Shonarrin

The Shonarrin are the human people of northwest Banthor and the Kaljir islands. They have the biggest range of territory and subcultures. The Shonarrin are also best known for their arcane research and teachings. Individuality is culturally important to the Shonarrin, their tattoo culture especially.

### Shonarrin Names:

##### Shonarrin names are all agendered)

Kuhki, Etchew, Sewa, Michi, Soki, Makkau, Anok, Sise, Wika, Sime, Naagdie, Achak, Wemi, Seki, Askun, Michi, Nume, Mukka, Chewau, Numi, Ataumi, Iguan, Arauqui, Huari, Pusco, Tisi, Chiaqui, Sullca, Cara, Zambo, Acor, Cocay, Collque, Humbi, Runtu, Aman, Chime, Aruas, Quitzu, Ollque

## Shonarrin traits

Nodram Characters start with the expert Mariner trait and you can purchase the Influence trait like an ability.

### Expert Mariner

You have put the time in at sea and have acquired strong sea legs. You can be relied on to help operate an ocean going vessel and if you're hard pressed navigate an ocean going vessel. Wile at sea you can be relied upon to catch enough food for yourself and 2d4 allies. Furthermore you get a +3 on all checks to maneuvering a ship and you cannot get lost.

### Influence

You have acquired power in a less conspicuous but more profound way. People know and respect you, they will listen if you speak. Additionally you are in the same circles as other movers and shakers of the world. Influence is available to nonhuman characters at 2x the cost.

* Novice **Special**: You are well known and respected in your local community. Common people will come to you for guidance and occasionally smaltime politicians. You might be a scholar, an ambassador, carry an influential name or just well liked. You will also start the game with an additional 50 Mint.
* Adept **Special**: You hold sway over a large community, you have sway of policy in your local aria either directly or indirectly. You also can organise a meeting with the upper echelons of society and government. You might be in the ruling class of a smaller town or nobility of some description. you will also start the game with land or equivalent property. It will be community owned by your family.
* Master **Special**: You are one of the people responsible for running a nation. You have a personal relationship to the leader of a nation and are somewhere in the line of succession. You can gain audience with the leaders of other nations and can make some policy decisions. you might be a senator, or in a royal court. You may even be directly related to the person in charge. You personally own land and/or Property and once per session can call in 20 Mint.

## Culture

Shonarrin political structures work in a very different way to other cultures. The shonarrin lands are divided mostly into city-states. Rather than pledging allegiance to any kind of king, the Shonarrin all pledge allegiance to a Great Seal. The Great Seals are wonderous artifacts, golden discs about the circumference of a scallop shell, that can only be wielded by the worthy. In times of crisis, the seal will choose one person to lead their countrymen to victory.

The Modern Shonarrin Culture is Primarily that of Kaljir. The institution of the great seals, the Pantheon of 13 dual faced Gods, and the language all originated in the Kaljir islands and overtook the customs of the mainland. 900 years ago a population boom followed by many sparse years pushed the sea fairing people to distant lands in search of greener pastures. Initially carrying out raids on the costal cities of Banthor but then moving onto settling and conquest lead by wielders of great seals. this was possible due to an all time low in the cohesion of the mainland civilization. Now it is extremely rare to even find anyone that speaks the old languages amongst the Shonarrin lands.

A few Families have popped up that make every effort to ensure their bloodline will wield the great Seals. These families, usually wealthy will start grooming their children for leadership from a young age, bring in tutors of statecraft, military tactics, Religion, combat and espionage. A few of them have found great success in this venture. The seal of the hawk has been held by one family for 600 years.

The scribal institutes called Edubas in the Shonarrin lands set themselves apart from equivalent places of other cultures in that they also serve as keepers of magical knowledge. Though not everyone can gain entrance, it is the most accessible paths to learn magic formally on ortia.

Amongst the Shonarrin, the art of tattoos and piercings are rather prevalent. They exist in both ritual and artistic expressions and some very talented Tattoo artists have perfected the art of empowered tattoos.

Shonarrin ingenuity has brought about the best sailors in the world. Their ships vary juristically in design, different tools for different jobs. Notably they where the first to create and use triangular sails that put them way ahead of the other nations. Up north, they use double hulled ships to hunt the ocean's titans. In the south, long, sleek and swift vessels, the fastest and smoothest sail in the world, In the east, Huge war barges, floating fortresses. No other culture can stand up to the Shonarrin navy.

Oddly enough, the other strong point in the Shonarrin way of war is their fort tactics. Though they may not have as nice and defensible castles as the Nodram, Shonarrin militaries carry spades and axes. They will create a fortress on the fly in mere hours, with perimeters of traps and trenches that will stop just about any marching army. They have it down to such a science that they can use Defense as a weapon.

Shonarrin Dress consists of slim fitting clothing, often with exposed limbs. They tend to have a lot of textural elements, incorporating feathers, fur, ruffled fabric, or strings into their designs. Shonarrins have a great deal of tattooing and piercing. Jade jewelry is extremely common, in jewelry and body mods.

### Religion

The Shonarrin Religion revolves around the the concepts of duality in everything. their pantheon consists of 13 gods that each have two faces or personas. These highly flawed, two faced gods are meant to reflect the struggle that every person goes through in life. For example, the god of justice and tyranny, represents the knife edge walked by all rulers.

### Funeral Traditions

The Shonarrin honor dead in a very simple way. They have densely packed cemeteries outside of towns. Their death rituals involve getting the deceased burred before the next dawn and not looking back on your walk back into town for fear of tempting the soul of the departed to linger.

## dnd traits

The Shonarrin are known for their ingenuity and strong community.

**Ability score increase:**

One ability score of your choice increases by two points and another separate ability score increases by one point.

**Age:**

The Shonarrin reach adulthood in their late teens and live less than a century.

**Size:**

Shonarrin characters are between 5 and 7 tall and their size is medium.

**Speed:**

Your base walking speed is 30 feet.

**Skills**:

Shonarrin characters gain proficiency in one skill or one type of artisan tools of their choice.

Shonarrin characters also gain proficiency in waterborne vehicles.

**Special talent:**

Shonarrin characters start with one feat of their choice.

**Languages**:

You know Shorr and two more languages of your choice.