Harpers

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Harpers

The Harpers are a secretive organization dedicated to maintaining balance and fighting tyranny across the Forgotten Realms. They work from the shadows to oppose threats to freedom and peace, using information networks, covert operations, and strategic alliances to achieve their goals. The Harpers value knowledge, vigilance, and discretion above all else.

Founded centuries ago, their guiding philosophy is that knowledge must be used responsibly, power must be checked, and tyranny—in all its forms—must be opposed.

Motto

"Down with tyranny. For freedom and fair play for all."

Beliefs

  • Knowledge is power.
  • Tyranny must be opposed.
  • The balance of power must be protected.

Core Beliefs

  1. Too much power concentrated in one place leads to corruption.
  2. Knowledge is the greatest weapon against darkness.
  3. The Harpers act in secret so that others may live free.
  4. Harmony with nature and civilization alike must be maintained.

Methods

  • Operate through espionage, manipulation, and secrets.

Desired Outcome

Expose and dismantle the Cult of the Dragon from within.

History

The Harpers are one of the oldest and most storied factions in Faerûn. Founded in the Year of the Dawn Rose (324 DR) in the ruins of Myth Drannor, the Harpers were formed by elven and human allies who believed that knowledge, magic, and subtle resistance were the best means to fight tyranny and protect the innocent.

Their history is full of splinters, schisms, and reforms. The Harpers have been destroyed and reborn multiple times, their members often working alone or in secret cells. Despite this, their mission has endured: to preserve history, protect the balance of power, and combat authoritarianism.

Harpers prefer subtlety over confrontation. Many operate as bards, sages, spies, or wanderers. They believe that evil thrives in secrecy—but so does resistance. When Harpers strike, it is with surgical precision. When they speak, it is often through song or symbol.

The faction has no formal hierarchy, but agents are known by their deeds. Trusted members are granted access to hidden libraries, arcane relics, and safehouses across the Realms. Few know a Harper when they see one—fewer still realize how long the Harpers have shaped history from the shadows.

In recent decades, they suffered severe losses during the Shadow Wars, but under new leadership, the network has begun to recover and adapt.

Organization

The Harpers operate without formal hierarchy, using a decentralized network of cells across the Sword Coast. Each cell functions autonomously but maintains contact with a small group of senior operatives known as High Harpers. They communicate through encrypted missives, trusted intermediaries, and magical sending stones.

Harper agents range from traveling bards and rangers to monks and historians. Many live double lives, posing as adventurers, merchants, or scholars while quietly steering history toward balance.

Symbol

A silver harp between the horns of a crescent moon—often worn as a brooch or hidden within clothing.

Security Measures

The organization uses a call-and-response system to verify members' identities: "Their eyes must be sharp" / "There is much to see." This security measure became especially important after the Cult of the Dragon began placing bounties on the party and attempting to infiltrate faction organizations with imposters.

Renown System

Gaining Renown:

  • Infiltrate a cult, guild, or stronghold and deliver actionable intelligence.
  • Save or protect a valuable piece of lore from destruction.
  • Unmask a tyrant, corrupt official, or dangerous conspiracy.
  • Use subterfuge to avert open conflict or mass casualties.
  • Recruit a bard, wizard, or scholar into the Harper cause.
  • Foil plots through clever misdirection or diplomacy.
  • Deliver a magical relic to a Harper archive.

Losing Renown:

  • Cause collateral damage or public exposure of a mission.
  • Allow sensitive knowledge to fall into enemy hands.
  • Kill a valuable informant or potential defector.
  • Violate the trust of fellow Harpers or misuse faction resources.
  • Betray a neutral or allied faction without cause.
  • Take direct action when subtle methods would suffice.

Ranks

Rank 1 – Initiate of Secrets

You are brought into the fold quietly, tasked with delivering messages, monitoring potential threats, and observing without intervention. Senior Harpers watch closely for signs of discretion and wit.

Rank 2 – Shadowtongue

You have earned the trust to act independently. You may be sent on infiltration missions or asked to maintain contact with informants. You have access to secret archives, cipher scrolls, and magical disguises.

Rank 3 – Ciphermaster

You are a master of information. You may mentor other agents, interpret ancient codes, or be entrusted with dangerous truths. You carry the voice of the Harpers in high-stakes negotiations or crisis moments.

Rank 4 – Hidden Hand

You are a strategic authority, consulted for faction-wide plans. You coordinate between cells, lead missions of great importance, and serve as a regional handler for agents. When a Hidden Hand gives an order, others listen.

Rank 5 – Eye in the Shadows

You are a myth, a whisper behind history. Your name is known only to the most senior Harpers. Your words may alter alliances, end threats before they rise, or change the fate of nations. If a Harper this high falls, the world shakes.

Notable Members

Activities

The Harpers are actively engaged in combating the Cult of the Dragon's efforts to summon Tiamat. They work alongside other factions including the Order of the Gauntlet, the Zhentarim, and Eltergard to coordinate resistance against the cult's operations.

The Harpers maintain extensive information networks and research capabilities, as demonstrated by their library resources in Elturel where the party was able to research the Tower of Madness and Temple of Lost Souls.

Key Harper initiatives include:

  • Intelligence gathering on cult activities and movements
  • Warning members about cult infiltration attempts
  • Providing research resources to aid in understanding cult objectives
  • Forging strategic alliances
  • Supporting field agents in disrupting cult operations

The organization played a crucial role in the aftermath of the Skyreach Castle victory, helping to coordinate the broader faction response and providing the party with resources to continue their mission. Through Leosin and Gootch, the Harpers serve as the party's first link to the growing multi-faction alliance that will culminate in the Council of Waterdeep.

Relationships

  • Cult of the Dragon – Primary adversary; the Harpers work to dismantle the cult's efforts to summon Tiamat
  • Emerald Enclave – Allied in matters of balance and preservation
  • Order of the Gauntlet – Tactical allies; often share intelligence against cult activity
  • Zhentarim – Ideological rivals; the Harpers distrust their methods and moral flexibility
  • Eltergard – Allied city-state cooperating against the cult threat

Current Status

As of 1488 DR, the Harpers' northern cell is led informally by Leosin Erlanthar and Reidoth. Their intelligence on the Cult of the Dragon's hoard movements has already saved several towns, though their true scale of operations remains hidden from all but the High Harpers.

Appearances