Background information on the word of Root and the RPG game.

The Woodland

The Woodland is defined by the dense forests from which it takes its name. They obstruct travel and construction, and even after years of habitation, the Woodland denizens are largely confined to “clearings”, mostly-treeless areas amid a sea of timber. The denizens cut paths between the clearings, facilitating travel and trade, but those are far from real roads.

Striding out into the forests between paths and clearings is a foolish, dangerous endeavor. The forests play home to bandits and outlaws, to bears and deer, to harsh conditions and dangerous terrain.

There are many species of Woodland denizen, but the dominant species include foxes, mice, rabbits, and birds. Clearings are populated mostly by one of the grounddwelling species, with the birds spread out in the canopies across the Woodland.

Until relatively recently, the Woodland was held in the talons of the Eyrie Dynasties. Then the Dynasties tore themselves apart in a civil war, ultimately destroying what control they had over the clearings of the Woodland. In the new vacuum of power, many clearings were left in disarray, while others began to govern themselves…

When the Marquise de Cat took notice, she led her soldiers in from a far-off empire, along with their knowledge of industry and engineering. She took control, by force, by enticement, by whatever means necessary. And soon most of the Woodland clearings were under her sway.

Now, the Eyrie Dynasties have finally managed to regroup and muster their forces. They are pushing to take their ancestral domain, while the Marquisate stands strong against them. And all the while, the other denizens of the Woodland are beginning to stir in new, defiant ways, forming a Woodland Alliance to try to rebel against the other powers and take back the Woodland…

The Vagabonds

There have always been vagabonds in the Woodland. Exiles, outcasts, strangers, oddities. Idealists, rebels, criminals, freethinkers. Those who don’t fit into the clearings and the paths. Those who would prefer to live in the spaces between.

Most of the time, the life of a vagabond is focused on survival. They take what jobs they can when they visit clearings— often the least desirable or most difficult jobs around—to get enough food and supplies to survive. Some even resort to crime, although any who primarily subsist on stealing from other denizens are more bandits or robbers than vagabonds.

But along with those harsh realities, the vagabond gets something else: freedom. The social structures of clearings rarely have any hold on the vagabonds. The rulers and politicians may threaten the vagabonds into compliance using force of arms, but even then, vagabonds have been hardened and sharpened by their lives. They carry great skill in combat, and some are more than a match for even squads of soldiers or guards.

The Players

In the full game of Root: The RPG, each player creates a character, their own vagabond, using a playbook. A playbook is a kind of vagabond archetype, a set of abilities, character traits, and story elements all designed to help you make the coolest character possible.

The Gamemaster

One player in your game of Root: The RPG (likely the first one to read this booklet) will take on the role of Gamemaster (GM), with the responsibility to represent the world of the Woodland. The GM will portray all of the other denizens who fill up the story. The GM isn’t playing against the other players; their job is to portray the Woodland and make it an interesting, dramatic place of consequence and change.