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The Primitive Society

Source GameMastery Guide pg. 150
All historical cultures—and nearly all fantastical ones— spring from primal forebears. Though creation myths sometimes tell of people springing full-formed from the earth (or the sky, the clouds, the seas, the blood of a god, and so on), culture in general proceeds from a primitive state to a more advanced one. In this case, “advanced” means a fixed agrarian base, a shift away from the hunter-gatherer model, the development of technological innovations, and a step toward an integrated economy, where the method of trade moves beyond simple barter or communal requirements. It’s certainly possible to see an advanced culture devolve into primitivism, though it’s much less common. In these cases the memories of lost glories likely end the primitive era more quickly.

What makes a culture primitive? Is it because the environment in which the people eke out a living is so harsh that they must focus all their energies on survival? Or are the people so isolated, by choice or otherwise, that the exchange of ideas is small, and progress slows to a snail’s pace?

The term “primitive culture” is one determined by outsiders, existing only in contrast to more “advanced” societies, and as such comes laden with the potential for bias and prejudice. It can encompass a huge range of potential behaviors, from cave-dwelling, pre-language savages in familial tribes to peaceful nomads with rich and vibrant oral traditions who have chosen to reject the trappings of the modern world. Remember that simply because the culture is primitive does not mean its people are stupid. They may be cowed initially by displays of might and power, but they have not survived in their land by being oblivious, and many a “civilized” visitor has been taken aback (or apart) by the quick thinking and natural cunning of his supposed inferiors.

Since many primitive cultures are nomadic or migratory, without permanent homes, they tend to be masters of adaptation, a trait that comes in handy if one of these so-called “savages” is thrust into the midst of civilization. Whether this means becoming a fearsome warrior, an incomparable tracker, or a natural magician or shaman—or simply fleeing deeper into the wilderness—is a matter for the GM to decide.

Some examples of “primitive” culture include:
  • The archetypal cave dwellers, possibly just now discovering basic tools.
  • Hunters and gatherers, chasing down game on arid savannahs.
  • Nomadic horsemen of the steppes, the terror of their neighbors.
  • Migratory tribes, living among the trees or great plains of their continent, following the great beasts, and moving with the seasons.
  • Polar nomads, hunting seals, whales, and polar bears.
  • Jungle dwellers defending themselves against constant warfare by rival tribes.
  • Barbarian tribes dwelling in rough huts, slowly becoming a more settled civilization.

Defining Primitive Culture

Source GameMastery Guide pg. 150
A primitive culture is one that relies mainly on its connection with the land for subsistence. Its people don’t engage in large-scale and complex organization, nor are they complex toolmakers. They may travel frequently, following herds of animals or escaping marauding predators. Their clothing is of cured animal skin or crudely woven plant fibers. Their tools and weapons range from simple stone and wood bound together with leather strips to crudely worked iron at best. Their craftsmanship, on the other hand, can range from rude to exquisite, depending on how much time they can devote to this outside of the more basic necessities of survival.

Such cultures’ living units tend to be tribal and communitarian, focusing on the pragmatic rather than the ideal. Depending on their disposition toward outsiders, members may have established certain rituals for trading with others of their kind. When trade occurs, it’s most frequently skins, weapons, or knowledge, though certain cultures may trade stones, beads, or other items of ceremonial value that indicate status and wealth. However, rather than an economy comprised of money, this economy is primarily gift-based or enhanced barter, as it has no basis for currency.

Primitive wise men and wise women know the local herbs and plants, and they make use of natural medicines and, in some cases, potent hallucinogenic drugs. Visions from the latter sometimes guide them, as do divine beings or ancestor spirits called forth in elaborate rituals.

The peoples of primitive cultures must frequently be superb warriors and survivalists, at least within their specific environments, and such cultures often have astronomically high childhood mortality rates.

Questions about Your Primitive Society

Source GameMastery Guide pg. 151
When designing a primitive culture, keep in mind some basic questions about the people.
  • Where do they fall on the technological spectrum?
  • What is their environment? How does it affect their worldview?
  • What sorts of monsters do they see routinely?
  • What are the major dangers in their area?
  • How does the tribe protect itself? What are their special skills regarding magic or combat?
  • What traits does the culture hold as virtues?
  • How do they feel about magic?
  • Are they nomadic or sedentary?
  • What is their social structure?
  • Do they live in comparative ease or hardship?
  • What are the major obstacles to their advancement?
  • If they are nomadic, how far do they typically travel in a week, and by what means? Do they leave traces behind or do they try to vanish when they travel, and why?
  • What is their attitude toward outsiders? What about trade or intermarriage?
  • What goods does the tribe use for trade or commerce?
  • Does the shaman hold power outright in the tribe?
  • What rites do they observe?
  • Does the culture hold any interesting beliefs?
  • What are the superstitions and taboos of the society?
  • What happens if someone violates them?
  • What are the tutelary deities of the tribe?
  • Who rules, and how is the ruler determined?
  • How powerful is the average tribe member? What about the weakest and the strongest?
  • What do they eat? How does the group store food?