Background
The Vagabond is unlike any other faction on the board. You have no territory, no buildings, and no warriors — just a single wandering figure picking through the forest for useful items and forging quiet alliances with whoever is winning. Where others fight over clearings, you slip between the battles and collect the spoils.
The Harrier is the most mobile face of this wandering life. Where other Vagabonds trudge from clearing to clearing spending precious boots, the Harrier soars. Your signature ability — Glide — lets you exhaust a Torch to move your pawn to any clearing on the entire map at once, ignoring adjacency and paths, even landing in a Hostile clearing without paying the usual extra cost. No other character in the game moves like this.
Because boots are not part of your starting kit, Glide is your primary means of travel from the very first turn. You begin with a Coin, a Torch, a Sword, and a Crossbow — a combat-ready spread that makes you a credible threat anywhere you land. The Harrier is not a slow builder; it is a hawk that descends exactly where it wants to be.
Torch
Coin
Sword
Crossbow
Boots; most other actions — Aid, Quest, Battle, Craft — cost the relevant item. After you act, exhausted items sit face-down until your Refresh step, and hits taken in battle damage items rather than removing your figure.