Clan (group)

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Clan.jpg

Clans are groups of humanoids united by actual or perceived family descent. They typically number between 20 and 50 members. In primitive regions, these are hunter-gatherers, but they are more commonly known as cottagers who form agricultural hamlets. The clan functions as a smaller, integral part of a broader society, such as a tribe, chiefdom, nation or kingdom.

Marriage is a key aspect of a clan's integrity, often involving an exchange between clans to strengthen ties. In matrilineal societies, the male surrenders his former clan and identifies as a member of his spouse’s clan, whereas in patrilineal societies, the female undergoes this transition instead. This structure helps maintain social cohesion and ensures the continuation of cultural traditions within the larger framework of the society.

Leadership

Clans are led by single individuals, siblings or an agreement of elders, depending on the number of leaders present. A "leader" is a levelled character who has reached at least 1st level — typically as a fighter — through combat and experience rather than traditional fighter training. Most have significant knowledge in the field of leadership. Due to the loose organisation of clans and the frequent presence of multiple leaders, power structures tend to be egalitarian. Any attempts to assert dominance through force are generally met with resistance and defiance.

Nominally, a single leader may be recognised as the strongest member and referred to as "headman" or "headwoman" — the acknowledged figurehead of the clan. In cases where two leaders hold authority, they may be "siblings" either in name or in fact, sharing the role equally and collectively calling themselves "headmen" or "headwomen." However, the head figure is not necessarily the most physically powerful; a clan may just as easily prize intelligence or wisdom, allowing an elder or a particularly cunning member to take the lead.

The headman's role is to uphold tradition, give approval for daily activities and most importantly, recognise and reward those within the clan who have acted well. Their function is supportive and affirming rather than authoritative or dictatorial, ensuring harmony and cooperation among members.

Braves
Role Number
Leader 1-4
Brave 1-3 per leader
Hunter 2-5 per leader
Caretaker 2-8 per leader
Dependent 1-4 per leader

Braves

For lack of a more universal term, braves are non-levelled clan warriors who possess hit points in excess of ¾ the maximum possible for their hit dice. For example, a humanoid with d8 hit points per hit die would be considered a "brave" if they had 7 or 8 hit points (6 would be exactly ¾ and therefore insufficient to qualify). A clan's war party consists of all its braves, led by a chosen leader.

Braves.jpg

Braves take part in hunts, often acting as beaters, as they are most likely to confront prey face-to-face as it is driven into the open. Their courage earns them high regard within the clan. Their daily activities include scouting, crafting weapons and tools, and embarking on extended journeys of 2-8 days, often venturing far from camp in search of game or patrolling the clan's territory.

Hunters

These are the steadfast providers of the clan, possessing between ⅜ and ¾ of the maximum possible hit points for their hit dice. They are entrusted with the crucial role of bringing down prey once it has been driven into the open and are relied upon to defend the clan's encampment in times of danger. While they do not participate in raids, they take part in larger tribal war parties when called upon.

Respected as the strongest pillar of the community, hunters are essential for the clan's survival. Their daily activities include hunting game, fishing and foraging for edible plants and resources. Though they do not carry the same prestige as the braves, they form the backbone of the clan, ensuring a stable food supply and providing for those who cannot hunt for themselves.

Caretaker

These essential members of the clan are dedicated to the upkeep of daily life and the well-being of its people. They provide support in maintaining the camp or homestead, tending to the young, caring for the elderly, gathering food and preparing meals through their knowledge of cooking. Additionally, they may be responsible for the management and protection of herd animals where applicable.

These individuals possess hit points equal to ½ the maximum possible for their hit dice or less. While they are not warriors, their efforts sustain the community, ensuring that those who hunt, fight or scout can focus on their duties without concern for their families and resources. Caretakers do not engage in combat unless the clan is directly attacked, in which case they defend themselves and their kin to the best of their ability.

Dependents

These are members of the clan who lack the physical ability to contribute significantly to the clan's survival. This group consists of the elderly, who are too weak to perform tasks requiring strenuous movement or heavy labour, and children, who are not yet capable of assuming the responsibilities of caretakers. Despite their limitations, they are not idle; both elders and children perform light tasks such as mending, crafting small tools and assisting in minor domestic duties.

Due to the harsh realities of primitive life, the number of dependents within a clan is carefully regulated. In times of scarcity, the clan may be unable to support those who cannot contribute. Primitive societies often practice birth control and child exposure, spacing out births to ensure that food and resources are not overly strained. If conditions worsen, weak or sickly infants may be left to perish. Likewise, elders in failing health may choose to self-sacrifice, leaving the clan voluntarily when they become a burden.

Dependents do not have set daily activities, instead assisting where possible and relying on the generosity of the rest of the clan for their survival. Their knowledge and experience, particularly that of the elders, remain valuable and they may offer guidance, wisdom and storytelling that preserves the history and traditions of the clan.

Shaman

The benefits of shamanism is rare among clans, usually occurring at a tribal level. Roughly one in three clans may count a shaman among their dependents. Unlike trained spellcasters, shamans do not possess formal instruction in magic, nor can they cast spells or cantrips. Instead, their power stems from their ability to enter an altered state of consciousness, allowing them to commune with the unseen forces of nature. Through ritual, trance and wild magic, they invoke supernatural influences to heal, divine the future or manipulate fate.

Shamans possess a variable number of hit points, treated as a 1st-level cleric. Though physically frail compared to warriors, their role within the clan is one of spiritual guidance rather than combat. They are often revered as seers, healers and intermediaries between the physical and spirit worlds.

Their daily activities are largely sedentary, consisting of meditation, the collection of herbs and the performance of minor rituals. Many engage in rhythmic singing or playing of simple instruments, which aids in achieving trance-like states. While shamans rarely take part in direct labour, their presence is integral to the clan's spiritual life, providing insight, performing funerary rites and blessing hunts or raids before they commence.

Tribal Structure

Though clans function independently in daily life, they come together at designated times of the year for festivals, marking seasonal changes or significant religious observances. In more settled regions, these gatherings take place in a central hamlet or at a naturally occurring meeting ground, such as a lakeside, a sheltered valley or an offshore island. These events serve multiple purposes: they provide opportunities for marriage, facilitate barter between clans and allow shamans to exchange knowledge and discoveries. The presence of at least one shaman at each meeting ensures the continuity of oral traditions and shared spiritual practices. Occasionally, a shaman may choose to leave their clan and join another, bringing their skills and wisdom to new kin.

A tribe consists of 2 to 5 clans that traditionally align through kinship, geography or shared customs. The tribe is led by a chieftain, supported by two sub-chiefs. Together, they form an additional, separate clan structure composed of 1 to 4 leaders and additional members fulfilling the same roles as in other clans. Though day-to-day governance remains with individual clans, the chieftain holds authority in matters that affect the entire tribe, such as territorial disputes, alliances or coordinated defence.

Tribal war parties are rare and are only formed when conflict with other tribes or races is unavoidable. In such cases, the war party is composed of 1 leader from each of 3 to 6 clans, every available brave, and 9 out of every 10 hunters. These warriors are expected to return to their clans once the conflict has ended, as prolonged warfare is detrimental to the tribe's survival.


See also,
Humanoid
Iron Age
The Adventure