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Arinus

  • Kingdom of Arinus

    Founded in 2E 3000, the Kingdom of Arinus stands as one of the most prominent and mystical nations in Terra. Ruled by the Feyhund, a race of fae-touched beings known for their elemental magic and deep connection to the land, Arinus is a kingdom shaped by ancient fae heritage, noble traditions, and an ongoing struggle between past allegiances and the desire for independence.

    Though it was founded upon the ideals of beauty, refinement, and divine favor, Arinus is a kingdom in constant tension. The scars of the Feyhund Civil War, the influence of the Faewild Courts, and the resurgence of lost abilities have created a nation where politics, magic, and legend intertwine.

    Capital
    Demonym
    Language
    Dialect
    Religion
    Government
    Ruler
    Currency








    Auyn City
    Arinusian
    Faelirae
    Arinel
    The Fae
    Feudal Aristocracy
    Queen Eos
    Shards
  • Major Locations

    Cities blend natural and magical architecture, incorporating enchanted stone, growing crystal formations, and glowing flora into their designs. Arinusians prefer open, high-vaulted structures, mimicking the mountain ranges and forests they originally inhabited. Floating structures or platforms suspended by air and light magic are common in temples and noble estates. Many towns and villages are built around elemental focal points, such as geysers, sacred groves, or underground ley lines

    Auyn City (Capital City)
    The grand capital of Arinus, Auyn City is a breathtaking metropolis built into the mountains. Its architecture is a seamless blend of natural rock formations and elegant fae-inspired structures, adorned with glowing crystals and intricate carvings. The city serves as the cultural and political heart of Arinus, housing the ruling council, grand libraries, and temples dedicated to the Fey.

    Kaer
    A fortified city-state located in the central plains, known for its well-trained warriors and deep-rooted traditions. Kaer is often the first line of defense against external threats, making it a strategic stronghold. The city is also a hub for mercenaries, adventurers, and traders.

    Maise
    A town built into the cliffs overlooking the eastern sea. It is a center for magical study and research, with numerous academies and archives containing centuries of knowledge. The town is well-known for its diviners, seers, and scholars who study the mysteries of the Fey and the nature of magic itself.

    Alainn
    A city famed for its artisans and craftsmen, specializing in enchanted jewelry, weaponry, and armor. Alainn’s markets are always bustling with merchants seeking to buy or sell rare magical goods. The city's architecture reflects a harmony between magic and craftsmanship, featuring floating structures and glowing runes woven into the streets.

    Vakker
    A coastal town in the far west, known for its seafaring traditions and mastery of wind-based magic. Vakker’s people are skilled navigators who can harness the winds to travel great distances. The town is also rumored to be a haven for smugglers and pirates, operating under the cover of thick sea fog.

    Omorfia
    A secluded settlement nestled in the southern foothills. The town is known for its breathtaking beauty, with cascading waterfalls and bioluminescent flora illuminating the streets at night. Omorfia has a reputation as a peaceful retreat, attracting mystics, artists, and those seeking a quiet life away from political struggles.
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  • Geography

    Aíne’s Forest
    A sacred and ancient forest located in central Arinus, believed to be blessed by the goddess Aíne herself. The trees bear vibrant pink and blue leaves, glowing softly at night. The deeper one ventures into the forest, the stronger the ambient magic becomes. In the heart of the forest is Aíne’s Lake which contains a rift to the Faewild.

    Beira’s Reach
    The icy northernmost region of Arinus, perpetually covered in frost and snow. It is home to scattered Feyhund settlements adapted to extreme cold, as well as dangerous beasts. The land grows even colder due to the influence of the Moonlit Spires, a sacred crystalline formation that is expanding the frozen wasteland.

    Peaks of the Fae
    A towering mountain range in the western part of Arinus. These peaks are home to reclusive Feyhund clans and legendary creatures. Legends speak of hidden gateways to other realms tucked away in the highest altitudes, where only the bravest explorers dare to tread.

    Redridge Mountains
    A harsh, volcanic region in the southwest, known for its iron-rich red stone and intense geothermal activity. The land is unstable, with frequent tremors and occasional eruptions. The region is mostly uninhabited, save for nomadic groups and rare fire-aligned Feyhund.

    Starfall Mountains
    A mountain range in the south where remnants of ancient celestial events can be found. Large, glowing crystals are embedded in the rock, and old legends tell of star-born beings descending from the sky in ages past. The mountains have become a pilgrimage site for those seeking divine inspiration or power.

    Border Mountains
    A formidable natural barrier separating Arinus from Eymnora. These mountains are treacherous to cross, with sheer cliffs, unpredictable weather, and numerous hidden dangers. Patrols keep watch over the few viable passes to ensure the security of Arinus.

    The Garden of Stars
    A sacred location where only the royal family and high-ranking priests may walk. It is said that every flower in the garden represents a fallen ancestor of the royal line, glowing softly at night.
  • Culture

    Arinus is a kingdom of fae-touched elegance, where beauty is sacred, magic is ancestral, and identity is bound to the elements. Its culture flows from the legacy of the Feyhund—beings descended from exiled fae who walked through the Rift into Terra—and is steeped in reverence, ritual, and remembrance. Arinus breathes through whispers of prophecy, songs of starlight, and stories carved in glowing stone. It is a place where to create is to worship, where even war is a dance, and where the greatest insult is to lack grace.
  • ✨ Core Values & Beliefs

    Elemental Hierarchy: Every citizen is born under an elemental affinity—Light, Air, Fire, Earth, Water, Mind, or Shadow—which shapes their role, status, and purpose in society.
    Divine Legacy: The people believe their transformation into humanoid forms was guided by the goddess Aíne, making their mutations signs of divine favor.
    Fae Reverence, Mortal Independence: Though born of fae origins, Arinusians remain wary of the Faewild, especially the Unseelie Court, which seeks to reclaim them.
  • 🕊️Spiritual & Ritual Life

    Aíne’s Rift is the kingdom’s holiest site—an ancient tear in reality and the birthplace of the Feyhund.
    Masquerade balls, poetic duels, and elemental dances are central to courtship and celebration.
    The Hounds of the Evergrace, a sacred order, guard the Rift and honor ancestral spirits.
  • 📅 Traditions & Festivals

    → Time is marked by 13 magical months, each with its own rituals, fashions, and elemental shifts.
    → Festivals like Silentveil and Umbralis are times when spirits walk and magic warps reality.
    → Fashion and artistry are seasonal and living—garments shift color with the moons and elemental surges.
  • 🎭 Society & Structure

    → Nobility is guided by elemental resonance: Light and Air for rulers, Fire and Earth for warriors, Water and Mind for diplomats and mystics.
    → Mutations are symbolic—bioluminescence, multiple tails, glowing markings—seen either as divine blessings or cursed signs, depending on their form.
  • 👑Royal Court and Nobility

    The noble houses of Arinus wield significant influence over governance, and their loyalties are often split between the Celestial-aligned royals and the remnants of the Cthonic sympathizers. While the official stance is one of unity under Eos’ reign, many nobles remain resentful of the brutal policies enacted against former Cthonic loyalists after the war.

    The Grand Dukes - There are four grand dukedoms in Arinus, each overseeing a major region of the kingdom. The Grand Dukes form the High Council, which advises the queen.
    The Lower Nobility - Barons, counts, and other minor lords play their own political games, often allying with Grand Dukes for protection or patronage.
    Merchant Houses - While traditionally not part of the aristocracy, powerful merchant families—particularly those involved in magitech trade—have gained influence.
    The Déithe (Priesthood Leaders) - The high-ranking priests and priestesses of the Greater Temple now serve as close advisors to the queen, ensuring that laws and governance align with the will of the gods.