Root at a Glance
Four ideas carry most of the game. Each part of the guide builds on them.
Moves
When what you do triggers a move, roll 2d6 plus a stat: 10+ goes your way, 7β9 comes with a cost, 6 or less and the GM makes a move.
Vagabonds
Each player picks a playbook: a kind of outcast with its own moves, drives and nature.
Factions
The Marquise, the Eyrie and the Woodland Alliance all want the forest. Your reputation with each one opens doors or closes them.
Wear and Harm
Injury, exhaustion and depletion wear you down, and your gear wears out too.
The Guide
The rules first, then your vagabond and the Woodland, then the GM pages and playing solo.
Getting Started
The Rules
Moves & Mechanics
The 2d6 roll, the basic and reputation moves, weapon skills, roguish feats and harm.
Playbooks
The vagabond playbooks: their moves, natures, drives and connections.
Equipment & Survival
Gear, wear, value and load, travel and staying alive in the forest.
The Woodland
For the GM
Campaign Design
Building clearings, factions and threats, and running a campaign across the Woodland.
Playing Solo
Tools
Use these at the table.
Dice Roller
Roll 2d6 plus a stat, see strong hits, weak hits and misses, and the exact odds.
Sample Characters
27 ready-made vagabonds, three per playbook, in seven bands: fresh and advanced, ready to load into your sheets.
Character Sheets
Fill in, save and print your vagabond: stats and move rolls, harm, feats, weapon skills, reputation and gear with load limits.
GM's Toolkit
Reputation and faction trackers, gear and pack management, travel planning and generators.