Publisher's blurb:
The clearings of the Woodland need vagabonds!
As a rule, most denizens don’t trust vagabonds—outlaws who wander the Woodland without a home—but there are times when the problems a clearing faces can’t be addressed by anyone...except those vagabonds willing to take the job.
This Clearing Booklet contains the following clearings:
Hookfoot Bog has always been a swampy marsh of hard mice, one in which many denizens have lived their whole lives. How will they deal with the change that the conquering Marquisate brings to the clearing?
The folk of Sixtoe Stand see themselves as inheritors of legend, but their recent battles mean they must throw themselves in with one of the factions at war in the Woodland. But which faction will they turn to?
Limmery Post—an outpost at the edge of the Woodland—remains a well-fortified clearing, perfect for a new Woodland Alliance base. Can the Alliance’s leaders convince the citizens of the Post to join the cause?
Coolclaw Mine is one of th eWoodland’s most lucrative mines; th eMarquise herself sent the trusted Lord Scowl to secure the clearing right away...but now food has grown scarce. How will he address the brewing insurrection?
Each clearing contains interesting conflicts, important residents (with stats), unique locations, and special rules. You can use these clearings as the setting for a one-shot or as part of a longer campaign in the broader Woodland.
From the introduction:
Welcome to the Clearing Booklet!
The Woodland is full of mysteries and ruins, battlefields and outposts, forests and pathways...but it is the clearings of the Woodland that so often draw vagabonds into drama and danger. Any fool can explore a ruin, but only the bravest adventurer gets involved with the complex politics of a local clearing!
This booklet contains four clearings ready to be used in any campaign of Root: The RPG, including:
Hookfoot Bog ·
Sixtoe Stand·
Limmery Post
Coolclaw Mine
Each clearing contains a description, a core conflict, a set of additional conflicts, and lists of important residents (with stats), important locations, and special rules. Finally, each clearing also contains ideas for how to get the vagabonds involved with the clearing’s conflicts when the band first arrives!