Campaign Setting, Player's Guide & Bestiary
Everything a table needs to run games in Reth, built for Daggerheart-compatible play and first in the release queue.

Reth Studios
Reth is a fantasy setting years in the making, with its own gods, its own peoples, its own slow-burning catastrophe. This is where all of it lives: the lore, the novels, the campaign setting, the world behind everything Hearth Games sells.
Reth Studios is where the setting itself lives: not a product line, the thing the products are about. Novels, the campaign setting, adventures, a bestiary, a pantheon, miniatures, and eventually games all come from the same place: a world that was being built long before any of it was for sale. If you're here for the loot, Hearth Games has you covered. If you're here for the world underneath it, you're in the right place.
Every region, people, and god in this setting traces back to a single founding myth: Alorath and Eloreth, the two founding deities, light and dark bound together and held in balance, and the Great Sovereigns who came after them to claim the sky, the stone, the fire, and the sea.

Ten worlds in one, from the frost-locked north to the Ashen Sea's volcanic coast. Reth's regions are not backdrops; each one shapes the people who call it home.

A pantheon with a shape: gods of ice, tide, and hearth-fire, each with tenets, symbols, and mortals who follow them.

Not every monster is evil. Some are dying, and that's worse.

Dozens of cultures, none of them generic. Reth's peoples split into distinct nations with their own governments, trades, and histories.

The first novel
A scholar, a wandering bard, an adopted minotaur, a healer with the forest in her blood, and a farmhand who isn't quite what he seems, pulled into service by the Prime Council to investigate a corruption spreading through the world: the Creeping Shadow. It starts small. A blighted guardian. A sealed vial. A summons no one wanted. It doesn't stay small.
Five mismatched souls pulled into service against the Creeping Shadow.

Zarion
The scholar

Taibhrean
The farmhand who isn't

Bos
The adopted minotaur

Magnolia
The forest-blooded healer

Lincoln
The wandering bard
The first release is a Daggerheart-compatible campaign setting, player's guide, and bestiary. Alongside it, Reth Studios is building novels, ancestry books, biome bestiaries, and a growing line of adventures set in the same world.
Everything a table needs to run games in Reth, built for Daggerheart-compatible play and first in the release queue.
The Long Shadow is well underway. Follow along as it is written, or wait for the finished book.
Shorter stories and one-shots set in the same world, for tables that want a taste before committing to the whole thing.

Reth's peoples and creatures are built to become physical things: miniatures painted or unpainted, and eventually games beyond the tabletop. This is the lore made solid; the actual buying happens over through Reth Studios and partner storefronts.
See what's available →Worldbuilding doesn't happen all at once. The Journal is where lore drops, previews, and dev-log-style updates land as Reth grows: new regions, new gods, new pieces of the Creeping Shadow's story, posted as they're ready rather than held for a big reveal.
Explore the timelineReth Studios' novels and lore are written by A.E. Orlan, the same name behind the wider Project Hearth mythology. This page isn't about the person behind that name; it's about the world. Reth exists because one person kept building it long before there was an audience for it, and the goal now is simple: give that world somewhere to be read, played, and held. Illustrators, editors, and other collaborators who help bring individual books to life are credited on those books.