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16:42, 28th April 2024 (GMT+0)

A Guide to the Hyborian Age.

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GM
GM, 9 posts
Sun 23 Apr 2023
at 17:30
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A Guide to the Hyborian Age


GM
GM, 13 posts
Sun 23 Apr 2023
at 18:31
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Provinces and Nations of the Hyborian Age

The following list details each of the nations and uncivilized provinces of the Hyborian Age.  After the name of each nation or province is a description of its atmosphere, current level of technology, type of sustenance, as well as the deities most commonly worshipped there.

TECHNOLOGIES

Paleolithic: Characterized by the use of tools made from stone, wood, bone, and other plant and animal products.

Copper/Bronze Age: This refers to societies that have discovered metal working through copper.  Some of these societies have also developed smelting, which allows them to make bronze.  Many of these nations are culturally and socially similar to the Bronze Age socieites and peoples of ancient Mesopotamia or classical Greece and/or Rome.

Iron Age/Medieval: Societies that are similar to the nations of Europe, the Middle East, and/or Asia during the medieval or feudal era.  These societies have discovered the use of iron, and sometimes smelt iron into steel.

SUBSISTENCE METHODS

Hunter-Gatherer: Refers to societies who follow traditional methods of foraging and hunting.  These socieites do not domesticate or enslave plants or animals, but instead wildcraft their foods and commodities.  Some hunter-gatherer societies supplement wildcrafted foods with small-scale horticulture and forest gardening.

Pastoralism: Societies that rely on herds of domesticated livestock to meet their needs for food, shelter, and resources.  Pastoralist societies commonly herd sheep, goats, horses, cattle, and other livestock.

Agriculture: These societies rely on intense domestication and specialization of food crops, usually only a few staples as compared to the relatively rich and diverse diets of hunter-gatherers.  Most agricultural societies rely on some form of grain, be it rice, wheat, barley, oats, corn, and so on.

Pillage/Conquest: This refers to societies and groups who rely on raiding to provide much of their food.  No Hyborian Age nation relies exclusively on pillage and conquest, though a few depend very heavily upon it.


Provinces and Nations

Afghulistan
    Technology: Iron Age/Medieval
    Subsistence Methods: Pastoralism (sheep, horses), Pillage/Conquest
    Dominant Deities: Asura, Kali, others

Aquilonia
    Technology: Iron Age/Medieval
    Subsistence Methods: Agriculture, Pastoralism
    Dominant Deities: Mitra, Asura, Ibis

    Most powerful empire and civilized nation of this Age.  Aquilonia wields her legendary armies of Bossonian archers, Gunderland pikemen and Poitanian knights as the indisputably supreme military power of the Western world.  More than any other nation, however, Aquilonia lies surrounded by grim and unrelenting enemies, especially those primitive peoples so ruthlessly oppressed by this empire.  Aquilonia is a synthesis between ancient Rome and medieval France.

Argos
    Technology: Copper/Bronze Age
    Subsistence Methods: Pastoralism, Pillage/Conquest
    Dominant Deities: Mitra, Bel

    The major sea power of the Hyborian Age, proud Argos sweeps the western sea from Vanaheim to the Black Kingdoms.  Wealthy beyond its size, Argos seldom lacks for funds either to war or to weave far reaching webs of intrigue as the situation dictates.  Natural enemy of Zingara.  Argos is modelled after the seafaring Mediterranean peoples of Classical times.

Asgard
    Technology: Iron Age/Medieval
    Subsistence Methods: Pastoralism, Pillage/Conquest
    Dominant Deities: Ymir the Frost Giant

    Blonde reavers of the icy north.  The mailed warriors of the Aesir are held in check only by their equally ferocious kin the Vanir to the west, the grim Cimmerians southward, and by arcane Hyperborea to the east.  Asgard is modelled after the Scandinavian/Viking societies of the early middle ages.

Border Kingdom
    Technology: Iron Age/Medieval
    Subsistence Methods: Hunter-Gatherer, Pastoralism, Agriculture
    Dominant Deities: Various gods

    Serving as a buffer state between Nemedia and Brythunia and the more savage people of the north, the Border Kingdom was probably the last Hyborian nation to be founded.  The country also serves as a trade route for merchants trying to avoid the strict taxes of Nemedia.  A sad wilderness with deserted, disconsolate marshlands.  Sparsely populated.  Modelled after the German Baltic Sea Coast.

Brythunia
    Technology: Iron Age/Medieval
    Subsistence Methods: Hunter-Gatherer, Pastoralism, Agriculture
    Dominant Deities: Mitra, Wiccana

    Brythunia is a land of plains and horses, its people a culture of hunters and farmers, ranging their wide, flat lands ahorse and unfettered.  The Brythunian army carries forward this heritage with a large contingent of disciplined cavalry regiments.  Still, Bruthunia is split and scattered into small, widely dispersed fiefdoms.  Modelled after medieval Poland, Lithuania, and Latvia.

Cimmeria
    Technology: Paleolithic with Iron Age metallurgy
    Subsistence Methods: Hunter-Gatherer, Pillage/Conquest
    Dominant Deities: Crom, Lir

    Grim.  Moody.  Grey skied.  This is the land of Crom amid hills and mountains.  A warrior race, the Cimmerians are descendants of ancient Atlantis and only slowly being forced again into the ways of civilization after contact with the Hyborian kingdoms.  Many Cimmerians hate civilization and defend their primitive way of life to the death.  In battle the Cimmerians are unmatched in the darkly wooded hills of their homeland; few are the invading Aquilonian, Pictish, or Nordheim warriors who return from this grey land.  A legacy of hatred runs strong amongst Cimmerians for their long time enemies, the Picts.  Cimmeria is modelled after the Celts, Welsh, and Highland Scots of the Iron Age.

Corinthia
    Technology: Copper/Bronze Age
    Subsistence Methods: Pastoralism, Agriculture
    Dominant Deities: Ishtar, Pteor, Bel

    Secure behind high mountain passes lie the city states of Corinthia.  Corinthians are notable for their highly disciplined battle phalanxes and fearsome weaponry, including halberd and pike.  Despite their prowess with polearms, the fractured city-states of Corinthia all pay tribute to mighty Koth.  Classical mainland Greece inspired this nation.

Darfar
    Technology: Paleolithic with rare coppersmithing
    Subsistence Methods: Hunter-Gatherer, Pillage/Conquest
    Dominant Deities: Yog

    The sharply filed teeth of the Darfar warriors haunt the dreams of even the boldest warriors who have faced them in battle.  The Darfar are actually composed of a mix of various tribes, the Ghanata slave lords and the masked Tibu tribes foremost amongst them.  Darfar gains its name from the scattered cannibalistic grassland tribes which most often provide the drive and leadership for Empire.  Modelled after Sudan.

Hyperborea
    Technology: Iron Age/Medieval
    Subsistence Methods: Pillage/Conquest, magically-fueled Agriculture
    Dominant Deities: Louhi, Bori

    Cold and heartless, Hyperborea is ruled by grim, gaunt, albino nobles and by sorcerously powerful witchwomen.  Safe within their high stone keeps on the snowy Hyperborean plain, the Hyboreans wield power far beyond their meagre resources and small army.  This fortress of arcane power in the north is a spiteful foe to Aquilonia, and quite possibly the most dangerous kingdom of the Hyborian Age.  Modeled after Finland, Russia, and the Baltic countries of the middle ages.

Hyrkania
    Technology: Paleolithic with metal working (copper, some bronze, rarely iron)
    Subsistence Methods: Pastoralism, Pillage/Conquest
    Dominant Deities: Erlik, Tarim, ancestor worship

    Nomadic horse tribes of the interior steppes, uncivilized in all but the arts of war at which they excel.  The Hyrkanians move upon a shifting sea of unrest as turbulent as the fiery ponies upon which they ride.  The Hyrkanian tribes war constantly amongst themselves, but when united under a great chief, they destroy armies as swiftly as their horse-archers can race across their endless flatlands.  Trained from childhood in horse and bow, the Hyrkanian cavalry has been called with good reason the finest horse archers in the world.  Modelled after medieval Mongolia.

Iranistan
    Technology: Iron Age/Medieval
    Subsistence Methods: Pastoralism, Agriculture
    Dominant Deities: Various gods

    The golden land south of the Ilbars mountains is widely, albeit sparsely inhabited.  Ancient and rich, Iranistan uses the Afghuli and the Ilbars hillmen as border defenses to turn back the swift horse-archers of their long standing foes in Turan and Hyrkania.  Iranistan is modeled after medieval Iran.

Kambuja
    Technology: Iron Age/Medieval
    Subsistence Methods: Agriculture, magical means
    Dominant Deities: Ganesha

    Ruled by the god-king of the Scarlet Circle, deep in the jungle-girdled city of Angkhor crouches the hungry kingdom of Kambuja.  The Kambujans are forever locked in war with neighbouring Khitai, whose great wizards, the dragon-sons, also contest on an arcane level.  The Kambujan host fields huge war elephants, relied upon to smash the formations of Khitai in battle.  In reverence to these magnificent animals, the Kambujans pay tribute and worship to Ganesha, the great elephant-headed demon god.  Modeled after Cambodia/Kampuchea.

Keshan
    Technology: Copper/Bronze Age
    Subsistence Methods: Hunter-Gatherer, Pastoralism, Pillage/Conquest
    Dominant Deities: Gwahlur, Dagon, Derketa

    A kingdom of barbaric splendor, the Keshans are led by nobles and religious leaders who claim descent from the great people of Alkmeenon.  Keshan also has a well-drilled army patterned after the Stygian military organization.  Stygian troops often raid into northern Keshan for slaves and sacrificial victims.  Punt is Keshan’s long standing and hereditary enemy.  Modelled after Kesh, the area of Egypt around the Nile.

Khauran
    Technology: Copper/Bronze Age
    Subsistence Methods: Pastoralism, Agriculture

    Dominant Deities: Shemitish Pantheon (Ishtar, Pteor, Bel, Nergal, Set, Tammuz, Ashtoreth)
    Rich in fertile meadowlands and at the center of trade in the Hyborian world, Khauran is a petty kingdom of abundant wealth.  Khauran is well ruled by nobles of Kothic descent.  Khauran holds little regard for cavalry and knighthood, though on occasion the leaders of this nation hire mercenary horseman when they are needed.  Khauran is vassal to Koth.  Modeled after Syria.

Khitai
    Technology: Iron Age/Medieval
    Subsistence Methods: Pastoralism, Agriculture
    Dominant Deities: Yun

    An ancient empire, stronghold of the world’s greatest wizards and masters of the eastern world, Khitai has a powerful army and a strong leadership based in Paikang, Shu-Chen and Ruo-Chen.  Khitai is forever at war with Kambuja to the south, whose god-kings vie with them for supremacy in the arcane mysteries of the Scarlet Circle.  Modelled after feudal China.

Khoraja
    Technology: Copper/Bronze Age
    Subsistence Methods: Pastoralism, Agriculture
    Dominant Deities: Mitra, Ishtar

    Blessed with excellent leadership, a highly diverse and well trained army, a fertile land, and a location central to the rich southern and eastern trade routes, Khoraja is powerful beyond its tiny size.  This nation is the crossroads and melting pot of Hyborian and Shemitish culture, and it synthesizes both elements into its own unique culture.  Khoraja is nominally a vassal to Koth, though it maintains a great deal of independence.  Modelled after the kingdom of Jerusalem.

Kosala
    Technology: Iron Age/Medieval
    Subsistence Methods: Pastoralism, Agriculture
    Dominant Deities: Yajur

    The Kosalans are an ancient race, decadent but not grown soft. They are devoted to the worship of the god Yajur and their armies are an arm of that god's religion.  The Kosalans are aided by ancient magics and a fanatical if untrained populace, ever willing to fight and die in battle.  Kosala shares old ties with Vendhya through intermarriage and treaty, and can expect no invasions from that quarter.  Modeled after the ancient Indo-Aryan kingdom Kosala.

Koth
    Technology: Copper/Bronze Age
    Subsistence Methods: Pastoralism, Agriculture, Pillage/Conquest
    Dominant Deities: Ishtar, Bel, Set

    Once the mainland of the forgotten empire of Acheron, Koth is now ruled by the mad Emperor Strabonus.  While Khauran and Khoraja are historical vassals of Koth, Strabonus has also forced Ophir and Corinthia to pay tribute.  It is whispered that the Emperor dabbles in forbidden magics to fulfill his ambition: to restore the fallen empire of Acheron.  Modelled after the ancient Hittites.

Kusan
    Technology: Iron Age/Medieval
    Subsistence Methods: Pastoralism, Agriculture
    Dominant Deities: Gods of Khitai

    The westernmost Khitan kingdom, Kusan relies upon her excellent ambassadors and diplomats (easily the most adept politicians of the age) at least as much as upon her armies.  Modelled after the Kushan Empire.

Kush
    Technology: Copper/Bronze Age
    Subsistence Methods: Hunter-Gatherer, Pastoralism, Pillage/Conquest
    Dominant Deities: Set, Jullah

    Kush is a semi-civilized nation of pugnacious southerners.  Proud Kush is seldom raided, the Stygians usually preferring to take their slaves from weaker Darfar or Keshan.  Modeled after the kingdom of Kush, Nubia.

Meru
    Technology: Iron Age/Medieval
    Subsistence Methods: Unknown, probably magical
    Dominant Deities: Yama

    Meru is an isolated land in the heart of the Himelian Mountains, its origins known only through legend.  The people are ruled by red-robed priests loyal to the demon-king Yama.  Meant to represent Tibet.

Nemedia
    Technology: Iron Age/Medieval
    Subsistence Methods: Pastoralism, Agriculture
    Dominant Deities: Mitra, Ibis

    Nemedia, the central pillar of Hyborian culture and civilization, stands ever in defiance to their habitual foes, mighty Aquilonia.  The gleaming Nemedian knights are rightly proud of their army which is as diverse as it is deadly.  Nemedia is one of the most oppressive forces of the Hyborian Age, but also the forefront of Hyborian Age scholarship (i.e.- The Nemedian Chronicles).  Modelled after the Germanic Holy Roman Empire.

Ophir
    Technology: Copper/Bronze Age
    Subsistence Methods: Pastoralism, Agriculture
    Dominant Deities: Anu, Ishtar, Bel

    A kingdom of great beauty with gilded knights and high towered cities, Ophir is protected by natural boundaries of mountain and river on all sides but to the south, which the Ophirians have well fortified.  However, the kingdom lacks the will to fight dominant Koth and has been forced to pay tribute to its mad Emperor.  Modelled after biblical Ophir, a gold-mining region.

Pathenia
    Technology: Iron Age/Medieval
    Subsistence Methods: Pastoralism, Agriculture
    Dominant Deities: Erlik

    Pathenia is a "forbidden" country located somewhere within the black mountainous uplands of northern Khitai, beyond the Loulan Plateau.  The kingdom is inhabited by packs of gigantic snow-apes.  Yahlgan, the Sacred City of Erlik, is in Pathenia.

Pictland/Pictish Wilderness
    Technology: Paleolithic
    Subsistence Methods: Hunter-Gatherer, Pillage/Conquest
    Dominant Deities: Jhebbal Sag, Gullah (Jullah)

    Persistently resistant to civilizing influences, the Picts inhabit the primal forest of the Pictish Wilderness.  They are constantly slandered as violent, warlike, brutish, "savage" by the civilized peoples of the world,  but much of this violence is defensive in nature.  The Picts love their land and way of life, and fight to defend them.  Modelled after Pictish Scotland as well as the indigenous peoples of North America.

Punt
    Technology: Copper/Bronze Age
    Subsistence Methods: Pastoralism, Agriculture
    Dominant Deities: Nebethet

    The splendor of the kingdom which is Punt is based upon the bright yellow gold washed down off the central hills.  Hereditary enemies of Keshan, Punt also mistrusts the growing power of Zembabwei. If these two foes can be kept at bay, and if a trade route can be established to the gold-hungry markets of the Hyborian world, then Punt may well emerge as supreme among the Black Kingdoms.  Modelled on the ancient Egyptian kingdom of Punt.

Shem
    Technology: Copper/Bronze Age
    Subsistence Methods: Pastoralism (among desert nomads), Agriculture (among the city-states)
    Dominant Deities: Ishtar, Pteor, Bel, Nergal, Set, Tammuz, Ashtoreth

    The city states of Shem lie between the mad ambitions of Koth and the malignant arcane power of
    Stygia.  The western Shemitish states form a loose knit nation with Asgalun dominating its politics.  The eastern Shemitish states stand in alliance with each other and also with western Shem, creating a friendly eastern border.  The Shemitish Asshuri and the famous Shemitish archers make Shem’s armies very strong.  Through mercenary service in over a dozen kingdoms of the western world, the Shemitish generals have learned well the art of war.  Based on ancient Mesopotamia.

Stygia
    Technology: Copper/Bronze Age
    Subsistence Methods: Pastoralism, Agriculture, Pillage/Conquest
    Dominant Deities: Set, Derketo, Hawk-God of Harakht

    Slumbering in her desert retreats, protected behind the mighty and brooding Styx river, lies Stygia.  The ancient culture of Stygia is in decline, revolving in malignance about itself, but it is also the source of a great and evil sorcerous knowledge which may yet gain mastery over the Western world.  The Cult of Set is strongest here.  This nation is based on ancient Egypt with powerful Lovecraftian elements.

Turan
    Technology: Iron Age/Medieval
    Subsistence Methods: Pastoralism, Agriculture, Pillage/Conquest
    Dominant Deities: Erlik

    Gleaming mailed and silken-clad riders, masters of the Vilayet Sea, Turan revels in sweeping the barely contested wastelands to the west and south.  Turan, however, must bear the plague of a thousand frustrations arising from the seemingly indomitable and ever resurgent Kossaks, Zuagirs, and Vilayet pirates.  Perpetually battling raiders and quelling revolts from a hundred pinpricking sources, the rulers of Turan pass their reign in unceasing watchfulness.  Turan is a natural enemy to Iranistan and Vendhya, but stands in loose alliance with Hyrkania.  Based on Turkestan.

Uttara Kuru
    Technology: Iron Age/Medieval
    Subsistence Methods: Pastoralism, Agriculture, magical means
    Dominant Deities: Asura

    Dismissed as a myth in most regions of the world, Uttara Kuru is a land of ancient magics, misty mountains, dense coastal forest, and the strange, haunting architecture of the city of Uttara Kuru.  The people of this kingdom are fanatically loyal in defense of their homeland.  Ancient enemy of great Vendhya. Based on the medieval kingdom Uttara Kuru in north and central Pakistan.

Vanaheim
    Technology: Iron Age/Medieval
    Subsistence Methods: Pastoralism, Pillage/Conquest
    Dominant Deities: Ymir the Frost Giant

    The red-haired Vanir are isolated in the northwest and their mailed swordsmen therefore vent their warlike natures on their Asgardian kin to the east, the native Picts to the south, or less often upon grim Cimmeria to the southeast.  Many a hero of the Hyborian Age was of the Vanir.  Warriors of Vanaheim are known to be utterly fearless in combat.  Modelled after Scandinavia in the early middle ages.

Vendhya
    Technology: Iron Age/Medieval
    Subsistence Methods: Pastoralism, Agriculture
    Dominant Deities: Asura, Kali

    Vendhya is an ancient and proud kingdom, ruled by the Kashatriyan warrior caste, and strengthened by mystics adept with their own peculiar range of magics.  Vendhya is pent up in the north by the noncivilized and virtually unconquerable Ghulistan tribesmen.  To the west lies Kosala, made unassailable by the well-forged intermarriages between the two kingdoms.  To the east broods Uttara Kuru whose silvertongued diplomats and arrogant wizards have long held the weight of Vendhya at bay.  As the huge Vendhyan host continues to swell in size, like a bubble it must burst forth into empire and the day of Vendhyan glory.  Based on India.

Zamora
    Technology: Iron Age/Medieval
    Subsistence Methods: Agriculture, magical means
    Dominant Deities: Bel, Zath, Omm (declining)

    Zamora is a land of spider-haunted towers and master thieves.  The Zamoran army is adequate, but it is their spies and wizards upon which Zamora relies.  What king not departed from his sanity will risk the intrigues of Zamora, or worse yet, her assassins?  Zamora may indeed follow a shadowy path to world mastery with the aid of spells long forgotten and knives which strike swiftly in the dark.  Based on the Romani/Gypsy peoples.

Zembabwei
    Technology: Copper/Bronze Age
    Subsistence Methods: Hunter-Gatherer, Pastoralism
    Dominant Deities: Damballah

    A growing power in the southlands, Zembabwei is well-led and armed.  The Zembabwei command the great flying reptiles (called wyverns) found only in the Zembabwei heartland.  These soaring winged mounts strike terror into the hearts of all who behold them.  Based on the Munhumutapa Empire.

Zingara
    Technology: Iron Age/Medieval
    Subsistence Methods: Pastoralism, Agriculture, Pillage/Conquest
    Dominant Deities: Mitra, Ishtar, Bel

    The most powerful sea raiders next to their Argossean rivals, the Zingarans are active supporters of the Zingaran buccaneers- pirates by any other name.  Zingara is a proud and rich land, though often torn by civil strife and bitter feuds between powerful members of its nobility.  Courtly intrigues and flamboyant duels are all too common in Zingara.  Based on Spain and Portugal in the middle ages.

GM
GM, 14 posts
Sun 23 Apr 2023
at 18:35
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Races and Peoples of the Hyborian Age

Aesir
    Asgard, a far-northern mountainous nation which is permanently glaciated, is home to the blond-haired, blue-eyed Aesir, a rough hewn race of hunters and axe-wielding warriors who
    fight by day and carouse by night.  The Aesir live in tribal units and reside in timber-roofed Great Halls.

    Most Aesir worship Ymir, the Frost Giant.  They are the blood enemies of the Vanir, the red-haired barbarians of Vanaheim.  Eons of feuding ensure that there will never be an easy peace between these two peoples.

    At the close of each winter, the Aesir begin their yearly raids, riding south on horseback to pillage townships of their cattle and wealth.  Men who surrender to Aesir warriors are usually spared.  Those who resist are slain in a gruesome fashion.  Aesir rarely burn a village they plunder, preferring to leave their targets fairly intact to allow the survivors to rebuild and provide another lucrative target in the future.

    In battle, Aesir prefer the broadsword or battleaxe.  Additionally, they rely upon their chain-mailed shirts, horned helmets, and wooden shields to protect them from the weapons of their enemies.  Many Aesir learn to use the throwing axe, but most will refuse to learn the spear or bow, weapons they think are cowardly.

    Only by dying in battle, with sword or axe in hand and courage in the heart, can an Aesir find his way to Valhalla, the after-life paradise sought by all Norsemen.

    The Aesir live by conquest, but they also possess the skills to survive without raiding and taking what they want.  Unlike most other civilized nations of the Hyboria Era, the women of Asgard are respected warriors and are expected to take part in raids with the men.


Afghulis
    Afghulistan lies in the southwestern foothills of the Himelian Mountains, north of Kosala and west of Vendhya.  It is inhabited by warlike tribes of mountaineers who raid the northern reaches of Vendhya for spices and gold.  The Vendhyans say only the Ghulistani know all of the twists of the mountains and valleys of Ghulistan, knowledge which they use to lay ambushes with great effect.

    The Afghuli tribesmen are tall and powerful, with broad shoulders, brown skin, curly hair and long beards.  The harsh mountain winds dry and wrinkle their skins, giving them a wizened appearance.  They fight with the Tulwar and the yard-long Zhaibar knife.

    There are hundreds of tribes scattered through Ghulistan.  Noteworthy among these are the Afghulis, who rule the southwestern region known as Afghulistan, the Wazulis, who control southern Ghulistan near the Vendhyan border, and the lesser tribes of the Dagozai, the Galzai and the Khurakzai.

    Typically, the tribes obey a strong, charismatic warrior-leader, and follow him until he makes a mistake.  One failure, and the leader is deposed or even killed.


Aquilonians
    The mightiest kingdom of the west, the foremost of the Hyborian kingdoms, Aquilonia is a commercial and military giant.  Only Nemedia, Aquilonia's rival, boasts of a richer cultural diversity.

    Aquilonia is, overall, a land of pleasant temperate climate.  The Aquilonians are tall and varied in complexion, but all are steadfast in their devotion to Mitra.  In matters of war, Aquilonia puts their trust in a heavily armed cavalry and a strong infantry.  The Imperial troops are called the Black Legion, and the king's personal bodyguard are known as the Black Dragons.

    Tarantia, the seat of power in Aquilonia, is a center of romance, adventure, wisdom, and wit.  Tarantia also houses the grim Iron Tower, a notorious prison.

    There is a shortage of good farmland in the interior of Aquilonia because the great lords of Aquilonia have sequestered much of the cropland for personal use (such as privileged hunting preserves), creating a never-ending movement of pioneers toward the Westermarck, the frontier between Aquilonia and the Pictish Wilderness.


Argosseans
    Argos is one of the greatest commercial nations of the Hyborian Age, renowned for its maritime industry, master shipmen, and short, stocky sailors (reputedly the best in all the world).  Zingara and Stygia are its major sea-faring rivals, but Argos dominates over even them in coastwise trade.

    Its own coast is a glittering array of cosmpolitan cities and teeming ports from which merchant ships sail south to Kush and the Black Kingdoms.  The largest and richest port city of all is Messantia.  Here begins the Road of Kings, a major highway running eastward to Turan, an endless flow of river traffic from Aqilonia, Nemedia, and Ophir traveling on its winding lengths.

    The Argosseans are Hyborian, with some Zingaran and Shemitish influence.  They are dark-skinned, with thick, curly dark hair and short, stocky bodies.  Culturally, the Argosseans are Hyborian, although some Shemitish customs have infiltrated, particularly in eastern Argos.

    Argos' judges are appointed by the Argossean nobility.  The courts are well known for their corruption, siding with the wealthiest party in civil cases.  They have no compunction about imprisonment or torture for witnesses who refuse to testify.

    The Argosseans are primarily Mitra worshippers, although Bel, the Shemitish God of Thieves, is worshipped by many Argossean freebooters.  Other religions are tolerated, although worship of Set, the Stygian serpent-god, is viewed with considerable suspicion.

    Argos may have been the third of the Hyborian kingdoms to be established, after Nemedia and Aquilonia.  Argos had a long-standing feud with Zingara, based on their maritime rivalry.


Brythunians
    Brythunia is a loosely-knit Hyborian kingdom of city-states.  Its Nemedian frontier is the north-flowing Yellow River.  Another river flows eastward along the Brythunian side of the
    Graaskal Mountains and marks the northern border.

    Interior Brythunia was a land of fertile, subhumid prairies interspersed with very thick, wolf-haunted coniferous forests.

    Brythunia is primarily agricultural, with its aristocracy based upon land-owning boyars who make their headquarters in the fortified cities.  The most fertile soils are found in the alluvial deposits of the interior river valleys and in the southern piedmont.

    The folk of Brythunia have the dubious honor of serving as traditional butts of Hyborian Age humor which paints Brythunian men as thickwitted oafs and their women as saucy and willing wenches.  The women of Brythunia, mostly blonde, spirited and beautiful, are much sought after by slave traders.

    Modern Brythunians are stocky, with fair skin and blond hair.

    Most Brythunians live in small villages of wattle-and-daub huts.  In the central regions, these villages are set into copses of trees, while in the northeastern highlands, they are perched upon the tops of high crags.  Where necessary, steps and footholds are carved into the rock to ensure easy climbing, and most Brythunian villages have at least one horse-path.  In the fertile central plains, farming feeds most Brythunians, but in the highlands men hunt to survive.  Women generally remain at home, weaving, embroidering and raising children.  A Brythunian widow moves in with her husband's brother or her own family.  Brythunians live in many Hyborian cities, especially in Corinthia, where they work as skilled weavers and dyers.

    Central Brythunia is ruled by hereditary nobles who legally owe allegiance to the Brythunian king but are, in fact, independent.  This divided leadership causes many of Brythunia's problems, and puts the king into a difficult position when bargaining with the other Hyborian nations.  The Brythunian nobles bicker with one another as frequently as they ignore the throne.  The difficulty of Brythunian life prevents large standing armies, but each noble maintains a few household guards who raid neighboring steadings for cattle and sheep (or on the whim of a piqued noble).  This constant infernal strife has prevented Brythunia from consolidating into a potent nation.  The Brythunian monarch is constantly trying to make other kingdoms acknowledge his sovereignty over Brythunian territory.  However, as he has no army to draw upon, Nemedia and Corinthia generally ignore the Brythunian "King of Oafs".


Cimmerians
    Known for their strength and ferocity throughout the western world, the Cimmerians are barbarian tribesmen to whom war is the only known way to survive amidst empire and kingdom.  Few Cimmerians leave their homelands, but those who venture into the world to the south soon learn that the civilized races do not follow their own codes of honor or loyalty.

    Cimmeria is an unremittingly somber land, all of hills, darkly wooded, under skies nearly always gray, with winds moaning drearily down the valleys and its inhabitants are wont to be moody, taking on the cast of their gray skies.  The people are the direct descendants of vanished Atlanteans.  They are tall and powerful, with dark hair and blue or gray eyes.  They live in small, isolated tribes which herd cattle, grow oats and raid one another for cattle and resources.

    Cimmerians are a hunting and gathering culture, living in villages deep in the humid forests.  The people use iron weapons and have borrowed other elements from the empires to the south.

    Cimmerians respect strength and little else.  This belief is best represented by their chief god, Crom, who breathes life into humans when they are born, and gives them the strength to conquer all which they must face.  Afterwards, men and women may rely only upon their own skills to carry them through life.  Magic, they believe, corrupts the soul, and extracts a terrible price from those who practice it.

    Men can expect little pity from a Cimmerian.  A man or woman who cannot fend for him or herself is usually left to die.  Even the sick are rarely helped unless they are of the Cimmerian’s own tribe or clan.  Those children born deformed are left on the snows to die.  Invaders are slain outright.  Any companions captured by the enemy are considered dead.  In this way the Cimmerians remain strong and are not weakened by pity or remorse.

    In Cimmeria, a youth is considered an adult when he has killed in battle.  For most Cimmerians, this comes before the sixteenth birthday, either in clan-feuds or in battle against the Vanir, Aesir or Hyperboreans.  After this time, the Cimmerian is obligated to uphold custom like all adults.  Few Cimmerians live to old age.  Gray hair is a mark of respect, as it indicates that the elder has been skilled enough to survive.


Corinthians
    A land of mountains and non-descript city states held together in a loose alliance, Corinthia's main claim to fame is that the Road of Kings passes through its central country-side.  The western reaches contain rank after rank of forested ridges, extending to the jagged wall of the Karpash Mountains.

    Corinthia apparently had a separate identity as early as the florescence of Acheron.  It was subject to the latter, then "gained its independence" with the fall of the ancient empire to the Hyborians.  Some time during the 3,000 years that followed, it came under the growing hegemony of the Hyborians.

    The economy of Corinthia is both pastoral and agricultural, with specialized small industries in the city-states, including the production of wool and hand crafted musical instruments.

    The Corinthians are dark-skinned as Hyborians go, due to intermixing with the Zamorans.  They still retain the Hyborian stout build and tawny hair.

    The city-states of Corinthia have a variety of governmental styles, all based on republican theory.  Government leaders are called Senators, and their power varies with the extent of their financial holdings.  The Senate not only creates the laws, but also manages the courts and the prosecution of criminals.  The Senators commonly use their legal powers to intimidate their opponents, and each citystate in Corinthia has its own "whips," senior Senators who rule the city.

    The Corinthians are Mitra worshippers, with only a scattering of the pantheons of Shem and Turan.  There is little religious innovation, as most theological developments come from Nemedia or Aquilonia, but in some city-states the temples are a major political force.


Darfari
    The native inhabitants of Darfar, feared by the civilized peoples of the Hyborian nations.  The Darfar are actually composed of a mix of various tribes, the Ghanata slave lords and the masked Tibu tribes foremost amongst them.  Darfar gains its name from the scattered cannibalistic grassland tribes which most often provide the drive and leadership for Empire.

    These cannibal tribes practice tooth filing, and use their sharpened teeth to terrible effect in battle.  When a powerful or respected enemy is killed in war, his heart is eaten by the Darfari, who believe that to devour an enemy's soul is to internalize his power and prowess.

    Among the more peaceful and paleolithic peoples of the Black Kingdoms, the Darfari cannibal tribes are universally feared and avoided.  The people of Darfar worship the dread demon-god Yog, the Lord of Empty Spaces.


Hyperboreans
    The first of the aboriginal Hyborian tribes to discover the use of stone in building, the Hyperboreans abandoned a nomadic way of life to settle in huge walled dwellings of stone,
    consequently founding the very first, but most isolated, of the Hyborian kingdoms.

    The citadels of Hyperborea are impressive even by Hyborian standards.  They are made from mortarless stones carefully fitted together and dressed smooth to give no foothold for a climber.  The walls are turreted and crenellated, fifty feet high and twenty paces thick, giving the fortresses a squat appearance.  Windows and arrow-slits are set into the walls, too high to be entered, but low enough to allow effective defense.  The ironwood gates are protected by portcullises, decorated with protective runes formed by patterns of iron nails.

    The western boundary of Hyperborea with Asgard was the River of Death Ice, having its source in the Eiglophian Mountains.  This stream is shallow, clogged by glacial debris.  Since it is also frozen throughout the long winters, it provids an ineffectual barrier against invading Aesir.  The land of Hyperborea is wild and mountainous, gloomy and damp, its main pass ominously named Skull Gate.

    The people are pale-skinned, extremely tall and gaunt, with white hair and cat-green eyes.  Many are as tall as seven feet.  They are a superstitious lot who live as serfs in huts and hovels beyond the stone walls where they eke out meager livings from gardening the stubborn soil and herding small numbers of shaggy cattle and reindeer.

    Hyperborea is ruled by the White Hand - a coven of sorcerers not unlike the Black Ring of Stygia or the Scarlet Circle of Khitai.  The White Hand "Witchmen" are the priests and priestesses of Louhi, the ever-reincarnating goddess of the Hyperboreans, as well as accomplished sorcerers.  Their magic focuses around the cold of their land and control of the dead.  Hyperborean sorcerers are highly prized in the northern wilds, but they are little respected in Hyborian lands.

    Hyperborea also hosts several bands of hardy slave raiders who make repeated forays into Cimmeria to fill their slave pens.


Hyrkanians
    Hyrkania is a vast land of prairies, forest, and tundra.  Hyrkania is best known for its broad, barren steppes where horse-warriors, masters of the powerful double-curved bow, gallop over the great treeless tracts of land.  Living in tribal clans and led by Khans, these warriors ride on raids of plunder.

    Hyrkania has many city-states, more or less firmly under the control of the Turanian Empire.  Autonomous regions were situated along the northeastern shore of the Sea and deep into the interior, with Turanian vassals along the southeastern coast and the eastern caravan routes.

    The Hyrkanians are tall and slender, with hooked noses and brown or black hair.  Their skin is naturally light, but is darkened by the sun and wind of the steppe to a deep brown, almost like a Zingaran.  The men wear moustaches, and beards are not uncommon.

    The Hyrkanians are fearsome warriors.  Their horsemanship, combined with their carefully made saddles and skill at their chosen weapons, makes them a terrible raiding force.  They do not fight the "set piece" battles that Hyborians fight; rather, they fight when and where they choose.  A troop of Hyrkanian cavalry can travel nearly 100 miles in a day, bringing four to five horses per rider, and fight at the end of that day without resting.  When traveling, Hyrkanians do not stop to change horses; rather, the warrior vaults from horse to horse, taking his bow case and arrows with him.

    Hyrkanian archery is legendary.  Their recurved composite bow are made from wood, horn and sinew glued together, and take over a year to make and season.  The Hyrkanians get the bows from artisans who live in villages or the western slopes of the Mountains of Night in Khitai.  The strength of one of these bows is rated by the number of men required to string it.  Youths use a "one-man" bow, most warriors use a "two-man" bow, which can also be strung by one man with the aid of a special harness, and the strongest archers use a "three-man" bow.

    The Hyrkanians do not take slaves, at least not adult male slaves.  Sometimes they take young children or non-Hyrkanian concubines, but otherwise they kill those who stand in their way.  "We do not want to rule over conquered peoples," say the Hyrkanians, "but over great pastures."  The Hyrkanians have little fixed territory to defend.  Their nomadic way of life makes them immune to the territorial imperatives of more "civilized" lands.

    There is one outstanding exception to this impermanence: each Hyrkanian tribe maintains a burial ground, called a kakaba, or City of Mounds, for its Kagans and Ushi-Kagans.  The kakaba is a secret field of barrows, often concealed in the most inhospitable regions of the steppe.  As a sign of reverence to the dead, horse-riding is not permitted in the kakaba.  Similarly, it is forbidden to fire arrows into the kakaba, for fear of striking the spirit of one of the tribal ancestors.  This makes it difficult to drive invaders from the kakaba.  Although these Itakaba constitute a weakness in the Hyrkanian defense, they are not exploited: the Hyrkanians ensure that no enemy who enters the kakaba is permitted to leave alive.

    The Hyrkanians are ancestor worshippers, who respect the accomplishments of men and the Everlasting Sky.  They have no gods, as Hyborians know the term, and whatever cultural influence the Khari had upon their religion has long since been rejected.  Some of the westernmost Hyrkanians follow the deities of the Turanians.


Iranistani
    An eastern nation south of the Vilayet Sea, Iranistan is one of Turan's strongest rivals, grown rich on trade with Vendhya and the Black Kingdoms.  Its capital, glittering Anshan, is presided over by a king and is far-famed for its cultivated court, its splendid carpets, and exotic delicacies (such as the pistache nut).

    The Ilbars Mountains extend into Iranistan, and the Ilbarsi hillfolk who inhabit the towns in these mounntains are nominally subject to the Iranistani government, though they are openly rebellious, owing allegiance only to their own communities.

    The Iranistani are a short, stout, broad-shouldered people.  They have light brown skins, blue or brown eyes, and steely-blue hair (much like the Shemites, to whom they are distantly related).

    The Iranistani people are divided into myriad tribes banded together against the threat of Turan.  Although this common enemy gives the kingdom some strength, the varying origins of the Iranistani make the kingdom fractious.  Each tribe has ancestral lands which they have held for millennia.  These lands may not be tremendously valuable, nor might they be extensive, but they represent the tribe's independent spirit.  "Let the king rule in Anshan," one tribal leader has said, "These lands are ours."

    Iranistan does not have a formal legal system.  Minor infractions are resolved by the tribal leader, without recourse to "national" courts.  In more significant cases, the king's word is theoretically absolute, but a tribe who disagrees with the king simply withdraws to its ancestral lands and ignores him.  Depending upon the monarch and his state of mind, such withdrawals are viewed either as the right of the independent tribe, or as willful disobedience and treason.  The former response usually allows for resolution of the dispute, while the latter quickly involves Iranistan's soldiers in putting down the "insurrection," further weakening the nation.

    The Iranistani gods comprise a myriad of tribal deities and heroes mixed with ancient sects of Hyborian or Vendhyan gods.  There is no "state religion" in Iranistan; the temple district of Anshan is a confusing maze of tiny hut-shrines beside huge stone temples.  The strength of a given cult is directly tied to the associated tribe's favor with the king.

    Drujistan, the land of demons, is a wild and barren region of black rock in the southern Ilbars where a ghoul king once built Yanaidar, a haunted city.  One cult within the borders of Drujistan is the Yezmites, or the Sons of Yezm.  This cult has its roots in the pre-Cataclysmic Society of the Hidden Ones, a sect of assassins who used their dreaded Flame Knives to sway the destiny of empires.  Yezmite assassins are blamed for the deaths of King Yildiz of Turan, King Satish of Vendhya (father of Bhunda Chand and the Devi Yasmina) and Kobad Shah of Iranistan.  Their acts are marked by the stealth of their assassins and the poisoned daggers they use.  The daggers have blades shaped like a many-tongued flame.


Kambujan
    The Kambujan people are ruled over by the god-king of the Scarlet Circle, one of the most powerful and terrifying sorcerers of the Hyborian Age.  The Kambujan people are primarily peasant farmers and vassals to the Scarlet Circle.  Those of higher status and training serve in the Kambujan military, either as footsoldiers or as elephant riders.  The primary de facto religious organization of Kambuja is the deification and near-worship of the god-king and the sorcerers of the Scarlet Citadel.  However, nominally and socially, the majority of Kambujan religion is dedicated to the worship and ceremonies of the elephant god Ganesha.  A priestly caste of zealous eunuchs serve Ganesha, gelding themselves of their "trunks" in ritual sacrifice to their patron.  Although Kambujan interact little with the western Hyborian nations, when they do travel westward, they are noted by Hyborians and other westerners as being calm and tranquil of manner, and quiet in their disposition.


Keshani
    The people, culture, and social structure of Keshan are intimately similar to those of Stygia.  The most notable and vital difference is that Keshan harbors no faith in the snake god Set.  Instead, the people of this Stygian rival serve the gods Gwahlur, Dagon, and Derketa.  For more on the culture and peoples of Keshan, see Stygians.


Khaurani
    The people, culture, and language of this nation are almost entirely Kothic.  For information on playing a Khaurani character, see Kothians.


Khitani (Khitai and Kusan)
    Khitai is the mysterious land of the East, home of powerful sorceries and ancient mysteries.  Khitai is nearly legendary to the average Hyborian, although the more easterly peoples (such as the Turanians and Vendhyans) maintain considerable commerce with the kingdoms of Khitai.

    Khitai's borders are ill-defined, as no other "kingdom" lies near it.  The Khitans themselves mark their western boundary at the Great Wall and the mountains upon which it is built.  This mountain range runs north to the trackless, icy wastes, and south to the Southern Sea.

    Over the centuries, the peoples of Khitai have merged into a homogeneous race: slender, of medium height, with parchment-yellow skin, narrow eyes, sharp features, high foreheads, and oval faces.  Some regional variation exists (Southerners, for example, tend to be shorter and thicker about the waist), but the distinctions are almost invisible to Westerners.  (They are very visible to the Khitans.)

    Khitan behavior is wrapped in complex ceremonies.  Each member of Khitan society has a place in the structure and codes of behavior which must be followed.  These codes do not prevent personal initiative.  The Khitans believe that those who best obey the codes will be rewarded by the gods.  From this, they deduce that "the winner was right," and this success-oriented approach gives them a penchant for treachery and double-dealing which would cause a Hyborian noble to blanch.

    One confusing aspect of these codes is the extreme politeness of the Khitan demeanor.  Most Western traders find this unctuousness irritating, if harmless; successful traders recognize the traps concealed in this veneer of respect and watch their backs.

    Khitan law flows from the overlord of the city-state.  The overlord makes the laws and often personally judges major criminal cases, although most overlords appoint jurists to try and punish criminals.  Fines are common, although for serious crimes or those who upset the status quo, mutilation and death are the usual punishments.  Unlike the Hyborian lands, where judges are often subject to financial influence, it is very difficult to bribe a judge in Khitai.  On the other hand, a judge is often subject to the political concerns of his clan or faction, and may well ignore the law and the truth to accomplish some "higher" political purpose.

    Just as Stygia has its Black Ring, and Hyperborea its White Hand, the sorcerers of Khitai are bound into a brotherhood of power: the Scarlet Circle.  The Circle, like its counterparts in the West, is a hierarchy of dominance.  Each wizard is served by those weaker, and in turn serves those more powerful in the sorcerous arts.  At the pinnacle of this pyramid stands the sorcerer Yah Chieng, ruler of the city-state of Paikang, whose demons and sorceries are feared by all the East.


Khorajans
    The nation of Khoraja is one of the wealthiest and most prosperous nation of the Hyborian Age, largely due to its central location.  The primary trade route between the eastern and western nations of this Age flows through Khoraja, and likewise the cultures and customs of myriad peoples also pass through this small country.  Just so, Khoraja is wealthy from taxation and tariffs, and it thrives culturally.

    The Khorajan people are a perfect synthesis between Shemitish and Hyborian culture, though they are primarily Shemitish in appearance.  Likewise, the architecture, customs, art, and religion of Khorajans are also a blend of Shemitish and Hyborian elements.  Khorajans primarily worship the gods and goddesses of the Shemitish pantheon, although Mitra has a strong following in the country as well.

    Many Khorajans are of the commoner class.  These Khorajans are skilled laborers, farmers, animal herders, and petty junk sellers.  The bulk of Khorajan society is made up of the wealthy merchant class.  These traders have access to the finest goods from both the east and west, and make a tidy profit selling to locals and foreigners alike.  The rest of Khorajan society falls into either the nobility or the military, and sometimes both.

    The nobility of Khoraja are similar to the nobles of most other nations, using a series of lordship titles and peerages to demarcate power, prestige, and land holdings.  The highest of the nobility is King Khossus and his sister Princess Yasmela (who is sometimes acting queen).  All the people of Khoraja - even dissident elements and anti-monarchists - universally agree that Yasmela is one of the most beautiful, intelligent, and capable leaders of the Hyborian Age.

    The military of this kingdom, though much smaller than the militaries of other nations, is mighty and diverse for its size.  It is also unique in that women are allowed and encouraged to serve their nation, placing no limitations on how high they may rise in the ranks.  The backbone of the Khorajan military are the spearmen, sons and daughters of disgraced nobles and ambitious commoners.  The spearmen of Khoraja are despised by the other ranks of the military, though they are beloved by the Khorajan people.

    Above the spearmen are the Khorajan light cavalry, led by the Shupras.  Khorajan light cavalry ride light, swift ponies and wield powerful recurve short bows.  The highest echelon of the Khorajan military are the knights, noble land owners and lords who know no fear in combat.  They are led by the Count Thespides, a skilled warrior and dandy who covets the Princess Yasmela's favor.


Kosalan
    Besides the arena of religion, the people and culture of Kosala are very similar to those of Vendhya.

    Religiously, Kosalans are singleminded and righteous in their devotion to their god, Yajur.  This demongod is among the most bloodthirsty of the Hyborian Age deities.  Kosalans take captives in battle and from slave populations, and strangle these unfortunate victims as offerings on Yajur's red-stained altars.  The Kosalan populace serve Yajur blindly, obediently, and without hesitation.  All Kosalan commoners are expected to serve in the Kosalan military in Yajur's name, and they do so with fervor.  Those who do not serve in the military arm of this god's army advance Yajur's goals by more sinister means.  These are Kosala's witchmen and witchwomen, powerful sorcerers feared throughout the world.

GM
GM, 15 posts
Sun 23 Apr 2023
at 18:36
  • msg #4

Races and Peoples of the Hyborian Age

Kothians
    Koth is one of the oldest countries of the West, pre-dating the Hyborian invasions.  Despite its landlocked status, Koth is among the greates commercial nations of the age, dominating much of the overland trade route.

    The land of Koth includes meadows in the west and farms to the east, and at least one thousand miles of hills seperating the Kothian Uplands from the pastoral lands of Shem.  The Flaming Mountains, an impenetrable volcanic range, lie in these hills.  Shamla Pass to the east is the most important break in the extensive Kothian Hills and Escarpment, though a second pass is thought to exist near Eruk in Shem.

    The Capital of Koth is Khorshemish, a walled city of spires, minareted mosques, markets and broad white streets.  It is dubbed The Queen of the South.  Less splendorous but equally prosperous is the city of Khrosha, another of Koth's major cities.

    The Kothians are a mixed people of Hyborian and Shemitish strains, with a touch of Stygian blood.  They are of medium height and build, although many tend to be overweight.  Their people are much like those in other Hyborian nations, albeit more heavily taxed.

    The current King of Koth, Strabonus, is notable for several reasons.  He has repeatedly broken treaties with Ophir, Shem, Corinthia and Nemedia; he has invaded Argos twice, and Shem and Ophir once each.  Most serious, however, is his association with the sorcerer Tsotha-Lanthi.  This secretive being inhabits the Scarlet Citadel, which adjoins Strabonus' palace in Khorshemish.  Tsotha-lanthi's citadel contains horrors that those few who have entered and returned only hint at.

    Kothians worship the gods of Shem, and chiefly the cult of Ishtar.  This worship, however, is still tainted with the beliefs of the ancient kingdom of Acheron, giving Kothian religion a Stygian cast.  Mitra is not popular in Koth.


Kushites (Kush, Punt, Zimbabwei, Black Kingdoms)
    The Kushites are the black tribesmen most often encountered in Kush, Punt, southern Stygia, and the Black Kingdoms.

    The peoples of the Black Kingdoms live in loosely organized tribes in villages hidden away in the jungles of the south.  Notable exceptions to this are the kingdoms of Keshan, Punt and Zembabwei, as well as the Stygian-influenced kingdom of Kush itself.  Several large tribes of Kushites dwell among the deserts along and below southern Stygia, but most of these are nomads, who wander from one area to the next.

    The Black Kingdoms are dotted with huge pre-Cataclysmic cities.  Some are abandoned, empty ruins buried in impenetrable jungle; others retain small remnants of their original populations, sometimes horribly changed over the millennia; yet others are occupied by small groups of modern people who fled from the "civilized" lands and took refuge in the ancient citadels.

    The peoples of the Black Kingdoms are black-skinned, with many variations in height, skin color, etc.  Their eyes are brown or green, and they are strong, tall and usually very lean.  They have little chronic disease, and those who do take ill are treated by Kushite healers, well-versed in medicinal plants and fungi.  In Kush, the common people are dark-skinned (as in the rest of the Black Kingdoms), but the Set worshipping ruling class are the light-skinned racist descendants of Stygian lords.

    Tribal Kushites are adept at the use of the bow and the spear.  Their communities govern themselves, sometimes with the advice of an elder or shaman.  They worship many gods and plants and animals, many of whom are known only to specific tribes.  Most of these gods are believed to dwell near the villages of their worshippers and will come forth to protect the tribe, or punish it, should the need arise.

    Each tribe has a distinguishing ritual scar or tattoo which identifies its members; in a society where little clothing is worn, such marks make it difficult to infiltrate an enemy tribe.

    Due to racist and nationalistic propaganda, Stygian slavers enslave a great many Kushites.


Nemedians
    Among the Hyborian kingdoms, Nemedia is second only to Aquilonia, chafing that they are in the shadow of that rival nation.  Despite ancient enmity and sporadic wars, the two nations remain locked in a diplomatic and military stalemate.

    Nemedian civilization is of great antiquity and sophistication.  She is well situated geographically to fend off invasion, making her territory secure.  Possibly the first Hyborian
    nation, Nemedia nurtures a tradition of intellectual inquisitiveness and scholarship.  The greatest historians and philosophers of the west hail from Nemedia.  The liberal atmosphere engendered by academic inquiry also accounts for Nemedia's tolerance of a broad range of religious sects outside the state-endorsed worship of Mitra.

    All citizens must plege allegiance to the king and are subject equally to the country's code of laws.  These laws are administered by Inquisitorial Councils and Courts of Justice, which, to their credit, exonerate the innocent as often as they convict the guilty.  Debtors are dealt with harshly, branded on the shoulders and sold as slaves.  But slaves are well protected by law.  The capital of Nemedia is Belverus, a city surrounded by rich croplands and orchards.

    Nemedia has long been Aquilonia's primary rival.  Many of Nemedia's political efforts are directed toward demonstrating that Nemedia is more important than Aquilonia.  However, despite Nemedia's cultural depth and intellectual freedom, the land simply does not have the raw materials which Aquilonia can provide.  This continued rivalry has left the two kingdoms stalemated.

    Nemedia maintains the feudal hierarchy more strictly than in other Hyborian nations.  All citizens have a place in the feudal hierarchy; they must swear allegiance to their overlord, and they hold specific obligations and rights under Nemedia's detailed feudal code.  Fiefs and noble offices are passed from father to eldest son, on the basis of blood ties alone.  Should no son be available to take the throne, complex rules of consanguinity are invoked to determine the proper heir.

    Noble birth is also a prerequisite for many positions of state.  Only those with noble lineage are permitted to hold high ranks in the army, to serve on the Courts of Justice, or to head an Inquisitional Council.

    Only in the field of scholarship are bloodlines ignored, although a noble's sponsorship is required to get any scholarly grant from the Dragon Throne.

    Nemedia is a society of inquisitiveness and scientific learning.  The greatest scholars of the West are employed by the Dragon Throne to produce theological, scientific and historical works.  Included in these are the Nemedian Chronicles, a running historical record produced by the Court Historian of Belverus.  The Chronicles are startling in their lack of bias, and it is to The Nemedian Chronicles that we owe our knowledge of the Hyborian Age.

    Slavery is more liberal than in most Hyborian nations.  The law protects slaves from excessive cruelty by their masters, and permits the children of a slave and a free person to remain free.  Slaves, even debt-slaves, may be released by their masters, although many would refuse such an offer.  In Nemedia, many would rather be well-fed slaves than starving freemen.

    Nemedia is the most liberal of the Hyborian kingdoms when it comes to religion.  In addition to Mitra worship, which is the nominal state religion, Nemedia supports philosophical orders such as the Skeptics, as well as temples to the Shemitish deities and the mysterious cult of Ibis.  This religious chaos is one of the sources of animosity between Aquilonia and Nemedia.  The temple of Mitra in Aquilonia has near-total control of the religious life of Aquilonia's citizens, and over the centuries have pressured Aquilonia's kings to sue with the Dragon Throne for similar concessions in Nemedia.  Interestingly, and against prevailing racial stereotypes of the Hyborian Era, the world's most renowned
    and accomplished thief - known as Taurus of Nemedia, Prince of Thieves - hails from this nation of scholars and knights.


Ophirians
    Ophir is the wealthiest of the Hyborian kingdoms.  It does not have the population or the agricultural base of Aquilonia or Nemedia, but it has something of great value: gold mines.

    Ophir is mostly rolling plains, with forested regions throughout.  In the east, it turns mountainous, merging into the rocky Nemedian-Corinthian border at its eastern end.  Ophir is slightly rainy, with western storms pouring along the western edge of the mountains.  There is little snow, except on the highest peaks, but the winters can become bitterly cold, with sudden drops below freezing.

    Ophir abounds in gold, silver and gems.  Some of the finest jewelers in the West reside in Ophir (where their raw materials are in the most abundance).

    Ophir has a Hyborian culture, very similar to that of Aquilonia.  The most striking difference is the presence of wealth among the populace.  Ophir's military wears gilded armor, and almost every bourgeois person has a sizable quantity of gold jewelry and gemstones.

    This wealth, and the associated standard of living in Ophir, has given the Ophireans a reputation for generosity unsurpassed among the Hyborian nations.  It is said that no one goes hungry in Ophir, and that no one sleeps in the cold.  Though this is a slight exaggeration, it is true that the Ophireans are free with their belongings, and their "charitable contributions" to other nations are unsurpassed.

    The Ophireans are devout Mitra worshippers, although this belief is tempered with more religious tolerance than is seen in Aquilonia.  Nature worship has a following here, but it is limited to the more remote villages and towns.  And in certain towns and cities, the Shemitish deities have a tenuous foothold.


Picts, Pictish
    The Pictish Wilderness, or Pictland, is the last remnant of the great uncivilized West which remains after the Hyborian invasion.  This region, which once stretched from the Western Ocean to the borders of ancient Acheron, is now reduced to a strip of wilderness a tenth its original size.

    Pictland is bounded on the north by the Eiglophian Mountains, on the east by the Black River, on the west by the ocean, and on the south by Zingara.

    The Pictish Wilderness is virgin forest, filled with oaks and maples, and haunted by creatures thought extinct by the Hyborian world.  Hyborian scouts have reported saber-tooth tigers, giant pythons, apes and stegosaurs, as well as the more usual wolves, bears and elk.  Nearly any forest creature (either modern or prehistoric) might be found somewhere in Pictland and the Pictish forests could conceal anything.

    In addition to the wide variety of normal animals, there are many creatures in the Pictish Wilderness who "remember" the worship of Jhebbal Sag.  Such animals are slightly larger and more intelligent than normal, and are more easily controlled by Pictish shamans.  The Picts worship the Animal Gods of the pantheon of Jhebbal Sag.

    Picts are a non-civilized people, short and swarthy, with broad shoulders, deep chests, and black eyes and hair.  Their culture is focused around sustainable living, stone and bone tools, and only occasional us of "modern" weapons either bought from the Zingarans or stolen from Aquilonian troops.

    The Pictish tribes are very independent of one another.  Each tribe is named for its totem animal, such as: Eagle, Hawk, Turtle, Bear, Wolf, Wildcat and Raven.  Tribes are ruled by a chief, who is usually both the best warrior and a skilled mediator of inter-tribal conflicts, with the cooperation and support of the tribal shaman, although every individual has a say in decision making.

    Picts are consummate hunters and trackers.  They have no agriculture or animal husbandry; their dinners are brought in through their hunting skill alone.  They are also nearly invisible in the woods.  For this reason, all Aquilonian border forts have a large ring of bare "killing ground" to prevent Pictish ambush.

    Picts have no understanding of Hyborian chivalry.  To a Pict, there is nothing wrong with sneaking up on your enemy and slitting his throat before he knows you are there.  On the other hand, Picts in pursuit of an intruder run screaming through the forest as they get close, to bring fear to their enemies.  Pictish weapons are the bow and the cast spear, the war club and the hatchet.  They have little use for Hyborian swords and battle axes, although they prize steel daggers and hatchet heads.  They wear no armor.

    Not all Pictish relations are hostile.  Zingarans occasionally sail north, trading Kushite ostrich plumes, jewelry, and weapons for skins, copper ore, and gold dust.  Such trading is not without risk.  A careless captain can quickly find himself on a sacrificial altar with Pictish hands at his ship's tiller.

    Picts take heads for trophies, hanging them inside their huts or binding them to the altars of their villages.  The Picts believe that if they bring the head of their enemy home, the spirit of the enemy will be forced to serve them in the afterlife.


Shemites, Shemitish
    In the vast land of Shem, despotic kings rule stately city-states in luxurious, sensual splendor within walled palaces in the west, and lean nomads in camel's hair tents rule the arid desert sands to the east.

    The coastline has few harbors, thus overland trade is the true lifeblood of the nation.  Criss-crossing the land in all directions are the famed caravan routes, ever-traveled by camel trains.

    The people of Shem are generally of medium height, broad shouldered and solid, with hooked noses, dark eyes, and blue-black hair.  The men sport thick, curled beards and are famed as archers, selling their skill at bow to many a Hyborian army.  Primarily these people are herdsmen and farmers.  An industrious, clever people, they manufacture textiles and pottery.

    The Eastern Desert of Shem is the home of the Zuagir nomads, aggressive raiders whose desert-bred horses are the finest in the world.  These nomads are not aligned with any of the city-states, and are often in conflict with urban lifeways.  They raid Shemitish, Zamoran and Turanian caravans and steadings for their food, weapons and wealth.  Much of the mercenary work available in eastern Shem is due to fear of the Zuagir, and the kings of Turan have repeatedly sent forces to eliminate the Zuagir.

    Shem is the birthplace of the Shemitish Pantheon of gods and goddesses, now widespread across all the civilized nations of the Hyborian Age.  Most Shemites worship the female Earth Mother Goddesses whom they deem responsible for their lands, their herds, and their families.  Chief of these are Ashtoreth, Derketo, and Ishtar.  Pteor, Adonis, and Bel of Shumir are popular male gods.

    Though the rival city-states are polytheistic, each has its own patron deity.  Ishtar and Bel (the god of thieves) are by far the most prevalent and widely worshipped Shemite deities.


Stygians
    Known as the "Serpent of the South", Stygia is a decadent theocracy and is characterized by being xenophobic, inscrutable, and obsessed with the subjects of death and immortality.

    To the Hyborian races, Stygia represents a sinister, sorcerous menace, a black land of nameless horror whose cult of the fanged serpent god, Set, is looked upon with cold dread.  To the Stygians, the Hyborians are heathen fools.

    Stygia came into being when the ancestors of modern Stygians drove westward and conquered the land from the snake men who built the black pyramids and the haunted tombs beneath them.

    Contemporary Stygians are a mysterious people whose society is strictly organized in a class system dependant, by and large, upon physical types.  The royalty and the most ancient nobles are relatively tall people with black hair and fair skin.  Below these, the ruling elite of aristocrats and a powerful middle class are dusky-skinned, hawk-nosed men, haughty of mien.  The lowest classes are peasants and slaves of hybrid stock, a mixture of Kushite, Shemite, Hyborian, and Stygian ancestry.

    Stygian society is dominated by the priesthood.  The chief god of the Stygians is Set, the Serpent God, whose influence has stretched from the lands of Stygia into nearly all other lands.  The population is notably small, for, despite its size, there is little arable land, and that is mostly along the banks of the River Styx (also called Nilus).

    Rarely will a Stygian venture from his own lands.  Even more rarely will an outsider enter his, as it is death for one who is not a Stygian to enter a Stygian city.  Any wanderers found inside Stygian territory are killed.  This may be done unceremoniously, or it may involve a sacrificial ritual.  The Stygians have never been known to allow captured trespassers to live.  The only exception to this rule is the harbor-city of Khemi, where foreign merchants are permitted during the day, but must return to their ships at night.

    The Stygians have developed an economy based on nomadic herding, fishing, and harvesting the palm date; major industries include the production of sorcerous charms and amulets, as well as drugs and pharmeceuticals for both medicinal and magical use.  Silk and steel arms are also manufactured here and are sought after for trade by the merchants who travel the numerous caravan routes across the nation.

    The Stygians are less effective with iron than the cultures of the west and far east, but they are great masters of bronze and ivory.  Their treasures are ancient, and tell of a time when Stygia was far grander than the dusty ruins found today reveal.  Their land is one of forgotten mystery, but it is known that their armies are well organized.  In generations past their tall and muscular warrior castes have swooped across the desert in their bronze and brass chariots and inflicted grievous damage upon the Shemite ranks that
    stood against them.

    The ruler of Stygia is always the one most favored by their god Set.  Legends of the Stygians tell that before the times of men, the serpent-men ruled Stygia.  They are seen as ancestors of the Stygians, and are treated as holy demi-gods.  To the outsider, the beliefs of the Stygians seem strange.  The dead are mummified in long, involved rituals, which call upon the spirits of the underworld to perform many of the required tasks.  The tombs of the Stygians are not like the tombs of other grand empires.  They lack the masses of wealth which other races place within their graves.  The dead of Stygia rest guarded by spells, and are buried with the scrolls and potions needed to return from the dead whenever their spirit is disturbed.


Turanians, Turani
    Splendor of the East and Mistress of the Vilayet, Turan is fiercely proud of its Hyrkanian heritage.

    Perhaps the greatest empire ever to rise in the Hyborian Age, Koth, Shem, Brythunia, and Zamora all pay tribute to the Empire of Turan.  The chief gods of the Turanians are the Living Tarim and Erlik.

    Turan is the wealthiest realm west of Khitai, with the possible exception of Vendhya.  It has many ports along the eastern and western shores of the Vilayet and is mistress of the inland sea.  Its capital, Aghrapur, is the most glorious and populous city, extending from the sea to far inland.  The huge, magnificent palace of the Emperor is called the Sunrise Court.

    The Turanian marketplaces are always filled with "human trade goods" and one can purchase slaves from Brythunia, Zamora, Ophir, Kush, Shem, and Stygia.  The Turanean people are a self-assured lot, proud of their splendid nation, and supportive of their government's policies of imperialism.  They despise Kothians, viewing them as needlessly arrogant and insulting.  On more than one occasion, Turani warriors have killed lone Kothians who insulted their honor.

    Women in Turani society wear veils and are not allowed outside during the hours of darkness.  They may only converse with men when approved by the head male of their family.  All Turani women are married under arrangements made by their fathers.  No other person may make such decisions.  If a man is killed before his daughter reaches the proper age, the decision rests with the eldest son.  All Turani men of wealth maintain large harems populated with as many foreign women of beauty as they can obtain.

    Strong women from Turan and other societies, and their rare few like-minded male allies, find this despicable.

    Most Turani who do not live in the cities are shepherds and trade in animals rather than material objects.  Despite this, some merchants do manage to gain significant wealth, particularly due to Turan's position on the trade routes between east and west.

    Whenever two nomadic clans meet, each slaughters one of its animals to prepare a meal for the leader of the opposite clan.  In this manner, they honor each other.  Richer clans may also exchange gifts, although this usually only occurs when the two clans share roughly equal wealth.  Otherwise, the richer clan gives a substantial gift to the poorer one.

    Any traveler who wishes protection may seek to join a Turani clan.  None who requests protection will ever be denied, but the traveler must surrender all of his weapons and follow all instructions from the clan’s leader.  The ambitious Turanians (often calling themselves Hyrkanians, after their ancestor race) made forays in all directions as they attempted to enlarge their empire.  They have usurped most of the important caravan cities of the Eastern Desert, crowded the eastern frontier of Zamora, taken over the caravan route to the Far East with the assistance of their kinsmen, the Hyrkanians of the far eastern steppe, and even invaded Vendhya.

    King Yezdigerd, monarch of the Turanian Empire, is one of the wealthiest and most powerful actors in the Hyborian Age.  His ambitions for conquest and territorial expansion are bolstered by his tremendous financial resources and his zealous troops.


Vanir
    Vanaheim is westernmost of the nations of the Far North, lying west of Asgard and North of Cimmeria and Pictland.  The Vanir are a red-haired people, worshippers of the god Ymir, Lord of the Giants.  It is Ymir who gives them strength in battle and fuels their drive to defend their homeland.

    Vanaheim is a somber country, mostly a bleak tundra plain that is snow-covered through the long winters.  Swampy taiga forests clothe its high southern regions thinly.  Glaciers creep down from the Eiglophian Mountains in the south and the Blue Mountains on the frontier with Asgard.  Far to the north are more mountains, crowned with a permanent ice cap.

    Fierce storms come from the Western Ocean as well as the icy north.

    The most inhabited part of Vanaheim is along the western coast.  There are numerous villages there where the people survived by beachcombing, fishing, and hunting marine and land mammals.  Children collect seabird eggs from the rugged cliffs of the seacoast.  The lands there are less barren of life than those of the interior, since the sea moderates the climate.

    The Eiglophian uplands of southern Vanaheim support a considerable population, and Cimmerians and Aesir conduct raids there.  Legends said that Ymir, the frost giant, lives in the northern mountains of Vanaheim.  Ymir and his daughter Atali are the dominant deities of Vanaheim.

    The Vanir live in snow-covered lands and are winter-bound throughout the majority of the year.  During the warmer season they venture from their homes to prey upon the civilized peoples around them.  In this fashion, they believe, year by bloody year, they will eventually purge the world of their blood enemies, the Hyperboreans.

    Vanir raids are known to be especially brutal.  The Vanir are famed for burning all they cannot carry away with them.  Vanir dislike intrusions into their territories and will always destroy any settlements which come within several days’ march of their villages.


Vendhyans
    Vendhya is a land of ancient gods and jewels.  Vendhya is a roughly triangular peninsula lying between Kosala and Khitai, south of the Himelian mountains.  Vendhya is tropical, with wide expanses of untamed jungle.

    Vendhya is a fertile land, except in the stony regions of the Himelian foothills.  Vendhya's agriculture is well-developed, and there is also a thriving industry of silk and woven products, especially carpets.  In the north, mines provide copper, silver, gold and iron; the southern coast, however, has poor seaports, making most of Vendhya's trade overland.

    Vendhya's jungles provide a variety of fascinating life.  Elephants, tigers, panthers, cheetahs, gazelles and gorillas can be found, and beautifully colored birds fill the trees.  Yaks and oxen wander through the highlands of the north, and some have been domesticated by the hill peoples.

    Vendhyan products include herbs, spices, sandalwood, jade, mother-of-pearl and other natural substances worked into intricately carved pieces of distinctive beauty.  Vendhya is also the source of several drugs, including various forms of lotus blossom.

    Vendhya is a stratified society, much like Turan, only older.  Heading the kingdom is the ruler/scholar caste, the Brahma, made up of the nobility of the original invading Hyrkanian tribes; below them is warrior caste, or Kshatriyas, also of Hyrkanian descent who rule and serve in the armies; below them lie the craftsmen and townsmen, called Vaisyas, who provided the backbone of the Vendhyan manufacturing economy; and finally, the Sudra, or peasants, the most populous caste.  Below them all lie the Untouchables, Vendhyans whose lowly birth leaves them with the task of cleaning up garbage and corpses.

    In theory, birth determines caste.  In practice, over the millennia of the Vendhyan civilization, there has been so much interbreeding that there is little outward distinction between the members of the various castes.  All Vendhyans have light brown skin; they tend to be short and stocky, with round heads.  The Kshatriyas tend to be more slender than average for a Vendhyan, with a characteristic hooked nose.

    The Vendhyans are well versed in the arts of treachery and double dealing.  It is said that every Vendhyan spies for at least two others, and often for more.  Their treacheries, however, are less devious than those of Khitai; the Kshatriyan code of honor remaining from their Hyrkanian origins deplores direct lies, and most Vendhyan deception consists of the "truth not told", or the careful shading of words to give impressions, without actually lying.  Spying, per se, is not considered treachery; the Vendhyans themselves know it goes on, and it makes the sharing of a secret all that more meaningful in Vendhya.  "The whole truth is a gift for your dearest friend alone," says the Vendhyan proverb.

    Vendhyans worship their own pantheon of gods.  There are many holy men among the Vendhyans who travel from village to village, demonstrating their mystic power to the gathering crowds and performing strange feats for all to view.  The villagers pay what they can for these miracles as a sign of respect for both the men and the gods they represent.  They believe some holy men to be nature spirits, who walk among men to inspect the human domain.

    The Vendhyans worship both the Elder Gods of the Earth and Heavens and the Gods of the Other Worlds.  Foremost of these is the god Asura, who teaches that all beings reincarnate, and that the purpose of life is the paying of the karmic debt against the soul.  Each evil act extends the cycle of reincarnation; each good act shortens it.  Other gods include Hanuman, whose children are the great apes of the jungle, Ganesha, the great elephant god, and Kali, who drinks human blood and feeds on living hearts.

    One of the most disturbing customs of the Vendhyans is the requirement that noble women must be burned alive on their husbands' funeral pyres to demonstrate their devotion to their husbands in death as well as life.  Vendhyans are allowed many wives, but only the first wife is required to engage in this practice.  Vendhyan women may also take many husbands, particularly those in lower castes.


Zamorans
    Zamora is a mysterious land, a buffer zone between the Hyborian nations of the West and the Hyrkanians of Turan, with a culture which is part of each, and part all its own.  Its people are disdained by both sides, and even considered "evil by birth" by the Hyborians.

    Zamora is an arid, infertile land.  The locals live by herding sheep and cattle, which thrive on the thistly scrub of the region, or by mining for tin, copper and other metals.    Despite the number of mines, no gold or silver has been found in Zamora.

    The Zamorans are a short, dark-skinned race with dark eyes, jet-black hair, narrow features, and stunted limbs.  The Zamorans have a reputation for cruelty, disloyalty and greed.  This reputation is only partially earned.  Zamoran attitudes reflect more of self-interest than of the high (but often ignored) ideals of the Hyborians.  The people are insular, although the increased trade along the Road of Kings has done much to increase Zamoran contact with the Hyborians and Turanians.

    The nobles are the law in Zamora.  Sentences are maiming or death, with all property confiscated by the noble.  Appeal to the king is allowed, although sentences are usually carried out quickly enough to make appeals futile.

    The Zamorans worship many divinities.  Some are local, embodying natural forces or places, such as Zath, the spider-god of Yezud, and the older arachnid deity, Omm.  Others are imported, such as Bel, Shemitish God of Thieves, patron of the city of Arenjun.


Zingarans
    Zingara was founded by people who were an admixture of Zingg Valley folk (possibly of Shemite origin), invading Picts, and Hyborian tribes.  Most historians place the Zingarans among the Hyborian peoples.  The Zingarans are agricultural, maritime, and pastoral, ruled by petty princelings only nominally subservient to the capital of Kordava.

    Bordered by the Shemites to the east and south, and the powerful Pictish tribes to the north, the Zingarans continued their expansion by building ships and sailing the Western Ocean.  Zingara's chief adversary and rival is Argos.  The Zingarans blame Argos for the current rash of pirate activity, and see the Argosseans as "cutting in" on their shipping.

    Zingara has few allies.  Their haughty manner and domination of the sea have made them few friends, although their privateer captains have made all the coastal nations respectful.  Zingaran pride and independence has made it a very fractious nation.  Internal problems, dissensions, and even civil wars have long prevented Zingara from eliminating her enemies and once more ruling the Western Ocean.

    In theory, the law comes from the king, much as in Aquilonia.  In practice, powerful merchants and pirates rule, sometimes in radical pirate communities.  The Zingarans are halfhearted Mitra worshippers.  Their devotion is not as strong as in Aquilonia, but their isolation has made it difficult for other faiths to gain a foothold.  Along with physical imports, the gods of many other nations sail into port with Zingaran ships.

    Culturally, Zingara is perhaps the most flamboyant and lavish of the Hyborian Age nations.  Unlike the massive, brutish warriors of other nations, the swordsmen (and few women) of Zingara are bravos and fencers.  They fight with elegance, speed, tact, and grace, most typically fencing with a long sword (either a rapier or cutlass) in tandem with a parrying gauche.  The bravos and nobility of Zingara wear lavish colors, gesticulate and boast loudly, and fight for honor, for love, and for chivalry.

    When they are not dueling and crusading by land, Zingarans often take to the seas as swashbucklers and pirates.  Their raids are legendary, and their own tellings of their raids are even more illustrious and epic.

GM
GM, 16 posts
Sun 23 Apr 2023
at 18:38
  • msg #5

Religions of the Hyborian Age

The Hyborian world knows as many cults and religions as it knows tribesfolk and peoples, and religious practices and beliefs are as often the result of superstitious dread and sorcerous practices as of exalted spiritual yearnings and theological understanding.

In any case, the age breeds few atheists, and even the most cynical of philosophers accepts the existence of greater beings - good, evil, morally wishy-washy, and also totally chaotic - as a fundamental facet of reality.  Though the various individual gods are often worshipped within strict geographical boundaries, the Hyborian Age is throughly polytheistic, and it is a matter of course for nations to acknowledge the existence of rival deities to their own.  The major exception to this rule is to be found among certain priests and adherents to the god Mitra who declare their deity to be the one true god, deserving of unwavering, monotheistic devotion, and
the Stygian priests of Set who followed suit.

Among the Aesir and Vanir of Nordheim, Ymir the Frost Giant, lord of storm and war, is chief of all gods, while individual tribes might have their own local deities as well.  Ymir's domain is Valhalla, a snowy, shadowy place that is home to warriors fallen in battle; Ymir's daughter, Atali, is said to appear to dying warriors as harbinger of their journey to her father's realm.

The Cimmerians worship a grim and savage god, Crom, Lord of the Great Mountain, who cares little
for humankind save to breathe into human souls the power to strive and slay.  The Cimmerians believe in a shadowy afterlife in which the souls of the dead would wander Crom's grey realm aimlessly for all eternity.  Among Crom's pantheon are the lesser gods Lir, Macha, Nemain, and Morrigan, Crone of War.

The Hyperboreans to the east worship ancient Bori, while west of Cimmeria the Picts serve Jhebbal Sag, the "ancient god of darkness and fear", as well as the Ghost Snake and Gullah the gorilla-god.

Unlike the Cimmerians, the Picts have no aversion to human sacrifice, and their altars are permanently stained with the gore of their civilized enemies.

In the kingdoms of Aquilonia, Argos, Ophir, Nemedia and Zingara, south of Nordheim and Cimmeria,
Mitra worship is almost universal, rivalled here and there only by cults of small numbers such as that of Asura, Ibis, Ishtar, and even, to some degree, the Stygian serpent-god, Set.  Unlike the battle-minded gods of the north, Mitra is a gentle god.  Blood sacrifice is expressly forbidden in the Mitran religion, the rituals of which are marked by simplicity, dignity, and beauty.  Unlike pagan idols, the statues of Mitra are mere emblems meant to represent the god in idealized form and not to be worshipped themselves.

Koth, which at one time knelt to Mitra, afterwards fell under the influence of Shem and Stygia and abandoned the gentle god for the more sensual rites of Ishtar, as did Khoraja and Khauran.

The citystates of Corinthia may each have patron gods, though Mitra-worship is known there, as is the cult of Anu the bull-god.  Zamora, on the other hand, never accepted Mitra but plays host rather to any number of weird and mysterious cults and divinities.  Most notorious of them is Bel, the god of thieves, borrowed from the Shemites of Shumir, and most horrible is the nameless spider-god of Yezud, worshipped in the form of a giant tarantula sculpted in black stone.

The land of Shem also worships a plethora of divine beings, most of them fertility gods and goddesses, as befitting an agricultural people.  Each city-state owns its own patron deity such as Bel, noted earlier, and Pteor, the male sky-god, mate to the Earth-Mother; the latter appears in several guises as Ashtoreth, Derketo and Ishtar.  Ishtar, in particular, is worshipped in rich temples and at lavish shrines with rituals of blood sacrifice and orgiastic frenzy performed before sensuously carved idols of ivory.

To the Zuagir tribesmen of the Eastern Desert, Yog, the ancient demon Lord of he Empty Abodes, is considered most sacred.  South of Shem, in Stygia, Set the Old Serpent reigns paramount, a reminder of the Elder Gods worshipped everywhere in the pre-human period of history and later feared in the Hyborian kingdoms as the most abhorrent and foul of demons.  Indeed, the gruesome rituals of Set worship, carried out in temple, tomb and pyramid, and including live human sacrifice and sorcerous obscenities, only underscored the reason why Set's very name evokes disgust and terror among most peoples.

Among the Black Kingdoms Set holds some sway, but native gods such as Jullah, Jhil and Gwahlur have large followings of their own, as do countless local demons and spirits.

Turan in the east holds Erlik and the Living Tarim as holiest of gods, while Zamboula bows to Hanuman, the horrible man-ape god.

Farther east in Kosala, the cult of Yajur offers their bloodthirsty god strangled humans, while in Khitai Yun seems to be worshipped less violently with incense and prayer.
GM
GM, 17 posts
Sun 23 Apr 2023
at 18:40
  • msg #6

Gods and Demons of the Hyborian Age

NameCultureStatusDomainsSexDescription/Aliases
AjujoBlack KingdomsLesserCombat, Luck, PlaguesMale 
AnuOphirLesserFertility, StrengthMaleThe Bull God
AshtorethShemLesserFertility, ProtectionFemale 
AsuraVhendya, IranistanGreaterHealing, Illusion, Knowledge, SerpentsMale 
Atum, DemogorgeShem, other nationsGreaterKilling gods and demonsGenderlessThe God Eater, God-Slayer, Demon-Killer
BelZamora, ShemIntermediateChaos, Death, TrickeryUnknownThe Masked God, The God of Thieves
BoriHyperboreaLesserStrength, WarMale 
CromCimmeriaLesserLife and Death, War, StormsMaleThe Grim Grey God, God of the Mountain
DagonShem, Black KingdomsIntermediateProtection, Water, WeatherMaleHusband of Derketo
DamballahZembabwei, Black KingdomsIntermediateDeath, Evil, SerpentsMaleSet (Stygia)
DerketoStygia, Shem, Black KingdomsLesserHealing, SeductionFemaleDerketa (Black Kingdoms)
ErlikTuran, HyrkaniaGreaterDeath, Knowledge, Prophecy, EvilMaleThe God of the Yellow Hand of Death
Golden PeacockShemLesserBlood, TrickeryGenderless 
GwahlurKeshanLesserDarkness, ProphecyMaleThe King of Darkness
HanumanZamboula, VendhyaLesserBeast, Illusion, KnowledgeMaleLord of the Black Throne
Hawk-God of HarakhtStygiaLesserAnimal, Knowledge, WarMale 
Ibis, ThothStygia, NemediaLesserKnowledge, MagicMale 
IshtarShem, Koth, Khauran, KhorajaGreaterEarth, Healing, Fertility, SeductionFemale, GenderlessEarth Mother, Shub-Niggurath
Jhebbal SagPictland, Black KingdomsIntermediateBeast, Chaos, StrengthMaleLord of Beasts
JhilGhanata (Darfar), PictlandLesserAir, Law, StrengthMale 
JullahBlack Kingdoms, PictlandLesserBeasts, StrengthMaleGullah (Pictland)
KaliVhendya, GhulistanIntermediateDeath, Fertility, Healing, WarFemaleThe Black Mother
MitraWestern KingdomsGreaterGood, Healing, Protection, SunMaleMonotheistic - followers denounce and seek to eradicate all other gods
NebethetPuntLesserDeath, Luck, ProphecyFemaleThe Ivory Goddess
NergalShemIntermediateDestruction, Plague, War, DeathMaleMeshlamtea
OmmZamoraLesserSpiders, Darkness, PoisonUnknownFallen out of favour, due to the cult of Zath
OranahBrythunia, peasants everywhereIntermediateNature, Crop Blight, the Hunt, DeathGenderlessThe Stag God, The Ancient One
PteorShemIntermediateAir, Fertility, StrengthMaleAdonis
SetStygia, Shem, Black KingdomsGreaterDeath, Evil, Magic, Serpents, WeatherMaleFather Set, The Great Serpent, Damballah (Black Kingdoms)
Tammuz, DamuziShemIntermediateRegeneration, Rebirth, Protection Against DiseasesMaleThe Shepherd, Lord of the Sheepfolds
TsathogguaShem, Stygia, HyperboreaIntermediatePatron of the Cobra Crown, Death, Toads and FrogsUnknownThe Toad God, The Demon-Toad
WiccanaBrythuniaIntermediateHealing, PlantsFemaleNature Goddess
XotliAtlantisLesserBlood, Evil, DarknessUnknownLord of Terror, Demongod of the Elder Night
YajurKosalaLesserDeath, ProphecyUnknownThe God of Yota-Pong
YamaMeruIntermediateEvil, FireMaleKing of Devils
YmirNordheimLesserDestruction, Strength, WarMaleThe Frost Giant
Yog, Yog-SothothDarfar, ZuagirsGreaterBats, Blood, DarknessUnknownThe Lord of the Empty Abodes
YunKhitaiIntermediateGuardian, PlantsMale? 
ZathZamoraLesserDarkness, SpidersFemaleThe Spider-God of Yezud

GM
GM, 18 posts
Sun 23 Apr 2023
at 18:42
  • msg #7

Sorcerous Societies of the Hyborian Age

Besides a few rogue individualists, the majority of sorcerers in the Hyborian Age tend to form together in covens, tightly knit groups of colleagues and allies.  There are four main sorcerous societies in the Hyborian Age, similar in structure and action, but varying in magical practice and aspirations.

These are:
    The Black Ring of Stygia
      Many Stygian sorcerers are loosely organized in a brotherhood known as the Black Ring, whose seat of power is Kheshatta, the City of Magicians.  In ancient days, Pteion, located in eastern Stygia, not far from the Taian border, was the former seat of the black magicians, but it was abandoned when the desert encroached upon it.

      High-ranking members of the Black Ring are said to be able to kill with a touch, leaving a black handprint on the dead body. The master of the Black Ring is Thoth-Amon, Prince of Magicians and High Priest of Set.

    The Scarlet Circle of Khitai
      Khitai is the stronghold of the world’s greatest wizards and masters of the eastern world.  Its god-kings master the arcane mysteries of the Scarlet Circle, with its five elements: fire, bone, jade, blood and metal.

      The supreme master of the Scarlet Circle is Yah Chieng of purple-towered Paikang, whose demons and sorceries are feared by all in the East.  His greatest rival is Pra-Eun, the god-king of Kambuja.

    The Black Seers of Yimsha
      Mount Yimsha is one of the pre-eminent peaks in the Himelian Mountain region known as Ghulistan.  It is the mountain stronghold of the Seers of the Black Circle, one of the oldest continuously existing groups of mages in the world.  The Black Seers consist of a Master and several Adepts.

    The White Hand of Hyperborea
      Hyperborea is ruled by the White Hand, a coven of sorcerers not unlike the Black Ring of Stygia or the Scarlet Circle of Khitai.  The White Hand "Witchmen" are the priests and priestesses of Louhi as well as accomplished sorcerers.  Their magic focuses around the cold of their land and control of the dead.

      Hyperborean sorcerers are highly prized in the northern wilds, but they are little respected in Hyborian lands.

      In addition to their sorcerous powers, the White Hand supports teams of assassins who travel for the Hand.  These assassins wear black robes, capes and cowls and a white, flat mask which is transparent only to the wearer, giving them the appearance of having no face at all. They use a wooden baton tipped with two egg-sized metal spheres with which they strike nerve centers to immobilize, torment or kill their victims.  These assassins are said to be extremely swift and skilled.

GM
GM, 19 posts
Sun 23 Apr 2023
at 18:43
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Pirate Companies of the Hyborian Age

There are four major piratical groups active in the Hyborian Age, and they are detailed below:

Barachan Pirates
    The Barachan Pirates take their name from the Barachan Isles, their home off the coast of Argos.  These hard living, hard drinking pirates sail the west coast of Hyboria as far north as Vanaheim though they rarely travel any further south than Kush, and try to avoid the Southern Isles unless blown there by an ill-favoured wind.

    The young men of Argos grow up hearing tales of the ferocious, noble pirates and their never-ending war on the diabolic Freebooters of Zingara and their mothers sing them to sleep with songs about the wonders of the sea.  Many grow up to serve on the great fleets that bring seemingly limitless wealth to the Argossean merchants and nobles.

    This environment creates an ideal recruiting ground for the Barachan Pirates.  Although technically outlaws, and hunted by the Argossean Navy, in reality they are the heroes of the common people and even merchants in the Argossean cities turn a blind eye to their cargoes, so long as they do not bear their own merchant’s stamp.  Where service on a ship of the line or a merchant ship might earn a man a living wage, a few years of plunder as a member of the Barachan Brotherhood can earn him enough to establish himself.

    Roughly three quarters of the Barachan pirates are young men and women who take to the seas for a time, then return to their homes.  These young pirates spend a few wild years raiding and plundering Zingarans under assumed names.  Many pick up battle scars they will lie about in later life and most of these young raiders leave their life of piracy with enough ill gotten gold to arrange a marriage and establish a small business of some sort.  Most of these novice pirates come either from the nobility or the absolute lowest classes as the greater bulk of the merchant and agricultural classes simply cannot spare their children for such follies.

    The other quarter of Barachan pirates, and backbone of their fighting strength, are of equal measures true outlaws and bold adventurers from many countries.  These men and women do not dabble in the world of the waves, they drink deeply of the freedom it offers.  Many have fled from the law in other lands.  Most have bounties on their head, placed there by one government or another.  These pirates will live and die on the waves, holding positions of command and respect on the hundreds of ships that make up the pirate fleet, where young pirates look up to them like gods.  They are full members of the Barachan Brotherhood, entitled to all of the rights and privileges thereof.

    It is an open secret that the Argossean government supports the Red Brotherhood with gold, information, ships and occasionally "off duty" officers and "mercenaries" with elite combat training.  In return for this support the hard-bitten core of this piratical company avoids the Argossean coasts and focuses on the eternally amusing sport of sinking Zingaran cargo boats.  A part of this agreement insures that full brothers will not be hunted down for their crimes, regardless of where they were committed.  Experienced merchant sailors know to pay, and pay well, the various authorities in Argossean ports or face the Barachan pirates’ wrath.

    BARACHAN PIRATES STATISTICS:
    Primary Culture or Racial Group: Argossean
    Primary Rivals: Zingaran Navy, Zingaran Freebooters, Zingaran Merchants
    Ships Most Commonly Used: Carracks, Galleys
    Commonly Known As: Pirates, Buccaneers

Black Corsairs
    The Black Corsairs are not so much a pirate organization as they are a natural offshoot of the raiding culture of the Black Kingdoms.  The people of the Southern Black Kingdoms, as well as Kush, Darfar, and Kesh engage in constant warfare among themselves.  They also loot, hire on as mercenaries and seek out bloody mayhem as a matter of course.  Setting sail on a ship to raid the coasts or sail further north to loot good steel hardly conflicts with their cultural imperatives.

    Although one may find members of many tribes aboard a ship, the most famous and fearsome come from the Southern Isles.  These fierce tribal warriors combine the raiding culture of the south with nautical knowledge gathered over centuries of seafaring.  Their maritime prowess in tandem with their combat prowess makes these pirates truly fearsome.

    Many Black Corsair vessels sail north under the command of tribal leaders.  These ships, comprising roughly eighty percent of the corsairs on the seas, generally confine their activities to the Black Coast and Kush.  Their free crews all hail from one tribe, although they take slaves from many other tribes and nations.  These vessels may go north for occasional raids, but generally avoid the Stygian coast entirely.

    Roughly twenty percent of the black corsair ships sail under the command of northern captains. These foreigners typically hail from Argos, Shem or Zingara.  They bring boats south, using the secrets of deepwater navigation to avoid the coast hugging corsairs.  Once they dock at the Southern Isles they pick up crews of willing raiders with promises of plunder.  The islanders happily oblige - the lure of gold and slaughter draws them north without a moments pause.

    These northern ships roam the seas as far north as the Pictish Wilderness and as far east as Vendhya.  The combination of the Southern Islander’s natural lust for raiding and their foreign captain’s ambition leads to a synergy far greater than the sum of its parts.  These ships may even take on pirates from other nations from time to time, although their brutal approach makes it unlikely.

    Perhaps the most feared group of Black Corsairs was led by the Shemitish she-wolf, Belit.  Under her expert guidance, she and her band of Corsairs became the scourge of the western coast.

    BLACK CORSAIRS STATISTICS:
    Primary Culture or Racial Group: Black Kingdoms (Kushites, et al.)
    Primary Rivals: Stygian Navy, other Black Corsair groups
    Ships Most Commonly Used: Galleys
    Commonly Known As: Pirates, Buccaneers


Red Brotherhood
    The Red Brotherhood of the Vilayet Sea owe its origins to radically different forces to those which shape other pirate groups.  Certainly some of them are men of Hyrkanian and Turanian descent who look to the waters hoping to plunder the vast wealth moving down the coast to begin its journey along the Road of Kings.  Most, however, carry the brutal marks of a slave’s torment.  Their callused hands and scarred bodies raise sails not for plunder, but for the bloody business of revenge.

    The Red Brotherhood is composed of equal parts those who took to the waves for glory and plunder and those who escaped slavery and sought freedom on the open waters of the Vilayet.  Since simply being captured on a pirate ship is grounds for immediate arrest, torture and eventual execution, anyone who is willing to haul a line is considered to be an immediate member of the Red Brotherhood.  To many outsiders this openness seems completely insane - spies could easily slip into their midst, but from the Brotherhood’s point of view it makes perfect sense, since spies are no more likely to survive contact with government forces than regular pirates.

    The Red Brotherhood preys on both mercantile and military shipping.  They hunt down the former both for the loot they provide and to hear the delightful screams of their former masters as they struggle to remain afloat.  The latter they attack as a pre-emptive measure - each military ship removed from service, or commandeered for the pirates’ use, is another hull that will never be used to hunt them down.

    The Red Brotherhood is led by the fat Kothian pirate Sergius of Khrosha, a brutal and unrelenting taskmaster.  He is known for his rude manner, tremendous and insatiable appetites, and his uncanny swiftness despite his immense size.

    RED BROTHERHOOD STATISTICS:
    Primary Culture or Racial Group: Turanian, many others
    Primary Rivals: Turanian Navy
    Ships Most Commonly Used: Carracks, Galleons
    Commonly Known As: Pirates


Zingaran Freebooters
    Zingaran freebooters fancy themselves as a cut above run-of-the-mill pirates.  Where others dress for practicality and battle, freebooters adorn themselves in as many colourful silks and shiny baubles as they can loot.  Where others use whatever weapons they can find, freebooters take the time to find exactly the right tool for the job.  When in a port they regale others with tales of the far-off places they have seen, the whirlwind romances they have found and lost, and the great treasures they seized only to lose them later to a game of chance.

    The reality of the freebooter’s life is not that much different from their Argossean counterparts.  They live a hard life, filled with violence and death.  They sail the seas as far south as the Black Coast, and as far north as the Pictish Wilderness.  They prey primarily on their own great merchant fleets, as well as those of Argos and Shem.  Some will also attack Stygian galleys, although such exploits can cause more trouble than they might possibly be worth.

    Unlike the Barachan Pirates, the Zingaran Freebooters are not associated with the government of their homeland in any way.  Indeed, the constant civil wars that rend the nation make it impossible for a pirate to know exactly whom he should negotiate with.  The best that most pirates manage is a wary truce with the current ruler of one of Zingara’s many ports.  Such
    pacts, however, have a tendency to end badly - once the wars sweep by, all agreements become void.

    Most, if not all, of the freebooter captains come from noble lines who have fallen to hard times.  Some are refugees, others take to the waves in the hope of amassing a fortune sufficient enough to return home covered in glory.  Out among the waves, regardless of their past, their noble bearing gives them a natural power to command, and Zingarans, pirates or not, respond to the manners bred into nobles from their earliest days.  Even those freebooters of low birth tend to have an exaggerated sense of etiquette and manners, due to the chivalrous nature of Zingaran society.

    The bulk of a freebooter crew come from the common castes.  Like the nobles, they may be refugees from the war, simply seeking out a fortune or more commonly, they take to the waves to avoid the lash or the noose.  Zingaran "justice" miscarries as often as it bears logical fruit, but that does not allay the harshness of its sentences.  The corrupt and the pure alike often swim out to the closest ship rather than allow a lord to flay the skin from their bodies.

    These common freebooters work hard to maintain the mystique of their profession, subjecting newcomers to the most degrading experiences they can imagine.  These trials usually consist of nothing more sophisticated than taunting and physical abuse, but some particularly devilish tormentors can make their way onto freebooters ships.  Once passing though this initiation, the newcomer finds acceptance among the crew, so long as he does not violate any of their many rules of conduct.

    ZINGARAN FREEBOOTERS STATISTICS:
    Primary Culture or Racial Group: Zingaran
    Primary Rivals: Barachan Pirates, Argosean Navy, Zingaran Navy
    Ships Most Commonly Used: Galleons, Galleys
    Commonly Known As: Freebooters, Bravos

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