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GameMastery Guide / Creating a World / The Primitive Society

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.