The Peoples
Peoples of Reth
Every lineage of Reth splits into many cultures, each shaped by the biome that raised it. These are the peoples of the world - their character, their ways, and a few of the cultures that carry their name.
Mortal Lineages

Humans
DruazirThe most widespread of Reth's peoples, the Druazir take the shape of the land they settle. There is no single human nation but a mosaic of cultures - raiders and farmers, priest-kings and merchant-lords - each grown from the biome that raised it. Adaptable and ambitious, humans sit at nearly every table of power in Reth.
Notable cultures
- Druazir-Kylmä (Arctic) - Iceward longhouse culture - seafaring raiders and traders ruled by Jarls.
- Druazir-Metsä (Forest) - Woodland charter culture; feudal yeomen and barons of a fractured crown.
- Druazir-Hiekka (Desert) - Oasis compacts - master caravan-traders bound by sacred contract law.
- Druazir-Niityt (Grassland) - Steppe moot culture; pastoralists and storytellers of the open plains.
- Druazir-Suo (Swamp) - Fenlight culture - ritualistic priest-king city-states of the waterways.

Elves
DruthalDruthal enclaves rise wherever the Song of the World feels strongest - deep forests, reef shelves, dune basins, cliff citadels, frost holds, and the shadowed margins below. They do not organize into kingdoms but into Courts: living traditions bound to place, season, and obligation, each keeping specific routes, treaties, and sites. When disputes reach beyond an enclave, a Court speaks through a Voice sent to the Conclave at Zolsa'Reth. Known across Reth for long memory, careful diplomacy, and craft that looks alive even when it is stone, steel, coral, glass, or living wood.
Notable cultures
- Druthal-Metsä (Wood Elf) - Forest Steward Court - stewards keeping the world stitched together.
- Druthal-Vuori (Rock Elf) - Passwarden Court - route-keepers and builders of enduring stonework.
- Druthal-Ranta (Sea Elf) - Reefwarden Court - keepers of the treaties that bind the water-realms.
- Druthal-Teräs (Steel Elf) - Discipline Court - blade-singers who treat martial craft as civic duty.
- Druthal-Avaruus (Star Elf) - Starwatch Court - watchers of the cosmos and the coming dark.

Dwarves
DruazerStone-bound and craft-proud, the Druazer are the great makers of Reth. Whether forging singing steel in mountain citadels, driving steam-engines in the foundry-cities, or herding reindeer across the tundra, they share a reverence for the work of the hands and the endurance of the deep earth. Their oaths, sung in echo chambers, are held to bind more surely than any written contract.
Notable cultures
- Druazer-Vuori (Mountain Dwarf) - Clan-shogunates of master smiths; honor perfected through the forge.
- Druazer-Teräs (Steel Dwarf) - Industrial guild-syndicates ranked purely by technical innovation.
- Druazer-Aurinko (Fire Dwarf) - Volcanic theocracy where labor at the forge is a form of worship.
- Druazer-Varjo (Duergar) - Militaristic deep-rock tyranny of mines and war-materiel.
- Druazer-Avaruus (Star Dwarf) - Astral mystics who study the deep earth and the distant stars alike.

Gnomes
DruaezurWhere others see problems, the Druaezur see moving parts. A diaspora of tinkers, artificers, and dreamers, they keep the trade lanes humming and the neutral Parlor Councils open, adjudicating disputes and patents over tea and biscuits. Their inventions run from steam-driven clockworks to psychic dream-charts read beneath the earth.
Notable cultures
- Druaezur-Avaruus (Dream Gnome) - Oneiric workshops of stargazers and sleepwrights who read the future in dreams.
- Druaezur-Metsä (Forest Gnome) - Mosswork enclaves of quiet illusionists and naturalist tinkers.
- Druaezur-Taivas (Glider Gnome) - Sky communes of windwrights and zeppelin-craft.

Halflings
DruisLucky, brave, and warm, the Druis build their society on the Commons - the shared table where trust is founded on a shared meal. Renowned as trustworthy messengers and neutral traders between biomes, they keep the roads moving and the market customs honest across the whole Circle of Reth.
Notable cultures
- Druis-Aurinko (Hearth Halfling) - Democratic village Commons; their doctrines underpin market custom.
- Druis-Hiekka (Dune Halfling) - Oasis caravan couriers who keep roads and messages moving.
- Druis-Metsä (Ghostwise Halfling) - Reclusive forest telepaths who govern by silent speech.
- Druis-Ranta (Raft Halfling) - River and raft-town pilots, trusted as neutral messengers.

Blood-Changed
AldaecasThe Blood-Changed appear completely human unless they choose to tap the latent element in their blood, which often lies dormant and unknown even to them. Most form no separate nations - they live as Druazir citizens, clustering in guilds and enclaves tied to their bloodline's strengths. Where their culture differs, it is in three things: secrecy, reputation, and safety. In the Long Shadow, their corrupted manifestations are too easily mistaken for shadow-corruption, and suspicion follows them.
Notable cultures
- Earth-Blood (Casaezor) - Stoneflesh bloodline; prized in Vuori for sensing corrupted stone.
- Water-Blood - Best-received of any line - able to identify corrupted water at a touch.
- Air-Blood - Kept welcome in Taivas and the coasts for detecting corrupted wind.
- Fire-Blood - Welcomed in fire biomes, viewed with suspicion near water and ice.
- Mecha (Cho'azil) - Living constructs whose lost awakening art survives through the year-long Upload: an elder freely passes one life-spark into a forged child, teaching them before becoming a dormant shell. Their Ziloshi culture finds beauty in mathematics, proportion, pattern, and chosen purpose.
Animal-Folk

Land Animal-Folk
AldaethuThe landbound animal-folk of Reth, who arrived generations ago by sea, storm, and strange fate - and learned quickly that survival here demanded treaties as much as teeth. Their lineages keep their own customs while sharing a broad code of Road-Right, Oath-Meal, and mutual defense, and many stand together in the Chiaethu Confederation. Most outsiders treat the Aldaethu as one people; the Aldaethu know themselves as a family of peoples.
Notable cultures
- Bearfolk - Kept the neutral observation posts of the First War; cold-weather wardens.
- Goatfolk - Keepers of neutral sacred ground and the Accord of Redhorn.
- Chiaegen (Cheetah-kin) - Couriers and pride-tellers who carry history in sand-thread rituals.
- Armadillo Folk (Chiaenol) - Disciplined desert caravan-wardens whose guild-burrows run like caravans.
- Monkeyfolk - Bridge-builders and highline dancers who encode history in the Bridge-Song.

Sky Animal-Folk
AldaenerThe unified avian folk of Reth - the Skyborn Nation - who have remained one people from their first arrival at the end of the Dragon War to the present day. Winged and keen-eyed, they dwell in cliff-eyries, hollowed spires, and canopy nests, bound in rookery circles by flight-oaths and led by elders elected through service rather than blood. After the Great Peace they became the Circle's fastest neutral messengers.
Notable cultures
- Ner'Kur (Small Avian) - Nocturnal archivist-scholars who keep the Moon-Led Index of sky-routes.
- Ner'Kar (Medium Avian) - Urban cipher-flocks; spies and couriers bound by sacred debt.
- Ner'Kor (Large Avian) - Noble storm-speaking sky-wardens of the high peaks and coasts.

Sea-Folk (Water)
AldaecülThe many nations of the deep - never a single people, and long at odds among themselves. The Tritons are the 'high elves' of the ocean, ancient light-weavers who treat architecture as philosophy; around them move isolationist whale-folk skeletomancers, alpha-hunter shark sects, an educated dolphin republic, wealth-driven octopus plutocracies, and the proud coral kingdoms of the Sandrü. They share the ocean of Reth and rarely agree on anything but the tide.
Notable cultures
- Tritons (Druaecül) - Ancient light-weavers; diplomats between the surface and the sea.
- Chison (Whale Folk) - Gerontocracy of elders; bone-shamans who imbue magic into bone.
- Chisan (Dolphin Folk) - Educated representative republic with strict term limits.
- Chisin (Shark Folk) - Alpha-hunter tribes split into Land (south) and Sea (north) sects.
- Chasün (Octopus Folk) - Curious plutocracy ruled by three eight-member councils.

Goblinkin
AldaegelGoblin, hobgoblin, and bugbear - the goblinkin withdrew from the Prime Council after generations of holding what other members quietly called 'the lesser chairs.' When their Head Shaman finally walked out, it was not in anger but in exhaustion. Scavenging goblin market-gangs invent cheap wonders like the glow-rod; disciplined hobgoblin legions live by codified law; and all of them are underestimated at the peril of those who do so.
Notable cultures
- Goblin - Nimble scavengers under unpredictable Whim-Bosses; inventors of the glow-rod.
- Hobgoblin - Disciplined legions under codified law and the Pike-Line Articles.
- Bugbear - The heavy muscle of the goblinkin; wary readers of the Council's 'diplomacy.'

Forest-Folk (Tree-Kin)
AldaecirThe living wood given will - tree-folk who grow rather than are born, rising from the rootbed of a grove through sproutling, shrubling, and treeling until, after centuries of stillness, they harden into an Oaken One who speaks for the whole forest. Beside them move the Druaecir, the Dryads: the manifested souls of the wild spaces between the groves, more capricious and more dangerous than their rooted cousins.
Notable cultures
- Oaken One - The eldest tree-kin - heartwood elders who anchor a grove and remember everything.
- Treeling - Aldaecir in their prime; wardens who carry the grove's work into the wider forest.
- Shrubling - Young, thorned understory-kin who guard the paths between the trees.
- Sproutling - The youngest walking Aldaecir, newly risen and quick to grow.
- Dryad (Druaecir) - Manifested forest-souls; solitary guardians bound to a Heart Tree.
- Fungoid (Ciraemir) - Fungal kin of the deep forests, caves, Underdark, and dark Suo wetlands; closely tied to Dryads and Tree Folk through shared ecological stewardship.
Reptilian & Draconic

Reptile-Folk
AldaemirThe reptile-folk withdrew from the Prime Council, claiming it favored the mighty, and favor guile over open war. They value quiet observation and deliberate movement - children are trained to watch the wind, the ripples, and the footfalls before they act, and in council a long pause is wisdom, not weakness. Their law assumes the map itself changes with flood, drought, and storm, so their agreements carry seasonal terms outsiders mistake for inconsistency and they call basic competence.
Notable cultures
- Miríss (Snake Folk) - Cunning, insular trader-tribes; trust is everything, betrayal unforgivable.
- Mirass (Lizard Folk) - River engineers and levee-wardens bound by tide-mark oaths.
- Mirüss (Frog Folk) - Marsh alchemists and healers who govern by sung Chorus Councils.
- Newt Folk - Scholar-healers whose springhouse cure-ledgers are used across Reth.
- Miréss (Tortle Folk) - Enduring navigator-engineers governed by the sacred Shell-Code.

Saurids
AldaedraThe dinosaur-kin of Reth, four great kinds in all, loosely bound by the Saurid Council. Aggressive therapod warlords worship the many-toothed god of war; ponderous sauropod elders revere age and honest labor; armored saurids guard their kingdoms and the weak; and free-spirited pterosaurs, who take no harm from any fall, believe that all beings should enjoy the sky.
Notable cultures
- Draegel (Therapod) - Aggressive warlord tribes sworn to Tyrannax, god of war.
- Drae'Ril (Sauropod) - Ponderous, wise elder-councils who revere age and manual labor.
- Dreaenul (Armored Saurid) - Guarded kingdom that protects the weak through strength in numbers.
- Dreaener (Pterosaur) - Free-spirited cliff-gliders and relic-hoarders who prize flight.

Dragonkin
AldaedreThe dragon-touched peoples of Reth - half-dragons with scaled hide, functional wings, and an elemental core that can infuse them once roused. They are wanderers by necessity, keeping to old draconic sites, storm ridges, and volcanic valleys, and integrating into other communities rather than raising cities of their own. They share a natural kinship with reptile-folk and a hard-won wariness of dragon-cults, tyrant wyrms, and 'collectors' who would claim their blood.
Notable cultures
- Half-Dragon (Aldaedreis) - Winged, elementally-cored wanderers who guard and scout.
- Elemental Clutches - Clan-lines of lava fields, frozen plains, and storm peaks - Wyrmhold, Ember-Ka, Frostspine.
Giantkin & Insectoids

Giantkin
AldaedroReth's giantkin peoples - large-bodied, long-lived, and built for hard labor and harder country. They are common in mixed cities as masons, guards, haulers, and bridge-builders, but they also keep their own holds in the high passes and border works. They hold a recognized seat on the Prime Council, most often filled by an oath-speaker chosen through bargaining between their peoples rather than an inherited crown.
Notable cultures
- Giants - Keepers of a Jotun-style storm-and-hearth pantheon; builders of the great works.
- Firbolg - Grove-and-ancestor traditionalists of a Celtic-flavored faith.
- Cragborn - Followers of the Earth Father's Song, sung in binding echo-oaths.
- Orcs - Tribal war-rite keepers whose gods wear an Orc-cast form.

Insectoids
CaraezerThe insect-folk of Reth - hive-minded and hunter-still, from ritual mantid predators to disciplined ant-folk hives and secretive spider-weavers. Many carry the long shadow of the War of Wing and Venom, in which the Scorpion, Spider, and Beetle folk stood together against the Batfolk. Patient, precise, and easy to underestimate, the Caraezer keep to their own patterns and expect the world to learn them.
Notable cultures
- Mantid (Caraethu) - Ritual hunters; still as a leaf until the raptorial strike lands.
- Ant Folk - Hive-disciplined couriers and soldiers who move on secret orders.
- Spider Folk - Silk-weavers and keepers of secrets; allied to the Scorpionfolk of old.
- Scorpionfolk - Desert ambush-masters, all but broken at Khar-Duo - their council seat sits vacant.
Peoples, bios, and portraits are drawn from the Reth Ancestries (Daggerheart) compendium and the Cultures of Reth archive. Game mechanics are deliberately omitted - this is a lore codex.