Inhabitants
The Biomes of Reth
Each region of Reth is shaped by the domain-essence of a fallen Elder Dragon - and the peoples and beasts of that land are shaped in turn. Follow a biome to meet its creatures, from common fauna to legendary apex beasts.

Metsä
- The Deep ForestAncient woodland where the canopy closes overhead like a cathedral roof and the oldest trees remember the Sealing. Living architecture grows here rather than being built. Balance is law; nothing takes more than the forest can give back.

Niityt
- The Open GrasslandsWide savanna and rolling plain, ruled by the movement of herds and the turn of the seasons. Home to storytellers and pastoralists who measure the year by the migration of cattle. The hearthfire of Theosh burns brightest here.

Kukkula
- The HillsThe lived highlands - ridgelines where roads bend, watchfires burn, and communities gather at stone rings to settle disputes and bind promises. People-country of pasture, patrol routes, old barrows, and threshold places where the world feels thin.

Vuori
- The High MountainsSheer peaks and cliff-carved citadels where discipline is survival and the climb itself is a devotion. Monastic clans and forge-masters keep to the high paths, serving as neutral guides for those who can afford passage through the stone.

Kylmä
- The Frozen NorthGlacier and tundra under an unforgiving sky, where the cold is a forge that sharpens the spirit. Seafaring raiders, reindeer-herding nomads, and frostbound orders endure a land that kills the unready. What survives here survives anywhere.

Suo
- The SwampBlackwater fen and mangrove mire, a place of decay and rebirth where rot is sacred and every end feeds a beginning. Priest-kings, alchemists, and marsh-mystics thrive in the mist - and so do things best left undisturbed. The Creeping Shadow finds fertile ground in corrupted water.

Hiekka
- The DesertEndless dune and buried ruin, where water is wealth and a sworn contract is sacred. Caravan masters and oasis-keepers move vital goods through unforgiving wastes, and beneath the sand lie temples, lost cities, and secrets that belong to Zerosh alone.

Ranta
- The Coast & ReefsShoreline, reef, and the restless edge of the world where every horizon is an invitation. Expert navigators, pirate brotherhoods, and reef-court stewards read the tides like scripture and keep the ancient treaties that bind the sea-realms.

Cil / Cet
- The RiversThe living freshwater of Reth - rushing streams, slow deltas, and the trade-arteries that carry goods and people between the biomes. Where the coast meets the inland, river-pilots and lock-keepers rule the water and everything that swims in it.

Varjo
- The UnderdarkThe deep places beneath Reth - unlit warrens, black-iron fortresses, and hidden cells where secrets are currency and darkness is home. Shadowed sites lie here, where old fear and forbidden knowledge gather, and a decentralized Shadow Collective hoards what others bury.

Aurinko
- The Volcanic ReachesCaldera and obsidian, the burning heart of the world where labor is worship and fire both creates and consumes. Volcanic theocracies and geothermal forges master the flame, reading omens in smoke and tempering steel that sings.

Cül
- The Deep OceanThe vast open sea - known in-world as the Valtameri, the world's great ocean - and the nations that live beneath it. Tide-orders, whale-song gerontocracies, coral kingdoms, and octopus plutocracies share a world of deep currents that connect every shore.

Taivas
- The Open SkyThe boundless air above Reth - storm-fronts, updraft peaks, and the high roads of the wind. Home to those who reject all chains: soaring wind-tribes, storm-speakers, and the free creatures of the open sky that no fence has ever held.

Kaupunki
- The CitiesThe great cities of Reth - markets, archives, and crowded streets where civilization beats loudest. Zilosh's domain of trade, law, and communication, where the dangers are as likely to wear a smile and a guild-badge as fangs.

Teräs
- The Steel FoundriesIron-clad foundries and gear-citadels where clockwork and steam drive the relentless pursuit of the next invention. Guild-syndicates of master engineers rank one another purely by innovation, and the great mills never sleep. Teräs shares Zilosh's 'Zil' domain with the cities - steel, trade, and the works of mortal ingenuity.
Beyond the Biomes
Not every threat belongs to a land. Some creatures are bound to a condition rather than a place - to ruin, to raw magic, or to the cold void beyond the sky itself.

Rauniot
Terrain categoryThe Ruins
Not an element but a place: the ruined cities, drowned temples, and forgotten battlefields of Reth. What haunts the abandoned works of the past - scavengers, revenants, and the things that move in where people have left.
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Valta
Elemental - pure magicCreatures of Magic
Beings of pure magical energy, bound to no single biome or element. Where raw magic pools, leaks, or is left unspent, it can stir into something alive - mana-mites, ink-sprites, and stranger things woven from spellcraft itself.
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Avaruus
Rare · beyond the skyCreatures of Space
Rare beyond rare - the creatures of the void beyond Reth's sky, drawn from the cold dark between the stars. Few in Reth have ever seen one, and fewer still believe the accounts. They are, nonetheless, a thing that is.
40 catalogued →