π The Great Game: Politics as Survival
In the Woodland, politics isn't optional - it's survival. Every clearing is controlled by someone, every road is monitored by some faction, and every job you take shifts the balance of power. As a vagabond, you're not just avoiding the war - you're navigating it, profiting from it, and perhaps even shaping its outcome.
The core rulebook has three factions - the Marquisate, the Eyrie Dynasties and the Woodland Alliance - plus the Denizens, the unaligned creatures who live in the clearings. The ranks, mottos, NPCs and jobs on this page are this guide's own examples for your table, not official canon.
Real-World Analogy: Think of the Woodland like Cold War Berlin, 1960s Northern Ireland, or medieval Italy during the city-state period. Multiple powers compete for control, ordinary citizens get caught in the middle, and individuals with the right skills, connections, or information can play all sides for profit and survival.
π° The Marquisate: Empire of Order
The Marquisate
"Order Through Strength, Progress Through Control"
Who They Are: The Marquisate is a foreign military occupation of cats, led by the Marquise de Cat, that has seized much of the Woodland through industry, discipline, and logistics. Think Roman Empire meets Imperial Britain - they bring roads, law, and infrastructure, but at the cost of local autonomy and cultural identity.
ποΈ Power Structure
- The Marquise de Cat: Supreme military and political leader
- Field Marshals: Regional military commanders
- Administrators: Civilian governors of captured clearings
- Engineers: Build infrastructure and war machines
- Supply Corps: Maintain the vast logistical network
π― What They Want
- Total Control: Every clearing flying Marquisate banners
- Resource Extraction: Wood, minerals, and food for the empire
- Infrastructure Development: Roads, fortifications, workshops
- Cultural Assimilation: Woodland creatures adopting Marquisate ways
πΌ Jobs They Offer Vagabonds
Good pay, but Alliance sympathizers will mark you as collaborators. Route goes through known bandit territory.
Excellent reputation rewards, but requires betraying woodland natives. Morally questionable but highly profitable.
π Political Intrigue Example
The Situation: Commander Whiskers approaches your group with a "simple" escort mission. She needs you to guard a supply wagon to the border fort, but your Ranger notices the cargo manifest doesn't match what's actually in the wagon.
The Complications:
- The wagon contains Alliance prisoners, not supplies
- One prisoner is a local rabbit everyone thought was just a baker
- The Marquisate is using this "supply run" to secretly transport captives
- If you report this, the Alliance will trust you - but the Marquisate will hunt you
- If you stay quiet, you're complicit in whatever happens to those prisoners
π¦ The Eyrie Dynasties: Fallen Nobility
The Eyrie Dynasties
"Honor Above All, Tradition Before Change"
Who They Are: The Eyrie are the former rulers of the Woodland - ancient bird nobility who governed through feudal tradition and elaborate court politics. They're like European aristocracy during WWI or the Bourbon Restoration - desperately trying to reclaim their "rightful" place while the world changes around them.
π Power Structure
- The Great Roost: Council of noble bird houses
- House Leaders: Hawks, Eagles, Owls - each with territorial claims
- Knights-Errant: Warriors seeking to restore honor
- Court Scholars: Keepers of law, tradition, and genealogy
- Loyalist Citizens: Non-birds who still respect the old ways
π― What They Want
- Restoration: Return to the "rightful" feudal order
- Legitimacy: Recognition as the Woodland's true rulers
- Honor: Prove their nobility through deed and sacrifice
- Revenge: Punish those who betrayed or abandoned them
π The Eyrie's Great Weakness
The Eyrie are fatally divided. Noble houses scheme against each other, debate takes precedence over action, and their rigid adherence to tradition makes them predictable and slow to adapt. They're simultaneously the most honorable and most dysfunctional faction.
Pays in prestige rather than coin. The "heirloom" is actually evidence that could delegitimize a rival house. Expect betrayal within betrayal.
π Political Intrigue Example
The Situation: Lord Talon of House Hawk offers you an enormous payment to deliver a sealed message to the Marquisate commander. He claims it's a "diplomatic overture for peace."
The Complications:
- The message actually reveals Alliance safe houses to the Marquisate
- Lady Merel of House Owl approaches you to intercept the message
- She offers even more money, plus dirt on Lord Talon's war crimes
- But delivering to her instead would doom Marquisate prisoners the Alliance is planning to rescue
- And you discover Lord Talon's son is being held hostage by the Marquisate - this isn't treachery, it's blackmail
π± The Woodland Alliance: Revolution Rising
The Woodland Alliance
"Freedom Through Unity, Liberation Through Sacrifice"
Who They Are: The Alliance is a grassroots rebellion of mice, rabbits, foxes, and other woodland natives fighting to reclaim their homeland from foreign invaders and aristocratic oppressors. Think of the French Resistance or the American Revolution - they use guerrilla tactics, popular support, and moral conviction to fight larger, better-equipped enemies.
β Power Structure
- The Council: Representatives from each oppressed community
- Field Commanders: Leaders of guerrilla cells and safe houses
- Sympathizers: Citizens who provide information and supplies
- Saboteurs: Specialists in disrupting enemy operations
- Refugees: Displaced civilians who fuel recruitment
π― What They Want
- Independence: Woodland creatures governing themselves
- Justice: Punishment for war crimes and collaboration
- Equality: No more aristocrats or foreign overlords
- Revenge: Payback for years of oppression and murder
β‘ Their Greatest Strength and Weakness
The Alliance has popular support and moral authority - most woodland creatures sympathize with their cause. But they're also desperate and ruthless, willing to use terrorism, assassination, and collective punishment to achieve their goals.
Pays in Alliance safe passage and underground contacts. Target produces war materials, but destroying it means local creatures lose their jobs. Messy moral calculus.
π Political Intrigue Example
The Situation: Briar, an Alliance commander, asks you to help evacuate civilians from a clearing before a major raid. Sounds humanitarian, right?
The Complications:
- The "civilians" include known Marquisate collaborators and their families
- Some Alliance fighters want to execute the collaborators instead of evacuating them
- The Marquisate is using the collaborators' children as human shields
- Evacuating everyone might tip off the Marquisate to the planned raid
- But leaving them means innocent children die for their parents' choices
π‘ The Denizens: Hearts and Minds
The Denizens
"Just Let Us Live in Peace"
Who They Are: The Denizens are not a warring faction at all (though you still track your reputation with them) - they are the clearings' unaligned locals, the ordinary citizens trying to survive the war - shopkeepers, farmers, artisans, and families who just want to keep their heads down and protect their loved ones. They're like civilians in any war zone - the people everyone claims to be fighting for, but who suffer most from the fighting.
ποΈ Who You'll Meet
- Village Elders: Informal community leaders
- Guild Masters: Organizers of crafters and merchants
- Tavern Keepers: Information brokers and neutral meeting spaces
- Healers: Those who aid everyone regardless of faction
- Smugglers: Black market operators serving all sides
π― What They Want
- Safety: Protection for their families and communities
- Prosperity: Enough food, trade, and work to survive
- Autonomy: Freedom from interference in their daily lives
- Peace: An end to the war, regardless of who wins
π‘ Why Denizens Matter
The Denizens seem powerless, but they're actually the key to everything. They provide food, shelter, information, and recruits to all other factions. Win their trust, and doors open everywhere. Lose it, and you'll find no safe harbor in the Woodland.
Pays poorly in coin but earns goodwill everywhere. Most creatures respect those who protect civilians. Could lead to major connections and opportunities.
π The Reputation System: Your Political Currency
In Root RPG, your reputation with each faction is a mechanical resource that determines what opportunities are available to you. It's not just flavor - it's a mini-game of balancing competing interests and managing your public image.
How Reputation Works
- One score per faction: your reputation with each faction runs from β3 to +3. It is not a stat you roll; it is a standing that moves.
- Prestige and notoriety: when you help a faction you mark prestige with it; when you harm it you mark notoriety. Fill enough prestige boxes and your reputation rises one step; fill enough notoriety and it drops one step.
- A sliding scale: the higher your reputation already is, the more prestige the next step up takes - and the faster notoriety drags you down from the top.
- Where it starts: the last questions of your playbook's background mark your first prestige and notoriety.
- Reputation moves: you use your standing with moves such as Ask for a Favor and Meet Someone Important; some options need a high reputation, and a bad one can be used to intimidate.
Four example vagabond reputations (the marker shows where each sits between β3 and +3):
π± Marquisate
Reputation +1: "Reliable contractor"
π¦ Eyrie Dynasties
Reputation +2: "Honorable ally"
π Woodland Alliance
Reputation β1: "Suspected collaborator"
πΏοΈ Denizens
Reputation +3: "Beloved protector"
π― How Reputation Changes Everything
π² Reputation as Gameplay
Your reputation scores determine:
- Available Jobs: High-paying contracts require faction trust
- Travel Safety: Some routes are deadly if you have the wrong reputation
- Equipment Access: Military gear, fine weapons, or rare supplies
- Information Flow: Who tells you about opportunities and threats
- Emergency Aid: Who helps when you're in desperate trouble
πΊοΈ The Dynamic Woodland: War in Motion
Unlike many RPGs where the world waits for players to act, Root's Woodland is constantly changing. Factions fight, alliances shift, and clearings change hands whether you're involved or not. The GM builds the map - about a dozen clearings linked by paths and forest - and decides which faction leans on or holds each one.
Rumors on the Path
- The Marquisate is massing soldiers to take the Crossroads.
- Alliance raids keep cutting Marquisate supply lines out of Fort Iron.
- Two Eyrie houses are quietly negotiating - or plotting - in Rookwall.
- The locals of Peaceful Glen have declared they will shelter no soldiers.
- Someone in Fort Iron is passing secrets to the Alliance.
π Moving the Factions Between Sessions
Between your adventures, the GM considers what each faction wants and what it does next:
- Marquisate: Builds infrastructure, recruits soldiers, expands territory
- Eyrie: Forms alliances, recovers ancient territories, pursues honor
- Alliance: Conducts raids, builds support, disrupts enemies
- Denizens: Seek protection, trade with all sides, preserve communities
The core rulebook leaves this to the GM's judgement. Travelers & Outsiders adds formal faction-turn rules if you want more structure.
π§ Beyond the Core: Expansion Factions
Expansion content - not in the core rulebook. Use these only if your table owns the books.
- Travelers & Outsiders: the Riverfolk Company, the Lizard Cult, the Grand Duchy (the board game calls it the Underground Duchy) and the Corvid Conspiracy, plus faction-turn rules.
- Ruins & Expeditions: The Hundreds and The Keepers in Iron.
π Playing the Great Game: Vagabond Strategies
π― Classic Vagabond Approaches
Maintain neutral to positive reputation with all factions. Profit by facilitating deals, carrying messages, and providing services everyone needs. High risk, high reward.
Example: Arrange prisoner exchanges, negotiate temporary ceasefires, smuggle medicine to all sides.
Choose a side and commit fully. Gain access to the best jobs and strongest protections, but make permanent enemies of opposing factions.
Example: Become elite Alliance operatives, Marquisate special forces, or Eyrie knights-errant.
Focus entirely on Denizen reputation. Become the "good guys" everyone respects, but miss out on the most lucrative military contracts.
Example: Escort civilian refugees, protect markets, hunt bandits who prey on communities.
Maintain different reputations in different regions. Play multiple factions against each other for maximum profit and influence.
Example: Alliance heroes in the south, Marquisate contractors in the north, always one step ahead of discovery.
π·οΈ Advanced Political Play: Consequences and Chains
The best Root RPG campaigns feature cascading political consequences where early choices create later opportunities and problems.
π The Cascade Effect Example
Session 1: You help Alliance evacuate a village before Marquisate arrives
Session 3: One evacuee becomes important Alliance commander, remembers your help
Session 5: Commander offers you classified intelligence about Marquisate weakness
Session 7: Intelligence reveals Marquisate supply depot with payroll for next month
Session 9: Raid succeeds, but Marquisate discovers Alliance had inside information
Session 11: Marquisate launches brutal crackdown, hunting anyone with Alliance connections
Session 13: Your group must decide: flee the region or help evacuees escape persecution
π― Creating Political Drama
The best political storylines emerge when:
- NPCs you helped (or betrayed) return in positions of power
- Your reputation opens doors you didn't expect
- Factions ask you to do things that conflict with your values
- Former allies become enemies due to changing circumstances
- You discover that "good" and "evil" depend entirely on perspective
π― Try It at the Table: Political Navigation
π Scenario: The Triple Cross
Setup: Three factions simultaneously offer you conflicting jobs in the same clearing:
"Guard our diplomat during peace negotiations with the Eyrie. We suspect Alliance assassination attempt."
"The 'peace talks' are a sham - prevent the fake treaty that will legitimize Marquisate occupation."
"Protect our negotiator from both sides - this treaty could restore legitimate rule to the Woodland."
Your Challenge: How do you navigate this situation? Consider:
- What are the long-term consequences of each choice?
- Can you find a fourth option that serves everyone (or no one)?
- How do your current reputations limit your options?
- What would each choice mean for the ordinary Denizens?
- How might you gather more information before deciding?
πΊοΈ What's Next
Now that you know who is fighting over the Woodland, Campaign Design shows the GM how to build clearings, set the factions in motion, and turn all this political pressure into a campaign.