THE WORLD

THE MAPS OF ARGHOST

Chart the lands. Trace the journeys. Understand why the distances between kingdoms matter as much as the kingdoms themselves.

ARGHOST - FULL MAP

THE KNOWN WORLD
Map of Arghost

Region

Select a Region
🗺 Hover over any region to explore the world of Arghost.

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✦ Empire
Once the mightiest dominion of the known world, the Khuris Empire has never forgotten what it believes it is owed. An ancient grievance — a deal struck long ago that the Khuris claim was never honoured — has festered across generations into something that no treaty has been able to settle. King Valemar of Alasia suspects the Marauder incursions originate here. He is probably right.
Known Lore
👑
Ruler
The Eternal Throne — the current occupant is not known beyond Khuris borders
🏔
Terrain
Frozen peaks, tundra, ancient quarry roads
Conflict
A feud with Alasia that has never been settled — and shows no sign of being
✦ Kingdom
A Dwarven kingdom of the western continent, Dan Badir is known less for what has been discovered about it than for what hasn't. Its people rarely emerge. Its borders are never mapped the same way twice. What lies within its mountain depths remains, by design, unknown.
Known Lore
🏔
Terrain
Deep mountain range, sealed passes, subterranean settlements
Inhabitants
Dwarven people — reclusive, self-sufficient, rarely seen beyond their own borders
👁
Status
Little is known. They prefer it that way.
✦ Wilderness
No king holds dominion here. The Wildlands answer only to ancient forces that predate civilisation — and to things that have no name.
Known Lore
🌑
Denizens
Feral clans, wandering warbands, worse things
🌿
Terrain
Dense forest, marshland, shifting stone
Warning
None who venture deep return unchanged
✦ Archipelago
A chain of warm, jungle-covered islands scattered across the southern sea — beautiful from a distance and lethal up close. The ruins of Ecagos, a civilisation that no living people can name with certainty, lie half-consumed by the undergrowth. Whatever ended them left no clear record. The jungle has been filling the silence ever since.
Known Lore
🌴
Terrain
Dense tropical jungle, warm climate, many islands — some uncharted
🌿
Fauna
The Tanglethorn Lurker — a vine-like predator with poisonous sap, near-invisible in the canopy
🏛
Ruins
Ecagos — the remnants of an ancient civilisation whose end remains unexplained
✦ Cursed Land
Where the first great war scorched the earth bare, nothing grows. A wound in the world that refuses to heal — and the tribes who call it home have learned to move with the darkness rather than flee from it.
Known Lore
💀
Origin
Site of the final battle of the great war.
🌑
Terrain
Black sand plains, jagged rock formations.
Danger
Nomadic Namite tribes — territorial, unpredictable, and deeply knowledgeable of the terrain.
✦ Kingdom
Clinging to the southwestern peninsula, the Kingdom of Sinate endures through stubbornness alone — battered by sea and shadow, it refuses to fall.
Known Lore
Ruler
The Tide-Kings of the Bay of Ellingnet
🌊
Terrain
Rocky coast, sea-cut cliffs, salt marshes
🐟
Economy
Fishing, salvage, and things best not asked about
✦ Territory
The far northern reaches beyond Aesulyn's formal borders — Ijovar is lawless, storm-lashed, and shaped by a silence that was not always there. The Asakal once ruled these frozen lands. The First War took most of them. What remains is a wilderness that remembers what it lost.
Known Lore
inhabitants
The Asakal — once the dominant people of Ijovar, near-destroyed in the First War. Sightings are rare. Rumours persist.
🌊
Terrain
Storm coast, permafrost, glacial plains.
Status
Unclaimed — officially. Something still moves in the deep north.
✦ Kingdom
A vast desert kingdom ruled by the Namite people, Aesulyn commands its neighbours through strength, diplomacy, and calculated terror in equal measure. Beneath its shifting sands lie ruins older than its current dynasty — and secrets that King Akhem's court would prefer remained buried.
Known Lore
👑
Ruler
King Akhem
inhabitants
The Namites — a settled civilisation of formidable builders, traders, and warriors.
🌑
Terrain
Vast desert plains, ancient ruins, sandstone cities.
✦ Region
A vast region of blackened rock and living fire, Brittleheim is not a place that welcomes the living. Active volcanoes split the landscape. Sulphuric gas drifts across the plains in choking curtains. And somewhere in the ash and the heat, the Infurnus lizard moves — patient, fire-breathing, and entirely at home in conditions that kill most things that enter.
Known Lore
🌋
Terrain
Blackened rock plains, active volcanoes, ash fields
💨
Atmosphere
Sulphuric gas, choking smoke, extreme heat
🦎
Fauna
The Infurnus lizard — fire-breathing apex predator, found nowhere else in Arghost
Status
Largely uninhabited. Those who enter rarely map their way back out.
✦ Realm
A realm of ancient forests, Cliodaven is beautiful and terrible in equal measure. Its people commune with things older than memory, in groves where outsiders are not welcome — and the creatures that share those forests are unlike anything found elsewhere in Arghost.
Known Lore
🌿
Terrain
Old-growth forest, sacred groves
🦋
Fauna
Mystical creatures of unknown origin — seen rarely, understood less
👁
Warning
Strangers do not return from the inner wood
✦ Realm
The Realm of Abras occupies the great mountain belt of the east — a hard land of stone fortresses, iron faith, and warriors who have never known defeat on their own ground.
Known Lore
🏔
Terrain
High peaks, iron passes, fortress strongholds
Military
Among the most formidable fighting forces in Arghost — hardened by altitude, tradition, and necessity
👑
Ruler
King Rickart — and his son, Prince Rohan, known as The Lion
✦ Kingdom
The Kingdom of Alasia sprawls across the fertile central plains — wealthy, fractious, and perpetually at war with itself even as it faces threats from without. Its riches make it a prize. Its divisions make it vulnerable.
Known Lore
👑
Ruler
King Valemar
🌾
Terrain
Fertile plains, merchant cities, river deltas
Conflict
Persistent Marauder incursions from the west — a threat King Valemar's court has yet to answer decisively
✦ Isle
Remote, storm-lashed, and deliberately difficult to reach — the Isle of Thunder is home to the Seekers, a order of scholars devoted to the preservation and study of ancient texts. What they have gathered within their archives represents the most complete record of Arghost's history in existence.
Known Lore
Terrain
Storm peaks, black sand shores, turbulent seas
📜
Inhabitants
The Seekers — scholars, archivists, and keepers of ancient lore
📚
Notable
The Archive — said to contain texts predating the First War
✦ Kingdom
Carved into the great peaks of Thal Kuldohr, Thrardeag is a kingdom built downward rather than out. Its Dwarven people have tunnelled deep into the mountain's bones — mining, crafting, and keeping their own counsel while the surface world turns above them. Beneath the lowest levels, something older than the kingdom itself still stirs.
Known Lore
👑
Ruler
King Fornil Mountainheart
Industry
Masterwork mining and craft — their metalwork is unsurpassed in Arghost
Danger
The deepest tunnels are sealed. The Dwarves do not speak of what sealed them.
✦ Realm
Illadrel is the ancient home of the Elves — a vast forested realm woven into the heart of Atheron over centuries of patient habitation. Its canopy runs deep and its creatures run free. Its people are hunters, craftspeople, and traders who count themselves friends to all races. They do not conquer. They do not expand. They simply endure, and the forest endures with them.
Known Lore
🌲
Terrain
Dense ancient forest, hidden settlements, winding trade paths
🦌
Fauna
Rich with woodland creatures — many found nowhere else in Arghost
🤝
Relations
Counted as friends to all races — a distinction rare in Arghost
✦ Island
No ship willingly drops anchor at the Isle of Thorns. Dense forest and thorny underbrush choke every visible path from the shore inward — and nothing that has entered to map it has returned to finish the work.
Known Lore
🌿
Terrain
Dense unexplored forest, impenetrable thorny underbrush
Inhabitants
Unknown. Something is there. It has not introduced itself.
Warning
Ships that anchor here are never seen again
✦ Sea
The great inland sea that divides east from west, the Woodding Sea has borne the weight of a thousand wars — and the creatures that live in its depths have witnessed them all.
Known Lore
🌊
Borders
Separates the western and eastern continents
🚢
Traffic
Primary trade and military route of Arghost
🐉
Danger
Sea serpents reported in the deeper channels
✦ Ocean
The vast eastern ocean — deep beyond any reliable measure, and restless in ways that suggest something other than weather. No ship that has sailed east long enough has ever returned to say what lies beyond the horizon.
Known Lore
🌊
Extent
Eastern boundary of the known world — depth uncharted
Notable
Permanent storm systems surround the Isle of Thunder — believed to be connected to the ocean's depth
Warning
What lies beyond the horizon is not spoken of
✦ Sea
The frozen northern sea, locked in ice for most of the year. Navigable only in the brief warmth of high summer — and even then, only by those who know its moods. It is quieter now than it once was.
Known Lore
Conditions
Ice-locked for nine months of the year
🦴
History
The Asakal once hunted the great creatures that crossed the ice each winter, moving south with the cold. That tradition died with most of their people in the First War.
✦ Bay
The sheltered bay that cradles the Kingdom of Sinate, the Bay of Ellingnet is famed for its rich fishing grounds — and infamous for the wrecks that line its floor.
Known Lore
🐟
Resources
Among the richest fishing waters in Arghost
Wrecks
Dozens of ships lost to its hidden shallows
✦ Strait
The dark waters of the Blackwater Strait run between Thrardeag and the Isle of Thorns. Sailors say the water here is always cold, regardless of the season.
Known Lore
🌑
Nature
Water runs cold year-round
Danger
Strong undercurrents drag ships off course
✦ Bay
Named for the startling green of its shallows, the Emerald Bay is the eastern gateway to the Woodding Sea and the busiest anchorage on the eastern continent.
Known Lore
💚
Appearance
Vivid green shallows from mineral-rich seabed
🚢
Trade
Busiest anchorage on the eastern seaboard
✦ Bay
A sheltered inlet off the Woodding Sea that looks calmer than it is. The Bay of Kindale is home to a family of Raldreth — and no fisherman who knows the waters will go near it.
Known Lore
🌊
Conditions
Deceptively calm waters, poor visibility below the surface
🦈
Fauna
The Raldreth — large, razor-toothed predators capable of taking a ship. A family has claimed these waters as their own.
Warning
Avoided by all who know what lives beneath.
✦ Bay
The northwestern bay that cuts into the Khuris coastline, the Bay of Dannora is the empire's only warm-water port — and the most heavily fortified harbour in the known world.
Known Lore
Port
Only warm-water port of the Khuris Empire
🏰
Defences
Most fortified harbour in the known world

Legend

Kingdom
Empire
Cursed
Wilds
Sea
THE REGIONS

EXPLORE BY REGION

Atheron

REGION I

Atheron

ABRAS CLIODAVEN AESULYN ALASIA ILLADREL BRITTLEHEIM ISLE OF THUNDER ISLE OF THORNS IJOVAR THRARDEAG
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The Western Lands

REGION II

The Western Lands

STHE KURIS EMPIRE DAN BADIR THE WILDLANDS THE BLACK WASTELAND SINATE SHE SCARLET ARCHIPELAGO
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"The maps of Arghost are not merely geography. They are the record of every war fought, every kingdom lost, and every road that someone walked and never returned from."

— DERREN PARSONS