
Forest-Folk (Tree-Kin)
Tree Folk
Aldaecir
Lore
The Aldaecir are the communal Tree Folk of Reth - biological plant beings whose settlements are grown rather than built. Their civilization is rooted in the great western forest and organized around three major groves: Sunbough, Rootheart, and Stillwater.
They are distinct from the Druaecir, the solitary fey-plant spirits bound to individual Heart-Trees. Aldaecir raise young, govern territory, maintain trade, cultivate food, preserve water, and shape living architecture across generations. Druaecir instead inhabit the untamed forest between the groves, gathering loosely into Choirs according to shared purpose.
The Aldaecir are often described as the forest's shield - they protect its settlements, rootlines, water stores, and future generations, while the Druaecir Choir of Thorns serves as its more aggressive sword.
Aldaecir society values stewardship above wealth. Status is earned by tending something that must survive beyond the individual: a nursery, water source, trade path, living structure, firebreak, treaty, or damaged region of forest. An Aldaecir is not judged by what they own - they are judged by what remains healthy because they cared for it.
Growth Stages
Aldaecir growth stages represent age and biological development rather than character level.
Sproutling. A newly awakened Aldaecir kept within a specially crafted growth vessel, with limited mobility, dependent on Wardens for water, sunlight, protection, and travel. Sproutlings are generally not suitable as player characters.
Shrubling. A young Aldaecir capable of leaving its vessel and walking independently - usually Small, and still under some Warden supervision.
Treeling. A mature Aldaecir, most often Medium, with the developed bark, limbs, crown, roots, and foliage associated with Tree Folk. Most Aldaecir adventurers are Treelings.
Oaken One. An elder Aldaecir whose body has become broad, dense, and deeply rooted. Some appear physically Large, though player-character Oaken Ones are treated as Medium unless a feature states otherwise.
Appearance
Aldaecir bodies resemble many forms of woody plant life - oak, willow, birch, cedar, mangrove, fruit trees, flowering trees, or thorned growth. They may display bark in pale silver, red-brown, grey-green, charcoal, or black; branches resembling antlers, crowns, horns, or layered canopies; seasonal leaves, flowers, fruit, nuts, or seedpods; moss, vines, fungi, or lichen across the body; rootlike feet that grip soil; sap serving the role of blood; and eyes resembling amber, knots, seeds, glowing sap, or polished wood. Aldaecir often cultivate their bodies deliberately through pruning, grafting, moss shaping, flower training, bark carving, and guided branch growth - practices that serve roles similar to clothing, jewelry, hairstyles, and tattoos among other peoples.
Lifespan
Aldaecir may live for approximately one thousand years under healthy conditions. Their long lives shape their approach to politics, construction, and stewardship: they weigh not only whether a decision works now, but whether it will damage roots, soil, water, or future generations decades later. They act immediately when danger is clear - fire, poisoned water, blight, and threats to Sproutlings are answered without delay - but their patience appears most strongly when a choice would permanently alter the forest.
Society
Aldaecir society is communal but not without individuality; work is organized around the needs of the grove - raising and protecting Sproutlings, maintaining clean water, tending rootlines, cultivating fruit and medicine, shaping living structures, guarding boundaries, maintaining firebreaks, guiding outsiders, preserving seed lines, mediating with Druaecir, and watching for blight or soil corruption. They do not normally build private estates or hoard personal wealth; resources are directed toward whichever part of the grove needs them.
Government
Each major grove is governed by a Warden Circle responsible for local safety, access, resources, and stewardship. Matters affecting all Aldaecir are brought before the Elder Circle at Rootheart, which deliberates over territorial boundaries, ecological threats, trade agreements, relations with other peoples, and decisions that may affect the groves for generations. Rootheart does not rule Sunbough and Stillwater as subordinate provinces - it coordinates matters that no single grove can resolve alone.
The Warden System
Every Sproutling is placed under the protection of a Warden. Most Wardens are Aldaecir, but trusted elves, druids, or sworn wanderers may earn the responsibility. A Warden oversees water and sunlight, growth-vessel maintenance, safe travel, nursery access, education, emergency evacuation, protection from fire, poison, theft, and blight, introduction to outside peoples, and preparation for independent rooting. A non-Aldaecir Warden is not a hired caretaker - they have been entrusted with the continuation of the grove, and negligence resulting in harm to a Sproutling is remembered severely.
Architecture
Aldaecir settlements are grown from living trees, roots, fungi, moss, and guided vegetation - bough-halls, rootcellars, branch bridges, living council courts, potcourts, sheltered growth chambers, rain-catching leaf basins, fungal compost halls, water-storage hollows, firebreak clearings, rootline passages, and living boundary gates. A structure may take decades to mature, so Aldaecir architecture is planned for descendants who may not yet have awakened.
Communication
Aldaecir speak Common and Aldaecir. Their language also incorporates physical and environmental signals - leaf movement, root pressure, branch posture, sap scent, tapping through wood, vibrations carried through shared soil, and changes in flowers or foliage - able to convey alarm, direction, recognition, pain, disturbance, and emotional state. They are not telepathic, and complex ideas still require speech.
Spiritual Beliefs
The Aldaecir have no single centralized church. Their spiritual life centers on clean water, healthy soil, protection of young growth, memory preserved in old trees, death returning nourishment to life, responsible harvest, controlled use of fire, Warden obligations, and continuity of the grove. The body of a deceased Aldaecir may become a memorial tree, nurse log, source of grafts, sacred soil, or part of a living structure - death is not treated as disappearance, but neither is it treated casually.
Law and Taboos
Open flame may not be brought into a grove without permission. Living growth may not be cut for convenience; pruning and harvesting require knowledge, purpose, and consent. Removing a Sproutling or its vessel from Warden oversight is among the gravest Aldaecir crimes. Introducing poison, corruption, alchemical runoff, or blight into Aldaecir soil is treated as an attack upon the grove, as is polluting or concealing contamination in water stores. Protected roots may not be severed, excavated, burned, or magically altered without permission.
Warfare
The Aldaecir keep no conventional standing armies; their defensive strength comes from the forest itself. Defenders close paths with living growth, raise root barriers, collapse crossings, restrain intruders, conceal settlements, redirect enemies into hostile terrain, evacuate young through hidden passages, coordinate with Druaecir Choirs, and deny access to water or safe ground. They prefer containment, attrition, and removal over open battle - but when Stillwater, a nursery, or a protected water source is threatened, they respond with decisive force.
History
The Aldaecir are among the oldest forest-born peoples of Reth; their groves were ancient when permanent roads first cut through the deep forests. During the First War they broadly aligned with the forest peoples and elves, but as the conflict damaged living territory many withdrew rather than let the forest be destroyed by the struggle. Afterward, the Tree Folk were among those dissatisfied with the Prime Council - one distant seat could not represent multiple groves and centuries of ecological responsibility. During the Great Peace, Aldaecir trade expanded: elven tools, growth vessels, and metalwork entered the groves while fruits, medicines, resins, and safe routes moved outward. During the Long Shadow the groves grew more guarded - Warden authority increased, outsider paths narrowed, and promises were judged against repeated action rather than spoken intent. The Aldaecir did not abandon the outside world; they stopped assuming that every visitor understood what their presence could damage.
Background Questions
Which grove raised you. Sunbough, Rootheart, or Stillwater?
Who served as your Warden, and where are they now?
What happened during your First Uprooting?
What fruit, flower, seed, or nut is unique to your family line?
What duty did you leave unfinished when you departed the groves?
What forest spirit first spoke your true name?
Connection Questions
Who in the party reminds you of your Warden?
Whose movement have you learned to recognize through the ground?
Who would you trust to carry a Sproutling's vessel?
Who acts without considering what their choices will leave behind?
Who has earned permission to tend your damaged bark or prune injured growth?
Homeland: The great western forest of Reth
Principal Groves. Sunbough, Rootheart, and Stillwater
Government: Warden Circles within each grove, coordinated by the Elder Circle at Rootheart
Society: Communal, elder-guided, stewardship-focused - organized around groves, rootlines, nurseries, and Warden responsibilities
Buildings: Living bough-halls, rootcellars, branch bridges, potcourts, growth chambers, rain basins, and structures shaped from living trees
Exports: Sacred fruits, berries, medicines, resins, seeds, living-wood craft, and forest guidance
Imports: Growth vessels, water containers, metal tools, armor, glass, and fire-resistant materials
Sustenance. Sunlight, water, soil nutrients, and symbiotic fungi
Allies: Forest elves, druids, Druaecir Choirs, and trusted Wardens
Enemies: Blight-cults, poachers, reckless clear-cutters, root-corrupting necromancers, and forces that poison soil, water, or living growth
Core Values. Stewardship, continuity, clean water, protection of young growth, long consequence, patient judgment, and responsible harvest
Greatest Taboos. Taking a Sproutling, unpermitted flame, poisoning soil, fouling water, severing rootlines, and cutting living growth without consent
Lore & Background
The Aldaecir are the communal Tree Folk of Reth, biological plant beings whose settlements are grown rather than built. Their civilization is rooted in the great western forest and organized around three major groves: Sunbough, Rootheart, and Stillwater.
They are distinct from the Druaecir, the solitary fey-plant spirits bound to individual Heart-Trees. Aldaecir raise young, govern territory, maintain trade, cultivate food, preserve water, and shape living architecture across generations. Druaecir instead inhabit the untamed forest between the groves, gathering loosely into Choirs according to shared purpose.
The Aldaecir are often described as the forest's shield. They protect its settlements, rootlines, water stores, and future generations. The Druaecir Choir of Thorns serves as its more aggressive sword.
Aldaecir society values stewardship above wealth. Status is earned by tending something that must survive beyond the individual: a nursery, water source, trade path, living structure, firebreak, treaty, or damaged region of forest.
An Aldaecir is not primarily judged by what they own.
They are judged by what remains healthy because they cared for it.
Appearance
Aldaecir bodies resemble many forms of woody plant life. Some bear the traits of oak, willow, birch, cedar, mangrove, fruit trees, flowering trees, or thorned growth.
Their bodies may display:
Bark in pale silver, red-brown, grey-green, charcoal, or black
Branches resembling antlers, crowns, horns, or layered canopies
Seasonal leaves, flowers, fruit, nuts, or seedpods
Moss, vines, fungi, or lichen growing across the body
Rootlike feet capable of gripping soil
Sap serving a role similar to blood
Eyes resembling amber, knots, seeds, glowing sap, or polished wood
Aldaecir often cultivate their bodies deliberately through pruning, grafting, moss shaping, flower training, bark carving, and guided branch growth. These practices serve roles similar to clothing, jewelry, hairstyles, and tattoos among other peoples.
Lifespan
Aldaecir may live for approximately one thousand years under healthy conditions.
Their long lives influence their approach to politics, construction, and ecological stewardship. They consider not only whether a decision works now, but whether it will damage roots, soil, water, or future generations decades later.
They are capable of immediate action when danger is clear. Fire, poisoned water, blight, and threats to Sproutlings are answered without delay.
Their patience appears most strongly when a choice would permanently alter the forest.
Society
Aldaecir society is communal but not without individuality. Work is organized according to the needs of the grove.
Common responsibilities include:
Raising and protecting Sproutlings
Maintaining clean water
Tending rootlines
Cultivating fruit and medicinal growth
Shaping living structures
Guarding boundaries
Maintaining firebreaks
Guiding outsiders
Preserving seed and family lines
Mediating with Druaecir
Watching for blight or soil corruption
Aldaecir do not normally build private estates or accumulate large stores of personal wealth. Resources are directed toward whichever part of the grove requires them.
Government
Each major grove is governed by a Warden Circle responsible for local safety, access, resources, and stewardship.
Matters affecting all Aldaecir are brought before the Elder Circle at Rootheart. The council deliberates over territorial boundaries, ecological threats, trade agreements, relations with other peoples, and decisions that may affect the groves for generations.
Rootheart does not rule Sunbough and Stillwater as subordinate provinces. It coordinates matters that cannot be resolved by one grove alone.
The Warden System
Every Sproutling is placed under the protection of a Warden.
Most Wardens are Aldaecir, but trusted elves, druids, or sworn wanderers may earn the responsibility.
A Warden oversees:
Water and sunlight
Growth-vessel maintenance
Safe travel
Nursery access
Education
Emergency evacuation
Protection from fire, poison, theft, and blight
Introduction to outside peoples and customs
Preparation for independent rooting
A non-Aldaecir Warden is not considered a hired caretaker. They have been entrusted with the continuation of the grove.
Negligence resulting in harm to a Sproutling is remembered severely.
Architecture
Aldaecir settlements are grown from living trees, roots, fungi, moss, and guided vegetation.
Common structures include:
Bough-halls
Rootcellars
Branch bridges
Living council courts
Potcourts
Sheltered growth chambers
Rain-catching leaf basins
Fungal compost halls
Water-storage hollows
Firebreak clearings
Rootline passages
Living boundary gates
A structure may take decades to mature. Aldaecir architecture is therefore planned for descendants who may not yet have awakened.
Trade
The Aldaecir rely primarily upon barter within their territory, though they understand and use foreign currency when necessary.
Their most important trade relationships support Sproutling survival and grove maintenance.
Exports
Farmed berries
Sacred fruits
Medicinal bark
Rare herbs
Resins
Seeds
Fungal medicines
Living-wood craft
Guided passage through the forest
Imports
Specialized Sproutling vessels
Water barrels
Metal tools
Armor and weapons
Glass
Irrigation fittings
Fire-resistant materials
Fine cutting and pruning tools
Forest elves are among their oldest trade partners, particularly for forged tools and vessels made from specialized lumber.
Communication
Aldaecir speak Common and Aldaecir.
Their language also incorporates physical and environmental signals:
Leaf movement, appears as leaves blowing in the wind
Root pressure
Branch posture
Sap scent
Tapping through wood
Vibrations carried through shared soil
Changes in flowers or foliage
These signals can communicate alarm, direction, recognition, pain, environmental disturbance, and emotional state.
They are not telepathic, and complex ideas still require speech.
Spiritual Beliefs
The Aldaecir do not possess a single confirmed centralized church.
Their spiritual life centers upon:
Clean water
Healthy soil
Protection of young growth
Memory preserved in old trees
Death returning nourishment to life
Responsible harvest
Controlled use of fire
Warden obligations
Continuity of the grove
The body of a deceased Aldaecir may become a memorial tree, nurse log, source of grafts, sacred soil, or part of a living structure.
Death is not treated as disappearance, but neither is it treated casually.
Law and Taboos
Unpermitted Flame
Open flame may not be brought into an Aldaecir grove without permission.
Unlawful Cutting
Living growth may not be cut for convenience. Pruning and harvesting require knowledge, purpose, and consent.
Taking a Sproutling
Removing a Sproutling or its growth vessel from Warden oversight is among the gravest Aldaecir crimes.
Poisoning the Soil
Introducing poison, corruption, alchemical runoff, blight, or diseased matter into Aldaecir soil is treated as an attack upon the grove.
Fouling Water
Polluting or concealing contamination in water stores, springs, or rain basins is treated as a direct threat to Aldaecir life.
Rootline Violation
Protected roots may not be severed, excavated, burned, or magically altered without permission.
Warfare
The Aldaecir do not maintain conventional standing armies.
Their defensive strength comes from the forest itself.
Aldaecir defenders may:
Close paths with living growth
Raise root barriers
Collapse crossings
Restrain intruders
Conceal settlements
Redirect enemies into hostile terrain
Evacuate young through hidden passages
Coordinate with Druaecir Choirs
Deny access to water or safe ground
They prefer containment, attrition, and removal over open battle.
When Stillwater, a Sproutling nursery, or a protected water source is threatened, they respond with decisive force.
History
The Aldaecir are among the oldest forest-born peoples of Reth. Their groves were already ancient when permanent roads began cutting through the deep forests.
During the First War, they broadly aligned with the forest peoples and elves. As the conflict increasingly damaged living territory, many Aldaecir withdrew rather than allow the forest itself to be destroyed by the struggle.
Following the war, the Tree Folk were among the peoples dissatisfied with the political structure of the Prime Council. One distant seat could not meaningfully represent multiple groves, centuries of ecological responsibility, and decisions rooted in living territory.
During the Great Peace, Aldaecir trade expanded. Elven tools, growth vessels, water-storage systems, and metalwork entered the groves, while Aldaecir fruits, medicines, resins, and safe forest routes moved outward.
During the Long Shadow, the groves became more guarded. Warden authority increased, outsider paths narrowed, and political promises were judged against repeated action rather than spoken intent.
The Aldaecir did not abandon the outside world.
They stopped assuming that every visitor understood what their presence could damage.
Homeland: The great western forest of Reth
Principal Groves:
Sunbough Grove
Rootheart Grove
Stillwater Grove
Government: Warden Circles within each grove, coordinated by the Elder Circle at Rootheart
Society: Communal, elder-guided, stewardship-focused, and organized around groves, rootlines, nurseries, and Warden responsibilities
Buildings: Living bough-halls, rootcellars, branch bridges, potcourts, growth chambers, rain basins, and structures shaped from living trees
Exports: Sacred fruits, berries, medicines, resins, seeds, living-wood craft, and forest guidance
Imports: Growth vessels, water containers, metal tools, armor, glass, and fire-resistant materials
Sustenance. Sunlight, water, soil nutrients, and symbiotic fungi
Allies: Forest elves, druids, Druaecir Choirs, and trusted Wardens
Enemies: Blight-cults, poachers, reckless clear-cutters, root-corrupting necromancers, and forces that poison soil, water, or living growth
Core Values. Stewardship, continuity, clean water, protection of young growth, long consequence, patient judgment, and responsible harvest
Greatest Taboos. Taking a Sproutling, unpermitted flame, poisoning soil, fouling water, severing rootlines, and cutting living growth without consent
Aldaecir Growth Stages




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From the Reth Ancestries (Daggerheart) compendium. Ancestry mechanics unlock when you collect this lineage in Hoard and link your account.