The revenant mechanic and scoring lead to a completely new playstyle. My main concern is the scoring potential of the faction, especially if anyone is policing them. I'm seeing the best strategy as running around the map, trying to sacrifice at least a couple warriors at each altar, and once the revenant reaches a too high aggression, just sacrifice all the remaining warriors at the last activated altar, but even with perfect luck and no one attempting to police you but the revenant, it still is an underwhelming scoring faction. You need 4 or so vp per turn, and it seems like you get 1-3 vp per turn for 2 or 3 turns, followed by a turn with 6-8 vp (when you get the +3 vp for having no activated altars left). Assuming everything goes perfect (and you have enough cards to keep up your recruiting and actions), you could get enough vp to outpace other factions, while your revenant polices them with pursue, and cursed paths slow them down, as your main faction can't afford to spend the actions on policing. The problem is that either you don't have enough cards to keep up with your need for warriors and actions, or someone minorly slows you down, and then the revenant catches up with you and destroys all your hopes and dreams, which, while very thematic, isn't great for scoring. I think making recruiting not based on cards and stronger could overcome this, or you could give them a base 3rd action before needing to spend cards. A small good buff to make it easier to get the perfect run to get enough vp. Another help for them would be that you get 1vp + 1 per warrior sacrificed, and make the vp bonus for no activated altars be +2, which would give more consistent vp, while not punishing as much if the revenant kills you very early.
Also why does the revenant start in the same clearing? I think giving the sect a 1 clearing head start would be a little helpful (revenant on unactivated temple and orb+warriors one clearing adjacent)
What happens if there is a sixth cursed path added to the map?
The theme and mechanics for it seem very well thought out and the revenant is unique and cursed paths are a fun addition. I love the mechanics, they seem fairly elegant. They seem very good at policing through cursed paths and provoking the revenant into killing your enemies, with the trade off that it gets closer. However, they are reliant on cards that don't come that easily and are susceptible to being killed by a very small amount of policing. Even if those go well, they still struggle for vp throughout the game as they currently are. I do love it though.