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its war. You’ll get into big fights and stage cunning heists,
The Woodland
facilitating travel and trade, but those are far from real roads.
When the Marquise de Cat took notice, she led her soldiers in
against them. And all the while, the other denizens of the
The Vagabonds
freethinkers. Those who don’t fit into the clearings and the
They take what jobs they can when they visit clearings—
in combat, and some are more than a match for even squads
of soldiers or guards.
The Players
and story elements all designed to help you make the coolest
The Gamemaster
One player in your game of Root: The RPG (likely the first
who fill up the story. The GM isn’t playing against the other
The Factions
The Woodland plays home to many denizens and powerful
groups are called “factions”, and they extend over the width
at large, the Eyrie and the Marquisate are at war with each other
for control over the Woodland, and the internal conflict in Talon
hurt others. All factions have members who have empathy and
honor and care about those around them, and members who
The history of the Eyrie Dynasties stretches deep into the Woodland’s past. They claim that they
have always ruled the Woodland, and always shall. True, their reign was characterized by infighting,
by regime change (often at the edge of a blade), by bird dominance and oppression of the other
Woodland denizens...but they also protected the clearings from bandits and the wild. They built
and maintained the paths between clearings. They enforced law and order, and they made the
Everything came crashing down in a recent civil war, one of the more vicious conflicts to ever
face the Eyrie. The Dynasties nearly tore themselves to pieces back then. Now, a newly resurgent
Eyrie is caught in a new war with the Marquisate to retake the Woodland clearings—their rightful
domain. And with an enemy outside of itself for once, the Eyrie is ready to wage total war. After all,
The Lizard Cult originated in a distant land, and its missionaries, priests, and soldiers spread out across
the world, sometimes acting as with kindness and succor, sometimes acting as invaders and conquerors,
but always spreading the message of the Great Dragon. The Cult’s core hierarchy and structure is far, far
away from the Woodland, and those missionaries who have made it to the Woodland have adopted all
those different tactics and more to share their ideology with the denizens. They even go so far as to alter
elements of Cult orthodoxy to match the Woodlanders’ belief and better bring them in to the Cult.
Despite its name, the Lizard Cult isn’t actually composed only of lizards. Especially in its Woodland
incarnation, the Cult has found supporters across all the different Woodland species as it caters to the
downtrodden of the clearings. But the Cult, like nearly any faction, is not one simple thing, and for all
that there are plenty who have been helped and uplifted by the Cult’s kindness, there are some who fear
or even hate the Cult as a result of crimes perpetrated by those claiming to act in the Cult’s name.
The Riverfolk Company is a mercantile federation consisting of trading captains—a name inherited
from the Company’s fleet of boats, but now used to refer to any Company trade leader, whether they
operate on a boat or not. The Company gives a fair amount of autonomy to each captain to pursuse
their own profit, but they all tithe some portion of their proceeds to the larger organization, and they
can all call upon the organization’s aid and resources when necessary. With this alliance of traders—
backed up by a strong mercenary arm—the Company positions itself as the predominant economic
power wherever it goes. As the Company pushes farther and farther into the Woodland, it strives to
become the sole source of crucial trade for countless clearings, even as it pushes itself into the conflicts
The full game of Root: The RPG will include all the rules
you can jump into play faster! Here’s what you need to know:
Playbooks
and dramatic issues. For this booklet, there are six characters
deal with you. If you’re a bird, you may be hated still further
Stats
results of moves. So, the higher the stat, the more likely
Charm measures how socially adept you are, how capable you
are of bending other people to your will using words and ideas.
are of putting your fate into the hands of pure chance and
Might measures how strong and tough you are, how capable
as you don’t raise any stat beyond +2. This +1 has already
the drive and you can advance immediately. But you can only
advance once per session per drive! If you want to see what
you can do when you advance, check out page 14 for some
your nature, you can clear your entire exhaustion track (see
more about that on page 12). You can fulfill the condition
necessary action.