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Kingdom of Arilia

Kingdom of Arilia.jpg

📍 Basic Info

  • Type: Sovereign Monarchy (Feudal-Arcane)

  • Region: Northern Begoestia, bordered by Douravenian Theocracy, Duchy of Reterra, and the misted sea

  • Notable Cities: High Glinwynd, Lornbridge, Velwythe

  • Affiliated Factions: Knightly Orders of the Argent Hall, Windborn Heralds, local Veilbinder circles


🏞️ Description

Nestled in emerald highlands and mist-cloaked glens, Arilia is a realm of wind, stone, and legend. Bladed ridgelines pierce the clouds while ancient cairns pulse softly with residual Veil energy. The land hums with a quiet, persistent resonance, often mistaken for distant singing — the people call it the Whispering Tone.

Arilian culture is deeply bound to wind and memory. Its knights ride pegasi, sky-oxen, and even Echo-gliders in the higher passes. Every house maintains an Echo-altar where ancestral voices are consulted before major decisions. It is a realm of honor, silence, and oaths that remember themselves.

The capital, High Glinwynd, sits atop a cliff-ridge constantly bathed in drifting cloudbanks. From here, the Silver Crown rules — not through command, but through resonant decree, spoken once and then echoed from bell towers, wind chimes, and stone horns across the kingdom.


🕰️ History

  • Founding/Mythology: Said to be shaped from the song of the first wind after the Sundering. The First Queen, Caerelyn, rode a storm-serpent from the broken sky and sealed the Veil-wounds in the north with her breath. Her tomb still sings.

  • Post-Sundering Events:

    • Survived a resonance quake from the now-vanished Lyren Bell, believed to have been stolen by agents from The Council of Echoes

    • Lost several windborne patrols to shifting borders with the Viagosian Empire during the Rain-War

    • Established the Arilian Accord with the Republic of Begoestia — binding certain Echo-passage rights in exchange for sky-silver trade


🌟 Key Locations

  • Caerelyn’s Mouth: A natural cavern where the wind speaks — used to test truthfulness in royal trials

  • The Argent Hall: Keep of the wind-knights; contains sealed resonance mounts and Echo-bound lances

  • Velwythe: A border town caught between Arilian duty and the theological pull of the Douravenian Theocracy

  • The Twilight Cairns: Mist-shrouded stone structures that hum faintly at dusk; no two are ever in the same place twice


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