Primitive Tribes

Even today, some parts of the world remain unseen (or at least little seen) by “modern” people. These areas, far from the lights and sounds of civilization, have adhered to a way of life that other societies have abandoned centuries or even millennia ago. While car-driving denizens of the concrete jungle might scoff at these humans that time forgot, so, too, might these primitives shake their heads sadly at how much we’ve gotten wrong. Assuming, of course, that they ever learn about us.

The world got smaller at the beginning of the sixteenth century, when the age of exploration and colonization began fully. At that time, dozens of previously unknown civilizations of people came into contact with European explorers … most with tragic results. As these “new” lands were settled (this newness a surprise to the indigenous people who’d lived there for generations), fewer and fewer of these people remained untouched.

In the past century or so, primitive tribes are most likely to be discovered in areas that humanity hasn’t yet fully explored or exploited. These areas include the Amazon, the heart of the African jungle, and various dense islands throughout the world. If planes or boats can’t access the area easily, and there’s no incentive for difficult or costly land excursions to get there, it’s possible that secluded tribes could still be out there.

How interactions would play out with secluded primitives would depend both on the tribe and those who discover them; a hostile band of tomb-robbers might meet a bloody end, while a party of cautious and courteous explorers and anthropologists might establish long and lasting relations … or they might not. Most primitive tribes that have remained hidden have done so because they are xenophobic; their fear and mistrust of strangers causes them to remain hidden away from any signs of humanity. While it’s possible for some tribes never to have come in any contact with the outside world, within the last century or so, most will have seen strange shiny birds high overhead and heard the chewing of metal monsters on the outskirts of their territory. And, when confronted with this evidence, most of the remaining undiscovered tribes stay hidden.

Primitive tribes are usually hunter-gatherers; if so, they either have permanent dwellings and large hunting areas, or else they are nomadic, with their gathering “domain” limited co the immediate area around their temporary shelters. If a tribe has advanced beyond hunting-gathering to agriculture, their homes are even more permanent.

Most primitive tribes lack a written language, with their oral history and tradition passed down from one generation to the next (usually by mystics and priests, but some times by the entire community). However, it’s possible for a primitive tribe to have a language, either pictographic or a full alphabet. If so, their language might be an offshoot or decedent of a “lost” language, or otherwise provide valuable scholarship for cultural anthropologists; for example, finding a tribe still speaking a relatively pure descendant of Babylonian in the middle of Africa would pose quite a conundrum and may result in the rewriting of history books.

In most primitive cultures, the strongest warrior usually becomes the leader, although occasionally the wisest shaman is in command. How this person gains leadership reveals much about the society; one tribe might settle its needs via ritualized combat, another might use a voting mechanism with politicking and scheming, and still another might choose its leader from descendants of a royal family.

Some might mistakenly believe that primitive tribes are, at best, curiosities of a bygone era and, at worst, obstacles to deal with along the way of “proper” exploring. While this might be true in some circumstances, these lost tribes may have much to offer. Their knowledge of the area they call home is unsurpassed. In fact, this lore can stretch back generations; primitive tribes might have knowledge of hidden temples, long-lost treasures (magical or otherwise), or even elusive finds such as the “fountain of youth.” Of course, getting these people to reveal their secrets can be an immense challenge; they would probably fight to the death to avoid giving particularly useful information, and adventurers seeking this knowledge by peaceful means would almost certainly need to perform heroic deeds to win their crust.

In a fight, individual members of primitive tribes would not be able to mount much defense against combatants with modern armaments. However, they have two advantages that tip the odds closer to their favor. First. the primitives are probably used to working and fighting as a close-knit community; if they turn their ire against a single explorer or a small parry, their numbers and teamwork could make quick work of them. Second, the native tribes have a near-encyclopedic knowledge of the region; this “home field advantage” provides significant benefits for them.

Of course, no matter what the outcome of such an interaction would be-and no matter what lore or treasure the outside world could gain from them – it would be almost impossible to give primitive tribes what they would most likely value: to be left alone.

Skills of Primitive People

Game Masters are encouraged to disregard any skills that don’t make sense with their characters; for example, even though a rhinoceros has 2D in Perception, it probably shouldn’t be permitted to make a repair roll to fix a wristwatch. However, Game Masters should be careful when with dealing with primitive tribes; even though they don’t understand modern technology, this doesn’t mean they couldn’t. For example, an unskilled person can be given a basic understanding of how to use an assault rifle in 20 minutes.

Members of primitive tribes, then, should not necessarily be treated as “Ooogha! Boomstick scare us!” uni brows. While this stereotype might apply to some primitives, others might be curious, intelligent, and quick to learn.

Although hidden tribe members probably won’t become computer programmers immediately, neither should they be treated as completely unable to learn about the tech and trappings of the world around them. Though they might start with significant penalties co their tech, repair, security, or similar skills, these should fade quickly as they are exposed to more tech and opportunities to learn and experiment. (Of course, an assault rifle in the hands of a curious primitive could result in a deceased primitive before he gains insight … )

Typical Primitive Tribal Member

Reflexes 2D+2: brawling 3D+2, dodge 3D, melee combat 3D
Coordination 2D+2
Physique 2D+2
Knowledge 2D
Perception 2D: artist: (specific artisan craft) 3D, know-how 3D, repair: low tech 2D+2, survival 3D
Presence 2D
Strength Damage: 1D
Move: 10
Fate Points: 0
Character Points: 3
Body Points: 18
Wound levels: 3

Disadvantages: Devotion (R1), his tribe; Quirk (R1), xenophobic

Advantages: Contacts (R1), his tribe

Special Abilities: none

Equipment: Weapons usually include a fire-hardened wooden spear (damage +1D+2; can be used thrown or hand-to-hand), blowgun and dart (damage 1D), short bow and arrow (damage +1D+2), or heavy boomerang (damage +1D+1).

Typical Tribal Warrior

Reflexes 3D+1: brawling 4D, dodge 4D, melee combat 4D
Coordination 3D: missile weapons3D+1, throwing 3D+2
Physique 3D+1: lifting 4D, running 3D+2, stamina 4D
Knowledge 2D
Perception 2D: hide 3D, search 2D+1,
survival 3D, cracking 3D
Presence 2D: intimidation 3D
Strength Damage: 2D
Move: 10
Fate Points: 0
Character Points: 5
Body Points: 20
Wound levels: 3

Disadvantages: Devotion (R1), his tribe; Quirk (R1), xenophobic

Advantages: Contacts (R1), his tribe; Fame (R1), respected within village but unknown otherwise

Special Abilities: none

Equipment: See the typical tribal member for weapons. In addition, warriors will usually have some light armor consisting of hides and fur, light leather, or heavy fabric (Armor Value +2).

Typical Tribal Shaman

Reflexes 3D+1: dodge 3D+2, melee combat 3D+2
Coordination 2D+1: throwing 2D+2
Physique 2D
Knowledge 3D+2: medicine 4D+2, scholar: tribal lore 5D+2
Perception 3D: investigation 3D+2, survival 3D+1
Presence 2D: persuasion 3D, willpower 3D
Strength Damage: 1D
Move: 10
Fate Points: 0
Character Points: 5
Body Points: 16
Wound levels: 3

Disadvantages: Devotion (R1), his tribe; Hindrance: Old Age (R1), +1 to lifting, running, and jumping difficulties; Quirk (R1), xenophobic

Advantages: Contacts (R1), his tribe; Fame (R1), respected within village but unknown otherwise

Special Abilities: none

Equipment: ceremonial dagger (damage +1D); pouch of herbs (+1 bonus to medicine totals; six uses)

Tribal Leader

The tribal leader will usually be either the base warrior or shaman with +1D in Presence and three extra skill dice divided among charm, command, and persuasion (minimum of +1 to each). In addition, she will also possess Authority (R2), her tribe.

D6 Adventure Creatures (WEG 51021), © 2005 Purgatory Publishing Inc.
This page is Open Game Content.