====== Vyrhen ====== //(pronounced 'FEAR-un')//\\ ---- {{ :alex-moliski-iqmjx31zo50-unsplash.jpg?250|}} A large country with an ancient tradition of interpreting fates through divination. In the grasslands of the east rise the shining towers of the nation's metropolis, Zeivahr, surpassed in stature only by the looming shadows of the tallest mountains to its west. The lush valleys between these mountains entwine for miles with the deep roots of primeval forests, until, in the farthest west, Vyrhen's rocky coast drops off into an unyielding sea. ---- ===Divinatory Disagreements=== Although Vyrhen is nominally still one nation, a deep cultural rift has been brewing for many years between the country’s western and eastern halves. Some decades ago, with the rise of the Artisans’ Guild in the east, many eastern Vyrhene //(FEAR-un-er)// began to believe that fate could be divined via crafted objects—cards, runes, lots, wheels, and the like. In contrast, the majority of western Vyrhene continue to maintain their ancient connection with the land, believing that it is arrogant and misguided to hold the work of human hands to be as significant as the natural world. ====Wyrd-seer Circles==== {{:eye-6926457.jpg?170 |}} Vyrhene who follow the ancient means of divination, reading fates in the land, sea, and/or stars, call themselves Wyrd-seers. Some Wyrd-seers belong to Circles, communities of varying sizes that come together to discuss their fate-readings and divine communally. In addition to these Circles, a lot of Wyrd-seers often see themselves as being part of one great Circle—that of all Wyrd-seers, living and dead, past and present. ====The Artisans’ Guild==== {{ :petr-sidorov-xobdj1zv-ea-unsplash.jpg?230|}} A conglomeration of creators based in Zeivahr, Vyrhen's hub of artistry and industry. The Artisans' Guild is at the centre of the dreams and desires of many: skilled craftspeople seek membership; hopeful youths seek apprenticeships; rich buyers seek fine goods. Guild-members famously prize quality and beauty above all else in everything they create. In recent years, however, factions have begun to emerge within the organisation; debates are simmering surrounding the importance of function versus aesthetics, and of innovation versus tradition. ====How Does Society Look?==== Vyrhen is an aristocracy, made up of various provinces managed by noble families. Each family is represented on the Council in Zeivahr, which votes on broader national affairs. Having been enriched by Vyrhen’s increased industry in recent decades, the Council has also granted seats to key figures in national commerce (for example, the Guildmaster of the Artisans’ Guild). Zeivahr is the nation’s nexus of trade and opportunity, bustling with merchants, makers, and money. Those from afar with skills in business, craftsmanship, and artistry flock to the area to seek their success. Around it, many of the towns and villages of east Vyrhen, once dedicated mostly to raising livestock, have developed and diversified rapidly. Far from the seat of power and trade, the mountains and valleys of west Vyrhen remain mostly rural, made up of villages of farmers and foragers. Communities are tight-knit, and traditions are deep-rooted. You could have connections to an up-and-coming Guild artisan, a noble with a Council seat, or a venerable Wyrd-seer. ==== Relevant NPCs ==== | Sagitta of Zeivahr | any/all |Assistant to the Guildmaster of the Artisans' Guild. Multicoloured beads, fine fabrics, gold rings. Their irises are swirling whirlpools of purple. He'll happily read your fate in the cards, or throw it in the runes---just don't be surprised when it's utter nonsense, or changes from one reading to the next.| | Dēor Feran | he/they | Hailing from the forests of west Vyrhen, Dēor, like the rest of his family, is a Wyrd-seer. He is a deer-antlered young man unfamiliar with talking to new people. This lack of practise does not lead to a lack of enthusiasm though. He's always excited to share his knowledge of the stars. |