The
Warrior Caste is one of the five High Castes
on Gor, though it is the least of the High
Castes. Red , or scarlet, is the color of
the Warrior Caste and Warriors often wear
red tunics to denote their status. The usual
garb of a Warrior is a scarlet tunic,
sandals and cloak. The books do not
explicitly state that there are any
subcastes to the Warrior Caste but it seems
reasonable that some do exist such as
Tarnsmen and Tharlarion Cavalrymen. It can
be difficult at times to differentiate
between what would be considered an actual
subcaste and what would simply be considered
a different position. A City Guardsman may
simply be a possible position and not an
actual subcaste. It generally seems that
subcastes possess certain skills that others
may not. Being a City Guardsman does not
really take special skills but obviously a
Tarnsman would.
The Gorean term for a Warrior is "rarius"
and the plural form is "rarii." A rarius
denotes any type of Warrior and not just a
member of the Warrior Caste. The warriors of
the Wagon Peoples, Torvaldsland and other
such cultures are rarii. This term was never
used to refer to a woman in any of the
novels. A pride consists of a hundred
Warriors. It appears to be an older term
that has fell out of use by the timeframe of
the novels. In Gor's past, there were once
Pride Chiefs who ruled rather than the Ubars
and Administrators of today. It is unknown
if Pride Chiefs still exist.
Warrior Training
During the extensive training of Warriors,
they learn many matters. It does appear
though that this training can be accelerated
if necessary. Tarl Cabot apparently
completed his training in a matter of
months, if not weeks. This may simply have
been a plot device though and not indicative
of the normal training process. The training
is of a Warrior is both physical and mental.
The training is similar to the training of
an Assassin in many respects, mostly in the
area of combat skills. Warriors learn much
from teaching scrolls at special war
schools. These scrolls are very similar in
the different cities by virtue of the Sardar
fairs where Castes meet to share ideas.
As a number of Warriors are illiterate, then
it can be assumed that Warrior training does
not require reading. It would though require
excellent memorization skills, something
most Goreans are quite adept at. Teachers
may tell the students what they must know,
probably repeating themselves often to
instill the necessary knowledge. Much of
this learning will entail the aspects of the
Warrior Code. As the Code appears to be
rather comprehensive, its memorization is a
daunting task.
Warriors learn how to wield the weapons of a
warrior: the gladius, spear, dagger, and
crossbow. They are taught to use both arms
to fight, in case their primary arm is
disabled. They are trained in unarmed
combat, similar to some of the martial arts
of Earth. They learn the Warrior's Pace, a
slow jog that can be kept up for hours. A
Warrior can usually make ninety pasangs a
day alternating a Warrior's Pace with a
Warrior's stride. Some Warriors can do even
better. This Pace was created to be used
even under the heavy weight of one's weapons
and equipment.
They are trained in acute observation and
retention. They almost unconsciously size up
every situation, analyzing where an attack
might come from. This enables them to avoid
surprise in many circumstances. Warriors
also learn the virtues of concealment and
subterfuge. A Warrior is not always direct
in his approach to a problem as many might
think. Circumstances dictate the actions of
the prudent Warrior. They learn that if they
move slowly, they will commonly convey the
impression that they do not intend any harm.
Quick movements often lead to defensive
reactions from others. It is better to lull
your foe into a false sense of security.
They learn the tactics of night fighting.
Most of the time, in dark conditions, luck
is the deciding factor in combat. But, there
are certain tactics that can enhance your
chances. Misdirection can be effective. You
can throw pebbles or other small objects
away from you making noise. This might make
your foe move in that direction. The use of
back kicks gives an extension to your
striking ability but also provides minimum
exposure of your vital areas. You might stab
into the dark with a full arm extension,
trying to get your foe to lunge after you,
overextending himself. Most of the time, you
will not be in complete darkness. There will
be maybe starlight or faint illumination. In
true darkness though, there would be little
you could do except to rely on chance.
Warriors prefer to have the sun and wind
behind their backs when they are fighting.
The glare of the sun can distract a foe and
also will wear on him after a time. The wind
will help propel ones arrows or spear,
adding momentum. Dust, sand and other debris
are also more likely to adversely effect
your enemy.
Warriors also learn much about the hunting
and capture of women. They are encouraged to
capture slaves from other cities. They are
taught the capture knot, a special knot
often used to bind a captive. Most Warriors
can make this knot in less than three Ihn.
The knot is done by flipping a thong or cord
about a captive's wrists twice and then
turning a double opposite overhand with a
twist following the first overhand. It is
basically two simple loops and a double
knot.
Warriors learn the virtues of patience.
"When men stalk one another with weapons it
is well to have patience, great patience."
(Priest-Kings of Gor, p.54)
They also learn certain universal
conventions concerning combat. To signify a
truce or call for a parley, you place your
shield on the ground and then place your
spear atop the shield. If you wish to
surrender, the shield straps would be broken
and spear shaft also broken. During battle,
you grant quarter by gesturing to the ground
with your sword.
Sword Fighting
The most common weapon of the Warrior is the
gladius, a type of short sword. The gladius
is derived from the Earth sword of the same
name. The gladius is of Spanish origin and
was widely used by the ancient Romans. It is
about twenty to twenty-two inches long,
double-edged, and well balanced. It is heavy
enough to have a considerable striking force
in saberlike trajectories but light enough
to have some of the swiftness and play of a
foil.
The gladius is maneuverable enough to work
its way behind the guard of a longer,
heavier weapon. There are other benefits of
a short sword over a longer blade as well. A
gladius can clear the scabbard a fraction
earlier and that can be vitally important.
The short blade can also be moved with
greater swiftness than a long blade. It
allows you to work close to your opponent.
If a swordsman with a longer weapon can not
finish a battle in the first thrust or two,
he will generally lose the battle.
In sword fighting, both strength and skill
are significant. Strength is most important
if a battle is prolonged. You can turn aside
a sword with either skill or strength. If
you use your strength, your foe must exert
more effort to return his sword to a ready
position. It is very difficult to strike a
foe who is both competent and careful. It
can be dangerous though over a long time to
rely solely on defense. "One who limits
oneself solely to defense, and is unwilling
to attack, obviously can never win. Too,
sooner or later, it seems, he must be doomed
to lose. There is no wall so strong that it
will not one day crumble." (Rogue of Gor,
p.190) Becoming highly skilled with the
sword comes only with long practice and
study. The best swordsmen are differentiated
by the "…subtle differences, and dimensions
and increments, which tend to divide
masters." (Rogue of Gor, p.190)
The speed with which one can draw a sword is
especially crucial in many battles. In many
combats, the first warrior to draw is often
the winner. Warriors learn the habit of
drawing their sword each day, ensuring that
it comes out smoothly and without incident.
This helps work on your speed. It is also
done to test the scabbard to ensure that it
has not swelled or such. An enemy might also
have tightened or fastened your blade in the
scabbard by a tiny wooden plug, shim or bit
of wire. A quarter of an inch, where
hundredths of an Ihn are involved, can be a
considerable advantage. Some Warriors may
partially draw their blade if they feel
combat is imminent. Usually the scabbard
strap is hung over the left shoulder so it
may be easily discarded in battle. The
scabbard is at the left hip to ease the
swift across the body draw. In some
situations, the scabbard is discarded to
prevent it being a hindrance. Warriors also
take care of their own swords, not relying
on others to do so. They will be the only
ones to hone and oil their blades.
Warrior Code
The conduct of the Red Caste is governed
primarily by the Warrior Code. The Warrior
Code is a rudimentary form of chivalry,
emphasizing loyalty to the Pride Chiefs and
the Home Stone. It is harsh but with a
certain gallantry and sense of honor. All
Warriors are supposed to obey this code. The
code is never fully laid out in the novels
but many important details were given. More
information about the Warrior Caste Codes
was given in the novels than for any other
Caste. Certain quotes help to delineate the
importance of the Codes to Warriors.
"What are the codes? They are nothing, and
everything. They are a bit of noise, and the
steel of the heart. They are meaningless and
all significant. They are the difference.
Without the codes men would be Kurii."
(Beasts of Gor, p.340)
"What is it to be a warrior? It is to keep
the codes. Nothing else matters." (Beasts of
Gor, p.340)
"One does not speak to a slave of the
codes." (Beasts of Gor, p.340)
Yet, a number of Goreans acknowledge that
the Codes may not be absolute. There may
arise situations not covered by the Codes.
Or there may arise times when a Warrior
feels he must violate his Codes for some
reason or another. A couple quotes
illustrate this viewpoint.
"…all wisdom and truth does not lie in my
own codes." (Priest-Kings of Gor, p.14)
"…all truth and reality is not written in
one's own codes." (Raiders of Gor, p.310)
Warrior Code Specifics
Here are some of the items that are
specifically included in the Warrior Codes
in the novels. This is not an exhaustive
list though of everything in their Caste
Codes.
Code: The only honorable reply to a
challenge is to accept it promptly.
(Warriors do not back down from challenges.
They face such matters with bravery.)
Code: One who has shed your blood, or whose
blood you have shed, becomes your sword
brother, unless you formally repudiate the
blood on your weapons. This is part of a
bond shared by Warriors that overcomes city
barriers. It is a matter of Caste that
supersedes allegiances. It is a showing of
respect for those who this Caste.
Code: Warriors do not break their sworn
word.
Code: The only death fit for a warrior is in
battle.
Code: If you want another's slave, you must
challenge for her and meet your opponent
with the weapon of his choice. This is also
known as the claim of sword-right.
Code: He who cannot think is not a man and
neither is he who can only think.
Code: Warriors do not kill themselves or aid
others in doing so. (Suicide is not an
option for a warrior.)
Code: "I had been so much a fool as to be
sad. That is not the mood in which to enter
battle, even the battle which one knows one
cannot win, even the ultimate battle in
which one knows is doomed to defeat. Do not
be sad. Better to take the field with
laughter, with a joke, with a light thought,
with a buoyant thought, or to go forward
with sternness, or in fury, or with hatred,
or defiance, or calculation, but never with
self pity, never with sadness. Never such
things, never them!" (Vagabonds of Gor,
p.446)
Code: When a women kneels, lifts her hands
up with wrists crossed, and submits to a
warrior, custom demands that he either
accepts the submission or slays the captive.
Code: If a warrior accepts a woman as a
slave, it is prescribed that, at least for a
time at his discretion, she be spared. But
if she is in the least bit displeasing, she
may be immediately killed.
Code: In times of crisis, a war chief, or
Ubar, is named whom rules without check and
by decree until he decides the crisis has
passed. Sword loyalty is the bond of
fidelity to a Ubar. It is not sworn lightly.
When an Ubar is thought unfit, the sword
loyalty is dishonored and the Ubar may be
deposed by his own warriors. Those who don't
surrender are usually deserted by their men.
When the men don't desert, the Ubar then
rules as a tyrant.
Code: Warriors have a common Home Stone. Its
name is battle.
Code: The slave is a joy and a convenience
to the warrior. Taking slaves is not only
permitted, it is encouraged.
Code: If you lift a weapon against a
warrior, he is permitted by his codes to
kill you. (Do not draw a weapon against a
warrior unless you are prepared for battle.)
Code: There is nothing in the codes that
explicitly demands resistance to brigands.
Code: Poisoned steel is against the codes.
Code: The oath of disownment is an
irreversible ceremony. You essentially
disown a family member so that they lose
their family and caste. Basically you make
the pronouncement with your hand on the hilt
of your sword.
Code: 97th Aphorism of the Warrior Codes:
"What is invisible but more beautiful than
diamonds?" The answer is "Honor." Other
answers could include "that which is silent
but deafens thunder" and "that which
depresses no scale but is weightier than
gold."
Code: Even warriors long sometimes for the
sight of their own flags, atop friendly
walls, for the courtyards of their keeps,
for the hearths of their halls.
Warrior Sayings
There are also sayings of the warriors which
may or may not be actual parts of the codes
but which are commonly followed.
"The bite of the ost to be one of the
cruelest ways to die." (Outlaw of Gor,
p.118)
"Be strong and do as you will. The swords of
others will set you your limits." (Marauders
of Gor, p.10)
"A warrior takes what he wishes." (Outlaw of
Gor, p.28)
"I am of the Warriors. I will take by the
sword what women please me." (Beasts of Gor,
p.348)
"Steel is the coinage of the warrior. With
it he purchases what pleases him."
(Marauders of Gor, p.10)
"Within the circle of each man's sword,
therein is each man a Ubar." (Marauders of
Gor, p.10)
"Until you find (someone or something), your
companion is peril and steel." (Priest Kings
of Gor, p.307)(Nomads of Gor, p.287)
"A sword must drink until its thirst is
satisfied." (Guardsman of Gor, p.17)
"Where weapons may not be carried, it is
well to carry weapons." (Marauders of Gor,
p.41)
"Did he think that the color of a fellow's
garments was what made him a warrior? Surely
he must realize that one not of the warriors
might affect the scarlet, and that one who
wore the grimed gray of a peasant, one
barefoot, and armed only with the great
staff, might be of the scarlet caste. It is
not the uniform which makes the warrior, the
soldier." (Magicians of Gor, p.129)
"There are no mere points of honor."
(Vagabonds of Gor, p.63)
"Tears are not unbecoming to the soldier…The
soldier is a man of deep passions, and
emotion. Many men cannot even understand his
depths. Do not fear your currents and your
powers. In the soldier are flowers and
storms. Each is a part of him, and each is
real. Accept both. Deny neither." (Guardsman
of Gor, p.238)
"No one can take the scarlet from you, once
it is granted, unless it be by the sword."
(Tribesman of Gor, p.218)
"There is no incompatibility between letters
and arms. The greatest soldiers are often
gifted men." (Mercenaries of Gor, p.48)
"Many are the causes of Gor and so too, many
are the captains. Many captains choose their
causes on the scales of merchants, weighing
their iron against gold." (Mercenaries of
Gor, p.48)
"Steel can always command a price."
(Explorers of Gor, p.86)
"Causes exist that men may fight."
(Guardsman of Gor, p.16)
"War is a perilous and exhilarating sport, a
game of warriors and Ubars." (Vagabonds of
Gor, p.18)
"It is no dishonor to surrender." (Beasts of
Gor, p.421)
"There is a time and place for speaking, as
there is a time and place for steel." (Slave
Girl of Gor, p.269)
"Not everyone who is of the Warriors knows
that he is of the Warriors." (Rogue of Gor,
p.317)
"Is it not a paradox? Men need us in order
to bring about a world in which we may be
scorned and disregarded…..Men seldom recall
whom it was who brought them the fruits of
victory." (Beasts of Gor, p.31)
"I had heard warriors say that they would
rather be poisoned by a woman than slain by
an arrow." (Raiders of Gor, p.4)
"The steel, as is often the case, had seemed
to think for itself." (Savages of Gor, p.92)
"The cynical, mercantile mind will never
understand the mind of the soldier."
(Explorers of Gor, p.229)
Tarnsmen
A special type of Warrior, possibly even a
subcaste, is the Tarnsman. Tarnsmen ride the
mighty tarns, giant birds, also called the
Brothers of the Wind. A tarn resembles a
hawk but possesses a crest like a jay. It is
surprisingly light for its size due to the
hollowness of its bones. Despite its
lightness, it is still an extremely powerful
bird that can fly from the ground with a
spring and sudden wing flurry. It is a
diurnal creature and a carnivore. They
usually only eat what they catch themselves,
commonly tabuks and wild bull. If enough
food is available, they will eat half their
own weight. But, near the end of the Gorean
series, by the time of Renegades of Gor,
some tarns have been trained to eat prepared
meat. Tarns are trained by the Caste of Tarn
Keepers, a low Caste.
A tarn is seldom more than half-tamed, and
it is not unknown for a tarn to even attack
its own rider. Tarns do not thrive well in
captivity. It is said that: "To live a tarn
must fly, far and often." and "Like its
brother the wind when the tarn is not free
it has no choice but to die." (Priest Kings
of Gor, p.191-2) Tarns are basically
fearless, fearing only the tarn goad. And
only trained tarns will fear that. It is
also extremely difficult to fly a tarn from
the sight of land. If they were hooded and
brought by ship to the open sea, they would
be fine but they won't willingly leave the
sight of land.
The plumage of tarns varies and many are
bred for their color. The most common color
is a greenish-brown. Black tarns are used
for night raids and white ones for winter
raids. Multi-colored tarns are used by proud
warriors who do not care for camouflage.
There is even a jungle tarn, a rare
creature, that is gloriously plumaged and
comes from the tropical reaches of the
Cartius. War tarns have their talons shod in
steel. There are also draft tarns, used for
transporting cargo, and saddle tarns, used
as transport.
The capacity to master a tarn is thought to
be innate. It cannot be learned. Warriors
who wish to become Tarnsmen are taken to
meet a tarn. The Warrior must be accepted by
the tarn or he will be eaten by the mighty
bird. It is unknown how many Warriors meet
their death in this manner. A war tarn must
be controlled by a strong master, and if
that master ever gets weak or helpless, the
tarn may kill him. Tarnsmen wear leathers
though this is not really a form of armor
but more a protection against the elements
and against the bird. Tarnsmen have a few
tools they use to aid in their control of
their tarns.
The tarn goad is a metal rod, about two feet
long, with a leather loop attached. It has a
switch on the handle for on and off, and
emits an electric shock in a sparkled of
yellow sparks. It will hurt your flesh but
won't mark it if you are hit by one. It is
used primarily to control the tarn and the
goad is the only thing a tarn fears. A tarn
goad may also be used to direct the tarn.
One hits the bird in the direction opposite
to the one you wish to go. But this is
imprecise and there is a danger in using the
goad too much as it will become less
effective. A tarn whistle, also called a
tarn call, is used to call specific tarns.
It has a single, shrill note and summons
only one tarn. If you lose your whistle, you
have basically lost your mount so they are
guarded well. |
Tarns are
commonly guided by a throat strap, to which
are attached six leather streamers, or
reins. They are fixed in a metal ring on the
forward portion of the saddle. The reins are
of different colors but you learn them by
ring position and not color. Each rein
attaches to a small ring on the throat strap
and the rings are evenly spaced. One draws
on the rein which is attached to the ring
which most closely resembles the direction
you wish to go. To land or lose attitude,
use the four strap which exerts pressure on
a ring beneath the tarn's throat. To rise in
flight or gain altitude, use the one strap
which is on the back of the tarn's neck. The
six strap makes the tarn veer to the left
and climb slightly. The two strap makes it
veers to the right and climb slightly. The
throat strap rings are numbered clockwise.
Letting the reins hang on the saddle ring,
with no pressure on the throat strap, is the
signal for a constant and straight flight.
Tarn saddles have a five-rung leather
mounting ladder, on the left side, which
folds up at the side of the saddle. You
strap yourself into the saddle with a strap,
a saddle belt. Tarn saddles are wide enough
to accommodate a bound female slave across
it. There are other ways to carry a captive
girl as well such as saddle cages and nets.
Tarn saddles are rather large with saddle
packs, weapon sheaths and paired slave
rings. Tarn baskets may have guidance
attachments to control the tarn from the
basket, similar to the normal guidance from
a saddle. There are many sizes and varieties
of baskets. The most common basket is
flat-bottomed, square-sided, and about four
feet deep.
One of a young Tarnsman's first mission is
commonly to capture a slave from another
city for his personal quarters. When he
returns home with his new captive, he gives
her over to his sisters. They will bathe,
perfume and cloth her in slave livery. There
will then be a feast where the slave will be
presented to his parents, friends and
Warrior comrades. As the music plays, the
girl will be collared and later will be made
to dance. She will then eventually offer her
new master wine. Once he drinks, then
everyone can commence eating and from then
on, his sisters will no longer serve him.
Thus, it seems likely that most Tarnsmen
will own at least one slave girl.
There are several ways to capture a girl
from your tarn. A tarn may grab the girl in
its talons and then land. At that point, you
can dismount, remove the girl from its
talons, bind her and then fasten her to your
saddle. A Tarnsman could also fly low and
hit a girl with a wing so that she is sent
sprawling. The warrior could then quickly
dismount and capture her. A Tarnsman might
also hit a girl with the butt of a spear
instead of the tarn wing. Still other
Tarnsmen will fly low and rope a girl using
the braided leather ropes familiar to all
tarnsmen.
Tarns can make a rapid diving descent. The
tarn does not breathe during the entire
descent until the point of impact or
vicinity of the area if no impact occurs.
Tarnsmen are trained to take a deep breath
before such a descent and are recommended
not to breathe during the dive. The descent
velocity of a tarn has been estimated at
about four hundred pasangs an Ahn, a little
over 200 miles per hour.
A raiding tarnsman usually carry his
weapons, rations, a compass, maps, binding
fiber and extra bowstrings. They commonly
use spears and crossbows from tarnback. A
tarn can even carry a knotted rope of seven
to ten men without difficulty. This is
helpful in attacks on a city.
There are some excellent quotes about
tarnsmen as well.
"The spirit of the tarn must not be broken,
not that of the war tarn. He is trained to
the point where it is necessary for a strong
master to decide whether he shall serve him
or slay him. You will come to know your
tarn, and he will come to know you. You will
be as one in the sky, the tarn the body, you
the mind and will. You will live in an armed
truce with the tarn. If you become weak or
helpless, he will kill you. As long as you
remain strong, his master, he will serve
you, respect you, obey you." (Tarnsman of
Gor, p.58)
"Once one has been a tarnsman, one must
return again and again to the birds."
(Outlaw of Gor, p.130)
"The element of the tarnsman is…the clouds,
the saddle and the sky; his steed is the
tarn, his field of battle, strewn with light
and wind, higher than mountains, deeper than
the sea, is the very sky itself." (Captive
of Gor, p.190)
Tharlarion Cavalry
Tharlarion are a species of Gorean lizards,
ranging from tiny hand-sized creatures to
massive beasts. Certain types of tharlarion
are used as mounts, especially by those
peoples who have not mastered the tarn.
Tharlarions have been used as mounts by
Goreans far longer than tarns. Tharlarions
have been specially bred for a thousand
generations before the first tarn was ever
tamed. Tharlarions generally need far less
water than tarns and their metabolism is
slower. They seem almost impervious to pain,
having a sluggish nervous system. Most of
the larger varieties, such as war tharlarion,
have not only a brain but also a smaller
brainlike organ that is located near the
base of their spine. They basically respond
to voice signals but sometimes a strike with
the butt of a lance is needed to move them.
They must be hit around the eye or ear
openings as they are a couple of the only
sensitive areas on its massive body.
Tharlarion cavalrymen ride war tharlarions,
a variety of high tharlarion. These
cavalrymen may be a subcaste of the Warrior
Caste. Unfortunately, the books only contain
brief references to these Warriors. War
tharlarion are huge creatures, several tons
in weight, and they move on two legs. Their
saddles are meant to absorb shock but
Warriors still wear a leather belt around
their waists to help keep them in place.
Tharlarions move almost in a leaping fashion
so a ride can be unsteady. The cavalrymen
also wear high, soft leather boots to
protect their legs against the abrasive hide
of the creatures. Nothing on Gor can face
the mighty impact of a tharlarion charge.
The best defenses are a series of ditches or
pointed stakes/spears. The mobility of
infantry units can also be important
defensively as fast units can separate to
allow the charging beasts between their
lines, thus isolating and surrounding them.
The Alars are quite skilled tharlarion
riders and some cities use them in their
cavalries. The Alars commonly use the
medium-weight, saddle tharlarion. Their
saddles have stirrups so they can use a
couched stock lance.
Mercenaries
A mercenary is essentially a warrior who
fights for money. They generally do not
fight for a Home Stone or even honor. Most
mercenaries on Gor are little more than
armed thugs or cutthroats. It is often tough
or even dangerous to try to control such
men. They must be assured of receiving ample
loot and promises of booty are a major
inducement for recruitment. A silver tarsk a
month for a hired sword is a high price for
such a man. Many would not receive such a
wage. Their strategy and tactics are more
indicative of organized brigandage than
sound military theory. They do not wear
uniforms though they might wear armbands,
scarves, ribbons or plumes of certain colors
to identify their employer. These though can
be easily discarded or changed during a
battle. Some have been known to turn on
their employer.
Mercenaries generally form into mercenary
companies, also known as Free Companies.
There are dozens of such companies and they
vary widely in size, skill level and
trustworthiness. These companies obtain war
contracts, sometimes by competitive bidding.
They recruit men, usually willingly, though
some have been known to impress men to meet
their quotas of forces. Impressment is the
recruiting of men, against their will,
through deception or force. Lure girls might
be used for this impressment. Famous
mercenary captains can easily fill their
companies with men. Some companies will
supply weapons for their men. If you own
your own weapons, you may get a preference
as it is assumed you know how to use them.
Companies often number no more than one or
two hundred men. A force of a thousand would
be an unusually large force.
Many companies are disbanded during the
winter. The Captain will retain only a cadre
of officers and professionals. In the
spring, the company will start over with
training and recruiting, almost from the
beginning again. They frequently move their
camps to avoid being located easily by their
enemies. Mercenaries in a battle may also be
paid by both sides. Their contract may
specify certain actions that must be taken
but omit others. The sides in a battle may
begin a bidding war over the mercenaries.
Another potential problem is that it is not
difficult to infiltrate spies into mercenary
troops. Mercenaries are men from different
backgrounds, castes and cities. Little is
asked of them other than their ability to
handle weapons and obey orders. Few get
questioned much about themselves.
So, why would you want to hire mercenaries?
First, there are some well respected
mercenary companies that can be trusted.
They are usually the more expensive groups.
Second, you might need a certain type of
force you lack such as tarnsmen. Not all
cities have armies of tarnsmen and such a
force can aid a war effort thus a city may
seek out to hire such a force. Third, your
own army might be significantly weaker than
your opposition so you need an additional
force to create more parity in your forces.
Despite such needs though, it is always
better to rely on men who fight for a Home
Stone over those who fight only for money.
Some of the most well known mercenary
captains include Raymond of Rive-de-Bois,
Conrad of Hochburg, Pietro Vacchi, Terence
of Treve, Oleg of Skjern, Leander of
Farnacium, William of Thentis, Artemidorous
of Cos, Ha-Keel and Dietrich of Tarnburg.
Terence of Treve helped Port Kar in their
epic naval battle against the combined
forces of Cos and Tyros. Terence agreed to
store tarns on Port Kar ships and then
release them in the middle of the sea
battle. The tarns fought well, ignoring the
fact they were far from land, and helped
Port Kar prevail.
Ha-Keel of Port Kar was originally banished
from Ar. His true origins are misted in
legend. He wears a gold tarn disk of Ar
around his neck. Some say he cut a man's
throat for the disk to buy silks and
perfumes for a woman he loved. Allegedly,
the woman ran off with another man. Ha-Keel
pursued them and might have killed the other
man. He then either sold the woman into
slavery or never found her. Ha-Keel is a
true mercenary and works for the highest
bidder. He commands a force of one thousand
tarnsmen. He has even worked on the side of
the Kurii.
Dietrich of the city of Tarnburg is a
legendary mercenary captain, probably the
most famous captain on Gor. He is one of the
most feared and skilled commanders on Gor,
mercenary or otherwise. His victories are
very well known. He has won battles on the
fields of Piedmont and Cardonicus. He led
the Forty Days' March relieving the siege of
Talmont. He crossed the Issus River in 10122
C.A. in the night evacuation of Keibel Hill.
He has been the victor in the battles of
Rovere, Kargash, Edgington, Teveh Pass,
Gordon Heights, and the Plains of Sanchez.
His standard is a silver tarn and his force
numbers about five thousand men, far larger
than most such armies. His contracts are
very expensive and his is choosy in which
battles he will fight. His campaigns are
studied in war schools throughout Gor. He is
an innovative military leader and has
created many new tactics and strategies for
war on Gor.
Gorean Warfare
There are numerous war scrolls concerning
the practice, strategy and techniques of
war. War is studied intently by many Goreans.
Two famous war scrolls are the commentaries
of Minicius and the anonymous analyses of
"The Diaries," sometimes attributed to the
military historian, Carl Commenius of
Argentum. Carl was rumored to have once been
a mercenary. There are war schools that
teach these subjects and to which Warriors
can go for further education. These schools
have libraries filled with scrolls of many
diverse topics on warfare.
Most Gorean wars are small-scale events,
confined to a limited area. Most wars occur
between only a few cities rather than large
alliances of dozens of cities. It would be
rare for a battle to include more than five
thousand men. Goreans would find Earth wars,
involving millions of lives, to be nearly
unthinkable. Most Gorean wars are more
similar to a large raid rather than an open,
pitched conflict. Mobility and surprise are
common elements of such warfare,
contributing to the small sizes of their
forces. War is generally performed by
members of the Warrior Caste, professionals
who are well trained and know what war
entails. Only in large scale conflicts,
especially when a city is endangered, do
others besides the Warrior Caste join into
the conflict. If a city is in dire need,
they may arm any able-bodied man, of
whatever Caste. Peasant levies, armed with
long bows, are common. A city may even free
and arm its male slaves in especially dire
circumstances.
One of the most common reasons why wars
begin are when one city raids the merchant
caravans of another city. Sometimes these
Warriors will don the uniforms and colors of
another city to disguise their true
identity. This will put suspicion on another
city, commonly the enemy of the disguising
city. Another reason a war might begin is
over trade rights to a certain area. The
ownership of natural resources such as
silver mines may also precipitate war.
Cities may also battle over their
territorial limits, such boundaries being
very fluid matters.
Warfare involves more than simply military
considerations. There is a significant
political aspect as well. Conquering a city
or piece of land is but the beginning.
"Territory must be held as well as won."
(Mercenaries of Gor, p.142) What good is
winning if you cannot keep what you have
fought and gained? Warfare may also be
preceded by diplomatic efforts to prevent a
war. Ambassadors, who possess immunity, will
often try to resolve a dispute amicably
before committing their resources to
warfare. This alternative dispute resolution
will continue throughout the length of the
war, trying to stem the actual bloodshed.
Gorean Infantry
Gorean infantry usually marches light, a
factor of the nature of Gorean warfare. They
commonly march at a measured pace, the
counting of the cadence often kept by a
drum. Forty pasangs, about twenty-eight
miles, is an average da's march. Thus,
military supply posts have been placed at
intervals on major roads, usually about
forty pasangs apart. Such major roads are
kept in excellent condition in case there is
ever the need for an army to travel them.
The officers will march in the front of the
infantry. A standard barrier will then march
behind the officers but a step or two in
front of the front rank of Warriors. Many
Gorean standards are over a century old. To
supply the army, the army may bring its own
supplies, carried in bosk or tharlarion
wagons. Tarns may also be used to supply the
troops. Due to the abundant availability of
game, many armies do not need to bring many
supplies. They can often live off the land.
In addition, they can levy the local
villages for provisions if needed.
The phalanx used to be the most common
infantry formation. A phalanx consists of
several rows of men, each row holding a
spear. The rearward rows held longer spears
than the front rows. When a phalanx would
charge, it would be quite the force to be
reckoned with. No other military formation
was able to meet it head-on. You either had
to meet a phalanx with another phalanx or
try to outmaneuver it. But, such a
close-formed military formation is hard to
maintain over rough terrain. Thus, the
Torian Squares eventually made the phalanx
much less common. The Torian Squares possess
superior mobility and regrouping capacities,
even over rough terrain. The actual make-up
though of the Torian Squares is not
discussed in detail in the novels. The use
of cavalry though drastically changed
warfare. The Torian square is still used but
the phalanx is almost obsolete. One
defensive relic of the phalanx is still
used, the Wall. The Wall is a group of
massed infantry who remain stationary
against a tharlarion charge. It is not a
recommended tactic.
Dietrich of Tarnburg has been a major
innovator in Gorean warfare. He was the
first to introduce the "harrow" to
positional warfare. The harrow is named for
a large rakelike farming tool. In this
formation, spikes of archers, protected by
iron-shod stakes and sleen pits, are placed
in front of the normal infantry Warriors.
This formation is meant primarily against
cavalry forces. It creates a deadly gauntlet
that must be passed through to reach the
main forces. But, once the cavalry is
heavily wounded, the infantry can then surge
forward and decimate the remaining cavalry.
Dietrich also introduced the "oblique
advance" where large numbers of men are
concentrated at crucial points while the
balance of the opposing army is unengaged.
This allows a smaller force to engage an
army up to three times its size. It may be
able to turn the flank of the larger force,
causing chaos and rout. If the advance
fails, you can retreat your men knowing that
much of your force probably did not engage
in the battle.
Tarnsmen Attacks
There are numerous defenses to tarnsmen
attacks, depending upon the location of the
attack. Within a city, tarn wire is often
used, though generally only when danger is
imminent. This is thin, almost invisible,
wire that is stretched over the city like a
net. It will slice a tarn that tries to pass
through them. Some tarnsmen may carry bladed
hooks on long lines to sever these wires. In
cities, towns and small villages an overhead
network of ropes, cloths and tarnwire
present a good defense. The network will
present certain small holes that ground
based archers can use to fire at the tarns.
But the tarnsmen, due to the swift speed of
their mounts, will find they have
insufficient time to acquire a proper target
for their own missile fire through the
cover. Iron stakes on the ground will also
help prevent talon attacks from tarns.
Out in the open, the most common defense to
an aerial attack is the "shield roof" or
"shield shed" which is similar to the old
Earth formation called the "tetsudo" or
"tortoise." Shields are held to constitute a
wall for the outer ranks and a roof for the
inner ranks. Dietrich was the first man to
properly coordinate air and ground forces.
He coordinated these forces so as to force
his enemies into sturdy but relatively
inflexible defensive squares. He would then
advance his archers in long enveloping lines
so they would present a much broader front
for low-level point-blank firepower. The
archery of tarnsmen is most effective
against massed infantry or cavalry. It is
much more difficult to strike a man or mount
when he is wary of you and ready to evade
your missile fire. Tarn drums are used to
control the complex war formations of
tarsnmen.
Siege Warfare
Gorean siege warfare, as it was in Earth
history, is commonly unsuccessful.
Starvation of a city is usually ineffective
as they will generally have sufficient
supplies to last a year or so. The city will
also have siege cisterns for water.
Statistically, the besiegers would run out
of supplies first. Most sieges will not last
much longer than a few weeks before the
besiegers will break it off. To directly
attack a city requires often three times the
force of the defenders. Siege weapons are
also a necessity, requiring siege engineers
to construct and maintain such equipment.
Some cities are surrounded by a moat that
must be over come. The moat might be
drained, bridges or small dugout pontoons
used to cross it. Catapults and ballistae of
various types are used, including
chain-sling onagers and springals. They can
fire spears, rocks, flaming naptha and more
at the city walls. A giant chain grapnel may
be thrown by such an item. The chain will
then be drawn back with great force,
attempting to rip parts of the walls down.
This grapnel though must be used close to
its target, thus being more vulnerable to
attack by the besieged. Archer blinds,
movable wooden screens to shield archers and
light missile equipment, are used as
protection. Siege towers with battering rams
may be used against city gates. Tunnels may
be dug underground, trying to pass the city
walls though the besieged city will dig
their own tunnels to engage the attackers
underground. The besieged city may also use
a grapnel derrick to topple siege engines
close to the city walls. Dietrich was the
first one to utilize mobile siege equipment
in open warfare. By placing catapults and
ballistae on wheeled platforms, they became
field artillery. They could launch tubs of
burning pitch, flaming naphtha, siege
javelins, boulders, and more.
Most cities though fall due to trickery,
bribery or betrayal. Dietrich has likely
taken more towns with gold than steel. The
Tuchuks conquered Turia through trickery.
Cos conquered Ar through the betrayal of
several key figures in Ar. Torcadino was
taken by Dietrich through trickery. Several
quotes support this proposition.
"He has sowed silver and harvested cities."
(Magicians of Gor, p.188)
"More gates are opened with gold than iron."
(Magicians of Gor, p.188)
"Any city can fall behind the walls of which
can be placed a tharlarion laden with gold."
(Mercenaries of Gor, p.101)
"I can take any city behind whose walls I
can get a tarn of gold." (Hunters of Gor,
p.140)
Spoils of War
The spoils of war are the usual fees
demanded by a conquering city. These fees
are meant to remove any potential future
threat the conquered city will ever be. The
following is a typical set of such fees
though it will vary depending on the desires
of the conqueror. The population is disarmed
and possession of a weapon is made a capital
offense. All of the officers in the Warrior
Caste, and their families, are impaled. A
thousand of the most beautiful free women
are given to the conqueror's highest
officers as slaves. Thirty percent of the
remaining free women will become slaves for
the troops. Seven thousand free men will
become siege slaves. All of the children
under twelve years old will be randomly
distributed to the other free cities. This
seems to support that adoption does exist on
Gor. Any slaves in the city will belong to
the first man to recollar them. As can be
seen, such fees devastate a conquered city.
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