This faction takes so many unique elements and rolls them all into one cohesive plan. Paths are one of the easily forgotten features of the Root map, but I feel like you've done a great job providing something new while making it accessible (no need for a bunch of special rules about how to interact with paths). I like how you've included some positive interaction with Charity, which both makes other players feel good and mitigates the fact that you're churning through the deck.
I was a little confused on how crafting worked. After I've set aside my cards, I flip them over and see what I can craft. The board says I activate cards to craft other cards (which I read as "activate a bunny card to craft a boot"), but the Law says that the crafting piece suit always matches the Will (in which case, I can only craft cards that match the Will). Which is correct?