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In this supplement for Root : The Roleplaying Game, new faces haunt the Woodland's paths! The Riverfolk Company sends trade boats up and down the rivers; the Lizard Cult makes a push for new converts; the Grand Duchy digs tunnels to seize new territory; and the Corvid Conspiracy toils to claim ill-begotten gains from the foolish. Who are these new factions? And what do they have in store for the Woodland?
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