Zingaro (5e Race)
From D&D Wiki
A roving, nomadic cultured race ever since they were discovered, the zingaro are often found as traveling traders, some of their wares esoteric in nature. It is a well-known rumor among mages and those who dabble in the arcane that zingaro actually have Stygian blood inside of them, though this has never been officially confirmed by an organization. Rightly feared by many races of Griseos for their monstrous appearances and almost devilish nature, zingaro are often treated with disdain and contempt even by other 'lesser blooded'
Typically slightly taller than most Grisaeans, zingaro are born with natural birth-marks that can go from shades of red to black. Their skin is either a grayish color or a bluish, darker hue, and their hair is usually fair and white, or at times raven black. Hair colors deviating from this basic scheme are considered abnormal, but being born with red hair is considered a great honor in zingaro culture, a culture centered around blood and commerce. Many zingaro dedicate themselves to the path of ritualism and blood magic, while others continue their nomadic lifestyles traveling in small moving settlements. Zingaro that assimilate themselves into modern society are rare, but few have been known to exist, often found segregated into the slums and backwaters of cities.
Little is known of the Origins of the zingaro. As their people often spread their history through strict oral tradition as opposed to writing it down, there are no records to draw on from their origin. But legends state that the zingaro were a creation of the Blood Prince 'Haemon'. Molded together from the flesh and sinew of the very earth, they believe themselves and their blood to be holy things to be coveted and used in reverence to Haemon. This belief however is highly heretical, something the communion fights feverishly against. Zingaro history is wrought with conflict against the fanatical zealots of the communion, constantly trying to snuff out their nomadic lifestyle and purge their stygian beliefs
Zingaro society is split between two distinct groups. The nomadic westerners known as the zin'hae (sand zingaro) and the more civilized city dwellers known as the zin'Gri (city zingaro). Zin'hae live lives of constant travel and strife, for living within the wild violent deserts of Griseos is a fight against the world itself. Violent dust-storms rip flesh from the bones, dune-dragons maim and maul those caught unaware, and communion hunting parties are a constant threat to any zin'hae traveling too close to the Starfall Mountains. Zin'gri zingaro, while protected by city walls(if so lucky) live lives of second class citizens if even that. Sequestered often to the slums of cities, some make a living by selling strange trinkets and baubles to those who would dare risk the chance to purchase them, offering forbidden knowledge and heretical lore to the fringes of society or the wealthy and ambitious aristocrats at the top. Often seen as little more than parasites to the cities they inhabit and seen as the cause of many hidden cults.
Zingaro Names tend to vary depending on their background, though zin'hae names remain the most common amongst their communities, even within the zin'gri.
Male: Moloch, Melqart, Lotan, Dagon, Bel, Sydyk, Shapash
Female: Liluri, Tallai, Anat, Arsay, Ashtar, Ishat, Ishtara
A race of tall nomadic traders with a penchant for dark magic.
Ability Score Increase. Your Strength score increases by 1 and your Wisdom score increases by 2.
Age. If allowed, zingaro can live very long lives. Maturing at the age of 16, they often live to be 60-80 years old.
Alignment. Their nomadic culture has tailored them to follow a very free form way of living. Zingaro tend towards chaotic neutral, with zin'gri sometimes being lawful neutral due to their civilized living standards.
Size. Zingaro can vary widely in height and build, often being 6 feet on average to 7 feet at most. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Stygian Blood. Zingaro have a natural penchant for dark and esoteric magics. You may pick one 1st-level ritual spell of your choice from any class. You can only cast this spell as a ritual once. Wisdom is your spellcasting modifier for this spell. You regain use of this spell via this trait after you finish a short or long rest.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. There are two main cultures of zingaro within the world of Griseos, that being the zin'gri and zin'hae
Zin'hae are the zingaro of the sands, outwardly worshipping the god Haemon, they thank him for their powerful blood and pray to him for strength to face the fierce dunes. Tattoos mar their bodies to distinguish their clan of origin, making it easy for other clans to identify them. Their heresies are seen as an affront to the church, as such many cities refuse to openly trade with zin'hae inside their walls. As such even lone zin'hae struggle to get into cities, often having to cover their many tattoos to hide their heritage.
Survival Instincts. You've trained yourself to master the desert sands, and as such traverse the sands much easier. You have proficiency in the Survival skill. You also have advantage on saving throws against being poisoned and are resistant to poison damage.
Due so often being sequestered to the slums, the zin'gri have become their undisputed rulers. Even young zingaro can identify hidden safehouses to help avoid authorities or local fences to sell off stolen goods.
City Dwellers. Having spent such a great deal of time within the cities of Griseos, zin'gri have learned the ins and outs of living among the other civilized races. You have proficiency in the Insight skill due to your innate understanding of 'civilized' people.
Slumlords. You know thieve's cant as a language.
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|6′||+2d6||160 lb.||× (2d6) lb.|