[X][Temple] Sacred Forest
[X][Clan] Make clan adoption rules better able to handle situations
[X][Law] Restrict access points (Main Build Wall)
[X][Diplo] Send missions to the west (Secondary Trade missions to Hathatyn and Metal Workers)
Walling off the city made a considerable amount of sense to help better control access too and from the overall area and thus make it easier to track what was coming in and going out of the city. The clan issue however was a bit more of a problem and the king and advisors had long discussions over it. In the end, they didn't want to too radically change the clan structures, the People had relied on them since forever, so a small patch should help correct the problem. Simply make it easier for clans to adopt new members to allow them to reorganize disparate people geographically. There was already enough movement that there were some provisions for how to deal with people who had moved to help fulfill an essential job or the like and needed to integrate into the local community, or to form new communities when settling new land. It was simple and the People had this...
Only as they started working out the implementation, someone pointed out that given the large number of people coming from outside Valleyhome from elsewhere, they couldn't apply the new rules just to Valleyhome or it would create a massive snarl. Adoption into a new clan also implied cutting ties with the old clan, and if you didn't make the process the same for all of the People you could end up in a situation where you had people who belonged to two or more clans and had competing obligations to multiple groups. Especially if you ever had a situation of someone later leaving Valleyhome, and there were also other places like Redshore where there were enough people that you could have similar dynamics. A broad change would be needed to prevent accidental imbalances.
It all seemed simple enough, just a few changes to make it significantly easier for people to change clans. This should smooth things out nicely.
Only the clan change system had been intended for people who might only ever change clans once in their lifetime, and pretty much always due to distance or destruction. Even with the changes there were still major problems with people simply not accepting that moving to another side of the city was enough to actually sever family ties, a sentiment frequently shared by both old and new clans. Accusations of spying - and the subsequent assaults and murders over said accusations - went through the roof... and then the weird effects started to crop up. Things like abusing the new ease of changing clans to artificially manipulate taxation or leadership. In one of the more absurd situations a mass of people "spontaneously" joining a clan forced it to fissure due to being too large, with many of the newcomers then spontaneously leaving one of these new clans to join the other and causing fissure again and so on and so forth, with the end result being a total of three "new" clans with entirely separate leadership who could then tip the voting process for a local sub-chief...
While some of these events were more blatant than others, the chiefs soon found themselves scrambling to control all these new forms of "legal" corruption that were springing up. An early patch to force a longer waiting period before switching clans to avoid the most ludicrous abuses ended up producing an accidental group of people who for one reason or another were de facto outside the clans. The king was all for simply going "Okay, this was a silly idea!" when word came north that someone had done something catastrophically stupid.
Negative Stability + Max Military Malus Activated!
No one was exactly sure who was in charge, and in fact given the circumstances the possibility of no one currently being in charge seemed distinctly possible, but in any case a band of warriors had occupied the village in the lowlands just beyond the cataract that separated the People from the Highlanders. The stories coming back were not exactly coherent, with some claiming that the reason they had been gathered was for a long range trading expedition into the lowlands requiring additional escorts giving the conflict, while others said that they had in fact been actively recruited for the purpose of seizing control. In any case, it sounded like the group had approached the village as traders or in the guise of traders, someone had started a fight, and then things kept going until the People had realized that they were in control of the village because there was no one to oppose them, and the men decided that since they had fought and spilled blood over the issue they didn't feel like giving it back.
While it was just one relatively minor village, the Highlanders were obviously going to be livid. A retaliation force would obviously already be on their way, and they probably wouldn't take "Uhh... sorry, this was an accident" as an answer. While several advisors suggested just letting the fools get killed as appeasement, many others expressed considerable discomfort with the idea of just abandoning members of the People, especially when it sounded like at least some of the warriors down there had thought they were only defending themselves.
Actually, as they talked, a suspicion began to grow that there was a snake among the People who had probably engineered the incident while still keeping it not the sort of blatant attack that would have the People absolutely wash their hands of the entire incident. There were some who were counseling against just cutting the perpetrators loose as it might end with the People losing any chance of figuring out what exactly had happened. Also, given reports of how efficiently the warriors had taken out the defenders of the village with their iron weapons there was a definite degree of unease over what might happen if the Highlanders didn't wipe them out.
Given this mess of hot gygo, the king had to make a decision immediately. What to do?
What to do?
[] Let the Highlanders extract their vengeance and attempt to make amends after (-1 Legitimacy, -3 Diplomacy, possibility of war with Highlanders, chance of spawning new faction in the lowlands)
[] Attempt to capture the errant warriors and then make amends with the Highlanders (-5 Diplomacy, probable war with Highlanders)
[] Reinforce position (Conquer new province, war with Highlanders)
[] Massively reinforce position (-5 Military, founds new March, war with Highlanders)