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I like the whole Arid clearing mechanic. It paints a picture of the Heralds moving in and rebuilding the woodland as the woodland tries to fight back by ruling the Arid clearings. The way the non-Herald warriors can't survive unless the clearing becomes Arid by evening is a really cool puzzle that the faction needs to work around.

For the Obelisk track I'd suggest making the boot and sword a little larger like the draw icon. At first it was a little hard to see and I wasn't sure which boot and sword the Move action was referencing.