• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Rootworld
  2. Lore

Intro to Rootworld

Why Play Rootworld

A Living Underworld With a War Above It—and Your Name in the Middle

Rootworld is a bioluminescent underworld that listens, remembers, and corrects. Cities glow with spore-light “broadcasts.” Monsters behave like ecosystems, not loot piñatas. Factions trade in beauty, bodies, and secrets. And above it all: Surface-Kin invaders keep drilling, capturing, and “learning.”

If you’ve ever wanted an RPG world that feels alive, where your choices ripple out and come back in weird, gorgeous, terrifying ways—this is it.

You don’t just play in Rootworld.
You get absorbed into it.


WHAT YOU DO HERE (THE FUN STUFF, BUT BETTER)

Explore

  • Navigate living caverns, spore forests, fungal megastructures, drifting root-bridges.

  • Zones shift based on violence, overharvest, migration, and rumor.

  • “Safe routes” aren’t safe forever—Rootworld changes the map.

Hunt

  • Monster jobs are corrections, not exterminations.

  • Kill the wrong creature and the ecosystem punishes the city that hired you.

  • Kill the right one the wrong way… and you become the next warning.

Heist

  • Steal Whisperwood shipments from guarded mills.

  • Break into Bloom-Peddler pot vaults without triggering sporesnitches.

  • Infiltrate Celestial salons where laws are written like perfume—sweet, deadly, binding.

Survive

  • Food, light, air, and sound matter in places that breathe.

  • Violence is final. Gore is real. If you swing an axe, things come off.

  • Recovery is slow unless you earn the right allies, medicines, or rituals.

Trade

  • Rootworld markets are alive: prices change with fear, scarcity, gossip, and faction pressure.

  • “Payment” can be passage, silence, a pardon, a name removed from spore-light.

Build

  • Craft biotech items from bone, crystal, fungus, gel, and living wood.

  • Pandaren tech can reshape light itself—ambushes, blinding fields, shadow corridors.

  • Your gear evolves with you. It doesn’t just get “bigger numbers.”

Choose a Side

  • Rootbound protect the living world (and enforce their own harsh rules).

  • Verdant Celestials curate beauty and quietly legalize exploitation.

  • Bloom-Peddlers sell potted Floroids like living art—“legal,” and still sick.

  • Surface-Kin call it science, extraction, progress. Rootworld calls it infection.


THE PULSE: WHY THIS WORLD FEELS ADDICTIVE

Rootworld cities spread information through spore-light holograms, fauna behavior, and rumor.

Meaning:

  • If something matters, you hear about it.

  • If it matters more, the city shows you.

  • If it threatens balance, you become part of the response.

That’s the hook: you’re never outside the story.


THE STANDARD D&D ALIGNMENT CHART (ROOTWORLD EDITION)

Pick an alignment and Rootworld gives you a style of play—with factions, jobs, and consequences that match.

LAWFUL GOOD — The Warden

You believe rules exist to protect people.

  • You join Rootbound patrols, push for real protections, build safe routes.

  • You fight Bloom-Peddlers through law, raids, and public spore-light proof.

  • Surface-Kin see you as “terrorist.” Cities see you as “stable.”

Your fantasy: be a shield in a world that doesn’t forgive weakness.


NEUTRAL GOOD — The Medic

You help because suffering is unacceptable.

  • You run potions, rescue missing travelers, stabilize plague-zones.

  • You broker peace between Faun enclaves and Drow enforcers.

  • You treat enemies too—and it costs you.

Your fantasy: save lives without becoming a weapon.


CHAOTIC GOOD — The Spark

You break rules to free people.

  • You sabotage Surface-Kin extraction rigs.

  • You steal potted Floroids and smuggle them into safe soil.

  • You start riots in Celestial districts and vanish into fungus-fog.

Your fantasy: be the reason the oppressed remember hope.


LAWFUL NEUTRAL — The Arbiter

Order matters more than feelings.

  • You enforce city codes, trade laws, hunting rules, border protocols.

  • You work as a contract blade for Drow houses or city stewards.

  • You punish betrayal even when it’s “understandable.”

Your fantasy: be the calm edge that keeps society from collapsing.


TRUE NEUTRAL — The Survivor

You don’t worship, crusade, or moralize. You adapt.

  • You follow the Pulse, take work that pays, avoid faction traps.

  • You learn which monsters can be reasoned with and which must be ended.

  • You don’t choose sides until the world forces you to.

Your fantasy: thrive in chaos through skill, caution, and timing.


CHAOTIC NEUTRAL — The Wildcard

You live for freedom, risk, and moments.

  • You gamble at Lotus Bloom Casino then take a midnight heist for fun.

  • You bond with a dangerous companion because it “felt right.”

  • You start trouble, escape trouble, and make legends by accident.

Your fantasy: be unpredictable in a world that tries to pattern everything.


LAWFUL EVIL — The Executive

You believe control is peace—and you deserve to hold the leash.

  • You thrive among Verdant Celestials: contracts, loopholes, polished cruelty.

  • You legalize coercion quietly, dressed as “stability” and “public good.”

  • You don’t kill needlessly. You own outcomes.

Your fantasy: build an empire without ever getting your hands dirty.


NEUTRAL EVIL — The Broker

You will do anything if the price is right.

  • You traffic rare biotech, secrets, or “potted art.”

  • You sell information on Rootbound routes to Surface-Kin without meeting them directly.

  • You survive every era because you never stop moving.

Your fantasy: profit from both sides while pretending you’re above it.


CHAOTIC EVIL — The Ruin

You don’t want order. You want collapse.

  • You provoke monsters into cities and watch factions cannibalize each other.

  • You bond Floroids under coercion just to see what breaks.

  • The Pulse starts to warn about you… before you even arrive.

Your fantasy: become the horror story told to children.


WHO YOU CAN BE (WITHOUT CONSTRAINTS)

Rootworld doesn’t limit your concept. It amplifies it.

  • A Drow protector who acts like a villain but saves the city anyway.

  • A Faun celebrity gambler who runs whispers, charities, and crime at once.

  • A Pandaren light-tech duelist who blinds enemies instead of killing them—until forced.

  • A Rootbound botanist “race-traitor” hunted by Surface-Kin for choosing beauty over origin.

  • A Floroid companion that refuses activation because you tried to own it.

  • A Surface scientist who genuinely believes they’re moral—and proves it by doing monsters’ work with clean hands.

In most RPGs, you choose a class and become a “type.”
Here, you choose an alignment and become a trajectory.


THE REASON

Rootworld is the kind of setting people talk about like it’s a place they’ve been.

It has:

  • a war (Surface vs Root),

  • a black market that makes your stomach turn,

  • cities that gossip faster than you can lie,

  • monsters that feel like nature’s immune system,

  • romance, betrayal, survival, and spectacle.

And it has one main promise:

Whatever kind of player you are—hunter, healer, criminal, diplomat, scientist, zealot—Rootworld has a lane for you… and a price for it.