A realm of ancient wars, broken gods, and enduring peoples.
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.
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.
EXPLORE THE MAPREGION 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.
EXPLORE THE MAPREGION 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.
EXPLORE THE MAPRACE I · ALL REGIONS
HUMANS
Ambitious, desperate, and impossible to stop.
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.
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.
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.
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.
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.
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.
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.
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.
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."
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."
NVU · THE INNER TREE
Inherent power — drawn from within
INU · THE OUTER TREE
Exoteric power — channelled from living sources
AVE · THE CELESTIAL TREE
Celestial force — beyond mortal comprehension
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
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