Character Creation¶
Who You Are — Root & Rooth¶
Every player in the ROOT Kingdom plays as one of two characters born directly from the Tree of Life and the Aether: Root and Rooth.
| Character | Title | Pronouns |
|---|---|---|
| Root | Lord | He/Him (by convention — see note below) |
| Rooth | Lady | She/Her (by convention — see note below) |
Root and Rooth are wooden beings — they carry no biological gender. Lord and Lady are titles of choice, not identity. The player chooses a title; the character reflects it. Root and Rooth are the same in power, in purpose, and in soul.
Root and Rooth are unlike the Sprites. Sprites are creatures of instinct, shaped entirely by the Aether that made them. Root and Rooth were given something more: freedom of choice. They choose their guild. They choose their path. They choose who to fight for and who to protect. This is what makes them the central figures of the ROOT Kingdom — not their power, but their will.
Both characters evolve visually and in power as they gain XP and rise through the three tiers:
| Tier | Level | Root | Rooth |
|---|---|---|---|
| Squire | 1 | ![]() |
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| Warrior | 2 | ![]() |
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| Mage | 3 | ![]() |
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3D models (Squire):

Root — Visual Evolution¶
Level 1 — Squire Root begins as a small, round wooden figure — bark-brown skin, stumpy limbs, a leafy green canopy for hair. Green Aether veins trace down his face, hands, and feet. He wears simple dark green clothing patterned like leaves. He looks young, unpolished, and full of curiosity. The Aether in him is barely stirring.
Level 2 — Warrior Root has grown. He now stands taller and leaner with the angular features of carved hardwood — pointed ears, green-glowing eyes, a crown of sharp leaves. He wears full golden plate armor trimmed over green, a gold belt buckle, and armored boots. His expression is focused and serious. The gold reflects the Aether beginning to harden into something purposeful inside him.
Level 3 — Mage Root at his most powerful form. The playful wooden figure is long gone. He now wears a sweeping deep green hooded cloak draped over his gold plate armor, hood drawn low over his face — only the glint of his golden eyes visible beneath it. In his right hand he carries an Aether sword, its blade glowing with living green light drawn directly from the Tree of Life. His posture is still, deliberate, and unhurried. He has touched the Fifth Root. He knows things he cannot say. The Aether no longer traces his skin in veins — it is his skin now.
Rooth — Visual Evolution¶
Level 1 — Squire Rooth begins as a small, round wooden figure — bark-brown skin, stumpy limbs, and long flowing green hair that falls like living vines past her shoulders. Green Aether veins trace down her face, hands, and feet. She wears a deep purple outfit patterned with the same subtle web of the Tree of Life. Her expression is warm and open — a gentle smile that says she is already paying attention to everything around her. She and Root are the same size, the same age, the same origin. But she is already her own self.
Level 2 — Warrior Rooth has grown into something luminous. She wears full golden armor styled not as rigid plate but as layers of overlapping leaf-shaped pieces — petals of gold stacked across her chest, waist, and legs. Her breastplate glows from within, a bright Aether light emanating from the center where the Tree of Life's pattern is etched. Her long green hair still flows free past her shoulders, now a deeper, richer green. Her eyes glow yellow-green. Pointed ears emerge from her hair. Green Aether veins still trace through the gaps in her armor, threading bark-brown skin with living light. Where Root's Warrior form says hardened, Rooth's says blooming.
Level 3 — Mage Rooth at full power is a living sun. Her leaf-petal armor has become entirely gold — no green beneath it, no gaps, no bark showing. A sweeping golden hooded cloak drapes from her shoulders and billows behind her, its edges dissolving into sparks and Aether particles as if the cloak itself is too full of power to hold its shape. Her green hair spills out from beneath the hood. Her eyes blaze bright green from the shadow of the hood — the only color on her that isn't gold. She wears a quiet smile. She is not hiding. She simply does not need to explain herself anymore. Where Root's Mage form is shadow and edge, Rooth's is light and consequence. The Aether does not flow through her — it pours out of her.
Being Born from the Tree of Life¶
Every player enters the ROOT Kingdom through a Birth Ceremony at the Tree of Life. This is a one-time, irreversible event that establishes a player's core identity and web3 wallet binding.
Step 1 — Choose Your Title¶
Players choose to be a Lady or a Lord. Choosing Lord assigns you the character Root. Choosing Lady assigns you Rooth. This choice shapes your character's visual identity and title throughout the game — it does not affect stats, abilities, or guild assignment. Both are equal in power and standing.
Step 2 — Guild Assignment¶
Guild assignment is determined by a dice roll (1d8) at birth. Players may pay a Re-roll Token (purchasable once per account) to reroll their assignment if they wish to try for a preferred guild.
| Roll | Guild |
|---|---|
| 1–2 | Ground |
| 3–4 | Fire |
| 5–6 | Water |
| 7–8 | Energy |
Guild assignment is permanent and defines: - Which territory you live in - Which abilities you can train - Which Gate Battle Arenas you fight at - Which Guild Counsel you may eventually join
Step 3 — Starting Ability Roll¶
After guild assignment, players roll 2d6 to determine their Birth Ability — drawn from their guild's elemental pool in the Squire Tier table (see 05-abilities.md).
Your guild determines your starting pool only. Abilities are not locked by guild — every ability in the game can eventually be learned through quests and player-to-player training. Where you begin is not where you end up.
Every character also begins with their Signature Attack and Signature Defense — innate moves belonging to Root and Rooth themselves, which are never rolled for and never lost (see 15-root-and-rooth-combat.md).
Step 4 — Starting Stats¶
All players begin at Level 0 with the following base stats:
| Stat | Starting Value | Description |
|---|---|---|
| HP | 100 | Health Points — reaches zero = knocked out |
| SP | 50 | Spirit Points — fuel for abilities |
| STR | 5 | Affects physical ability damage |
| DEF | 5 | Reduces incoming physical damage |
| WIS | 5 | Affects Aether-based ability power |
| AGI | 5 | Affects turn order tiebreakers and dodge chance |
| Sprites | 0 | Sprite companions (none at birth) |
| XP | 0 | Experience Points |
Stats increase at each level-up and through training. Some accessories and Sprites also modify base stats.
Step 5 — Wallet Binding¶
During birth, the player links a web3 wallet address. This address: - Receives any Sprites the player mints - Holds any tradeable card NFTs - Is used for all on-chain transactions (Sprite minting, card trading, XP milestones)
Wallet binding can be updated by players at Warrior tier or above, subject to a 30-day cooldown.
Character Card¶
Upon completion of birth, every player receives a Character Card — a digital (and optionally physical) trading card representing their Lady/Lord at Squire tier. The card displays:
- Player name and title (Lady/Lord)
- Guild emblem
- Birth Ability
- Base stats
- Wallet address (truncated)
Character Cards upgrade visually and in rarity as the player reaches Warrior and Mage tiers.
Earned Titles¶
Beyond the birth title of Lady or Lord, players can earn additional Titles through significant achievements in the ROOT Kingdom. Titles are displayed on the Character Card and in village interactions. They are permanent once earned and cannot be revoked except by the Grand Counsel in extraordinary circumstances.
| Title | How to Earn | Display |
|---|---|---|
| Squire of the Gate | Win your first Gate Battle | [Squire of the Gate] — displayed after name |
| Seed Guardian | Successfully sprout 10 Sprites | [Seed Guardian] |
| Mentor | Train another player via Skill Transfer 10 times | [Mentor] |
| Raid Slayer | Participate in a successful Raid as a raider | [Raid Slayer] |
| Shield of the Guild | Repel 3 consecutive Raids as a Champion Defender | [Shield of the Guild] |
| Wanderer | Complete at least one Side Quest from each of the four guild territories | [Wanderer] |
| Champion | Win a Guild Championship event (if held) | [Champion] |
| Fifth Root Walker | Complete the Fifth Root Quest | [Fifth Root Walker] — replaces all other titles |
| Elder of the Tree | Reach Mage tier and maintain it for 30 in-game days | [Elder] — replaces [Warrior]/[Squire] tier tag |
Multiple titles can be held simultaneously. The most recently earned title appears first on the Character Card. Titles do not grant mechanical bonuses — they are purely cosmetic markers of achievement.
"A title earned is a story told." — Guild Counsel saying
Birth Omens & Portents¶
When a Lady or Lord is born from the Tree of Life, the Tree itself marks the moment with a brief vision known as a Birth Omen — a fleeting image, sensation, or whisper that colours the character's identity throughout their journey. Omens are assigned randomly at birth and do not grant mechanical bonuses or penalties. They are purely narrative markers that may influence NPC dialogue, Guild reception, and certain Quest flavour texts.
| Omen | Vision | Resonance | Common Guild Association |
|---|---|---|---|
| The Dawning Leaf | A single leaf unfurling from a dry branch at dawn, catching golden light | The character is seen as a natural leader, one who brings renewal wherever they go | Ground |
| The Hollow Seed | A seed falling through darkness, landing in unseen soil, then silently cracking open | The character carries hidden potential — others sense depth beneath their surface | Water |
| The Ember Drift | A live ember carried by wind across a dry field, catching nothing yet staying alight | The character is restless, always searching, never fully satisfied with stillness | Fire |
| The Silver Dew | A single bead of dew hanging from a blade of grass, reflecting a thousand tiny stars | The character is perceptive, noticing what others overlook | Energy |
| The Quiet Thunder | A lightning strike seen from miles away — felt a full three seconds before the sound arrives | The character's actions echo louder than their words; their presence is felt before they speak | None (Rarest — no guild bias) |
Omens are displayed on the Character Card beneath the title and may be referenced by NPCs during significant narrative milestones (tier promotions, completing the Fifth Root Quest, resolving a Counsel dispute). They exist to give each character a unique narrative fingerprint without altering gameplay balance.
"The Tree does not forget the moment it lets go." — Guild Counsel elder, explaining omens to a newly-born Squire
Naming Ceremony¶
Seven days after birth, each Lady or Lord undergoes a Naming Ceremony — a quiet, intimate ritual at the Tree of Life where their true name is revealed. Unlike the Birth Ceremony, which establishes identity and guild assignment, the Naming Ceremony is purely personal and symbolic.
How Names Are Given¶
During the Naming Ceremony, the child stands before the Tree of Life while the Grand Counsel reads the Aether currents flowing through the infant's roots. The name that surfaces is drawn from the Tree's own memory of the child's essence — not chosen by parents, not earned through achievement, but given by the Tree itself.
The name reflects the child's Birth Omen and their elemental affinity:
| Omen | Naming Tendency | Example Name Structures |
|---|---|---|
| The Dawning Leaf | Nature-inspired names | names evoking growth, roots, seasons |
| The Hollow Seed | Mysterious or layered names | names with hidden meaning or multiple syllables |
| The Ember Drift | Fire or movement-inspired names | names suggesting heat, speed, or passion |
| The Silver Dew | Water or clarity-inspired names | names evoking light, reflection, or stillness |
| The Quiet Thunder | Strong or resonant names | names that sound like echoes or strikes |
Naming Rules¶
- A name is given once and cannot be changed except through an approved Name Reclamation — a rare ceremony requiring Grand Counsel authorization, pursued only in exceptional circumstances.
- Names are recorded on the Character Card and on-chain alongside the player's wallet address.
- Parents may choose a calling name (used in daily life) that differs from the true name (given at the ceremony), but both are recorded. The true name is what appears on official documents and Character Cards.
- Nicknames are common among friends and guildmates but hold no official standing.
The Name and the Aether¶
A character's name is not merely a label — it carries a faint resonance with the Aether. In the ROOT Kingdom, names are believed to be echoes of the Tree's own voice. When a character uses their true name while casting abilities or performing significant actions, the Aether responds slightly more readily, manifesting as a subtle visual shimmer around the character. This effect is purely cosmetic and has no mechanical impact.
"A name is not a word. It is a root planted in the Tree. Once you know it, you cannot forget it — and the Tree cannot forget you." — Grand Counsel naming elder
| The Whispering Wind | A gust of wind carrying voices from places unseen, swirling around the newborn before vanishing | The character is a natural mediator, able to see multiple sides of any conflict | Energy | | The Stone Heart | A single unyielding stone at the center of a storm, unmoved by wind or rain | The character possesses unshakable resolve; once they commit to a path, they do not waver | Ground | | The Endless Sky | A vast open sky stretching infinitely, with the newborn feeling as though they could step into it | The character is drawn to exploration and discovery, always seeking what lies beyond the horizon | None (Rarest — no guild bias) |





