Kingdom of Vysha (Vie-Shah)
The Kingdom of Vysha is a picturesque land of emerald forests, white-sand beaches, rocky islands, and misty hills. It is an unassuming kingdom known for its traditionalist folk-culture and peace-loving politicians, a realm regarded as cute, quaint, and somewhat mystical by the rest of Nafena. Students from beyond Nafena know Vysha for a very different reason: it is the home of Theia the Liberator, the Lunar Goddess of Freedom who waits beneath the seas for the Architects to call her to a second life.
But the Kingdom of Vysha fails to live up to the high expectations many place upon it. It is not a land of Theian ideology made real, nor is it a peaceful land of superstitious pasta-eating weavers. In reality, Vysha is a young kingdom that is struggling to stay afloat. It aspires to the bureaucratic efficiency and unity of the now-past Gemikan empire, and it is slowly unravelling at its core. Religious tensions are on the rise, class and cultural tensions are on the rise, the monarch is struggling to maintain legitimacy, and rebel movements are gathering power at startling speeds. War is imminent, with powers foreign and domestic sharpening their blades for the approaching conflict.
As Vysha quietly crumbles, the most radical and idealistic followers of Theia are travelling from around the world to carve up the kingdom for their own utopian experiments. Rather than disperse her followers, she has allowed them to claim bits of the hinterlands for themselves and provoke civil strife, as they seem hellbent on burning Vysha to the ground so they can built something better on it. Whether the goddess is pursuing a vendetta against the land or whether she supports some part of their mission is anyone's guess. Either way, these foreign adventurers have become a force to be reckoned with, and have infiltrated most domestic factions in Vysha to better co-opt into their crusade. Just as the religious extremists of Orisha and Vetevism prepare to fight out their differences in Vysha, the paladins of Theia have gathered into two great factions to battle out their differences: the Cult of Theia (Vysha's local Theian sect) and the international Freestate of Vysha.
Structure
The kingdom of Vysha is an absolute monarchy backed by a large bureaucracy, an unusually centralized state apparatus for Nafena. The bureaucracy mostly holds power in the major valleys and islands, known as the ten prefectures. Beyond the ten prefectures, the bureaucracy falls apart and is replaced by haphazard psuedo-feudalism, where small local governments or feudal lords rule as informal vassals for the state.
The Vyshan bureaucracy is split between four main branches: the military, the ministry of revenue, the ministry of public works, and the Dual Churches. The military is the dominant power of these and is the most tied to the Final Choir of Vetevism, though the religiously neutral ministry of revenue is a close second. The ministry of public works is the closest with the Singing Church of Orisha and has the most influence in the Prism-holds and roadways.
The current monarch is Queen Kimora, a prism from the wealthy Thiofea family. Kimora is a trained bard, a shrewd negotiator, and a capable political operative, but not someone who was trained to be monarch - she only took the throne after a botched coup killed the previous monarch and heir in 2007. She initially intended to be regent, but she was coronated fully in 2012 after her family was able to get military and dual-church backing. The job has since turned on her, it seems: the foreign families have waged a war against the bureaucracy, rebels have cropped up across the periphery, and her total inability to handle paperwork or numbers has started to become a problem. The ministries have started feuding, the old royals have started causing problems, and pirates have sprung up in the West. How much of this is luck, how much of this is intentional foreign sabotage, and how much is how poorly suited Kimora is for the current political situation it is difficult to say.
Beyond the traditional power structure, several major merchant families are currently on the rise: the Vetevic Agifea family (who have connections to local mercenaries and textile production), the Orishan Kimoku family (who have connections to the local copper mines), and the religiously-mixed Kospeli family (who are mostly tied to the occupied Anashokan territory and shipbuilding).
There are also several rebellious factions active in Vysha. Anashokan secessionists in the West have armed in the last few years, the hill clans have stopped paying taxes and may enter rebellion if pressed, and both Vetevic and Orishan radicals have been stockpiling weapons and coin for the inevitable downfall of the Dual Church. Always stoking the fires are the Paladins of Liberation, chaos agents of Theia the Liberator who have set up several strongholds in Vysha and have been accumulating power for the last few decades. The Free State of Vysha, as they call it, is led by a group of foreign paladins that have been gathering spies and warriors from around the world since Vysha first became an independent kingdom. Their goal is to prepare Vysha as a utopian land free from the tyranny of lords, merchants, or priests in order to welcome the imminently-rising Theia - so, naturally, it tends to attract the most extreme and radical Theians, to whom Vysha is more of a religious symbol intended as their political playground than an actual place people live. Normally these sorts of Theian paladins struggle to cooperate on an international level, but rumor has it that they have a leader - a mysterious knight from the distant city of Odija known to some as Father Dawn. Whether that is actually true or is a part of this sect's legend is anyone's guess, but these Liberators are certainly unusually well-organized.
Culture
Justice, Memory, and Peace
Class and Species
History
The Divine Era
The Great Kingdom Period (0 - 289 ME)
The Ata-Vytara Crisis (289 - 600)
The Moon-Wars (600 - 760)
Free Vyshan Period (760 - 1279)
The Rise of Gemiku (1279 - 1400)
Gemikan Period (1400 - 1912)
The New Kingdom (1912 - 2020 ME)
Demography and Population
Territories
The coast of Vysha extends 400 miles West-to-East and the kingdom pushes about 148 miles inland. The coast is covered in bays and small peninsulas, and thousands of small islands lie to the South. The largest of these islands is the V-shaped isle of Budema, which is 63 by 50 miles across. There are two other major islands off the coast, Kelanima and Astana.
Between the great isles of the West and the great bays of the East is a large, round peninsula known as the Hiliati. The Hiliati is the traditional heartland of Vyshan civilization, a land of lakes and fertile valleys and the most populated and developed part of the kingdom. The capital city of Eshem sits on the Western coast of the Hiliati, and the peninsula is the seat of the crown's power. The rest of the interior is divided by mountains and hills between five large valleys. The valleys are agrarian basins, with forests and lakes and farmland; the hills are held by autonomous tribes. Majority-prism holds dot the mountains and hills.
In the West, the kingdom occupies the Southern quarter of the region of Anashoko - a lush, swampy landscape that is not traditionally part of Vysha.
Military
The core of the Vyshan military is the Stormguard, the royal standing military managed directly by the three Minister-Generals of the crown. The Stormguard is most heavily invested in the navy and marines, though it has expanded its heavy infantry corps since the new dynasty took control in 2007. The Stormguard is fairly small and leaves most local affairs to the Prefecture Divisions - local militaries fielded by the bureaucracies of the ten regional prefectures. The hinterlands between these prefectures are manned by auxiliaries hired by the Stormguard.
In terms of troop composition, the Vyshan military is known most for its heavy infantry. Heavily armored spear formations paired with lighter troops wielding javelins and short swords make up the bulk of the army, typically with light skirmishers providing ranged support and heavy axemen providing backup. The peninsula known as the Hiliati also prides itself on its elite heavy cavalry.
Religion
The official religious body of the Kingdom of Vysha is the Dual Church, a holdover from their old imperial masters that is intended as a compromise between The Final Choir of Vetevism and The Singing Church of Orisha. Both the Choir and the Church have voices within the government, can gather tithes and train agents, and pursue their agenda within their communities. They are barred from open conflict and they must get government permits to evangelize that are limited by area. Disputes between the two are supposed to be managed by the Vyshan Chorus of the Ten Divines, a collection of sages devoted to the Ten Lunar Gods - though the Chorus has fallen into disarray in the past decade.
All citizens must choose to identify as either Orishan or Vetevic when they enter a court case or criminal proceeding, and are judged according to that religion's legal codes. Similarly, citizens are expected to attend some kind of religious service and pay a minimum tithe per month to some state-connected group. Vyshans typically choose whatever is most immediately convenient - whichever legal code is best for their case or tithing whichever local leader they like best or helps them the most. That has begun to change, though. In the last few years, the lines between the two have started to grow more solid and both religious communities have started to go after "traitors" who don't commit to one group or the other in the larger cities. The Singing Church currently reigns dominant within many of these towns and cities, though their victory is certainly not set in stone.
There are uniquely Vyshan religious traditions that transcend either the Choir or the Church, and are particularly powerful in the hinterlands. The most famous (and infamous) of these is the Cult of Theia - an institution that is both feared and revered across Vysha. Theia has a complicated relationship with Vysha - she is particularly supportive of its people when they work with her, but particularly vindictive towards them when they don't. It is for this reason that the Free State Paladins, utopians from abroad who have infested the corners of Vysha, have been able to act with such casual disregard for Vyshan life - Theia is unusually tolerant of their excess against Vyshans who reject her guidance.
The Cult of Theia is actually the great counterweight to these paladins. The Cult has Theia's approval and those who are intertwined with them are off-limits from the more aggressive chaos-agent antics of the Free State, and the Cult is the starkly pessimistic opposite to the foreign utopianism. The Cult of Theia does not even officially agree with their Goddess; they portray her as a vengeful and dangerous Goddess of Justice who must be satisfied to prevent all of Vysha from sinking into the sea. According to their legends, Theia forged a deal with Kayshikari (the Vetevic God of the sea) to protect her island forever, but in exchange she became Kayshikari's handmaiden and sword. This deal means that Theia is bound by divine duty to cause chaos, hurricanes, and disruption, but that she only unleashes it when she feels that some injustice has been done. When Theia's gaze falls upon Vysha, the Cult reads her displeasure and sets to work doing justice for her to stave off her wrath.
In the ancient days, the Cult of Theia did this by demanding nobles distribute their wealth among the people (and, according to legend, throw themselves to the waves as a sacrifice of their lives for the land). When the Empire of Gemiku took over, the Cult was institutionalized. They were given government power directly tied to the Chorus of the Ten Divines, and they were allowed to select champions from among them to act as "Furies". The Furies were essentially wandering agents of Theia who were said to be physically possessed by her spirits of justice and vengeance and would act as investigators into local accounts of corruption or abuse. The Furies were wildly unpopular among the local elites and were feared by many, but their constant terrorizing of local elites satisfied Theia and made the Cult a major political power. Since the fall of Gemiku, local elites have done their best to remove the Furies from existence, and to cast the Cult of Theia from power - ironically inviting in the Free State Paladins in the process.
Theian Cult and Vysha
Foreign Relations
The Kingdom of Vysha is not a country particularly interested in expansion or foreign conflicts, and its policies have erred on the side of peace and diplomacy for the past century. The kingdom inherited two powerful neighbors which it has a very tense relationship with: the Kingdom of Yuteka, a very orishan prism-led power to the North; and the Kingdom of Shaniku, which rules in the East. Yuteka would very much like to acquire the Southern half of occupied Anashoka to give itself a port; Shaniku, meanwhile, has a claim to rule over Vyshan lands and has been pushing the monarchy to accept its authority. The rising merchant families would very much not like to join Shaniku or Yuteka, and Vysha has worked to try and de-escalate and improve relationships for decades now. It is unlikely that this peace will continue if Vysha falls into civil war, but for now the vultures are keeping their distance.
Vysha has established several foreign allies of some power that are a healthy distance from its borders: Sokuwa to the West and Matatha to the far East both rely on Vyshan textiles (and visa versa for Sokuwan dyes and Matathan cotton), and both have significant profits at risk if Vysha is conquered or collapses.
Agriculture & Industry
The valleys of Vysha are bountiful centers of agriculture, and the hills are filled with shepherds, ranchers, and miners. Wheat and wet rice are common crops, although many people also fish or herd Giant Lobsters. The mines largely produce prism-food, salt, copper, and quarried stone.
In the Western swamps of Anashoko, a surprisingly large industry is herbalism and alchemy: for many centuries, the region has been known for its medicinal salves and its curated selection of herbs and roots. Magical Alchemists whose specialties are tied to the unique flora of Anashoko are some of the only native producers of Healing Potions to Nafena, and the Healing Church has been scouting the region for potential investment. Giant Lobsters and wet rice are the cornerstones of agriculture in the region.
Most manufacturing occurs in Vysha proper rather than Anashoko, which is predominantly rural. Vyshan towns and cities, which are concentrated in the core prefectures, are held together by their massive weaving industry - large weaver's guilds coordinate textile production and export across Nafena under the watchful eyes of the local great families. Other industries exist here, of course: copper smelting, ship-building, and the hundreds of small trades that populate most towns. But textiles are the industry that decides if the towns and cities thrive or decline here.
The islands and the hinterlands both work on their own local logic of course: their economies are somewhat self-contained, typically revolve around sheep, goats, and olive oil, and can vary wildly based on the locality.
Trade & Transport
Low-level trade is a bit of a disorganized mess of peddlers and family merchants, and foreign trade is held together by the guilds. Once the guilds were carefully organized and held great legal power, but the last half a century has seen their sharp decline as formal institutions. Great families have instead risen to wield the guilds as puppets, and increasingly more business is being done by international family alliances. Local artisans and small merchants, through their guilds and consortiums, effectively pick from among these powerful families for patrons.
"Keep Justice, Keep Peace, Keep Piety"
Founding Date
1912 ME
Type
Geopolitical, Kingdom
Demonym
Vyshan
Government System
Monarchy, Absolute
Power Structure
Unitary state
Currency
Maradian Gold, Silver, and Copper Pieces
Major Exports
Food, salt, copper
Major Imports
iron, textiles
Official State Religion
Location
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