The Clan - How does it work?


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Still, taking the low end estimate for population density, not unreasonable for the region you describe, the clan needs around 11 square miles to support itself.

That's useful. Thanks. Although I can point to where the clan of the Blue Fox hold their territory, I haven't considered yet the actual size. At this point in the game, I just know that there is the one village of less than 200 souls and 9 outlaying two-family homesteads.





Most of what they eat is going to be from agriculture. They'll have fields, likely up on the plateau, which may or may not be worked communally.

What I'm trying to get a grip upon is the question of the social-economic structure of the clan.

I wake up in the morning. Where do I get my breakfast? I have to get it myself or from my immediate family? Or, is there a central place in the village where people can eat?

At noon, I go and check my traps and come back to the village with some critters. Are those critters mine? Do I use them as wealth for the things I need by trading with my clansmen? Or, do I automatically give all or a portion of them over to the clan?

I chipped the tip of my spear as I was sticking the critters I'd caught. Broke it when I smacked a rock. Now, I need a new spearhead. Do I go to the weaponsmith and trade him some dead critters for a new spearhead, or does he just give me one, knowing that my critters will eventually feed and clothe him through the communal pathways?

And, I want to acquire some of that fine chain mail I've heard of--the stuff that the civilized Hyborians use. No one around here could make it, I'm going to have to put the word out with the few traders that occasionally come through the village. It may be a year or three before (or never) some trader finally brings a coat through after I've put out the word. I need to start saving for this trade, but how do I do that? Where do I get my wealth? I've got to work a deal with the tanner to skin my critters, allowing him to keep the meat, where I take the dried hides and keep them for the day I trade for the chainmail shirt?

These are the types of questions I'm trying to consider for my campaign.








Always had the feeling that Cimmerians were raiders and hunters. So, wealth is what they bring back.

That's basically what I've established in the game. They are primarily hunter/gatherers. They forage, hunt, and fish as well as raid other clans near them. But, there are a few farmers that grow some crops in the fertile, but hard and rocky soil, and there are a few shepherds watching over slim flocks of mountain goats or pigs. Both are typically of in-different skill, and animals such as cattle are prime targets of raiding by other clans.

There are few horses in Cimmeria. Most Cimmerians walk, but occasionally a cart will be tied to an ox or ass for transporting a large amount of gear or goods. There really are no roads in Cimmeria, though. The best of which is a wide trail.





  • Slaves - farm hands and mine workers: Odds are slaves would have a good life under Cimmerians. They would not have weapons but as long as they supplied goods would have a good bit of freedom. The clan would protect them for the services they supplied.

In my game, I've established that Cimmerians aren't slavers. At least, the PC's clan is not (other clans could be and likely are). They will go bride-raiding, though.

Although raiding is definitely a part of Cimmerian culture, there is also a socio-economic aspect to there culture as well. As much as they are raiders, they are also crafts men. They have the secret of steel, and Cimmerians are known outside of Cimmeria as manufacturers of fine steel weapons. Many of the clans (as with the PC's clan) are conglomerations of craftsmen all serving each other and trading outside the clan.

There are leatherworkers, tanners, furriers, bowyers, fletchers, carpenters, traders, weaponsmiths, hunters, fishermen, trappers...all sorts of crafts and professions represented in a Cimmerian village.

This discussion is making me lean more towards a more capitalistic society than I had originally thought.
 

I'm starting to get a handle on this perspective of my game. The clan is an interesting situation where businesses trade with people they know. It's a barter society, and there are only 140-ish people living in the village, many of whom are blood relatives. Thus the trapper/weaver/hunter/smith/butcher/whatever does strive to get paid for his services and goods. But, when you know all of your customers (barring the not-so-lively outside trade), and many of them are your family members, you tend to do and give service for free under certain circumstances.

I can't imagine that the villages make much wealth off of each other, though they try to. And, unless new wealth comes into the community (via outside trade), then the clan's total wealth stays approximately the same while it is moved around within the clan among individuals.





Here are three situations I'm still attempting to answer.

1: I'm a hunter. How much of my kill do I keep? All of it? Does a portion of every hunt go to the clan? If so, why? Or, are there communal hunts that are organized that are separate from my daily hunting routine? The product of those hunts go to the clan while what I normally kill, I keep for myself or trade.



2: Every clansman is a warrior, and all warriors of age spend a quarter year "on watch" as part of the clan's standing defense force. But, there is a small number of full-time warriors that have no other vocation. These clansmen are members of the Watch, and they number 9: The clan war-chief and his unit of 8 men.

Since these warriors serve the clan and have no other vocation, how do they gain wealth? From raids, I would guess. And, I think the clan probably supports them with food and clothing. Maybe families take turns feeding the Watch? If a Watchman breaks his sword, how does he get the weaponsmith to forge him a new one?

Game-wise, I'm thinking that CHR might be important for these warriors to get what they need from the villagers.




3: Just how much wealth should I let the PC's obtain? One is a hunter. Another is a trapper. One is a weaponsmith. And, one is a member of the Watch. I want to give the PCs a roll, from time to time, on their profession skill, to see if they've gained any wealth--tradeables--that they can use to buy better equipment and replace damaged items. I plan on using the rules described under the Craft and Profession skills as a base, but I think income should be limited. Just how limited?

How long will it take the PCs to gain X amount of wealth equivalent in silver pieces (gold pieces if thinking in D&D terms).
 


I think this aspect mostly moves at the speed of plot. The society is semi-capitalistic, as described above; but also because a bunch of capitalists are playing it. Also, consider why the tribe, including the PCs, raid. To get wealth: goods, gear, girls or gold. Those things certainly motivated Conan in the stories, but none had dominion over him. Hunger is also a good motivator to adventure.
 

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