Zingara
"It was an unquiet land through which he rode. The companies of cavalry which usually patrolled the river alert for raids out of Poitain, were nowhere in evidence. Internal strife had left the borders unguarded. The lone white road stretched from horizon to horizon. No laden camel trains or rumbling wagons or lowing herd moved along it now; only occasional groups of horsemen in leather and steel, hawk faced, hard-eyed men, who kept together and rode warily. These swept Conan’s with their searching gaze but rode on, for the solitary rider’s harness promised no plunder, but only hard strokes.
Villages lay in ashes and deserted, the fields and meadows idle. Only the boldest would ride the roads these days, and the native population had been decimated by the civil wars and by raids from across the river. In peaceful times the road was thronged with merchants riding from Poitain to Messantia in Argos, or back. But now these found it wiser to follow the road that led through Poitain, and then turned south down across Argos. It was longer, but safer. Only an extremely reckless man would risk his life and goods on this road through Zingara.
The southern horizon was fringed with flame by night, and in the day straggling pillars of smoke drifted upward; in the cities and plains to the south men were dying, thrones were toppling and castles going up in flames."
- Robert E. Howard:"The Hour of the Dragon"
Characteristics
Zingarans traditionally have black hair, brown eyes, and dark complexions, though the Hyborian influence means that dark blondes with dark eyes are not uncommon. Men and women are distinguished from one another by their exotic habits, particularly their brightly colored clothing. They favor broad, colorful sashes or scarves and gold jewelry, particularly hooped earrings. The fashions in the capital city of Kordava change almost as quickly as does its politics.
Immodest, outlandish, and often considered an arrogant people, Zingarans would likely claim all such traits with pride. While such claims may be arguable, it is well known to all that Zingaran culture and technology are among the most advanced of the age. They produced a unique dueling style all their own and do build and captain impressive fleets of ships. Ironically, it is that indomitable will alone preventing Zingara from being the preeminent empire upon the Western Sea. Zingarans are not easily cowed nor easily led, a strength and weakness at once.
Social Structure
Zingara is a feudal land, a monarchy according to Hyborian terms, although Zingara is not considered to be a 'real' Hyborian state. This is due to the Zingarans themselves not being authentic Hyborians, instead they are an amalgamation of various cultures and races, but act as though their race is the purest. They are lightly tanned skin, tall and slender with dark hair and eyes. Zingarans are elegant, extravagant people, who will use any occasion they deem important to flaunt their wealth amongst each other.
The social classes are as follows:
Royalty, which included the king and his family, which by extension include the many Houses
High Officials, personally appointed by the king and hand-picked from the aristocracy
Aristocracy, which includes scribes, the priesthood, scholars, high ranking military officers and commanders, architects, scientists and healers
Knighthood, which includes Cavalrymen, military officers and champions, templars, royal bodyguards
Commoners, which includes farmers, fishermen, herders, animal trainers, laborers, craftsmen, regular soldiers, guardsmen, prostitutes and every other type of low born
Slaves, with a distinct separation between debt-slaves and all other types of slaves
An air of sophistication lies over Zingara, a bastion for those seeking elegance with many learning the fine arts. Poetry, music, fencing, dancing, philosophy and painting are all an integral part of Zingaran society with an eloquently spoken nobility. The underbelly of Zingara, for those who have chosen to look shows its true nature of conspiracy and plotting. Never to be out done, it is common for Zingaran nobles to host both their closest allies and hated rivals.
Underneath a dazzlingly complicated political system, dukes and counts rule fiefs in the name of the king in Kordava, despite the fact that in many cases that fealty becomes, at first-rate, nominal and extremely puzzling. The nobility of Zingara are a proud, individualistic race who use any means necessary to climb the social ladder. Backstabbing, plotting, political maneuvering and rebellion are common amongst the aristocracy, with a view to declare the prize that is the dominion of Zingara theirs. This is a stark contrast to the urban class and lower class which hold a strong honour system as part of their culture.
Zingarans as a whole however, do not care for lands outside of their border. They have no desire to take new lands, invade other countries for control or start colonies. Instead they choose commercial dominance of the sea for the growth, wealth and continued independence. Most Zingarans do not choose to leave Zingara nor want to, usually only leaving by force or circumstance.
MILITARY
Each lord in Zingara maintains their own troops so that he might lend to the common cause or not depending on his own agenda. More often, they are used to engage in open rebellion against the throne. The armies of Zingara are different than standard Hyborian nations, its isolation brought about by the mountains and ghoulish forests puts Zingara into a unique cultural position. There are various types of roles within the Zingaran army, each with its own style and part to play in a battle.
The Knights: Zingara’s elite knights are just as skilled as their Poitanian enemies, and more numerous. Knights in Zingara do not take squires and must take care of their arms and armour on an almost continual basis, with olive oil being commonly used to prevent rusting. A Zingaran knight's horse becomes an extension of themselves, often being treated better than some of the more common soldiers. They fight with plate armour, a kite shield, a broad sword and while mounted will use short swords, lances and spears. Zingaran knights begin their training at the age of 18 after a minimum 2 years service in the lords military, they will then train for a further 7 years honing their craft before they earn the title of knight. Only the elite are chosen for such an honour. The king also has a unit of elite knights, known as the Royal Knights.
Noble Knights: Noble knights are lower nobles who agree to fight on behalf of a feudal allegiance and obligation. Noble knights will often wear chain mail armour, swords and a shield and fight using spears on horseback. They rarely use maces and hammers but do so with more frequency than the elite knights.
Arbalesters: Zingaran arbalesters train to contain and block the enemy infantry, with their main emphasis on swordsmanship rather than actual archery. Most lords field their own Arbalesters and the king uses his own fund to maintain a personal unit also. Arbalesters will tend to focus their fire on massed infantry or cavalry and if required, use short swords in close quarters.
Zingaran Men-at-Arms: The Zingaran Men-at-Arms are esquires who have risen from the ranks of noble-born soldiers and commoners who, through virtue of service as soldiers, have been granted noble status as esquires. Zingaran Men-at-Arms ride into battle alongside their noble leaders on warhorses, but will rarely fight while mounted. They do not use large shields and will use single bladed short arming swords and rapiers. They wear lighter armour than the knights, with the majority of steel being used on the hauberks.
Zingaran Conscripts: The infantrymen of Zingara are made from largely untrained peasants. They will go to battle due to their allegiance to their lord. They receive some training with spears and their hunting bows, but it is minimal before they are sent against the enemy. They are sent to the front lines to take the blunt from the first charges of cavalry and as long as they do so, most nobles will forgive them if they throw down their spears and flee. They use spears, bows and some use short swords with very few using shields.
Mercenaries: Zingara relies heavily upon mercenary armies, especially Shemite troops. Kings and nobles simply do not have enough forces and using mercenaries is often cheaper than paying nobles to remain in the field. Aesir infantry, Bossonian archers, Gunderlander pikemen, Aquilonian knights and Shemitish mounted archers are the main mercenaries used by Zingara and are expected to arm themselves.
SLAVERY
Slavery is very common in Zingara, whether it be from different lands after battles or the enslavement of non-mitran abroiginals. They are less seen as property to be bought and sold however, and are more of an issue of honour. The slave in Zingara is a symbol of superiority and domination by the slave owner. There is no strict line between slave and master, and slaves can even become part of the family through adoption or marriage. Slaves are a prestige symbol, to own a slave means you have conquered someone.
Character Archetypes
Due to the many choices, we advise you create the character you desire and see where they fall under an Archetype. You may also inspire yourself form an Archetype to create a character.
You will find all their descriptions here.
Alchemist
Archer
Bard
Beggar
Captain
Champion
Charlatan
Court Official
Emissary
Entertainer
Galley Slave
Healer
Highwayman
Hunter
Knight
Mariner
Master Thief
Mercenary
Merchant
Messenger
Noble
Noble Warrior
Pirate
Priest/Priestess
Sage
Scholar
Scoundrel
Slaver
Smuggler
Spy
Torturer
Vagabond
Veteran
Skills and Proficiencies;
Swordsmanship: Swordsmanship is seen as “True art” in Zingara, a mark of prestige for those who have trained in the many schools. All nobles of Zingara are taught fencing, using a circular fighting stance as opposed to running at the enemy directly. Zingaran swordsmen do not meet attacks with a counter attack, instead resort to a more defensive approach controlling their adversary’s weapon with their own before finding a chance to move back and regain themselves. Zingaran fighters are also taught a sort of detachment when fighting, looking at fights with a more logical approach. Swordplay is also emphasised in the back streets of Zingara for those who cannot afford the fencing schools. It is however, no less strict than the schools, oftentimes a skilled fighter of the lower class ends up serving in the military or police forces in an attempt to bring their family into the next class up and bring themselves a sense of honour.
Religion and Deities
Religion in Zingara brings a stark contrast to other Hyborian nations who worship Mitra. In Zingara, Mitra is the head of a pantheon,known as the Sabaoth, instead of the one true god and held as the one true faith by the Inquisition. The Sabaoth are celestial beings sprung from Mitra’s essence who were once worshipped as gods in their own right. This changed after the coming of Epemitreus, who established their true nature to the Zingarans.
Mitra: In Zingara Mitra is known as the Great Prince of Light, the one unknowable god who brought forth the Sabaoth. In Zingaran Mitraism, Mitra demands that his worshippers stand upright before him rather than prostrating themselves and does not require sacrifice of any kind. He is the god of rights and justice, his worshippers are encouraged to battle oppression and seek out justice wherever they can, however due to the complex theology of Zingara many in places of power get around this and continue to own slaves. Mitra is a warrior god, holy to soldiers and knights who are encouraged to show mercy on the battlefield. Women are forbidden from learning the inner mysteries in Zingara along with anyone who has not been initiated, a rule the Inquisition are all too happy to spread.
Epemitreus: Epemitreus was a powerful foe of Set and priest of Mitra. It is said he sleeps beneath the mountains of Aquilonia appearing to people in their dreams to spread the word of Mitra and grant resistance to Set. He is said to have appeared in the city of Salduva, where he stood upon a great pillar and spoke to the warrior Sea, who was later sainted.
Notable Locations
THE LAND OF ZINGARA
Zingara is a fertile land. Two great rivers, the Thunder and the Black, flow through it, although the mouth of the Thunder River is claimed by Argos. Zingara borders the ocean and has at least one major port, Kordava. Mountains and great forests separate Zingara from the Pictish Wilderness. These mountains are rich in tin. The Alimane River provides a border with Poitain. The border with Argos is a ghoul-haunted forest. The Zingg valley is the dominant interior feature and lies between the Black and Thunder Rivers. The interior of the kingdom is notably fertile, perfect for growing sugar cane and vineyards.
East of the Thunder River are the marches where Zingara fights back and forth with Argos for control of the lands. The fortified towns and keeps in this border region often change hands. A traveler is more likely to find a ruined or abandoned homestead than an occupied one. This area is
crossed by a caravan road that runs south from Poitain to Messantia in Argos. The road passes through a wood that lies between the coast and the hills that mark the border with Argos. Beneath the black boughs of that forest, ghouls roam at night, and it is said that deep in that wood there
are the ruins of an ancient, accursed city through which the ghouls flit like shadows. The political alliances in this area are even more fluid. As Zingara and Argos shift between war and peace, the
noble families may war against Argos one year and then ally with them the next for aid in raids against their rivals. Mercenary companies can often find work here, as some noble is almost always looking to take advantage of a rival’s weakness or shore up his own defenses. The lower Thunder
River is frequently plagued by attacks from Argos and from pirates.
The Forest of Ghouls: Near the Zingaran border with Argos, deep within the forest is the Forest of Ghouls. The forest is uninhabited with the exception of the flesh eating Ghouls that roam through the area. Within the Forest of Ghouls is the accursed City of Ghouls, an ancient city evacuated after the civil war and taken over by the Ghouls.
The Place of Skulls: On the border of Zingara and Potain lies the Place of Skulls. Many battles between the two nations have occurred in this area, leading it to be a grim region of blood, death and decay. Some stories tell that this region is haunted by those who died here, thousands of ghosts calling out.
Island of the Twelve-Eyed God: This island lies six weeks sail west and southwest of the Zingaran coast. Disloyal, sorcerous Mitran priests brought treasure plundered in Kordava to this island and fashioned from the gold an ancient monster-god idol that looks insectoid. This idol is based on a real monster that is said to dwell on the island. The temple of the twelve-eyed god is in a castle built atop an immense crag jutting out of the centre of the isle.
Rabirian Mountains: The mountain range that separates Zingara from Argos , which houses the Cave of Zimgas. It is said that within this cave lives a being only known as a “watcher”. Among the serrated peaks and crests of forest, the Saxula pass cuts into the range leading to a way into Zingara from Northern Argos. The mountains hold many precious ores and are extensively mined with mining villages lying along the foothills of the range.
Torture Rock: Located six days sail from the coast of Zingara Torture Rock, or as its more officially known Coastal Prison #4, is a massive Zingaran prison of stone and Iron. The prison is the only building on the island housing Zingara’s worst criminals. It is manned by Shemite Mercenaries under the watchful eye of a Zingaran Warden.
Trallibes: The Trallibes are islands off the northern coast of Zingara and close to the Pictish wilds. It is said to be the home of the Freebooters.
Baracha Strait: The Baracha Strait is the stretch of water separating Zingara from the Barchan Isles. An extremely dangerous place to sail through, only ships with accompanying war ships would pass through it, most choosing to try to go around. This doesn't stop the many Barachan pirates from laying claim to the goods aboard the merchant vessels that pass by.
Guarralid: Gurralid is the capital of a duchy of the same name in Zingara. It is the centre of winemaking in the country, the duchy alone making 30 different variants. The town itself is also famous for its hot baths and medicinal value with many nobles travelling to the duchy over the colder winter months.
Jerida: Jerida is a coastal city surrounded by rich, irrigated farmlands and is the capital of a large barony of the same name. The castle in Jerida sits on top of a great hill looking down over the rest of the city, surrounded by giant walls to protect the populace. The city has been on the receiving end of many sieges from the King of Zingara due to its tendency to side with whomever is warring against the King. Jerida is well known for its affinity with horses, a celebration of horses is celebrated every spring with the second castle of Jerida used as a horse market and the entire city is closed while various events take place. It is during these events that Zingarans show off their equestrian skills, with elaborate parades demonstrating the riding skills of the knights, all decked out in their richest finery before taking part in jumping contests, horse racing and pageant shows for seven days. A secret cult of Dagon runs much of the city behind the scenes. Those who belong to this cult make extreme efforts to conceal their identity, often masquerading as followers of Mitra. Only the select few who make it to the fourth mystery become fully indoctrinated into the cult and its sorcerous teachings.
Kordava: Kordava is the great walled capital of Zingara, playing host to one of the finest harbours in Hyboria lying on the south side of the Black River, home to the nominal King of Zingara. It boasts the greatest swordsman, an unsurpassed school of swordsmanship and some of the finest teachers in the lands. A fabulous marketplace stands in the middle of the city, where traders come from across the neighbouring Hyborian countries flaunting their merchandise to the wealthy nobles. The East of the city, behind the great magistrates building and administration office, holds the prison and the “Dancing Yard”. Public execution by hanging is common in Kordava and the “Dancing Yard” is where the ruling King will turn the execution into a spectacle for the public always choosing its worst criminals. Although most cities have their thieves districts, Kordava differs in its subterranean ruins from the old kingdom, when part of it fell into the sea. Many poor, homeless thieves and unwanted live below the main city where the laws of those above hold no base known as The Pit. Although the King resides in Kordava, the city is ruled by a duke just showing the complex feudal system within Zingara. Kordava also plays host to the headquarters for the Zingaran Inquisitors. Ultra loyal zealots who deem Zingaran Mitraism, the one true faith.
Salduva: Known as the White City to the people of Zingara, Shalduva is the capital of a province of the same name. The city lies between the banks of two rivers, making it difficult to lay siege. The city bolsters a great wall, an intricate sewer system, a great theatre and cobbled roads, all emblematic of this beautiful Zingaran city. Shalduva lies on a trading crossroads between the Zingaran cities Mavrit, Oto, Bulentia and Basur making it an essential hub for trading caravans passing through. The ruined town of Velkite lies not too far away, destroyed by the civil wars, which now plays host to a rogue band of beastmen. These beastmen hide in the nearby forests but are hunted by the Zingaran Cazadora. Shalduva is important due to its connection with the rise of Mitraism in Zingara. It is in the White City that Epemitreus appeared before Saint Seo while standing on a large pillar. A magnificent Mitraeum is built around that pillar and each year, 20 days after the autumnal equinox, a festival is held in Salduva to honour this miraculous event by the Zingaran Inquisitors.
Relations with Other Cultures
Zingarans hold themselves in high esteem, seeing themselves as the most pure despite having a mixed heritage. This leaves them with a backwards view on outsiders in certain aspects, usually involving them talking down to others. Where this would be seen as everyday life in Zingara, outside they often come across as pompous and rude. Zingaran women especially, find themselves needing to thread carefully when dealing with foreign races, especially non-Hyborian races. Should a woman be caught having sex a foreigner, they are usually burned at the stake along with the offending male, with any “mixed blood” children being branded as “bad” and being outcast socially and in cases physically from the tow