Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
The Clan - How does it work?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Water Bob" data-source="post: 5588233" data-attributes="member: 92305"><p>Here's something you guys can help me with. In my campaign, I'm trying to decide how fast a PC can accrue wealth. </p><p></p><p>For those that don't know, my campaign centers around a clan of Cimmerians. They're hillmen who claim territory at the base of the Eiglophian mountains in northern Cimmeria. The clanholme is a smallish village on a plateau overlooking the Hoath Plain. Besides the village, the clan consists of 9 homesteads spread out over clan territory. </p><p></p><p>The entire clan totals 336 clansmen. This is a total of 24 families, with an average family size of 14 persons. </p><p></p><p>140 clansmen live in the village while the other 196 live among the 9 homesteads. </p><p></p><p>This clan can normally field a force of 53 warriors. This force can be increased to 77 warriors in times of strife. There is a small contingent of full-time warriors (the clan war-chief plus 8 warriors), but most are clansmen with other careers. Each clansmen spends a quarter of the year as part of the standing military force (they refer to this as going "on the watch") that patrols clan territory and trails), while the rest of the year, they spend at their normal "jobs". Thus, a trapper will volunteer for the watch at the time of year when trapping yields the least results. A weaponsmith may serve his time on watch never leaving his forge, but working entirely on watch weapons. </p><p></p><p></p><p></p><p></p><p></p><p>Now that you know a bit of background, here are some questions I'm trying to decide upon. Arguments one way or the other are helpful to me in reasoning these questions out, putting some logic behind them. </p><p></p><p>I'm trying to consider.... </p><p></p><p></p><p></p><p>Just how "socialistic" is the clan? Cimmerians traditionally have few possessions, but do the hunters feed everyone? Do they hunt, then bring the kill into the town butcher, where the women cook the food, then the entire town eats? </p><p></p><p>Or does each family fend for itself? How was this done among the ancient Celts? The Ancient Irish? The American Indians? </p><p></p><p>If a family has a bad day at the hunt, how would it get food? From a friend? </p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>I assume that the clan is not a capitalistic society, but rather more socialistic (just how much will be determined by the answer to the first question above). Each person's "job" is needed for the entire clan to survive. So, if someone needs some nails, do they have to pay the blacksmith for the nails? Or, does the blacksmith just make the nails and give them to who needs them? </p><p></p><p>When the hunter returns with a kill, does he give it all to the clan? Does he keep some for himself? How does he interact with the trader, the furrier, the leatherworker, the cook, the butcher, the tanner, etc? Does he make trades? Or does he just give the stuff away, and in return, he gets his needs taken care of? </p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>When a weaponsmith makes weapons, is he paid for them? How does he interact with those that need nails, door hinges, rakes, knives, broadswords, and the like? How does he pay for the iron-ore? </p><p></p><p>And, how can the weaponsmith prosper? Where does "clan wealth" separate from "personal wealth". </p><p></p><p></p><p></p><p></p><p></p><p>If you've got some comments on how a clan will operate socially and economically, I'd like to hear it. I'm trying to decide all these types of questions for my game, and I'm just not sure what direction to take yet. </p><p></p><p>Call it one of the hazards (actually, it's a "joy") of creating a sandbox.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5588233, member: 92305"] Here's something you guys can help me with. In my campaign, I'm trying to decide how fast a PC can accrue wealth. For those that don't know, my campaign centers around a clan of Cimmerians. They're hillmen who claim territory at the base of the Eiglophian mountains in northern Cimmeria. The clanholme is a smallish village on a plateau overlooking the Hoath Plain. Besides the village, the clan consists of 9 homesteads spread out over clan territory. The entire clan totals 336 clansmen. This is a total of 24 families, with an average family size of 14 persons. 140 clansmen live in the village while the other 196 live among the 9 homesteads. This clan can normally field a force of 53 warriors. This force can be increased to 77 warriors in times of strife. There is a small contingent of full-time warriors (the clan war-chief plus 8 warriors), but most are clansmen with other careers. Each clansmen spends a quarter of the year as part of the standing military force (they refer to this as going "on the watch") that patrols clan territory and trails), while the rest of the year, they spend at their normal "jobs". Thus, a trapper will volunteer for the watch at the time of year when trapping yields the least results. A weaponsmith may serve his time on watch never leaving his forge, but working entirely on watch weapons. Now that you know a bit of background, here are some questions I'm trying to decide upon. Arguments one way or the other are helpful to me in reasoning these questions out, putting some logic behind them. I'm trying to consider.... Just how "socialistic" is the clan? Cimmerians traditionally have few possessions, but do the hunters feed everyone? Do they hunt, then bring the kill into the town butcher, where the women cook the food, then the entire town eats? Or does each family fend for itself? How was this done among the ancient Celts? The Ancient Irish? The American Indians? If a family has a bad day at the hunt, how would it get food? From a friend? I assume that the clan is not a capitalistic society, but rather more socialistic (just how much will be determined by the answer to the first question above). Each person's "job" is needed for the entire clan to survive. So, if someone needs some nails, do they have to pay the blacksmith for the nails? Or, does the blacksmith just make the nails and give them to who needs them? When the hunter returns with a kill, does he give it all to the clan? Does he keep some for himself? How does he interact with the trader, the furrier, the leatherworker, the cook, the butcher, the tanner, etc? Does he make trades? Or does he just give the stuff away, and in return, he gets his needs taken care of? When a weaponsmith makes weapons, is he paid for them? How does he interact with those that need nails, door hinges, rakes, knives, broadswords, and the like? How does he pay for the iron-ore? And, how can the weaponsmith prosper? Where does "clan wealth" separate from "personal wealth". If you've got some comments on how a clan will operate socially and economically, I'd like to hear it. I'm trying to decide all these types of questions for my game, and I'm just not sure what direction to take yet. Call it one of the hazards (actually, it's a "joy") of creating a sandbox. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Clan - How does it work?
Top