Clearing Booklet #3 (Root: The RPG)
The clearings of the Woodland need vagabonds!
As a rule, most denizens don't trust vagabond - 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.
Clearing Booklet #3 contains the following clearings:
- Blackwine Vineyard is a newly-liberated clearing caught between the Grand Duchy’s bureaucracy and Riverfolk Company’s illegal smuggling. Will these clashing interests kill the lucrative blackwine trade?
- Ingram’s Ford is the site of a suspected terrorist attack by the Corvid
Conspiracy; the Riverfolk Company is determined to uncover the sperpetrators, no matter the cost. But who is really to blame? And why? - The mill in Rosewater Basin has ground to a halt as picketers—led by Afo Tale—demand better working conditions. As tensions rise, both the Grand Duchy and the Marquisate prepare troops to bring order...
- Sweetwater Inlet is the Woodland Alliance’s newest base, but Peony Bloomnose—the clearing’s new leader—is finding it hard to govern! Between the Hundreds’ attacks and grumpy local leaders, she needs help!
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.