Part 118: Foreigners
That was actually one of my next objectives - we have more children than farmers, which is never good.
The Saurus posted:
Do you think there's any chance we could actually recruit more people to our clan? We could do with a larger fyrd even if our women are fighting now too. And if we have above max crafters, we're probably running low on farmers.
So we paid 5 goods to piss off Wolf weaponthanes a bit and (maybe) kill these things. Horray.
I even turned up the patrols to as much as the weaponthanes can bear!
Anyway, Earth season. As you can see, we have more children than people making food. This is a problem, since children don't actually provide anything for us, and there's no child labor option.
Luckily, vagabonds enter our clan without any pesky kids tagging along, so they're the perfect solution! (other than the fact that it hurts clan mood a bit)
Two unknown people come to you seeking temporary refuge. They seem to be foreigners; they do not know the proper greetings, and know only the trade language. Their clothes are tattered, and it is hard to say where they come from. "We need food, place to stay. Will fight. Fight bravely for you, especially from horseback. Will stay for ten, fifteen seasons, no more."
-Allow a volunteer to sponsor them as guests.
-Ask what kind of people they are.
-Have the chief sponsor them as guests.
-Offer to initiate them as Orlanthi.
-Send them to another clan.
Our ancestors weren't known for adopting strangers. (But he's just recommending sending them to another clan instead.)
They are not Orlanthi. It would be very unusual to make them Orlanthi.
We have enough warriors already.
We could send them to the Wolves.
Some of the people are fearful of strangers.
If were are to make them guests, we will have to perform a Guest Ceremony. Someone will have to sponsor them; that person and his kin must take full responsibility for the guests' actions.
The omens are good; we can afford to take risks.