Kingdom of Sonisha (Soe-nee-shuh)
Sonisha is a land bound by destiny. The future and the past all seem to be one thing here, an endless circular chain that cannot be escaped. Once, Sonisha was the land that rivalled Calazen and dueled against their demigods; echoes of that battle have reverberated ever since. This is the land of the Immortal Mavara, of the many-faced champion known as the Zethko, of ancient bloodlines and oaths. But this land cannot rival Calazen anymore; it has been reduced to a vassal state trapped in its own reflection.
This is a kingdom in the Northern Adira Mountains inhabited by millions of Prisms. It is known for its metallurgy, its wizards, its sense of honor, and its fatalism. Gods, wizards, and knights who put honor before victory - it is all out of a storybook for some. For most people, all of that stuff just spells trouble, though. For them, Sonisha is patterned stitch work, fried potato crisps with cheese curds, great irrigation canals surrounded by playing children, and miners pouring small shots of vodka into a shrine before descending into the earth. Of course, the kingdom is both. And the current leadership seems able to reconcile the mundane, the heroic, the traditional, and the modern. May the kingdom survive the next round of Gods and blessings.
Structure
Sonisha is a theocratic monarchy that mixes together hereditary nobility and bureaucracies. Generally speaking, most of the hereditary nobility are prism or half-prism clans with connections to the old prism-holds (and where individual nobles are inferior to collective clan rule meanwhile, the bureaucracy helps run the roads and irrigation canals. In some areas, this can lead to a strange reversal of typical administration, where towns and cities are ruled by feudal lords and the countryside is controlled by bureaucratic offices. This is only true in some places, though, and the urban feudal lords are much more bureaucracy-adjacent than their rural counterparts.
This kingdom is strictly divided between hereditary social classes, with great emphasis on lineage.
The current monarch is Queen Shomka I Ziriba, a product of the heir to Calazen and the Sonishan Zethko. Shomka is a gentle soul who hopes to guide the country into a new age of reason and technology, with all of the best intentions of careful reform. She is called craven by some, as she seems willing to go to great lengths to avoid violence; her benefactors note her meritocratic reforms, her investment in education, and her eye for useful technologies. Queen Shomka's older half-sister, Luida Tusuba, is the current Zethko. Luida is a dutiful warrior, a knight of the finest caliber known for her acts of charity and piety (though also for being a bit of a recluse at times). So far, Luida has not moved to consolidate power, but she also hasn't exactly distanced herself from it. In the eyes of some Sonishans, Luida is the true monarch - peak knight, accomplished warrior, successor of Onyx in the eyes of God, untainted by Calazen, elder child of the old Queen. Until Luida does something to suggest a coup, Shomka seems unwilling to act, and so the two have an increasingly tense relationship.
Sonisha has two rulers, and it has two capitals: Athona and Drijem. Athona is the symbolic capital, in and around the base of the broken mountain (Tusuan, the original mountain of Onyx) and home to the court of the demigod Mavara. But Drijem is the administrative and economic capital. Drijem is home to the Heroic Obelisk, a magical artifact built around an ancient mummy, blessed to allow its user to communicate instantly over long distances with seven other connected artifacts (the Sacred Mummies of Kedijah it is the heart of the bureaucracy, and is better connected to the international teleportation circle network.
- At the top is the Royal family and those immediately around them
- Below them are the Blooded Castes, nobles and other elite families with pedigrees tying them to some ancient hero or another
- Below them are the Raised Castes, merchants and sorcerers and powerful people who are not Blooded
- Then there are the Commoners, ranging from free landowners to peasants to indentured servants
People and Places
Culture
Honor, Status, Fatalism
Manners and Fashion
History
Divine Era History
Early History (0 - 500)
The Fall of Onyx (500 - 800)
Golden Age and Collapse (800 - 1000)
The Tragedy Period (1000 - 1311)
The Mavara Crisis (1311 - 1460)
The Great Game (1460 - 1955)
Modern History
Demography and Population
12 million humanoids live in Sonisha. 65% are prisms, 20% are Half Prisms, 10% are Humans, and 5% are Kobolds.
Territories
Sonisha is 600 miles across, and 350 miles wide. There are four component regions to Greater Sonisha:
- Inner Sonisha, the cultural and religious core of the region. Inner Sonisha was the traditional rival of Calazen, and was the prism hub of the Northern Adiras. It is a very mountainous region, and very mineral rich - those parts that are not carved into roads or canals are basically impassable terrain.
- Outer Sonisha, the Northern fringe of the Sonishan core, is less rocky but also less developed than inner Sonisha. It is made up of very tall mountains dividing large mesas and plateaus.
- Kedijah, the Eastern riverlands and valleys of Sonisha. Parts of Kedijah are lush, well-irrigated, and highly developed, while some mountain clusters are entirely "off the grid". The current economic and political core of Sonisha
- The Western Marchlands, the mountains closest to Varasa and the Cursed Rurateg Mountains - militarized, sparsely settled, and outside the political core.
Military
A mixture of religiously-tinted bureaucracy and noble warbands make up the Sonishan army. The difference between them can be small, as nobles often pay to outsource warband creation to bureaucratic offices, and visa-versa. In all regiments, the army is class-stratified.
The warriors of Sikrek tend towards aggressive heavy infantry supported by magicians. Killing someone up close and personal is considered most honorable in Sonisha, and honor comes before victory; spells count as hand-to-hand, since you are hitting them with your soul. Warhammers, warpicks, and swords are the natural weapons for the accomplished warrior. Javelins and throwing axes are acceptable, since they are close enough and obvious enough to allow for an exchange of violence. Recently, the culture has come around to the use of grenades, and Sonishan grenadiers are some of the most numerous and disciplined on the continent. Bows, muskets, and artillery are tragic necessities shunned by true warriors - they are impersonal and cruel weapons that fail to respect the glory inherent in honorable violence. Cavalry does exist as well (mostly Sudraco from the Eastern rivers), but there aren't enough plains to raise warmounts in considerable numbers.
Not everyone adheres to the warrior's ideal, of course. This is especially true in the West, near The Cursed Rurateg Mountains. The monsters there are too numerous and insidious, and have no honor; the warriors there have embraced all manner of ranged weapons and stealthy tactics. Elite warriors who tend towards less-honorable tactics are sent off to the Rurateg Rangers, the elite archers, trackers, and monster-hunters of Sonisha. Other light infantry are typically hired from neighboring Stildanian and Adiran mountain tribes.
When it comes to magic, wizardry and sorcery are both seen as honorable and powerful magic arts. Sonisha hosts the largest wizard population in Inahng, and arcane firepower is substituted for field artillery.
Religion
Sonisha is a Nedira country, that follows the guidance of the Nediran divine in Calazen. The country is tolerant towards religious traditions and rituals, but not towards organized religions - if it is a Lunar cult or has any kind of exclusivity, it is banned or tightly regulated in Sonisha. Village to village, religious practice and belief can vary greatly, as long as they praise Tishalla, the Divine, Onyx, and Mavara.
Sonisha is the heart of the Cult of Zethko, a sect that is common across the Northern Adira Mountains. The Cult of Zethko worships Onyx, the ancient hero who honorably fought Ghavi, not as an enemy of the Gods but as a divine test and as a hero who embraced his God-given destiny. Onyx is a model in how one should embrace even a doomed and antagonistic destiny if it is given from above; he was designated the antagonist of the divine test, but he played the part dutifully and honorably, and so he was gifted with a second life and an eternal legacy. The worship of Onyx extends to his supposed daughter, the immortal Mavara, and the righteous Zethko who fulfilled their role as Onyx's heirs and legacy. This often crosses the line into state cult, and many festivals and ceremonies dedicated to Onyx often validate the Zethko and the current government as well.
Folk religion often revolves around Tishalla Arzan (the Goddess of the Earth), and the many spirits of the deep caverns that miners must thank or combat to survive.
Foreign Relations
Sonisha is a client state of the Empire of Calazen, and is content to allow the Empire to run their diplomacy. Historically, their greatest rival (that isn't Calazen) is the Kingdom of Karama to the East, but relations are currently good and Sonisha is actively helping Karama suppress a rebellion in their borders.
Agriculture & Industry
Sonisha is a mining country first, a farming country second, and a trading country last. Prism-food, salt, iron, lead, copper, gold, silver, jewels, flint, obsidian, crystals, coal, sulfur - all are mined from the earth in great quantities. This is agriculture of a sort (85% of the population can eat rocks), but it also fuels heavy industry. Most smelting and smithing is done on a small scale; the elite class has been resistant towards any kind of mass metalworking technology (but not kilning; pottery is not honorable enough to be protected). Generally most artisan-level work is handled by families and small shops organized into local guilds.
Non-prism agriculture is tied largely to irrigation canals that snake through the mountain passes. Many farmers grow rice, potatoes, or wheat on terrace farms build out of hills or even on mountains.
Trade & Transport
Sonisha's trade is hierarchical and traditional. Trading privileges and traditions belong to certain clans or cities, and merchant's associations are highly stratified. In the past, strict laws regulated who could trade what - and built up certain clans into monopolistic equite dynasties. These laws have been severely relaxed, especially in the last few years. The Ministry of Revenue manages licenses, loans, and regulations.
Education
The schools of Sonisha are some of the finest in the Adira mountains. Building and donating to schools is one of the most classic and beloved forms of noble charity, and education is one of the rare ways to ascend from an upper Common caste to a Raised caste. Specifically, magical education: Sonisha has long embraced wizardry as a refined, stoic, and honorable form of magic, and Sonisha's political capital city (Drijem) hosts the finest wizard academy in Inahng: The White and Gold Academy. In recent decades, the White and Gold Academy has connected itself with the Darzan University, introducing many new wizarding arts and fields of study for Sonisha's scholars.
"We Are Warriors of Destiny"
Founding Date
1955
Type
Geopolitical, Kingdom
Demonym
Sonishan
Government System
Monarchy, Theocratic
Power Structure
Feudal state
Currency
Calazan Gold Dragons, Silver Shells, and Copper Eyes
Major Exports
Iron, gold, copper, tin, gems
Major Imports
Lumber, food
Official State Religion
Location
Official Languages
Related Ranks & Titles
Controlled Territories
Neighboring Nations
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