ARGHOST

A realm of ancient wars, broken gods, and enduring peoples.

Landscape 447x505 SML

THE REALM

Arghost spans two vast and contrasting regions — the lands of Atheron in the east, and the Western Lands beyond. Between them lies every kind of terrain the world has to offer: frozen northern wastes, dense ancient forests, scorching desert kingdoms, volcanic wastelands, and mountain strongholds carved into the bones of the earth.

It is a world held together by sacred power stones that radiate the light of Athris, the creator — a deity who shaped the world and then went silent. That silence is the great unanswered question of the age. In its absence, kingdoms rose, wars were fought, and the Cataclysm reshaped everything that came before.

"Arghost is not a kind world. Its kingdoms rise and fall. Its gods are silent. Its people endure."

The Cataclysm reshaped not just the land but what people believe is possible — and into that scarred landscape, the stories of the Chronicles were born.

THE REGIONS OF ARGHOST

From frozen peaks to burning deserts — the world is ancient and vast

REGION I

Atheron

A land of dramatic contrasts. Northern Ijovar is locked in ice and snow. Brittleheim burns with volcanic fire. The south offers dense forests and sweeping plains, each region home to its own peoples and perils.

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REGION II

The Western Lands

Vast deserts, ancient ruins, and territories that have never been fully mapped. Home to the great Namite kingdoms, the scorched expanse of the Black Wasteland, and an empire nursing a grievance that has never been settled.

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REGION III

Oceans, Seas & Waterways

The waters of Arghost are as dangerous as its lands. From the frozen Frostfell Sea to the storm-lashed Andrean Ocean, the waterways divide kingdoms, conceal creatures, and carry the weight of histories that land-dwellers rarely hear.

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PEOPLES OF THE REALM

RACE I · ALL REGIONS

HUMANS

Ambitious, desperate, and impossible to stop.

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Humans

HOMELAND

All regions

LIFESPAN

60–70 years

MAGIC

Magikas — studied craft

DEFINING TRAIT

Adaptability, ambition

NATURE

The most numerous and politically dominant race of the current age. Their kingdoms rise and fall across Atheron and the Western Lands. Where other races measure history in deep cycles, humans measure it in generations — and that urgency shapes everything.

MAGIC

No innate magic, but they produced the magika tradition — alchemy, incantation, and herbalism. A skilled magika is among the most dangerous individuals in any kingdom.

"To a Reptan elder of a hundred and forty years, a human king's ambition looks like panic. To the human king, it looks like destiny."

RACE II · FOREST REGIONS

THE ELVES

Ancient inhabitants — they do not conquer, they inhabit.

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Elves

HOMELAND

Forests of Atheron

LIFESPAN

Several centuries

MAGIC

Instinctive attunement

TEMPERAMENT

Deliberate, reluctant

NATURE

Among the oldest settled peoples, their communities woven into forests across centuries. They build in conversation with the land, their architecture following the grain of living wood and paths of underground water.

MAGIC

Elves possess no innate magical ability. What they have instead is time — centuries of accumulated knowledge, patience, and an understanding of the natural world that can appear, to shorter-lived races, indistinguishable from magic.

"They have watched kingdoms rise that no longer exist. They remember wars whose causes the victors have already forgotten."

RACE III · THE MOUNTAINS

THE DWARVES

Master craftspeople of stone and fire — they build downward.

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Dwarves

HOMELAND

Mountain strongholds

LIFESPAN

100-150 years

TEMPERAMENT

Proud, enduring, fierce

SOCIETY

Oral tradition

NATURE

Their great strongholds are carved into the bones of the mountains — vast underground cities of stone and firelight. To a dwarf, the surface world is useful but exposed. Beneath the rock is where things last.

CRAFT

Their metalwork is unsurpassed. A weapon forged in a dwarven stronghold is not merely a tool — it is a statement. Their folklore is rich with tales of heroic underground battles fought in absolute darkness.

"Every dwarven child learns the battle songs before they learn to hold a hammer. History is not memory here. It is instruction."

RACE IV · IJOVAR

THE ASAKAL

Children of the frost — all but lost to the world.

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Asakal

HOMELAND

Ijovar

SOCIETY

Matriarchal

TEMPERAMENT

Peaceful, fierce when provoked

STATUS

Near-extinct

APPEARANCE

Large robust humanoids with dense white or creamy-yellow fur — water-repellent and insulating. Wide flat hands and feet act as natural snowshoes with sharp retractable claws. Fur adorned with intricate patterns signifying family lineage.

CULTURE

The Asakal built great stone cities across Ijovar — permanent, enduring structures that reflected a people who intended to last. Deeply spiritual, they worshipped the Wind, the Aurora, and the Eternal Ice. The First War took most of them. Their cities stand empty. Sporadic sightings suggest some survived — but nothing has been confirmed.

"The stone cities of Ijovar still stand, though in ruin. No one has seen an Asakal walk their streets in many generations. Whether that will remain true is another matter."

RACE V · AESULYN

THE NAMITES

Lords of the dune — those who know the desert as no other race can.

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Namites

HOMELAND

Aesulyn & The Black Wasteland

BUILD

Towering, jackal-headed

SOCIETY

Settled cities and nomadic tribes

SKILL

Beast taming, desert survival

NATURE

Towering figures with jackal-like heads, eyes adapted to read the shimmer of heat across dunes. Their knowledge of the desert's rhythms so complete that what appears hostile terrain to a traveller is, to a Namite, simply home.

SOCIETY

The Namites are not a single people in the way outsiders assume. In Aesulyn, they built great sandstone cities that have endured for centuries — a settled civilisation of traders, warriors, and builders. Elsewhere in the Western Lands, nomadic tribes still move with the desert, following routes memorised across generations and carrying news no other messenger could survive to deliver.

"The desert provides everything needed — but only to those willing to follow it."

RACE VI · THE SWAMPLANDS

THE REPTAN

Predator. Scholar. Survivor. Older than kingdoms.

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Reptan

HEIGHT

6.5–7.5 feet

LIFESPAN

120–160 years

TEMPERAMENT

Reclusive, deliberate

HABITAT

Swamplands, fog-shrouded marshes

APPEARANCE

Tall and lean with fine overlapping scales — deep emerald, ash-grey, bronze, or black with faint iridescence. Slitted pupils expanding in low light. A large tail aids balance and combat movement.

ORIGINS

Legend holds that the Reptan were once the human inhabitants of Stonebreach — a great city that sank beneath the Andrean ocean in a catastrophe that scholars still argue over. Whether the cause was a wayward magika or the hand of Athris himself, the city fell, the surrounding forest became swampland, and those who survived the transformation were no longer human. The Reptan do not confirm or deny the story. They move through the fog of the swamps and say nothing.

"Scales catching faint light like dull metal. The tongue flicks once. Predator. Scholar. Survivor. All three in one shape."

RACE VII · FOREST REGIONS

THE ARVI

Skinchangers — the watcher in the raven's eye.

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Arvi

HOMELAND

Remote forests

ABILITY

Human to raven

TEMPERAMENT

Peaceful, private

STATUS

Persecuted, in hiding

THE GIFT

Outwardly indistinguishable from humans, the Arvi possess a magical lineage allowing them to become a raven. The transformation is rapid and violent — bones compress, flesh draws inward, feathers emerge. Natural to the Arvi. Deeply unsettling to witness.

PERSECUTION

Hunters use Earthbind to prevent transformation and Wing-Bane to force it violently. Once hunted for their magical properties, few remain. Those that are left have retreated deep into wilderness, hiding their true nature entirely.

"Sometimes the raven circling high above is not merely a bird. Sometimes it is an Arvi, watching with patient eyes."

RACE VIII · THE DEWFORREST

THE FAE

Feral guardians — wild magic that refuses to be civilised.

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Fae

HEIGHT

3–4 feet

HOMELAND

The Dewforrest

TEMPERAMENT

Territorial, fierce

MAGIC

Ancient, forest-bound

APPEARANCE

Short thick-bodied woodland beings — round and heavy-set with large bulbous noses, wild hair packed with twigs and moss. Huge expressive eyes shifting from curiosity to rage instantly. Clothing of bark fibre, woven moss, and stitched leaves.

MAGIC & HABITAT

Ancient instinctive magic — blending into foliage, commanding animals, causing roots to trip intruders, calling thick mist into the forest. Their settlements are hidden within it, unwelcoming to those who happen upon them.

"Keep to the road in the Dewforrest. Step too far into their trees and they'll chase ye out screamin' — or worse."

RACE IX · ORBOROS MOUNTAINS

THE WILDKIN

Creatures of the deep dark — to them, the world is a hunting ground.

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Wildkin

HOMELAND

Orboros Mountains

BUILD

Short, hunched, distorted

TEMPERAMENT

Cruel, hungry, predatory

DIET

Carnivorous — any prey

APPEARANCE

Grotesque subterranean creatures with distorted hunched bodies dominated by oversized heads. Unusually long arms hang far below their torsos, knuckles dragging along the ground. Mottled green and yellow skin stretched tight in places, sagging loosely in others. Eyes glow faintly like wet embers, watching without blinking.

BEHAVIOUR

Driven primarily by hunger and cruelty. They capture travellers and keep them in cages suspended from cavern ceilings, stored like livestock. Their speech is simple and repetitive, often reduced to a single word. Their caverns are littered with bones, broken weapons, and the remains of those who came before.

"To the Wildkin, the world beyond their tunnels is not a place of kingdoms and peoples. It is simply a hunting ground."

MAGIKA

Magic in Arghost is not a gift. It is a discipline — studied, earned, and carried at personal cost. The magikas who practise it spend years mastering the Three Trees: the NVU tree of inherent power drawn from within, the INU tree of exoteric magic channelled from living sources beyond the self, and the AVE tree of celestial force — the most dangerous and least understood of the three.

Every incantation begins with Plahka — a summoning of the spirit of light. What follows depends on the practitioner's knowledge, their staff, and the ingredients they have prepared. A magika who truly understands the Trees can combine incantations to amplify their potency. One who does not will find the results unpredictable at best.

The staff is not decoration. It is the conduit — and the wood it is made from shapes everything that passes through it.

"Every casting leaves a mark on the world — and on the one who casts."

The Inner Tree

NVU · THE INNER TREE

Inherent power — drawn from within

The Outer Tree

INU · THE OUTER TREE

Exoteric power — channelled from living sources

The Celestial Tree

AVE · THE CELESTIAL TREE

Celestial force — beyond mortal comprehension

FAITH & DIVINITY

THE GODS OF ARGHOST

They shaped the world — and then went silent

THE PRIMARY DEITY

Athris

Revered as the creator energy of the world. Athris is not worshipped through temples alone — the very land itself is considered a living expression of that creative force.

The silence of Athris is one of the great theological questions of the realm — whether the creator has abandoned the world, or simply stepped back to watch what its people will become.

THE LESSER GODS

Numerous lesser beings are worshipped by different factions across Arghost, each with their own rituals, myths, and cultural weight. This religious diversity runs through the political and social fabric of the world at every level.

Some are venerated. Some are feared. Some are both. Among them, Sylvaria — the Moon Goddess, worshipped by the Lunar Disciples through the sacred Moonlit Vow — stands as one of the few whose name is spoken openly. Most are not so easily named.

"Even the gods of Arghost are capable of failure — and that, perhaps, is what makes them worth believing in."

"The world of Arghost did not begin with a war or a prophecy. It began with a choice — and every kingdom, every ruin, every scar in the land is the consequence of choices made by people who believed they had no other option."

— DERREN PARSONS

THE ARGHOST ORACLE

Which Soul of Arghost Are You?

You have read of the races. You have walked the regions. Now the question turns inward — eight questions stand between you and your answer.

BEGIN THE RECKONING

NAVIGATE THE REALM

EXPLORE THE MAPS OF ARGHOST

Chart the lands, trace the journeys, and find your place in the world.