I think you've crafted a really interesting risk / reward balance here with this faction. You actively are seeking out salted clearings, but in doing so you actively are putting yourself in danger.
But even THEN you have a unique comeback mechanic where foes must remove the token to avoid your warriors simply returning to the board, albeit with no point from the token!
Your ram tokens (nice pun and tie in) is also quite fun in concept, where simply moving WITH it into a clearing affects each opponent there with a building, nice flavour to it!
Only criticisms I have right now (your English is great by the way) is I'm a little worried about how competitive they'd be scoring wise. They focus a lot of their turn on their scoring mechanic (so not a lot of spare battles), but since it's tied to salted clearings of a certain suit, I believe they can only score up to 4 points a turn this way? They're crafting ability might not be able to make up this point gap either.
I would also move the point about placing rams away from your crafting step, since I missed that mechanic on my read through!
Even still great faction and concept, I've reached out to you with a meeple! :)