they serve as religious, economic and political centers; in wartime, they provide defensive strongholds. The Vingkotlings were the first people to build these fortifications (though some claim that the entirety of Dragon Pass and its surrounds display the remnants of a huge divine ‘hill-fort’), and several are known from that era. Some are now abandoned but are often visited, since they are the best sites for commencing many Heroquests. Others are now obscured by the settlements of later history. The demigod Vingkotlings raised huge earthworks. Most are made of earth, and even the ones that were made by scooping out a hill instead of raising a mound appear to be man-made. They vary in diameter from Vingkot's Fort, which is over four miles, to twelve that are over a mile wide, and many others that are a quarter to half a mile wide. The latter are most numerous and date to the Storm Age. Traditional Heortling hill-forts combine rude but rugged defensibility with a plan spiraling out in homage to Orlanth. Some are built upon, or within, the remains of the ancient Vingkotling forts. They employ ditch and rampart defenses with a palisade, with the most prestigious having timber-laced stone walls, which may be faced with dry-stone walling. Some boast multivallate earthworks, with several banks and ditches surrounding the innermost walls, intended to hinder and disorder an assault, rendering the attackers vulnerable to missiles and magic cast by the defenders stationed at the inner walls. Many hill-forts make use of terrain to enhance their defenses. Towers similar to a broch in construction are sometimes found on the walls or at the center of a fort. Some feature a stone-built citadel or fortified hall set within an enclosure or sited on a raised platform or natural outcrop. Hill-forts are effective at deterring or holding off attacks by neighbors and nomads who lack sophisticated siege engines or the time to starve the defenders into surrender. As a hill-fort will hold much of the clan or tribal stores, and outlying farms will attempt to drive their livestock within its walls, attackers must bring their supplies with them. As a gateway is the main weakness in any defenses, attackers will concentrate upon attempting to break in by setting it afire or using a makeshift ram. The gateways of a hill-fort are rarely as complex as those of a city. They are often inset in a stone-lined passageway that enables defenders to enfilade the attackers on three sides; in conjunction with earthworks in front of the gateway these also serve to ensure that the assailants are vulnerable for as long as possible before they can attempt to storm the entrance.
  20. I suspect it depends very much on the thickness and layers. Experiments of shooting arrows at leather, tend to show that two layers will hinder penetration. Arrows are most effective against unarmoured targets, which is one of the reasons why javelins and throwing spears became more 'popular', as depending on the head they can penetrate armour. Even in medieval times, battering rams were often protected by 'sheds' covered by hides. Suspect it is because the Assyrian artisans had little to no concept of perspective, but as with other scenes wanted to portray a sense of depth. In your first image, the siege engine seems to have a distinct dome atop its turret, suggesting that it was a real feature. Can only suppose that the turret was used to help line up the siege engine, as once it started being rolled forward there was no obvious means of steering it - and being in the turret when the engine was at the wall would be hazardous...
  21. Given the source, which provides very little detail, I suspect the dome is hide stretched over a frame. The Assyrians may well have prefabricated some of their siege engines. Having spent several hours over many years wandering the Assyrian galleries at the British Museum, I've always felt that the artisans carved with a fair degree of accuracy things they had seen for themselves (soldiers, chariots, cavalry) but things they hadn't seen for themselves were always a bit 'off'. This siege engine looks like something described to the artists, but which they hadn't seen for themselves. There are similar issues with the warships and ships shown sailing from Tyre... Connolly and McBride were both superb artists, but their reconstructions of the siege engine differ in scale and in detail, which is telling.
  22. Angus McBride's version of an Assyrian siege. I doubt anyone would invest a hill-fort using such engines.
  23. Peter Connolly's reconstruction of the Trojan Horse as a Bronze Age ram. His The Legend of Odysseus is a children's book, but something anyone interested in Bronze Age warfare should have.
  24. M Helsdon

    Towers

    Last week was not good in the real world and I decided to avoid problems in 'social media'.
  25. The first necessary question is: Who are the besieging army? At the beginning of the Hero Wars the Lunars are the only force with access to magical regiments such as the Crater Makers (who can bombard an enemy fortification with meteors from the Moon) or the Seven of Vistur (who created massive siege ramps to permit entry into Whitewall - and were later themselves devoured in the Dragonrise). Other powerful magics are available to some priests and sorcerers, and many forms of magic may be suitable for breaching, shaking down or shattering fortifications (an Earth Elemental can attempt to undermine walls, a Fire Elemental can attempt to crack stones with heat, or set fire to the wood used in many hill-fort walls) etc. The second necessary question is: who or what are they besieging? Obviously, any significant fortification is going to have some defenses against magical attack (Whitewall is an ancient sacred temple-fortress), Runegate has shrines at its entrances to Humakt to ward off undead, and if you have a copy of Sun County, that has several pages about the defenses of a temple site. Many hill-forts in Sartar are built upon truly ancient foundations, going back to Vingkotling times and may have inherited some of the ancient magical defenses, though probably weakened over Time. The defending wyter, whilst probably limited in offensive actions, probably has some for defense of its home. It is unlikely that a mere hill-fort would be the target for major magical regiments. However, a contingent of priests or sorcerers (regimental or temple based) might be sent to support an attack. The third question is - how tied to the terrestrial Bronze Age do you want to be? And where? Gloranthan military capabilities are in places fairly rooted in our Bronze Age, in others, not so much. The Lunars, for example use things such as circumvallation, in a lengthy siege, a strategy we can only date back to Classical Greek and Roman times. There was also a wide spread of technologies in our Bronze Age, and hill-forts weren't built to withstand siege engines, and didn't when the Romans arrived. I believe one of the skeletons unearthed at Maiden Castle still had the head of a Roman ballista bolt embedded in their spine... The Lunars appear to have roughly Assyrian technologies available to them (and if the Assyrians had been present in Bronze Age Europe they'd have had the capability to take almost any hill-fort...) And we know there are ballista and other bolt throwing devices (the Dara Happans have some mounted on chariots - but they need a lot of effort to keep them working...) The definition of the Bronze Age differs significantly between regions (Europe roughly 3200–600 BC, Near East roughly 3300–1200 BC) and Glorantha can't be mapped onto a single time or place. Ballista are firmly Iron Age in our world, but are available to some armies (and navies) in Glorantha... There's considerable debate about siege warfare in the Mycenaean/Anatolian region. Peter Connolly's The Legend of Odysseus includes the suggestion that the Trojan Horse was in fact a siege engine, possibly a raised ram or borer. So you can be fairly certain that the besiegers will have battering rams, and might even have other siege engines - but these are expensive, and difficult and slow to transport. Below are some images of Assyrian siege engines, mostly from around 700-600 BC. The painting by Peter Connolly might be taken as a Dara Happan attack on a city in Saird...
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