Root borrows its whole aesthetic from storybook England, not high fantasy — a Woodland of hedgerows and rickety dens where a war between a fading monarchy, a militarized fur trade, and a rebel militia is being fought by mice, birds, and cats. Naming a character here means picking a side, or picking none at all, and the name has to say which one before the character does. "Dame Perrywren" belongs to a crumbling aristocracy. "Old Tom Rue" belongs to nobody, which is the whole point of playing a vagabond.
Get the register wrong and the tone slips instantly — Root reads like Redwall or Wind in the Willows, not Tolkien, and a name with invented fantasy syllables breaks that spell faster than almost anything else at the table.
Storybook England, Not High Fantasy
The single biggest naming mistake at a Root table is reaching for generic fantasy conventions — apostrophes, invented syllables, elvish-sounding endings. None of that belongs in the Woodland. Root names are built from ordinary English words and word-roots: cottage plants, trades, weather, geography. If a name would fit in a children's storybook about talking animals, it belongs at this table. If it would fit in a high-fantasy epic, it doesn't.
- Pull from plain English words and hedgerow plants (Nettle, Bramble, Thistle)
- Save titles for the Eyrie and Marquisate — everyone else goes without
- Let vagabonds earn nickname-style epithets on the road
- Invent apostrophe-heavy fantasy syllables
- Give an Alliance mouse a noble title
- Stack a title and an epithet on the same character
Naming by Clan
The Woodland's factions are built on species, and each one carries its own naming register — a name should tell you who someone answers to before they say a word.
Plain, warm, no titles — cottage and hedgerow words
- Nettle Cobb
- Tansy Wren
- Bramblewick
Archaic, titled, a monarchy clinging to formality
- Dame Perrywren
- Lord Corvinus Ashwing
- Sworn Talonsby
Nicknames and epithets earned on the road, not inherited
- Harker the Ranger
- Old Tom Rue
- The Blackbriar
An Alliance name stays plain because the Alliance's entire premise is that nobody should need a title to matter. An Eyrie name stays formal because the dynasty is holding onto ceremony as the last thing it hasn't lost. A vagabond's name is the one thing nobody assigned them — it's the name they picked, or the one the road gave them.
Vagabond Playbooks
Root's eight playbooks each shape a vagabond's outlook, and a good name leans into that without spelling it out. An Arbiter carries a fragment of oath-bound formality even far from home. A Ranger wears a trail-worn epithet like a badge. A Thief picks a name deliberately forgettable. A Tinker answers to something that sounds like a tool. None of them need a full backstory in the name — one detail is enough.
Most Root names sit close to the plain end — reserve titles for the Eyrie, Marquisate, and Arbiters who still carry an oath
If your table also needs names for the wider cast of the Woodland — merchants, guardsmen, tavern keepers — our general character name generator covers ground this one deliberately narrows away from.
Example Roster
Here's a mixed party showing how the clans and playbooks sit next to each other on the same map.
Running the Name at the Table
Say the name out loud before you commit — Root moves fast in a chase or a scheme, and a name a GM has to stumble through slows the exact beats that need momentum. If a vagabond's epithet takes two tries to say clean, trim it before session one.
Pair the character with the Woodland location they're passing through, and the roster starts to feel like a real map of clashing loyalties. Our animal name generator is useful if you need a name for a mount, a hireling's pet, or a background critter that isn't a full vagabond.
Common Questions
What is Root: The Roleplaying Game?
Root RPG is Magpie Games' officially licensed tabletop adaptation of Leder Games' board game Root: A Game of Woodland Might and Right. Where the board game puts players in charge of the Woodland's warring factions, the RPG puts them in the boots of vagabonds — individual outlaws who owe no faction their loyalty and whose choices ripple through the wider conflict.
What are the Root RPG playbooks?
The corebook ships eight vagabond playbooks: Arbiter, Harrier, Ranger, Ronin, Scoundrel, Thief, Tinker, and Vagrant. Each defines a different kind of outlaw — from the honor-bound, sword-and-shield Arbiter to the fast-talking, survive-on-words Vagrant — with its own moves and outlook on the Woodland's civil war.
Do these names work for the original Root board game too?
Yes. The same species and clan logic — Woodland Alliance mice and rabbits, Eyrie Dynasties birds, Marquisate cats, Riverfolk otters, and the rest — applies whether you're naming a board game piece, a hireling, or a full RPG vagabond.
Are these official Root names, or made up?
They're AI-generated to fit each clan and playbook's naming conventions, not pulled from official Leder Games or Magpie Games material. They're built to sound right at your table and are yours to use freely in games, homebrew content, or fiction — they're just not canon.








