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GM Screen
GameMastery Guide
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Creating a World
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.
Leadership and Control
Source
GameMastery Guide pg. 150
A primitive culture rewards strength and intelligence in its leaders. Smart leaders show the people how to prosper. Strong leaders bring plunder and security. Different cultures place different values on their leaders, but they inevitably follow those who give them the greatest chance for survival. If raids and brutality are the means by which a culture survives, bloodthirst becomes a virtue. If guile and cunning prove more efficacious, then the culture develops them as its primary traits. Leaders, then, must demonstrate their abilities to earn and defend their positions, whether by leading war bands, luring enemies into snares and ambushes, or devising better methods for hunting and raising food. Those with aptitudes for magic or the divine can often lead as well, whether directly or through an advisory role.
Religion, Taboos, Rituals, and Superstitions
Source
GameMastery Guide pg. 151
The religions of early people tend to be simplistic and animistic, ascribing spirits and thought to objects and phenomena. Their lives are full of portents and omens, and when they read the wind and follow the stars, they see the hands of the unknown in the world around them and so invent rituals, beliefs, and sacrifices to placate such spirits.
Because of this, shamans frequently hold powerful positions in these cultures. They are the men and women able to speak to spirits and ancestors and commune with strange creatures. The shamans advise the chiefs, and sometimes even become chieftains themselves. They lead the tribe to water in times of drought, read the signs of migrations, and teach the children the lore and history of the tribe. In more difficult times, if the shaman cannot produce results, the tribe may turn on him, exiling him or sacrificing him to the now-silent mysteries of the earth. The burial mounds of ancestors may become pilgrimage sites, and legends of older times fill the oral histories. People tell stories of creation, of the gods and their tricks and triumphs, stories that are invariably mirrors of the qualities the tribe wishes to adopt.
The stories the tribe tells may also be instructional for younger members, warning the children of dangers in the area and behaviors to avoid. Tying these lessons to stories can give rise to superstitions that become ingrained over the years: telling a child not to eat the red berries of a certain bush may lead to a belief that red is an unlucky color, thus spawning the notion that spilling blood unnecessarily brings ill fortune.
Primitive magic is frequently sympathetic; that is, by drawing pictures of their enemies, people hope to gain control over them. By eating the flesh of strong beasts, they hope to absorb that strength—and some even eat the flesh of worthy opponents to commemorate their bravery.
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?