Alias(es)
- Those Who Harp
- Twilight’s Guardians
- The Watchers
- The Silent Harp
- Harbingers of Balance
- The Silver Harp
Alignment
The Harpers are a semi-secret organization primarily composed of individuals who align with the broader ideals of Good, with most members identifying as Lawful Good, Chaotic Good, or Neutral Good. Despite differences in philosophy, all Harpers share a commitment to promoting justice, protecting the innocent, and preserving the natural balance between civilization and the wilds. Each of these alignments influences how individual members contribute to the Harpers’ overarching mission.
Lawful Good members of the Harpers believe in the power of structured justice and the importance of law and order to protect society from chaos and tyranny. They often focus on long-term solutions, building institutions that ensure the fair application of laws and protect the vulnerable from corrupt systems. For them, the Harpers are a means of ensuring that laws remain just, and that power is used responsibly. These members tend to be methodical in their approach, preferring well-thought-out plans that minimize harm and ensure that their actions have lasting positive effects.
Chaotic Good members, on the other hand, prioritize personal freedom and the disruption of unjust laws. They believe that rigid structures often hinder true justice and that breaking the rules is sometimes necessary to bring about real change. These Harpers operate outside of formal systems, striking at oppressors, tyrants, and those who misuse power. They are more likely to take direct and unconventional actions to undermine evil, often relying on their intuition and adaptability to accomplish their goals. For Chaotic Good Harpers, defying authority is a key part of protecting the innocent and ensuring that individual liberties are respected.
Neutral Good members, occupying a middle ground between the two extremes, value both order and freedom but are primarily motivated by the desire to do good, regardless of the means. These Harpers are pragmatic, willing to adapt their approach depending on the situation. They work both within legal frameworks and outside of them, when necessary, always aiming for the best possible outcome for the greatest number of people. Neutral Good Harpers tend to focus on the practical side of achieving justice and balance, blending diplomacy and action to get results without being overly rigid or reckless.
All Harpers, regardless of their alignment, share a commitment to three core principles. First, they are dedicated to promoting the well-being of others, striving to create a world where all beings—regardless of race, gender, or social standing—can live freely and without fear. Second, they uphold justice, working tirelessly to combat evil and tyranny, particularly when power is abused to oppress others. Whether through legal means or covert action, Harpers work to dismantle systems of exploitation and bring justice to those who suffer under corrupt rulers. Finally, they are devoted to preserving the balance between civilization and nature. The Harpers believe that while civilization has its place, it should coexist harmoniously with the natural world. They strive to keep kingdoms small and sustainable, ensuring that human expansion does not come at the expense of the environment.
Harpers operate independently, often guided by their personal alignment and moral compass. This diversity of perspectives within the organization allows the Harpers to tackle a wide range of challenges, from subtle political manipulations to direct confrontations with evil forces. Each Harper understands that their unique approach, whether lawful, chaotic, or neutral, contributes to the organization’s larger goal of promoting freedom, peace, and balance. Together, they form a powerful network that protects Faerûn from threats to justice and the natural world.
Relationships
Allies
The Harpers’ alliances span a broad range of powerful entities, particularly those whose domains and principles align with the organization’s core mission of promoting justice, balance, and knowledge preservation. Chief among their allies are the followers of deities like Azuth, god of wizards and arcane knowledge, and Mystra, goddess of magic, who provide spiritual and magical guidance to the Harpers’ arcane efforts. These gods’ clerics frequently assist Harper wizards and mages, ensuring that magic is used responsibly and never as a tool of oppression. Meanwhile, the gods of peace and nature, such as Eldath, goddess of peace and quiet places, and Mielikki, goddess of forests and rangers, support the Harpers’ efforts to maintain balance between civilization and the natural world. Their clerics often lend their divine aid in healing, sanctuary, and protection, allowing the Harpers to operate safely while preserving the world’s natural harmony.
Oghma, god of knowledge and invention, and Deneir, god of literature and scribes, provide a foundation for the Harpers’ mission to protect and preserve ancient knowledge. Temples dedicated to these gods frequently act as repositories of wisdom, giving the Harpers access to invaluable resources and historical texts that aid their quests. Selûne, goddess of the moon, and Lliira, goddess of joy and freedom, offer spiritual and moral support, promoting the ideals of personal freedom and individual happiness, both key tenets of the Harpers’ values. These deities’ followers often act as healers, mediators, or spiritual advisors within the Harper ranks.
Temples and shrines dedicated to these deities not only serve as spiritual centers but also as secret safe houses for Harpers on the run, offering sanctuary, magical healing, and protection. These divine allies are more than just providers of moral and spiritual support; they also engage directly in the Harpers’ mission through divine intervention when necessary. The mutual goal of preserving knowledge, promoting peace, and protecting the innocent from tyranny creates a strong bond between the Harpers and these faith-based allies.
Allegiances
While the Harpers’ divine allies provide spiritual and magical backing, their allegiances with more earthly figures focus on action and strategy. The Harpers frequently align themselves with adventurers, local heroes, and other groups who share their commitment to fighting evil and protecting the innocent. Adventurers are particularly valuable partners because of their independent nature and adaptability in dangerous situations. The Harpers rely on adventurers to carry out missions that require direct confrontation or exploration of perilous areas, such as battling cults, infiltrating enemy organizations, or uncovering hidden knowledge. These adventurers often act as the Harpers’ operatives in the field, furthering their objectives without needing formal membership.
Rather than taking a direct role, the Harpers often supply these adventurers with critical information, magical artifacts, or logistical support from behind the scenes. This aid is rarely overt, maintaining the Harpers’ secrecy. For example, Harper agents might orchestrate a chance meeting to provide key intelligence, deliver needed supplies just when an adventuring party is in dire straits, or dispatch a Harper wizard to offer discreet magical assistance during a dangerous encounter. These indirect methods allow the Harpers to remain in the background while adventurers take center stage, ensuring that the mission proceeds without political entanglements or unnecessary attention.
In more established regions, the Harpers maintain strong allegiances with cities like Berdusk and Everlund, which offer open support and resources. In Berdusk, the Harpers operate out of Twilight Hall, a headquarters that allows them to conduct their operations openly, while Everlund serves as a strategic hub in the North, offering safe houses and access to vital resources. These cities are crucial to the Harpers’ ability to train agents, plan large-scale operations, and maintain a strong presence in key regions.
In more neutral cities, such as Waterdeep, Baldur’s Gate, and Silverymoon, the Harpers maintain a low profile. These cities, while not directly aligned with the Harpers, allow them to operate as long as they do not disrupt local affairs. Harper agents in these regions are experts at blending into the local populace, often acting as scholars, entertainers, or merchants while covertly gathering intelligence and subtly influencing political and social developments. This allows the Harpers to continue their work without attracting unwanted attention from local authorities or enemies.
Beyond individual cities, the Harpers have formed allegiances with trade guilds, mercantile companies, and noble families who share their goals of justice and equality. These relationships are often transactional, with the Harpers providing services such as protection or intelligence in exchange for funding, supplies, or safe passage through dangerous territories. For instance, a noble family might offer their estate as a safe house for Harper agents in exchange for help dealing with banditry or political enemies. Similarly, a trade guild might provide access to shipping routes or warehouses in exchange for the Harpers’ assistance in safeguarding their interests from piracy or corruption.
The Harpers also involve themselves in larger political maneuvers, often working behind the scenes to influence the outcomes of local disputes, elections, or power struggles. In times of crisis, these allegiances become particularly valuable, as the Harpers step in to ensure that justice and fairness prevail, often without the public ever being aware of their involvement. Through these varied allegiances, the Harpers are able to expand their influence, ensuring that their mission to protect Faerûn from tyranny and maintain the balance of power is continuously advanced.
Enemies
The Harpers contend with a wide array of powerful enemies, each posing a unique threat to their mission of promoting justice, protecting the natural world, and ensuring the responsible use of power. These enemies range from vicious marauding groups to malevolent organizations bent on domination and control. Some are ancient adversaries with a long history of conflict with the Harpers, while others are more recent, but no less dangerous.
Amn and Calimshan
The Harpers frequently find themselves at odds with the political powers of Amn and Calimshan, two affluent and influential nations in Faerûn. Both regions are dominated by wealthy oligarchies and mercantile interests, where power is concentrated in the hands of a few elite families and corporations. These ruling classes often prioritize the pursuit of wealth, expansionism, and political dominance, all of which conflict with the Harpers’ core ideals of justice, equality, and the protection of individual freedoms. In Amn and Calimshan, the value of life is often measured by one’s economic standing, leaving the poor and disenfranchised vulnerable to exploitation and oppression.
In Amn, wealth is worshipped above all else, and its ruling Council of Five operates with a ruthless, profit-driven mentality. The nation’s merchants and nobles maintain a tight grip on power, using their influence to expand Amn’s reach both politically and economically. The Harpers view this unchecked pursuit of wealth and influence as a breeding ground for corruption, oppression, and the abuse of power. The poor in Amn are often subjected to harsh working conditions, with little recourse to challenge the oligarchy’s control. The Harpers work covertly within Amn to challenge the worst abuses of the system, exposing corruption and providing aid to the oppressed where they can. They often form alliances with local dissidents, minor nobles, or adventurers to act as proxies in their quest to bring about social change. However, the Harpers must be exceedingly cautious, as open resistance to the Council of Five can lead to harsh retaliation and further oppression of those they seek to protect.
Similarly, Calimshan presents another challenge for the Harpers, though its political landscape is shaped more by entrenched tradition and historical power than by the mercantile ambitions of Amn. Calimshan is an ancient land ruled by sultans and powerful merchant lords who hold vast dominions. These rulers maintain their authority through a rigid class system that leaves little room for social mobility, with the lower classes and slaves bearing the brunt of their ambition and decadence. Calimshan’s history is steeped in conquest, expansionism, and the exploitation of weaker peoples, often justified by the belief in the inherent superiority of the ruling class. The Harpers, who are staunch defenders of freedom and justice, oppose these rigid hierarchies and the institutionalized exploitation that defines Calishite society. However, given Calimshan’s immense power and wealth, the Harpers must tread carefully, often working behind the scenes to undermine the influence of the most oppressive rulers without sparking outright rebellion, which could lead to even worse crackdowns.
In both Amn and Calimshan, the Harpers adopt subtle and covert tactics, preferring to destabilize oppressive rulers through espionage, sabotage, and the dissemination of critical information that can expose corruption. These efforts often involve building clandestine networks of informants and dissidents, as well as manipulating political rivalries among the elite to create opportunities for reform or relief for the lower classes. Though they are sometimes able to achieve small victories, such as the ousting of particularly tyrannical leaders or the prevention of oppressive new laws, the Harpers must always be mindful of the delicate balance of power in these nations. Direct confrontation with the ruling elites would likely lead to harsh reprisals, not just against the Harpers but against the very people they seek to protect.
Cult of the Dragon
The Cult of the Dragon stands as one of the most dangerous and unpredictable threats to the Harpers and the wider world of Faerûn. This fanatical organization is dedicated to the veneration and empowerment of evil dragons, particularly those with malevolent ambitions, and seeks to elevate these powerful creatures to dominance over all other races. The cult’s ultimate goal is to facilitate the rise of Dracoliches—undead dragons whose power transcends death—believing that these creatures should rule the world as gods. The Cult of the Dragon’s willingness to tamper with the natural order, both through necromantic rituals and manipulation of living dragonkind, presents a profound threat not only to the balance of nature but also to the survival of entire civilizations.
The Harpers recognize the Cult of the Dragon as an existential menace, one that could upend the very foundations of Faerûn if left unchecked. Evil dragons, already some of the most formidable and dangerous beings in existence, are unpredictable forces of destruction, capable of razing cities and terrorizing entire regions. By turning these dragons into Dracoliches, the cult exponentially increases their power, freeing them from the limitations of mortality and making them virtually unstoppable. This perversion of life and death horrifies the Harpers, who see it as a violation of both the natural world and the balance between civilization and nature. The cult’s activities, which often involve mass sacrifice, dark magic, and alliances with other evil entities, threaten to plunge the world into chaos and subjugation under these undead dragon overlords.
The Cult of the Dragon is characterized by its zealous and unyielding devotion to its cause, making it a particularly dangerous enemy for the Harpers. The cult operates in secretive cells spread across Faerûn, with each cell led by fanatical priests, necromancers, or dragon cultists who are unwavering in their commitment to the draconic agenda. These cells work independently yet share a common goal, making the cult difficult to dismantle, as cutting off one head of the beast rarely stops the rest from continuing their efforts. The Harpers have long struggled to combat the cult’s influence because of its decentralized nature, and the cult’s members are often deeply embedded in local societies, acting as influential merchants, scholars, or even nobles, further complicating efforts to expose them.
The Harpers, understanding the enormity of the threat posed by the Cult of the Dragon, employ a variety of covert tactics to counter the cult’s influence. Direct confrontation is often too dangerous, as the cult is known for its brutal retaliation, and its close ties with powerful dragons make any overt action fraught with peril. Instead, the Harpers rely heavily on espionage, using a network of spies, informants, and adventurers to infiltrate the cult’s ranks and gather intelligence on their plans. They employ subterfuge to disrupt the cult’s rituals, sabotage their necromantic experiments, and prevent the creation of new Dracoliches. When necessary, they also work with adventuring parties to take down key cult leaders or disrupt draconic alliances before they can bear fruit.
One of the Harpers’ key strategies in dealing with the Cult of the Dragon is to focus on severing the ties between the cultists and their draconic allies. Dragons, while powerful, are also prideful and independent creatures, and many resent the idea of becoming a Dracolich or being manipulated by mortal cultists. The Harpers exploit this resentment, spreading rumors, creating dissent, and even negotiating with dragons to turn them against the cult. By driving a wedge between the dragons and their followers, the Harpers hope to weaken the cult’s influence and prevent them from achieving their ultimate goal of unleashing a draconic apocalypse.
Iron Throne
The Iron Throne is a powerful and infamous mercantile organization that operates with a cold, calculated efficiency, often employing ruthless tactics to amass wealth and influence at the expense of the vulnerable. While it masquerades as a legitimate trading company, the Iron Throne is, at its core, a predatory entity with no regard for the well-being of those who fall under its economic sway. The organization engages in a wide range of morally reprehensible activities, including slavery, exploitation, and the manipulation of markets to ensure its dominance. Its goal is not simply to profit from trade, but to control it, often by monopolizing essential resources or destabilizing regions to create opportunities for greater profit. To the Iron Throne, human lives are just another commodity to be bought, sold, or discarded, making them one of the most loathed adversaries of the Harpers.
The Iron Throne’s involvement in the slave trade is one of the most egregious aspects of its operation, directly conflicting with the Harpers’ core values of freedom and justice. The Iron Throne profits greatly from the trafficking of slaves, treating people as mere objects of commerce, and exploiting their labor to further enrich the organization. Entire communities have been devastated by the Iron Throne’s raids and kidnappings, with countless individuals sold into bondage in distant lands, stripped of their rights and forced to live in inhumane conditions. This widespread practice of enslavement drives the Harpers to take a firm stance against the Iron Throne, often launching covert operations to disrupt slave trading routes, free captives, and expose the organization’s dealings to local authorities. However, due to the Iron Throne’s vast network of connections and its deep entrenchment in powerful circles, the Harpers must operate with extreme caution, as the risk of retribution is high.
Beyond its involvement in the slave trade, the Iron Throne’s business practices frequently destabilize entire regions, contributing to poverty, civil unrest, and suffering. The organization is notorious for exploiting regional conflicts, famine, and political instability to turn a profit. For example, the Iron Throne might create artificial shortages of vital goods, such as grain, medicine, or weapons, driving up prices and forcing desperate communities to pay exorbitant fees for essential resources. This type of economic manipulation not only allows the Iron Throne to line its coffers but also perpetuates cycles of poverty and dependency. The Harpers are deeply opposed to this form of economic warfare, as it often results in widespread suffering among the poorest and most vulnerable. In response, the Harpers work to expose these manipulative practices, using their network of spies and informants to gather intelligence on the Iron Throne’s dealings and disrupt their monopolistic strangleholds.
In many cases, the Iron Throne’s actions directly contribute to political instability, as the organization frequently funds and supports corrupt rulers or factions in exchange for lucrative trade deals or privileged access to resources. This involvement in the internal affairs of nations often worsens existing conflicts, deepens inequality, and leads to further oppression of the local populace. The Harpers view this interference as an attack on the very fabric of society, as the Iron Throne’s actions undermine justice and the rule of law. In response, the Harpers often engage in delicate political maneuvering to weaken the Iron Throne’s influence, supporting reformist leaders, rallying resistance movements, or spreading awareness of the organization’s true nature.
However, the Iron Throne’s reach is vast, and their power is difficult to challenge openly. The organization has deep connections to many governments, criminal syndicates, and even other mercantile guilds, making it nearly impossible to confront without serious risk. The Harpers must carefully navigate the political landscape when dealing with the Iron Throne, often relying on stealth and subterfuge to achieve their goals. They may sabotage trade agreements, expose illicit dealings to the public, or disrupt supply chains to weaken the Iron Throne’s hold on a particular region. This covert warfare requires patience and precision, as a single misstep could lead to widespread retaliation or the collapse of carefully laid plans.
Orcs and Goblinoids
Orcs and goblinoids present some of the most immediate and persistent threats to both civilization and the natural balance in Faerûn, making them frequent adversaries of the Harpers. These creatures, typically driven by an instinct for conquest and destruction, often band together in warbands or hordes that sweep across the land, leaving devastation in their wake. Orcs, in particular, are known for their brutal, militaristic society that values strength and dominance above all else. They frequently raid settlements, pillage towns, and lay waste to the surrounding countryside, leaving scorched earth and shattered lives behind them. Similarly, goblinoids—comprising goblins, hobgoblins, and bugbears—thrive on chaos and disorder, their actions often targeting not only the resources of human and elven communities but also the natural environment that the Harpers hold sacred.
The Harpers view the unchecked aggression of orcs and goblinoids as a direct threat to the balance they strive to maintain between civilization and nature. Orcs and goblinoids not only plunder human settlements but also wreak havoc on forests, fields, and wildlife, carving a path of ecological destruction as they expand their territories. Orcs, in particular, are infamous for their slash-and-burn tactics, leveling entire forests to fuel their war machines or clear land for new fortresses. Such actions cause irreparable harm to the natural world, which the Harpers work tirelessly to protect. They see these creatures as an embodiment of mindless destruction, disrupting the fragile harmony between people and the environment, and spreading suffering wherever they go.
In response, the Harpers often take a proactive role in defending vulnerable communities and wild areas from orc and goblinoid incursions. They frequently ally with local adventurers, militia, and other defenders to organize resistance efforts, using their knowledge of the land and their vast network of spies to predict the movements of these marauding hordes. The Harpers also utilize their expertise in guerrilla warfare, ambushing orc warbands in forested areas or sabotaging goblinoid supply lines to slow their advance. By coordinating with druids, rangers, and other nature protectors, the Harpers ensure that both human lives and the natural world are safeguarded from the relentless assaults of these creatures. However, they understand that these skirmishes are rarely enough to permanently halt the threat, as orc and goblinoid tribes are resilient and often regroup to strike again, driven by their unyielding desire for domination and conquest.
The Harpers recognize that the threat posed by orcs and goblinoids is part of a larger, ongoing struggle for the stability of the Realms. These creatures are more than just marauding raiders; they represent a chaotic and destructive force that, if left unchecked, could destabilize entire regions, weakening the defenses of cities and kingdoms against greater threats. Orcish warlords and goblinoid leaders, particularly those aligned with darker powers or evil deities, often seek to carve out their own empires by force, subjugating weaker communities and disrupting trade routes. The Harpers see these ambitions as a serious long-term danger, as they often lead to more widespread conflict, poverty, and suffering for both the people of Faerûn and the natural world they inhabit.
To combat this larger, more persistent threat, the Harpers employ a variety of long-term strategies, such as destabilizing orc and goblinoid leadership through covert assassinations, turning tribal factions against each other, and working with local governments to strengthen defenses and prepare for future invasions. In addition, they closely monitor orcish and goblinoid activity in key regions, relying on their network of informants to stay ahead of potential threats. By anticipating attacks and responding swiftly, the Harpers aim to limit the damage these creatures can inflict and preserve the balance between civilization and nature. Though orcs and goblinoids may be relentless in their drive for conquest, the Harpers are equally steadfast in their commitment to defending the Realms from their destructive influence.
Red Wizards of Thay
The Red Wizards of Thay represent one of the most formidable and dangerous adversaries the Harpers face in their ongoing struggle to protect Faerûn from tyranny and the abuse of power. The Red Wizards are a powerful cabal of arcanists who have mastered dark magic and use it as a tool for domination, conquest, and personal gain. Their notorious cruelty and ambition make them a dire threat not only to the Harpers but to all who value freedom and justice. The Red Wizards are not merely interested in the pursuit of magical knowledge; they actively employ forbidden schools of magic, such as necromancy and mind control, to enslave, manipulate, and terrorize others. Their merciless nature is evident in their treatment of both enemies and their own people, as they use fear and coercion to maintain absolute control over Thay and its extensive magical resources.
At the head of the Red Wizards stands Szass Tam, a lich of immense power and cunning who has ruled Thay with an iron grip for centuries. His transformation into an undead being—immortal and fueled by dark magic—serves as a grim symbol of the Red Wizards’ ultimate disregard for life and morality. Szass Tam embodies everything the Harpers fear about unchecked arcane power: a ruthless pursuit of immortality, a willingness to sacrifice countless lives for personal gain, and a mastery of necromancy that bends life and death to his will. Under his leadership, the Red Wizards have turned Thay into a fearsome magical empire, intent on expanding its influence over the rest of Faerûn. Tam’s ability to manipulate political and magical forces, often from the shadows, makes him a nearly unstoppable force, and his plans are frequently centuries in the making, filled with layers of deception that even the Harpers struggle to unravel.
The Red Wizards’ ambitions extend far beyond Thay’s borders, making them a constant threat to other nations and peoples. They seek to subjugate other lands, either through brute magical force or by subtly infiltrating foreign governments, guilds, and magical institutions. The Harpers are keenly aware that the Red Wizards are not content to rule only Thay; they desire dominance over all of Faerûn, turning its people into thralls and its resources into tools for their arcane experiments. This imperialistic drive often brings the Red Wizards into direct conflict with the Harpers, who are sworn to protect freedom and oppose the abuse of magic. The Red Wizards’ disregard for the consequences of their magical actions—whether it be raising armies of the undead, creating devastating magical weapons, or enslaving entire populations through enchantment—makes them one of the most dangerous forces the Harpers must contend with.
One of the most insidious aspects of the Red Wizards is their ability to operate in secrecy, weaving intricate plots that can destabilize entire regions without anyone realizing the extent of their involvement. They are master manipulators, often employing agents and proxies to do their bidding while they remain safely in the background. This covert style of operation poses a significant challenge to the Harpers, who must constantly be on the lookout for Red Wizard influence in unexpected places—whether it be a seemingly legitimate merchant guild, a rival political faction, or even a fellow arcane institution. The Harpers work tirelessly to uncover these hidden schemes, using their network of spies, informants, and magical means to track the Red Wizards’ movements. However, the Red Wizards’ mastery of illusion, deception, and misdirection makes it difficult to always stay one step ahead, and the Harpers often find themselves thwarted by the sheer complexity of the Red Wizards’ plans.
The Harpers’ opposition to the Red Wizards is driven not only by a desire to thwart their political ambitions but also by a deep moral outrage at their use of dark magic. Necromancy, in particular, is a source of horror for the Harpers, as the Red Wizards often employ it to create vast armies of undead soldiers, turning the dead into tools of conquest. This desecration of life and death is antithetical to the Harpers’ belief in the natural order and the sanctity of life. Furthermore, the Red Wizards’ use of enchantment magic to enslave the minds of others is equally abhorrent to the Harpers, who fight to protect individual freedom and autonomy. The Harpers often focus their efforts on undermining the Red Wizards’ influence, whether by disrupting their necromantic rituals, freeing those enslaved by their magic, or exposing their hidden agendas to local rulers and governments.
Shadovar
The Shadovar, an ancient and profoundly malevolent force rooted in shadow magic, stand as one of the most existential threats to both the Harpers and all of Faerûn. Emerging from the dark and mysterious Plane of Shadow, the Shadovar represent the remnants of the once-great Netherese Empire, a powerful civilization of arcanists that fell millennia ago due to their hubris and reckless pursuit of magical dominance. Led by the last of these Netherese survivors, the Shadovar have mastered the dark and twisted arts of shadow magic, giving them the ability to manipulate reality itself and blur the boundaries between light and darkness. Their return to the Material Plane heralds not just the resurgence of Netheril’s ancient ambitions but the manifestation of a more insidious goal: reshaping the world into a realm of shadow and despair, where their control is absolute and unchallenged.
The Shadovar seek to impose their dark vision on the world, a vision where they reign supreme, their power extending through every corner of Faerûn. They aim to seize control of entire territories, transforming cities and regions into places of shadow where their influence is unassailable. Using their mastery of shadow magic, they are capable of warping reality, creating environments where their magic is strongest, and the forces of light and resistance are weakened. These dark enclaves of the Shadovar serve as strongholds from which they launch their campaigns of conquest, often silently infiltrating governments, magical academies, and mercantile powers before unleashing open terror. Their tactics are brutal and efficient, often leaving the lands they control drained of life and hope, wrapped in perpetual twilight. The Harpers, who value balance, freedom, and the preservation of life, see the Shadovar’s efforts as a direct and catastrophic assault on everything they stand for.
The Shadovar’s use of shadow magic is one of their most terrifying weapons. Unlike conventional arcane magic, shadow magic allows the Shadovar to manipulate not only the physical world but also emotions, perceptions, and even time. With the ability to cast powerful illusions, create portals between dimensions, and bend light to their will, the Shadovar can make enemies disappear into the darkness without a trace. They also use their magic to erase opposition with ruthless precision, often obliterating entire resistance movements before they can even begin. Their shadowy agents are masters of stealth and deception, striking from the darkness and vanishing before anyone can mount a defense. The Harpers have learned that facing the Shadovar head-on is often impossible without first dismantling their networks of spies, informants, and shadow-enhanced soldiers.
Led by powerful Netherese arcanists, including shadow lords and archmages who have long transcended the limits of mortality, the Shadovar’s leadership is both ancient and formidable. These leaders possess immense knowledge of magic, drawn not only from their Netherese heritage but also from their connection to the Plane of Shadow, a realm that offers vast reserves of dark energy. Some of these leaders have lived for centuries, sustained by their magic and driven by a fanatical belief in the superiority of shadow over light. Their leadership is highly organized, with each of the Shadovar lords commanding vast resources, armies, and arcane power. The Harpers, who operate with a decentralized and secretive structure, find it incredibly difficult to counter such a well-coordinated and militarized force, especially one that can manipulate shadows to strike anywhere at any time.
The Shadovar’s goals are fundamentally at odds with the Harpers’ mission to maintain balance in the world and protect individual freedoms. While the Harpers strive to ensure that no single power dominates Faerûn, the Shadovar are intent on plunging the world into darkness, not only through physical conquest but by bending the will of the people to their control. The Shadovar’s mastery of mind control and shadowy manipulation allows them to enslave entire populations, turning once-free people into docile subjects who fear even the faintest flicker of rebellion. This subjugation of the mind and spirit is one of the most horrifying aspects of the Shadovar’s rule, and it is this suppression of freedom that the Harpers are most determined to fight against.
The battles between the Harpers and the Shadovar are often long and grueling, with the Harpers operating in constant fear of betrayal or shadow infiltration. The Harpers recognize that defeating the Shadovar is not just a matter of military strategy but a fight for the very soul of Faerûn. The Shadovar’s ability to undermine governments, corrupt institutions, and impose their dark rule means that the Harpers must rely on their network of spies and informants to uncover plots before they are fully realized. They work tirelessly to expose the Shadovar’s influence, dismantling their shadow enclaves and liberating those who have fallen under their control. However, the Shadovar’s reach is vast, and their control overshadow magic makes them almost impossible to pin down, forcing the Harpers to engage in a continuous struggle to keep the darkness at bay.
Zhentarim
The Zhentarim, often referred to as the Black Network, stand as one of the most dangerous and pervasive enemies of the Harpers, their goals diametrically opposed to everything the Harpers fight for. Where the Harpers seek to promote freedom, justice, and the protection of the innocent, the Zhentarim are driven by an insatiable thirst for power, wealth, and control over Faerûn’s political and economic landscape. At its core, the Zhentarim is an organization built on ruthless ambition, operating through a complex and far-reaching network of trade, espionage, mercenary forces, and criminal enterprises. Their influence stretches across the Realms, and their methods are both subtle and brutal, making them a constant threat to the balance the Harpers strive to maintain.
The Zhentarim’s power structure is built on manipulation, where control of trade routes, political alliances, and mercenary armies allows them to exert dominance over entire regions. Through their vast mercantile network, they often present themselves as legitimate traders or business magnates, but beneath this façade lies a dark reality. They control black markets, run illicit smuggling operations, and monopolize critical resources, often creating artificial shortages to drive up prices or cut off supplies to those who refuse to bend to their will. This economic stranglehold allows them to manipulate governments, nobles, and guilds, furthering their reach while silencing opposition. The Harpers, who work to ensure that power is distributed fairly and justly, see the Zhentarim’s dominance of trade as a direct assault on freedom, as it fosters inequality, corruption, and suffering.
Beyond their economic influence, the Zhentarim’s use of espionage and mercenaries makes them a formidable force in the shadowy underbelly of Faerûn. Their network of spies is vast, infiltrating courts, merchant houses, and even rival organizations, providing them with valuable intelligence on political movements, trade agreements, and military strategies. This information is used to further their agenda of control, allowing them to stay several steps ahead of their enemies. When subtlety fails, the Zhentarim are not above using assassination, blackmail, and extortion to eliminate threats or coerce cooperation. They maintain a private army of mercenaries, hired killers, and enforcers who are ready to carry out their will with lethal efficiency. The Zhentarim’s willingness to employ brute force to achieve their aims makes them a dangerous adversary for the Harpers, who often rely on stealth and diplomacy rather than open conflict.
The Zhentarim’s control of vulnerable communities is another key aspect of their operations, as they exploit those who have little choice but to turn to the Black Network for protection, food, or employment. In many impoverished or war-torn regions, the Zhentarim present themselves as the only source of stability, offering protection from bandits or other threats in exchange for loyalty or labor. However, this protection comes at a steep price, often leaving the people in a state of perpetual dependency, unable to escape the Zhentarim’s control. The Harpers work tirelessly to liberate these communities, often organizing resistance movements, providing covert aid, or exposing the Zhentarim’s true intentions. However, the Zhentarim’s grip is difficult to break, as they have mastered the art of instilling fear and dependency, using it to maintain their power in areas where traditional authorities are weak or absent.
The leadership of the Zhentarim is shrouded in secrecy, with powerful figures pulling the strings from behind the scenes. Their internal hierarchy is built on personal power and ambition, with its leaders often operating as warlords, crime bosses, or manipulative politicians. These leaders, while driven by personal gain, are united in their desire to expand the Zhentarim’s influence, turning it into a shadow government that rivals the legitimacy of any kingdom or empire. The Harpers have clashed with the Zhentarim’s leadership numerous times, often finding that their influence runs deeper than expected, corrupting even those who appear to oppose them. The Harpers’ efforts to dismantle the Black Network are complicated by this deep entrenchment in political systems, as exposing one layer of the Zhentarim often reveals another lurking beneath.
The long-standing enmity between the Zhentarim and the Harpers has resulted in numerous battles, both overt and covert, as the two organizations struggle for control over key regions and resources. The Harpers frequently target Zhentarim outposts, expose their criminal dealings, and provide aid to those suffering under their oppression. In return, the Zhentarim actively seek to undermine Harper operations, using misinformation, bribery, and sabotage to weaken their influence. The Harpers understand that the Zhentarim’s reach is vast and that eliminating them completely is nearly impossible, but they remain committed to exposing their machinations and disrupting their power wherever they can.
History
The Harpers, also known as “Those Who Harp,” have a long and storied history that traces its roots back to the ancient elven kingdom of Myth Drannor. The organization was first formed in 324 DR by a group of elven military leaders, along with human rangers, druids, and mages, all of whom shared a vision of preserving the world’s beauty and maintaining a delicate balance between civilization and nature. The original Harpers saw Myth Drannor as a shining example of this harmony, where magical knowledge and natural beauty coexisted in peace. Their mission was to uphold this ideal, protecting both the natural world and the freedom of individuals from the overreach of tyrannical forces. The Harpers’ symbol—a silver harp between the horns of a crescent moon—was chosen by their first leader, Dathlue Mistwinter, an elven mage of great wisdom and foresight. This symbol became a beacon for all who sought to fight oppression and preserve the beauty of Faerûn.
From the very beginning, the Harpers operated as a secretive and decentralized organization, relying on small, independent cells and a network of agents to carry out their missions. They believed that no single kingdom or power should dominate the world, and their goal was to promote freedom, justice, and balance. However, the Harpers’ fortunes rose and fell with the tides of history. The fall of Myth Drannor marked the first major blow to the organization. The destruction of the elven kingdom in 714 DR by dark forces, including demons and orcs, shattered the foundation of the Harpers, and many of their original members were lost in the ensuing chaos. Without Myth Drannor as their stronghold, the Harpers were forced to go underground, with only a few scattered groups keeping their ideals alive.
Despite this setback, the Harpers proved to be remarkably resilient. Over the centuries, they have disbanded and reformed several times, each rebirth marked by new leadership, new tactics, and renewed purpose. The first significant reformation came in 720 DR, when the remaining Harpers were revived at a sacred druid grove known as the Dancing Place. This gathering, later called the Gathering of the Gods, saw the Harpers reconstituted under the leadership of powerful figures like Elminster Aumar and other legendary adventurers. These leaders recognized that while Myth Drannor was gone, the Harpers’ mission of opposing tyranny and protecting the innocent was more important than ever. This new incarnation of the Harpers shifted toward a more secretive and guerrilla-style organization, operating in the shadows and influencing events through information, diplomacy, and strategic intervention.
Over the centuries, the Harpers have faced numerous challenges that tested their resilience. They found themselves in conflict with powerful organizations, such as the Zhentarim, Red Wizards of Thay, and the Cult of the Dragon, all of whom sought to control Faerûn through force, magic, or manipulation. These enemies were often vast and well-organized, but the Harpers’ ability to work in secret, with small and agile cells of agents, allowed them to survive. However, this method of operation also led to internal strife and fragmentation. As different leaders arose with competing visions of how best to achieve the Harper mission, the organization sometimes fractured, with cells pursuing divergent paths. In some cases, entire factions splintered off, such as when Khelben “Blackstaff” Arunsun formed the Moonstars in the 1370s DR, taking with him many powerful Harpers who believed a more forceful approach was necessary.
Throughout their history, the Harpers have continuously adapted to the shifting political and magical landscape of Faerûn. Each reformation introduced new objectives and strategies, always grounded in their core belief of promoting good and resisting tyranny. They have played key roles in some of the most pivotal moments in the Realms’ history, from the defeat of the Wearers of the Skull to their resistance against Szass Tam’s Thay and their role in the Time of Troubles. Despite their many disbandment and reforms, the Harpers have always maintained a strong commitment to preserving knowledge, safeguarding ancient secrets, and ensuring that magic is not used to oppress or destroy.
Today, the Harpers remain a potent force, though they continue to operate in secrecy, often relying on independent agents, informants, and adventurers to carry out their work. Their commitment to freedom, justice, and balance continues to drive them as they stand against powerful foes who seek to exploit the world for their own gain. Though they may never fully erase the darkness that threatens Faerûn, the Harpers are a constant, vigilant presence, always ready to rise and reform when the Realms need them most. Their history of persistence and adaptation is a testament to their unwavering dedication to a better, freer world.
Beliefs
The Harpers’ beliefs are deeply rooted in their commitment to promoting freedom, protecting the innocent, and ensuring that power is never concentrated in the hands of a few who might abuse it. At the heart of their philosophy is the conviction that freedom is a fundamental right for all people, regardless of race, status, or creed. They believe that each individual should be able to live their life free from fear, oppression, and tyranny. For the Harpers, true freedom is not just the absence of chains, but the ability to make choices and determine one’s own destiny without the interference of corrupt rulers, oppressive governments, or manipulative organizations. This belief drives their efforts to undermine those who seek to subjugate others, whether through political power, magical domination, or brute force.
One of the Harpers’ core principles is the prevention of the misuse of power, particularly when that power is wielded to control or oppress others. They view extreme concentrations of power, whether in the hands of despotic kings, tyrannical wizards, or expansive empires, as inherently dangerous. This belief stems from their understanding that power, unchecked, inevitably leads to corruption and the exploitation of the weak. For this reason, the Harpers are often wary of large kingdoms, empires, or organizations that seek to expand their influence beyond natural or ethical limits. They work to prevent the rise of such entities, believing that the balance of the world depends on maintaining smaller, self-sustaining communities where power is decentralized, and leaders are held accountable to their people. This extends to their mistrust of any individual or group that seeks to dominate through force, whether magical, political, or economic.
The Harpers also hold a deep respect for the natural balance of the world, seeing the harmony between nature and civilization as something that must be protected at all costs. They oppose those who would exploit or destroy natural resources for personal gain, as they believe that doing so disrupts the delicate equilibrium that sustains life. The Harpers fight to preserve forests, rivers, and wildlife from reckless industrialization, over-expansion, and exploitation by powerful factions. For them, the well-being of the natural world is directly tied to the well-being of society, and they understand that the destruction of nature often accompanies the rise of oppressive powers.
In addition to their focus on freedom and balance, the Harpers place great value on the preservation of history, art, and culture. They believe that a deep understanding of the past is essential to shaping a better future. To the Harpers, knowledge of history is not just about learning from past mistakes, but about understanding the forces that have shaped the world, the rise and fall of empires, and the stories of individuals who have fought for justice and freedom. By preserving historical records, music, art, and literature, the Harpers aim to safeguard the cultural legacy of Faerûn, ensuring that future generations are informed by the wisdom of the past. This respect for culture is also tied to their belief that art, music, and literature are expressions of the human (and elven, dwarven, and all other races’) spirit, and that they serve as powerful reminders of what is worth protecting in the fight against tyranny.
The Harpers’ reverence for music and the arts is symbolized by their name and their emblem—the silver harp. Music, to the Harpers, is not just a form of entertainment, but a means of communication and a way to inspire hope, courage, and resilience in the face of adversity. Many Harpers are skilled musicians or bards, using their talents to spread their message, lift the spirits of those oppressed, and covertly influence those in power. They believe that the preservation of culture is as important as the defense of the natural world, as both represent the essence of what makes life worth living. In their eyes, protecting art and knowledge is a form of resistance against the forces of tyranny and destruction, a way to ensure that even in the darkest times, the light of human creativity and history endures.
Ultimately, the Harpers’ beliefs are centered around the idea that the world is a delicate tapestry, woven together by freedom, balance, history, and culture. When any one of these threads is pulled too hard—whether by a power-hungry tyrant, a destructive war, or the unchecked growth of an empire—the entire fabric risks unraveling. The Harpers see themselves as guardians of this balance, working in the shadows to protect Faerûn from the forces that seek to tear it apart, whether through the overreach of power, the destruction of nature, or the erasure of culture and history. It is this unwavering dedication to their ideals that has sustained the Harpers through centuries of conflict and change, guiding their every action and ensuring that they remain a force for good in an often dark and dangerous world.
Tactics and Activities
The Harpers’ tactics and activities are centered around their core philosophy of subtlety and secrecy. They believe that the most effective way to achieve their goals is to operate from the shadows, avoiding the limelight and working through covert means to influence events in Faerûn. Harpers are experts in gathering intelligence, and one of their primary tactics involves infiltrating organizations that pose a threat to freedom, justice, or the balance of nature. By placing agents within enemy factions, criminal guilds, or political institutions, the Harpers can monitor the activities of their adversaries, often staying several steps ahead of potential conflicts. These infiltrators act as spies, feeding crucial information back to their Harper network, which allows them to strategically intervene when necessary.
The Harpers’ ability to collect intelligence is one of their greatest strengths. They utilize a vast network of informants, ranging from commoners and merchants to nobles and adventurers, all of whom provide valuable insights into the machinations of powerful enemies. By carefully piecing together intelligence from these various sources, the Harpers can predict the movements of dangerous groups like the Zhentarim, the Cult of the Dragon, or the Red Wizards of Thay. This information is then used to sabotage the plans of these malevolent organizations, often before they can even be set into motion. For example, if the Harpers learn of a plot to invade a city or enslave a population, they might covertly disrupt supply lines, assassinate key leaders, or expose the scheme to local authorities, all without revealing their involvement.
Despite their preference for secrecy, the Harpers also assist adventurers who share their values, providing them with information, magical items, and resources that help them in their quests. These adventurers, often unaware of the full extent of Harper operations, become unwitting allies in the organization’s mission to protect the Realms. The Harpers rarely take credit for their support, preferring instead to let adventurers take the glory while they continue working in the background. This tactic ensures that the Harpers remain unseen, while still influencing events in a way that aligns with their goals. They often guide adventurers toward missions that will undermine their enemies or protect key locations, all while maintaining their low profile.
One of the key elements of Harper tactics is their avoidance of direct confrontation unless absolutely necessary. The Harpers understand that overt actions, especially those involving force, can lead to unintended consequences, such as escalation of conflict, the loss of innocent lives, or the exposure of their agents. They are highly trained to think several steps ahead, weighing the potential outcomes of their actions before making a move. This foresight is crucial in ensuring that their efforts do not backfire or result in greater harm. Instead of direct combat, the Harpers excel in more nuanced forms of intervention, such as sowing dissent within enemy ranks, spreading misinformation to weaken their adversaries, or secretly aiding resistance movements to overthrow tyrannical rulers.
In many cases, the Harpers’ activities revolve around rescuing the oppressed and preserving ancient knowledge. They work tirelessly to free those who are enslaved or exploited by corrupt rulers, and they often act as protectors of ancient artifacts, historical records, and magical tomes that could be misused by the wrong hands. The Harpers recognize that preserving the knowledge and culture of the past is key to maintaining balance in the present and ensuring a better future. To this end, they might secretly recover powerful magical items before they can fall into the hands of evil forces, or they might shield ancient libraries from destruction during times of war.
When necessary, the Harpers do not hesitate to sabotage infrastructure, alliances, or operations that pose a threat to the world’s balance. They might poison food supplies intended for an invading army, forge documents to create rifts between rival factions, or orchestrate the collapse of bridges and roads to delay the advance of hostile forces. These acts of sabotage are done with precision and careful planning, ensuring that only the intended targets are affected and that civilian lives are spared. Every action the Harpers take is calculated to maximize effectiveness while minimizing collateral damage.
Geography
The Harpers’ presence spans the entirety of Faerûn, but their influence and operations are particularly concentrated in the northern regions, where the forces of tyranny, magical abuse, and political instability frequently pose threats to both nature and civilization. The Sword Coast, Western Heartlands, and the Dalelands serve as the primary regions where the Harpers maintain their strongest footholds, with a network of secret bases, informants, and agents operating across these lands. These areas are rife with political intrigue, economic upheavals, and threats from powerful organizations like the Zhentarim and the Cult of the Dragon, making them key battlegrounds for the Harpers’ ongoing efforts to safeguard freedom and balance. These regions, particularly along the Sword Coast, are home to a number of bustling cities, wild frontiers, and ancient ruins, all of which provide the Harpers with both opportunities and challenges in their mission.
Twilight Hall
At the heart of Harper operations is Twilight Hall, their primary base of operations located in the city of Berdusk within the Western Heartlands. Twilight Hall serves as the spiritual and logistical center of the Harpers, where senior members convene to strategize, train new agents, and maintain their vast network of intelligence. Berdusk’s proximity to major trade routes and political centers makes it an ideal location for the Harpers to coordinate their activities while remaining relatively hidden from the scrutiny of powerful adversaries. Twilight Hall is more than just a headquarters; it is a sanctuary for Harpers seeking refuge, a place where the organization’s vast stores of ancient knowledge, magical artifacts, and intelligence reports are carefully guarded. Here, the Harpers can operate freely, conducting clandestine meetings and coordinating efforts to influence events across the Realms without drawing unwanted attention.
While Twilight Hall may be the hub of their operations, the Harpers maintain numerous secret strongholds throughout Faerûn, allowing them to remain mobile and flexible. In the city of Everlund, nestled near the northern reaches of the Sword Coast and close to the frontier lands of the North, the Harpers maintain another critical base. Everlund’s strategic location makes it an important stronghold for Harper agents working to monitor the movements of the Zhentarim, orcish hordes, and other dangerous factions that threaten the northern wilderness and settlements. The city is also part of the Lords’ Alliance, a coalition of cities and powers that the Harpers often work with to ensure that the forces of evil do not gain too much influence in the region. From Everlund, the Harpers launch expeditions into the wilds, providing aid to frontier towns and keeping a close watch on powerful magical phenomena in the area.
Silverymoon
Further north, the city of Silverymoon serves as another critical center of Harper activity. Known as a haven for mages, scholars, and those who value knowledge and learning, Silverymoon is a natural ally to the Harpers’ mission of preserving ancient wisdom and ensuring that magic is used responsibly. The city’s vast libraries and arcane academies are key resources for Harper agents, who often study here or seek out rare magical texts to aid them in their missions. Silverymoon’s openness to magic and its role as a center of culture and learning make it an important city for the Harpers, who often operate more overtly here than in other regions. Many Harpers maintain affiliations with Silverymoon’s institutions, using the city as a base for research and magical training while also keeping an eye on the northern threats posed by the forces of shadow and darkness.
Waterdeep
Waterdeep, one of the largest and most influential cities in all of Faerûn, also serves as a critical center for Harper activity. Although the Harpers must be more careful in Waterdeep, where powerful factions like the Zhentarim, Xanathar’s Guild, and various noble houses vie for control, the city’s vibrant political landscape provides fertile ground for the Harpers to exert their influence. Harper agents in Waterdeep operate in the shadows, using the city’s labyrinthine streets, bustling docks, and secretive underworld to gather intelligence and subtly guide political decisions. Waterdeep’s status as a major hub of trade, culture, and governance makes it an invaluable location for the Harpers, who must balance their covert operations with the city’s ever-watchful eyes. Many Harpers live double lives in Waterdeep, posing as merchants, scholars, or entertainers while secretly working to ensure that the forces of corruption and tyranny do not gain too much power in the City of Splendors.
Beyond these key cities, the Harpers have established hidden bases in smaller, more remote locations across Faerûn. These bases are often in forests, mountain ranges, and wilderness areas where the Harpers can operate undisturbed. Many of these outposts are run by druids, rangers, and other wilderness-oriented Harpers who protect the natural world from the encroachments of civilization and industry. In these places, the Harpers work to safeguard ancient magical sites, protect endangered wildlife, and defend isolated communities from marauding forces. These remote strongholds allow the Harpers to retreat into safety when needed and provide critical staging grounds for their operations in more volatile regions.
Leadership and Organization
The Harpers’ leadership and organizational structure is unique in its combination of a guiding council of High Harpers and the highly decentralized nature of the organization’s day-to-day operations. At the top of the Harper hierarchy sits the Council of High Harpers, an exclusive group of individuals who have demonstrated exceptional skill, wisdom, and dedication to the Harper cause over many years of service. These High Harpers are not just powerful in terms of their abilities—whether as wizards, bards, rangers, or spies—but they are also renowned for their discretion, loyalty, and deep understanding of Faerûn’s political and magical landscape. High Harpers are not appointed lightly; they are elected by their peers through a secretive process that involves careful consideration of their past actions, their judgment, and their unwavering commitment to the Harpers’ ideals of freedom, balance, and justice. Their election to this position signifies not only their mastery of Harper principles but also the trust that other members place in their leadership.
The role of the High Harpers is primarily one of guidance and strategic direction. While they do not micromanage the organization’s operations, they provide overarching leadership, ensuring that the Harpers’ core values and long-term goals are upheld. The High Harpers are responsible for making crucial decisions on matters that affect the entire organization, such as alliances, high-level interventions, and responses to major threats like the Zhentarim, Red Wizards of Thay, or Cult of the Dragon. They also oversee the distribution of key resources, intelligence, and magical artifacts that might be critical to Harper operations. However, even though they hold this significant power, the High Harpers are deeply aware of the importance of subtlety. They avoid direct leadership in the traditional sense and instead prefer to act as mentors and advisors, providing guidance to individual agents and cells without imposing rigid control over their actions.
What sets the Harpers apart from many other organizations is their highly decentralized structure. While the High Harpers provide direction, the bulk of decision-making is left to the local cells that operate throughout Faerûn. These cells are often small, composed of trusted agents who know the region intimately and are capable of acting independently to address local threats. Harper cells work autonomously, often with little oversight from higher authorities, which allows them to react swiftly to emerging dangers or opportunities. Each cell might have a local leader, often a seasoned Harper with years of experience, but even these leaders are expected to follow the Harper tradition of operating in the shadows, using discretion and subtlety to achieve their goals.
The decentralization of the Harpers is not just a practical choice—it is also a reflection of their belief in avoiding the concentration of power. By maintaining a network of independent cells, the Harpers ensure that no single leader, faction, or group can dominate the organization or sway it toward their personal interests. This approach minimizes the risk of corruption and allows the Harpers to operate in an adaptive and flexible manner, able to address a wide range of threats across Faerûn. Whether responding to a local crisis in a small village or quietly influencing the political dynamics of a major city like Waterdeep or Baldur’s Gate, Harper cells are free to act as they see fit, so long as their actions align with the overarching principles of the organization.
Communication between Harper cells and the High Harpers is often encrypted and highly secretive, relying on magical means or trusted messengers. This allows Harper agents to share critical information without exposing their networks to enemies. However, the decentralized nature of the group also means that some cells may never interact directly with the High Harpers, instead working for years with little to no oversight beyond their local leadership. This independence allows the Harpers to maintain a certain level of anonymity, which is essential for their survival, as many of their enemies are powerful organizations with vast resources and far-reaching influence.
In times of great crisis, the High Harpers may step in more directly, coordinating larger operations that require the collaboration of multiple cells or the use of the organization’s most powerful assets. In these cases, the High Harpers act as strategic coordinators, guiding the organization through complex or dangerous scenarios, such as the infiltration of enemy strongholds, the rescue of key figures, or the disruption of large-scale magical threats. However, even in these instances, the Harpers’ decentralized nature ensures that agents on the ground retain a great deal of autonomy, allowing them to adapt to changing circumstances and make decisions based on the realities they face in the field.
Sub-Organizations
Within the broader Harper network, several distinct sub-organizations have emerged over the centuries, each operating in specific regions and focusing on unique threats while adhering to the core Harper ideals of freedom, justice, and the protection of the natural world. These sub-organizations often act semi-autonomously, addressing the unique challenges of their regions while maintaining connections to the wider Harper network. Each group has its own leadership and operational methods, tailored to the dangers and political landscapes they face, but all are unified by their shared mission to resist tyranny, preserve knowledge, and protect the balance of Faerûn.
Harpers of Luruar
One of the most prominent sub-organizations is the Harpers of Luruar, who operate out of the legendary Moongleam Tower in Everlund. This group focuses much of its efforts on countering the sinister influence of Netheril and the Shadovar, who threaten to destabilize the region through their mastery of shadow magic and their ambitions of conquest. The Harpers of Luruar are deeply embedded in the North, and their position in Moongleam Tower allows them to monitor the movements of powerful forces like the Zhentarim and orcish warbands that roam the Spine of the World and the surrounding wilderness. The tower itself serves as a well-defended stronghold where Harper agents gather intelligence, train new recruits, and conduct missions aimed at undermining the growing power of Netheril and its shadowy lords. The Harpers of Luruar are known for their resilience and dedication to the northern frontiers, often working in collaboration with local rangers, druids, and the Lords’ Alliance to protect the untamed wilderness and the cities that depend on it.
Harpers of Waterdeep
In Waterdeep, the Harpers of Waterdeep have maintained a continuous presence in the City of Splendors, despite the shifting political and criminal dynamics that characterize this major urban center. Waterdeep, with its sprawling streets, powerful noble houses, and vast underworld, is both a vital hub of trade and a battleground for influence, making it an essential location for Harper operations. The Harpers of Waterdeep focus on gathering intelligence and subtly influencing the city’s politics to ensure that powerful factions like the Zhentarim or Xanathar’s Guild do not gain too much control. Harper agents in Waterdeep are adept at navigating the complexities of the city’s power structures, working behind the scenes to prevent corruption and ensure that the forces of evil are kept in check. They also collaborate with key institutions, such as the city’s mages and nobles, often using diplomacy and subterfuge to achieve their goals. Waterdeep’s strategic importance as a center of trade and culture makes it a critical location for Harper operations, and the Harpers here must be especially discreet, as the city is home to numerous other powerful factions with their own agendas.
Harpers of Cormyr
Similarly, the Harpers of Cormyr and the Dales have long played a vital role in maintaining the Harper presence in these regions, even though periods of significant losses during the Spellplague and other calamities. Cormyr, a powerful and well-organized kingdom, has traditionally been an ally to the Harpers, though its ruling elite and military forces are often targets of manipulation by outside forces. The Harpers of Cormyr work to safeguard the kingdom from both internal and external threats, often focusing on rooting out corruption, exposing political conspiracies, and ensuring that the kingdom’s rulers do not fall under the sway of dark influences like the Zhentarim or Thayan agents. In the Dalelands, the Harpers face a different set of challenges, as this region is home to independent, self-governing communities that value their autonomy. The Harpers here operate with a lighter touch, assisting local leaders and protecting the Dales from external threats like drow incursions or the resurgent forces of the Cult of the Dragon. The Harpers of Cormyr and the Dales are known for their tenacity and long-standing dedication to these regions, ensuring that the ideals of freedom and balance are upheld even in the face of devastating losses during times of upheaval.
Despite the decentralized nature of these sub-organizations, each group remains closely aligned with the core values of the Harpers: promoting justice, opposing the abuse of power, and preserving the natural and cultural heritage of Faerûn. These sub-organizations often work in tandem, sharing intelligence, resources, and agents when necessary. For example, agents from Luruar may collaborate with those in Waterdeep or Cormyr to tackle larger threats that span multiple regions. This interconnectedness allows the Harpers to respond to threats on both local and regional levels, ensuring that their influence extends across Faerûn without the need for a rigid, centralized command structure.
Membership
The membership of the Harpers is as diverse as the lands they seek to protect, drawing individuals from all walks of life who share a commitment to justice, freedom, and the preservation of balance in Faerûn. While rangers and bards form a significant portion of the organization’s ranks due to their deep connections with nature, lore, and the art of storytelling, the Harpers also include a wide array of other adventurers and professionals. Wizards, with their vast knowledge of magic, often play a crucial role in safeguarding ancient arcane secrets and countering the destructive use of magic by organizations like the Red Wizards of Thay. Druids are valued for their ability to protect the natural world and maintain the delicate balance between civilization and wilderness. Clerics, who follow deities aligned with the Harpers’ mission—such as Mystra, Mielikki, and Selûne—bring divine magic and healing to their ranks, providing both spiritual guidance and powerful support in battle. Rogues and fighters round out the membership, using their agility, combat prowess, and expertise in subterfuge to handle the more covert operations and direct threats that the Harpers face.
The Harpers are not limited by race or origin, and their inclusive nature means that members hail from a wide variety of backgrounds and cultures. While humans, elves, and half-elves make up the majority of the membership, the organization welcomes individuals of all races who demonstrate a commitment to its ideals. Halflings and gnomes are frequently found among the Harpers, often serving as spies, scouts, or agents who rely on their natural stealth and charm to gather intelligence or disrupt enemy plans. Even more unusual members, such as fey creatures and forest guardians, have been known to serve the Harpers, particularly those who share the organization’s dedication to protecting the natural world. These more exotic members often provide a unique perspective, using their connection to the Feywild or other mystical realms to aid in missions that require an understanding of magical forces beyond the comprehension of mortals.
The selection process for new recruits is rigorous and based not only on skill but also on character. The Harpers place a strong emphasis on discretion and the ability to act with subtlety and foresight. Candidates are often scouted over a long period, observed during their adventures or daily lives to ensure that they align with the Harper values of protecting the oppressed, resisting tyranny, and safeguarding Faerûn’s history and knowledge. Potential recruits must demonstrate a combination of skill, intelligence, and moral integrity, as well as a willingness to act without recognition or reward. Many recruits are individuals who have already proven themselves in the fight against evil, whether by taking down corrupt leaders, protecting innocent lives, or preserving the natural world from destruction. Those who exhibit exceptional loyalty to the ideals of justice and freedom, often at great personal risk, are considered ideal candidates for membership.
Once recruited, new members are typically assigned to small, autonomous cells, where they work closely with a handful of other Harpers to achieve specific objectives. These cells are designed to be flexible and self-sufficient, with each group operating independently to minimize the risk of exposing the wider organization. Communication between cells is often minimal, relying on magical means or trusted couriers to pass along critical information. This decentralized structure ensures that if one cell is compromised, the rest of the Harpers can continue their operations without being endangered. Members are trained to think strategically and are given a great deal of autonomy in how they execute their missions, relying on their personal expertise and knowledge of local conditions to achieve the best possible outcomes. Trust and discretion are paramount, and members are expected to make decisions with the long-term consequences in mind, avoiding actions that might draw unwanted attention or lead to collateral damage.
The diversity of the Harpers’ membership, both in terms of background and skillset, is one of the organization’s greatest strengths. By drawing from a wide range of professions, races, and magical traditions, the Harpers can respond to an equally wide range of threats, from political intrigue to magical catastrophes. This variety also ensures that no problem is approached in a one-dimensional way; Harpers are trained to consider every angle, using a combination of combat, magic, diplomacy, and stealth to achieve their goals. The organization’s commitment to fostering diversity and autonomy within its ranks reflects its larger mission to promote freedom and balance, both within the realms they protect and within their own structure.
Notable Members
The Harpers have had many famous members throughout their history, including:
14th Century
During the 14th century DR, several notable members of the Harpers rose to prominence, each contributing significantly to the organization’s mission of promoting justice, preserving knowledge, and fighting against tyranny. These individuals, through their actions, became legends not only within the Harpers but also across Faerûn, shaping the course of history through their courage, wisdom, and exceptional talents.
Elminster Aumar
One of the most iconic figures in the Harpers during this time was Elminster Aumar, often regarded as the most powerful and influential wizard in Faerûn. Elminster’s deep involvement with the Harpers began long before the 14th century, but during this era, his role as an advisor, strategist, and defender of the Realms solidified his legendary status. Elminster was a key architect in many of the Harpers’ efforts to counteract the ambitions of groups like the Zhentarim, the Red Wizards of Thay, and the Cult of the Dragon. His unparalleled knowledge of magic, combined with his centuries of experience, made him an invaluable asset to the Harpers, as he frequently guided younger members and played a critical role in preventing magical disasters and protecting ancient secrets. Although Elminster often operated independently, his loyalty to the Harper cause was unwavering, and his influence shaped the organization’s overall strategy during this tumultuous period.
Khelben “Blackstaff” Arunsun
Another towering figure in Harper history is Khelben “Blackstaff” Arunsun, the Archmage of Waterdeep. Khelben’s approach to leadership within the Harpers was more direct and sometimes controversial, as he believed in taking a stronger, more proactive stance against the forces of evil. A brilliant and formidable wizard, Khelben contributed to many of the Harpers’ greatest victories but also caused significant rifts within the organization. In 1370 DR, his secret dealings with the Zhentarim, involving the artifact known as the Scepter of the Sorcerer Kings, led to his expulsion from the Harpers. Despite this, Khelben remained a critical figure in Faerûn’s defense, going on to form the Moonstars, a more militant organization that still upheld many of the Harpers’ core values. His departure from the Harpers marked one of the most dramatic shifts in the organization during the 14th century, as it revealed the ongoing internal struggle about how best to combat tyranny and injustice.
Storm Silverhand
One of the famed Seven Sisters and a Chosen of Mystra, was another key member of the Harpers during the 14th century. Known for her beauty, wisdom, and immense magical prowess, Storm was a formidable bard and warrior who worked tirelessly to uphold the ideals of the Harpers. Unlike some of her peers, Storm preferred a subtler approach, often using her music and diplomatic skills to influence political leaders and prevent conflict before it escalated. She played a crucial role in the Harpers’ efforts to preserve ancient lore, prevent the misuse of magic, and protect the Dalelands from invasion. Storm’s deep connections to both elven and human societies made her a bridge between different cultures, and her long-standing service to the Harpers exemplified the organization’s commitment to the balance between civilization and nature.
Dove Falconhand
Is another of the Seven Sisters, was a legendary ranger and adventurer whose deeds made her one of the most respected members of the Harpers. Dove’s leadership in the field and her exceptional skills in tracking, combat, and survival made her an invaluable asset in the fight against marauding forces such as orcs, goblinoids, and the Zhentarim. Known for her courage and dedication to protecting the innocent, Dove often took on the most dangerous missions, leading Harper expeditions into the wilderness to stop enemy incursions or recover ancient artifacts. Her strong moral compass and deep connection to the natural world embodied the Harpers’ ideals, and she was frequently called upon to mentor new recruits, particularly rangers and druids who sought to join the Harper cause.
Danilo Thann
The 14th century also saw the rise of Danilo Thann, a noble-born bard and Harper agent whose charming, seemingly frivolous personality masked a sharp intellect and a deep commitment to the organization. Danilo’s status as a member of Waterdeep’s aristocracy allowed him to gather critical intelligence and navigate the city’s treacherous political landscape. His ability to blend into high society made him an effective spy, and his close relationships with powerful figures like Arilyn Moonblade, another prominent Harper, gave him access to vital resources and information. While Danilo was often underestimated by his enemies, his cleverness and loyalty to the Harpers proved him to be one of the organization’s most valuable operatives in Waterdeep.
Arilyn Moonblade
A half-elf and skilled bladesinger, was another influential Harper during this period. Wielding the powerful Moonblade, a weapon passed down through her elven family, Arilyn combined martial prowess with keen political insight, making her one of the most effective agents in the fight against tyranny. Her efforts, often alongside Danilo Thann, were instrumental in curbing the influence of evil organizations in Waterdeep and beyond. Arilyn’s deep personal commitment to the Harper ideals and her ability to walk between the worlds of elves and humans made her a symbol of the organization’s enduring mission to promote unity, freedom, and justice across Faerûn.
15th Century
In the 15th century DR, the Harpers saw the rise of several notable members who played pivotal roles in shaping the organization’s activities and ensuring its survival in a world that continued to be plagued by political strife, magical upheavals, and powerful enemies. These figures, each with unique abilities and strong connections to the Harper mission, emerged as key leaders and agents, navigating the challenges of the post-Spellplague era and the resurgence of old threats like the Cult of the Dragon and the Zhentarim.
Remallia Haventree
One of the most influential figures during this period was Remallia Haventree, also known as Remi, a noble half-elf from Waterdeep who became one of the most prominent Harper leaders of the 15th century. Remallia was instrumental in rebuilding the Harpers after the Spellplague and other calamities that had significantly weakened the organization. Her aristocratic background allowed her to operate within the upper echelons of Waterdeep’s political and social circles, using her influence to guide decisions and forge alliances that benefited the Harper cause. Remallia’s leadership was characterized by her emphasis on subtlety and diplomacy, favoring covert operations and intelligence gathering over open conflict. She was a key figure in organizing Harper efforts to resist the Cult of the Dragon during Tiamat’s attempted return to Faerûn around 1489 DR, helping to coordinate with other factions like the Lords’ Alliance and the Order of the Gauntlet to prevent the apocalyptic rise of the Dragon Queen.
Mirt the Moneylender
Another significant figure during this time was Mirt the Moneylender, a former adventurer and Harper agent who had long been thought dead but re-emerged in Waterdeep during the 15th century. Mirt, an eccentric yet cunning individual, was one of the Harpers’ most resourceful operatives, known for his vast wealth, connections, and influence in the city. Though he appeared to be little more than a greedy businessman, Mirt had deep ties to the Harper network and used his mercantile operations to fund covert Harper missions and manipulate events from behind the scenes. His extensive knowledge of Waterdeep’s underworld and its political landscape made him a key figure in the fight against the Zhentarim and other criminal organizations that sought to destabilize the region. Mirt’s return marked a resurgence of Harper activity in Waterdeep, as he helped rebuild the organization’s presence in the city, ensuring that they remained a key force in safeguarding freedom and justice.
Laeral Silverhand
The Silverhand family also continued to play a vital role in the Harper organization during the 15th century. Laeral Silverhand, one of the Seven Sisters and a Chosen of Mystra, became the Open Lord of Waterdeep in 1491 DR, a position that allowed her to influence the city’s politics directly and advance the Harper cause from a position of power. Laeral’s vast magical knowledge and her deep understanding of both elven and human cultures made her an indispensable ally in the fight against the many threats facing Faerûn. Under her leadership, the Harpers in Waterdeep flourished, as she worked to stabilize the city after years of political turmoil and protected it from external threats like the Cult of the Dragon and internal corruption. Laeral’s dual role as both a Harper leader and the Open Lord gave the organization significant leverage in Waterdeep’s power structures, allowing them to exert influence without drawing undue attention.
In addition to these more publicly known figures, the Harpers also counted among their ranks Tam Zawad, a more shadowy yet crucial figure in the Harpers’ activities during this century. Tam Zawad operated primarily in the northern regions of Faerûn and was known for his expertise in deception, espionage, and counterintelligence. As a master of subterfuge, Tam was often tasked with rooting out internal corruption within the Harpers and uncovering double agents who had been placed by rival organizations like the Zhentarim or Red Wizards of Thay. His work, though largely behind the scenes, was essential in maintaining the security and integrity of the Harper network during a time when enemies sought to infiltrate and undermine the organization from within. Tam’s ability to think several steps ahead of his adversaries and his mastery of illusion and covert operations made him one of the most feared and respected members of the Harpers during the 15th century.
Cymril
Another key figure in the 15th century was Cymril, a powerful Harper agent who operated in Neverwinter and was heavily involved in the resistance against Dagult Neverember, the city’s ruler, and his claim to the throne of the region. Cymril played a critical role in organizing the Sons of Alagondar, a resistance group that sought to oppose Neverember’s reign and restore the rightful rulers of Neverwinter. Unfortunately, Cymril’s efforts came to a tragic end when she was ambushed by Mintarn Mercenaries in 1479 DR and killed. Her death, and the subsequent revelation that she had been working as a double agent for both the Harpers and Neverember, created a scandal within the Harper ranks, deeply damaging the organization’s reputation in Neverwinter. Despite this setback, Cymril’s legacy continued to shape Harper operations in the region, and her actions underscored the complex political landscape that the Harpers had to navigate during this time.
Eaerlraun Shadowlyn
The Harpers of Luruar also continued to play a significant role during the 15th century, with notable figures like Eaerlraun Shadowlyn leading efforts to counter the growing influence of Netheril and the Shadovar. Eaerlraun was a highly respected mage and leader within the Harpers, known for his strategic mind and his ability to coordinate large-scale operations against the Netherese forces that sought to dominate the North. His leadership helped prevent several key Netherese victories, and his work in Luruar contributed to the ongoing resistance against shadow magic and its corrupting influence. Although Eaerlraun was eventually killed by Shadovar assassins in 1475 DR, his efforts laid the groundwork for future Harper operations in the region, and his death was seen as a martyrdom that strengthened the resolve of his fellow Harpers.
Campaign Details
The Harpers are a widespread and covert network of spellcasters, spies, and adventurers who operate primarily throughout the North of Faerûn, though their influence and reach extend to various regions across the Realms. Their activities are largely driven by their core mission of promoting equality, freedom, and justice, while opposing the abuse of power by tyrants, oppressive governments, and malevolent organizations. The Harpers understand that power, unchecked, leads to corruption and suffering, and thus their efforts are directed toward ensuring that no individual or organization becomes too dominant. Unlike more militaristic or visible factions, the Harpers prefer to operate from the shadows, employing subtlety, espionage, and indirect action to achieve their goals.
Harper agents are trained to be masters of discretion, often acting behind the scenes to manipulate political events, gather intelligence, and shape the future of Faerûn without drawing attention to themselves or their organization. They are particularly skilled at infiltrating enemy factions, observing and influencing political leaders, and gathering crucial information that can prevent disastrous outcomes. Many Harpers also assist adventurers, subtly guiding them toward quests that align with Harper interests, such as defeating tyrants, protecting ancient knowledge, or rescuing oppressed communities. By equipping adventurers with intelligence, magical items, or resources, the Harpers ensure that their influence is felt throughout the Realms without directly involving themselves in open conflict. This makes them a quiet but powerful force—one that can shift the balance of power in Faerûn without ever stepping into the spotlight.
The structure of the Harpers is highly decentralized, with small, independent cells of agents operating in different regions, each responding to the unique threats and challenges of their areas. These cells are often made up of a few trusted agents who work together to monitor local politics, keep dangerous forces at bay, and ensure the safety of the natural world. Triboar, for example, is home to one such cell, led by Darathra Shendrel, the city’s Lord Protector. As both a political leader and a Harper, Darathra balances her responsibilities to the people of Triboar with her Harper duties, using her position of authority to quietly steer events in the direction of freedom and justice. Harper agents in Triboar work to keep the region safe from external threats, such as marauding orc bands and Zhentarim agents, while also providing aid to adventurers who pass through the city, often without the adventurers realizing they have Harper backing.
In the bustling trade city of Yartar, another Harper cell is active, focusing on monitoring traffic and political dealings. Yartar is a prosperous city that sits along key trade routes, making it a hub of commerce and political intrigue. The Harpers here keep a close watch on the various factions vying for control, including mercantile interests, local nobility, and criminal organizations like the Hand of Yartar. By gathering intelligence on the city’s power players and quietly influencing trade deals, alliances, and political negotiations, the Harpers in Yartar help maintain the balance of power. Their goal is to ensure that no one group becomes too dominant, as such dominance could lead to exploitation, corruption, or oppression. The agents in Yartar are adept at blending into the city’s social fabric, operating as merchants, innkeepers, or entertainers, all while feeding vital information back to the larger Harper network.
The Sumber Hills, a remote and dangerous region known for its rugged terrain and ancient ruins, also serves as a crucial area of Harper activity. The Harpers in this area act as protectors and scouts, warning travelers and adventurers of the many dangers that lurk in the hills. They are particularly focused on monitoring the activities of various factions that have taken an interest in the region, including the Cult of the Dragon, elemental cults, and other malevolent forces that seek to exploit the hills’ mystical and ancient sites for their own gain. The Harpers in the Sumber Hills work to ensure that these factions do not gain a foothold in the area, often launching covert operations to sabotage their plans or redirect their attention elsewhere. Their knowledge of the hills and the surrounding environment allows them to act as guardians of the land, protecting both the natural world and its ancient secrets from falling into the wrong hands.
Across Faerûn, the Harpers have established similar cells in numerous other locations, each uniquely suited to the local challenges and threats. Whether operating in Waterdeep, Baldur’s Gate, or the wild frontiers of the High Forest, Harper agents are united by their common cause but are free to act independently, adapting their methods to suit the needs of their region. The Harper network is thus highly flexible, allowing agents to respond quickly to new threats and opportunities without waiting for centralized orders. This autonomy is one of the Harpers’ greatest strengths, as it allows them to act swiftly and decisively in a world where the balance of power can shift in an instant.
Characters as Harper Members
Players who choose to align their characters with the Harpers gain access to a network of support, magical resources, and valuable information. Harper members are often bards, wizards, rangers, or rogues, but the organization welcomes anyone dedicated to the values of freedom, balance, and the fight against tyranny. Characters in the Harpers work either independently or in small cells, using their unique skills and connections to make subtle but significant changes in the world. As they gain renown within the Harpers, they progress through ranks, unlocking greater responsibilities, resources, and influence within the organization.
Gaining Renown
Renown is a measure of a character’s standing within the Harpers. Characters earn renown by completing missions that serve Harper interests or by directly benefiting the organization. Typically, characters earn one renown after successfully completing a mission that aligns with Harper goals. If the mission was specifically assigned by a Harper leader or is of significant importance to the organization, the character earns two renown.
As characters progress through Harper ranks, they gain more responsibilities and privileges. Characters can also lose renown if they act against the organization’s principles or fail critical missions. Renown cannot drop below 0.
Harper Ranks and Promotion Requirements
As characters gain renown within the Harpers, they become eligible for promotion to higher ranks. Each rank offers new benefits, resources, and responsibilities. However, promotions are not just awarded based on renown alone; a character must also demonstrate their skills, discretion, and commitment to Harper values. Higher ranks require more significant missions and proof of loyalty to the Harper cause.
Harper Ranks, Titles, and Minimum Required Level
| Renown | Title | Minimum Level |
|---|---|---|
| 1 | Watcher | 1 |
| 3 | Harpshadow | 3 |
| 10 | Brightcandle | 5 |
| 25 | Wise Owl | 10 |
| 50 | High Harper | 15 |
What is Rolled Against the DC:
To complete a Harper downtime job and gain renown, a character makes ability checks tied to relevant skills, chosen based on the task at hand (e.g., Stealth for covert ops, Persuasion for diplomacy). The goal is to achieve three successes before three failures, rolling a d20 + skill modifier against a predetermined DC. Once a skill is used, it can’t be used again for that job, encouraging variety in the approach. The DC increases with the character’s rank, reflecting the growing complexity and stakes of the missions.
Rank 1: Watcher (1 Renown) – Grey
Requirements: Must demonstrate loyalty to the Harper cause and have completed at least one mission.
Perks:
- Gain access to basic Harper resources, including safe houses, maps, and basic supplies.
- Assigned a Harper mentor who provides guidance and basic magical assistance (such as healing or minor spellcasting).
Downtime Job Difficulty: DC 15
Rank 2: Harpshadow (3 Renown) – Black
Requirements: Completion of several successful missions, at least 3 renown, and DM discretion.
Perks:
- Access to potions (healing, invisibility) and spell scrolls (1st-2nd level) from the Harper network.
- You can request information or intelligence on key enemies and factions in Faerûn.
- Discreet travel within the Harper network, gaining passage on trusted merchant ships or through secret roads.
Downtime Job Difficulty: DC 15-17
Rank 3: Brightcandle (10 Renown) – Orange
Requirements: At least 10 renown, level 5+, and completed a mission of significant importance to the Harpers.
Perks:
- Gain access to a Harper cell to lead, with 2-4 agents under your command.
- Magical items (typically uncommon) are provided for critical missions, such as wands, cloaks, or amulets with limited uses.
- Can call upon Harper allies for backup on difficult missions (equivalent to 2-3 lower-level NPC adventurers).
Downtime Job Difficulty: DC 17-20
Rank 4: Wise Owl (25 Renown) – Blue
Requirements: At least 25 renown, level 10+, and must have performed a critical service to the Harpers, such as thwarting a major enemy faction.
Perks:
- Access to greater magical resources, including rare potions (greater healing, heroism) and spell scrolls (up to 5th level).
- Authority to assign missions to lower-ranking Harper agents.
- Can request help from Harper spellcasters (up to 5th level spells) in times of great need.
- Contacts within various city councils, guilds, and factions that provide political leverage.
Downtime Job Difficulty: DC 19-22
Rank 5: High Harper (50 Renown) – Green
Requirements: At least 50 renown, level 15+, and DM discretion based on exceptional service to the Harpers.
Perks:
- Full access to Harper strongholds, including Twilight Hall and Moongleam Tower.
- Can mobilize Harper forces for major missions, including small armies or elite magical support.
- Authority over multiple Harper cells across regions, with the ability to coordinate large-scale operations.
- Access to legendary magical items for use in the most dangerous missions, as well as high-level allies (archmages, powerful druids).
Downtime Job Difficulty: DC 21+
Downtime Activities (Harper Jobs)
Between adventures, Harper agents are often assigned tasks or given downtime jobs that help further the goals of the organization. These jobs range from intelligence gathering to defending nature or sabotaging enemies. Below is a table of possible Harper downtime jobs, each providing small amounts of renown and opportunities for characters to gain useful resources or connections.
Harper Downtime Activity Table
| d20 Roll | Job Title | Description |
|---|---|---|
| 1 | Secure a Safe House | Set up or reinforce a Harper safe house in a hostile region to provide a secure base for operations. |
| 2 | Spy on a Noble House | Gather intelligence on a corrupt noble suspected of working with the Zhentarim or other factions opposing Harper interests. |
| 3 | Escort a Harper Messenger | Safeguard a secret message being delivered to another Harper cell, ensuring it reaches its destination without interference. |
| 4 | Investigate Magical Ruins | Explore and research ancient ruins tied to lost magical knowledge that the Harpers wish to protect from misuse. |
| 5 | Sabotage Enemy Operations | Disrupt the efforts of a criminal organization, cult, or enemy faction by undermining their plans or resources. |
| 6 | Train New Recruits | Assist in training novice Harper agents, teaching them stealth, diplomacy, magic, or combat techniques. |
| 7 | Protect an Endangered Species | Defend a rare magical creature or endangered animal from poachers or malevolent forces. |
| 8 | Monitor Trade Routes | Keep an eye on key trade routes to ensure they are not being exploited or controlled by corrupt factions. |
| 9 | Recover Lost Artifacts | Retrieve a stolen or lost magical artifact before it can be used for evil or falls into enemy hands. |
| 10 | Infiltrate a Cult | Join a suspected cult or secret society to gather intelligence on its leadership, operations, and plans. |
| 11 | Defend a Village | Protect a village or small community from marauding forces, ensuring their freedom and safety. |
| 12 | Mediate a Dispute | Intervene in a political or territorial dispute between rival factions to maintain balance and prevent violence. |
| 13 | Acquire Forbidden Knowledge | Study dangerous or forbidden magical texts and prevent them from being used by dark forces. |
| 14 | Eliminate a Corrupt Official | Quietly remove a corrupt official who has abused their power to oppress the people. |
| 15 | Guard a Diplomatic Envoy | Protect a Harper diplomat or envoy during a dangerous journey to negotiate a critical treaty or alliance. |
| 16 | Map Unexplored Territory | Explore and chart unknown lands to help the Harpers prepare for future operations or encounters. |
| 17 | Disrupt a Smuggling Ring | Break up a smuggling ring that is funding or supporting dangerous factions opposed to the Harpers. |
| 18 | Prevent Deforestation | Stop an organization or group from cutting down sacred or ancient forests and preserve the natural balance. |
| 19 | Aid a Resistance Movement | Provide covert support to a resistance group fighting against an oppressive regime or force. |
| 20 | Research Prophecies | Study ancient prophecies to predict future events or prevent potential calamities, guiding Harper actions accordingly. |
Feats Specific to Harper Ranks
Each Harper rank grants special abilities that reflect the increasing trust, responsibility, and resources the character gains as they rise through the ranks. The feats associated with these ranks provide benefits that align with the Harper’s focus on subtlety, intelligence, and protection of the Realms.
Watcher (Harper Rank 1)
Minimum Level: 1st
You have earned the trust of the Harpers and gained access to basic resources. This feat provides you with the following benefits:
- Harper Training: You gain proficiency in one skill of your choice from the following list: Perception, Investigation, or Deception.
- Resourceful Agent: You gain proficiency in one tool of your choice (such as Thieves’ Tools, Disguise Kit, or a musical instrument).
- Harper Safe House: You have access to Harper safe houses in major cities, allowing you to rest and recover in secret when needed. While at a safe house, you and your companions can recover supplies, receive minor healing, or gain basic information about local threats.
Harpshadow (Harper Rank 2)
Minimum Level: 3rd
You are trusted to operate more independently, taking on more complex missions and using your skills to influence events from the shadows. This feat provides the following benefits:
- Cloak of Shadows: You gain proficiency in Stealth, and your Stealth checks receive a +1 bonus when trying to remain hidden from hostile forces.
- Network of Allies: You can call upon local Harper agents to gather intelligence. Once per week, you can spend an hour gathering information about a specific target or location. The DM provides you with a useful piece of intelligence based on your surroundings.
- Bonus Proficiency: You gain proficiency in Deception, Insight, or Stealth (your choice).
Brightcandle (Harper Rank 3)
Minimum Level: 5th
As a Brightcandle, you lead small cells of Harpers and have access to greater resources. You are entrusted with more dangerous missions and more significant influence in Harper affairs. This feat provides the following benefits:
- Commanding Presence: You can inspire others in critical moments. As a bonus action, you can grant a friendly creature within 30 feet a +1d4 bonus to an ability check, attack roll, or saving throw. This ability can be used once per short or long rest.
- Harper’s Resourcefulness: You gain expertise in a skill you are already proficient in.
- Magical Support: Once per long rest, you can request a potion or scroll from Harper resources (such as a Potion of Healing or a 1st-level spell scroll), which you receive at the start of your next mission.
Wise Owl (Harper Rank 4)
Minimum Level: 11th
You have become a seasoned leader within the Harpers, commanding multiple cells and overseeing complex operations. Your reputation has earned you the respect of your peers and increased access to powerful magical resources. This feat provides the following benefits:
- Tactician’s Insight: You gain advantage on Insight checks and can use Help as a bonus action when assisting allies during combat or skill challenges.
- Harper’s Ward: You can cast Nondetection once per day without expending a spell slot. This ability helps protect you and your allies from scrying and magical detection.
- Magical Items Access: You can request a rare magical item for specific missions (such as a +1 weapon or a ring of protection). The DM determines the availability of these items, and they must be returned at the end of the mission unless otherwise permitted.
High Harper (Harper Rank 5)
Minimum Level: 17th
As a High Harper, you are one of the most respected leaders of the organization, trusted with guiding its actions across regions. You have access to powerful allies, resources, and influence that few others can claim. This feat provides the following benefits:
- Harper Command: You can summon Harper agents to assist you. Once per week, you can call upon 1d4 Harper NPCs (DM decides their exact abilities, but they are typically CR 2 or lower) to assist you for up to 8 hours.
- Cloak of Invisibility: Once per long rest, you can cast Greater Invisibility on yourself without expending a spell slot.
- Magical Resource Cache: You gain permanent access to one rare magical item (DM’s discretion, typically an uncommon or rare item such as an Amulet of Health or a Wand of Fireballs).
- Master of Disguise: You gain proficiency with the Disguise Kit and can cast Disguise Self at will without expending a spell slot.


