thoseWhoHarpv2
thoseWhoHarpv2
thoseWhoHarpv2
An Introduction to
The Harpers
by Travis Morrow
The Harpers
Table of Contents
Barbarian .............................................................5
Harper Hooligan
Bard.......................................................................... 6
Harper Spy
Cleric.......................................................................7
Harper Shepherd
Druid ......................................................................8
Harper Warden
Fighter....................................................................9
Harper Sentinel
Monk.....................................................................10
Harper Canonist
Paladin..................................................................11
Harper Knight
Ranger...................................................................12
Harper Guerrilla
Rogue.....................................................................13
Harper Saboteur
Sorcerer...............................................................14
Harper Prodigy
Warlock................................................................15
Harper Pact
Wizard..................................................................16
Harper Mage
A Harper holds peaceful sharing of the lands above all over
goals. By sharing, we mean all the races living in and under
the land, where each prefers to live, trading together where
desire and need stir them to, and respecting each other's holds
and ways without the daily bloodletting that all too often
holds sway in the Realms.
Mirt the Moneylender
First Harpers
The Harpers began as a military unit from the elven city
Cormanthor, now the ruins of Myth Drannor. Working with a
handful of human rangers and druids, as well as with a young
Elminster Aumar, elven leaders created a group focused on
preserving the city's long history and ensuring a balance
between civilization and wilderness. The first Harpers were
led by a mage named Dathlue Mistwinter and took their
symbol from her family crest: a silver harp between the
horns of a crescent moon. The group met at twilight in secret
locations in the Elven Court.
When the Weeping War came, the Harpers fought valiantly
and suffered greatly. Their numbers fell from scores to no
more than ten.
the Black Horde. For their heroism, Storm and her Harpers
were allowed to build Moongleam Tower in Everlund.
Moongleam Tower was built from hard, brilliant black
stone and encircled by a deep, vine choked trench. The tower
itself is actually four, narrow towers, connected to one
another in a web of stone passages and bridges.
Harper Structure
Harpers group together in small units, called bands. Bands
typically number between one and twenty, with six as the
average. Bands communicate with other bands through
elaborate systems to maintain their anonymity.
High Harpers. The High Harpers are the closest form of a
ruling body the Harpers have ever had. The High Harpers,
composed of different people throughout the group's life,
have had very little power or sway with the Harpers
themselves and what little control they could exert was
Harper Regions
Harpers have history in a few areas of Faern, but are by
no means limited to those regions. The Harpers have broad
aims and simple membership requirements, and are likely to
be anywhere justice is twisted.
Those Who Harp 3
Famous Harpers
With its fluid membership and long history, the Harpers
have had some of the most famous and powerful of Faern as
members.
Alustriel Silverhand. Alustriel was a Harper for many
years but left the group to become the ruler of Silverymoon.
Alassra Silverhand. The Simbul worked with the
Harpers on a few occasions and was intimately connected to
Elminster Aumar, known High Harper.
Anastra Silverhand. Anastra died defending the Twisted
Tower from a trio of dragons. Her spirit lingers in the Dalelands as a Spectral Harpist.
Bran Skorlson. A dedicated but stubborn Harper, Bran
clashed with another prominent Harper often, which culminated in the Harpers splitting.
Cylyria Dragonbreast. The former ruler of Berdusk, Cyllyria used her time as the city's leader to promote peace and
trade, all the while maintaining the Harpers' strength in the
Heartlands.
Dathlue Mistwinter. The original Harper, Lady Mistwinter founded the group and used her family crest for its symbol.
Dove Falconhand. A Knight of Myth Drannor and master
Harper, Dove is a skilled warrior, harpist, singer, ranger, sorcerer, and the owner of a room shaking laugh.
Eaerlraun Shadowlyn. Earlraun was the master of
Moongleam Tower, the Harper stronghold in Everlund.
Elminster Aumar. Arguably the most famous wizard in
Faern, Elimster has been with the Harpers since it was
founded.
Khelben Arunsun. The famed wizard Blackstaff was a
longtime Harper who left the group and started the Moonstars, albeit after a feud and unfriendly parting.
Laeral Silverhand. The Lady Mage of Waterdeep was a
Harper agent until she left the group to start the Moonstars.
Mirt the Moneylender. A retired adventurer and seemingly permanent drunk, Mirt was known to be a gold hearted,
exceedingly clever man.
Qilu Veladorn. A priestess of Eilistraee, Qilu worked
with Laeral Silverhand and the Harpers until her death in
1379 DR.
Storm Silverhand. Storm joined the Harpers after leaving Elminster's tutelage, mostly to combat boredom.
Harper Allies
The Harpers have alliances and friends, but the relationships lean toward curt and indifferent, as opposed to receptive and sympathetic. Some of the Harpers' stench is their
history and methods getting close to spies is often dangerous, especially Harper spies but some of it is also a political
or personal grudge festering in the old guard.
Druids of the Tall Trees. A small but powerful group of
druids who protect the High Forest.
Lords' Alliance. The Alliance has more at stake than the
prosperity of its merchants, and the Harpers are eager to
lend a hand to any good cause.
The Heralds of Faern. An old, meticulous group of historians and annalists who record heraldry, genealogy, and
have become authorities on inheritance, precedence, and history.
Harper Enemies
Unlike Harper allies, Harper enemies are clear and easy
to find. They loathe the Harpers, openly, and make clear their
goal of murdering every single member. All of the ire is
earned, as any Harper would happily state, but the intensity
of it can be terrifying. Harper friends, loved ones, and even
peers have been butchered to flush suspected Harpers from
anonymity. Much of it works, too, because Harpers are the
sort of people be bothered by that sort of thing.
Cult of the Dragon. The Harpers were one of many
groups who fought Tiamat's attempts for freedom.
Eldreth Veluuthra. An small elven organization dedicated to killing all humans in Faern.
Netheril. The cruel mages of Netheril are not only working to restore the Shadow Weave, they also take slaves, practice bloody sacrifices, and look hungrily toward imperial expansion.
The Malaugrym. A group of shapeshifters from the
Plane of Shadows, whom the Harpers fought in the Harpstar
Wars.
The Rundeen. The slaver group has a messy history with
the Harpers, rife with assassinations and espionage.
The Zhentarim. The Harpers weren't formed to fight the
Black Network, it only seems that way.
Bard
Harper Spy
Blurb
Harpers and bards are nearly synonymous with each other,
and most Harpers are in fact bards. A bard's natural instincts
for magic and exploration, combined with a tendency to stir
trouble, usher many into the Harper ranks. The Harpers
teach them to stay alive.
Ready for Anything. Harper spies come to the group as
bards, already well educated and prepared for almost
anything. The Harpers round a bard's training to include,
among other things, a good sword at the ready. Better to
know it and not need it, than to need it and not know it.
The Harpers' Network. The Harpes' network begins and
ends with spies. They're infested in almost every facet of life
in the Sword Coast, and probably in the Dalelands and
Moonsea as well. They use disguises, illusions, charms, and
tricks to plunder the dirty secrets that others left hidden.
Secret Fights. The Nightsinger, Shar, tells her followers to
hoard and guard secrets, and conspire against all. Her
followers, in turn, are much like Harper spies, except they
keep what they learn and use it against others. Shar's hatred
for Selne, her sister, and Mystra, only make the animosity
more durable and easier to continue.
Cleric
Harper Shepherd
The clerics who shelter Harper agents from enemies do so
at great risk to themselves and their churches. Even friendly
authorities can lose their patience with enough Harper antics
and demand the hooligans or spies be handed over.
Shepherds, however, hide Harpers from their enemies,
usually in a shepherd's own church.
Druid
Harper Warden
The Weave is a part of nature, just as nature is part of the
Weave. Astral storms can change where birds migrate or how
much rain falls; volcanoes, lofty peaks, and deep caves all
have profound connections to the Deep Wilds. The High
Forest may have once been connected to Summeroak,
Silvanus's celestial home.
A Warden's Duties
Wardens are immensely useful to the Harpers, and to the
areas they tend. Wardens, like most druids, develop bonds to
specific locations or environments and spend their lives in
service of it. Their devoted study of nature and the Weave
benefit everyone.
Scholars. It's not enough to tend and protect a forest or
grassland the Harpers want to know everything about it.
Wardens are experts in specific environments, and many
keep detailed records of everything they encounter in their
domains.
Harper Refuges. Harpers sometimes must flee cities and
towns and seek shelter in the countryside, or the wilderness
if circumstances dictate. Little more than moss beds, remote
caves, and hollow trees, the refuges are often more than
enough to hold a Harper over for several days. The refuges
are difficult to spot and always built to change as little about
the area as possible.
The Beastlord. Wardens, especially wardens of Mielikki,
primarily fight against Malar and his broods. Despite his
position as an exarch of Silvanus, and therefore beholden to
the Oak Father, Malar send his disciples to ruin villages and
towns, and butcher any foolish enough to cross into their
territory.
Bonus Spells
You gain access to new spells at 3rd, 5th, 7th, and 9th levels.
Once you gain access to a Harper spell, you always have it
prepared, and it doesn't count against the number of spells
you can prepare each day. If you gain access to a spell that
doesn't appear on the druid spell list, it is nonetheless a
druid spell for you.
Druid Level Spells
3rd
5th
7th
banishment, polymorph
9th
Fighter
Harper Sentinel
Harper sentinels are the watchful eyes and steady hands
when Zhentarim cutthroats or Thay assassins come skulking.
Harper lives, indeed many lives, have been saved by their
continual vigilance and quick actions. The sentinels tend to
be serious folk, but a good number are stiff or smarmy.
Monk
Harper Canonist
Harper canonists are the souls who labor to record the
information the group discovers. They are studious and
serious, and many are the faithful of Azuth and Deneir. Magic
is familiar to canonists even before they join the Harpers.
Their meticulous, nearly ritualistic, inscription methods
confer on them fantastic magical abilities.
Harper Boons
When you become a Harper Canonist at 3rd level, you learn
Harper Boons that create magical effects. A boon may
require you to spend ki points each time you use it.
You know the Hedge Mage boon and one other boon of
your choice, which are detailed in the Harper Boons section
below. You learn one additional boon of your choice at 6th,
11th, and 17th level.
When you learn a new boon, you can also replace one boon
that you already know with a different boon.
Casting Harper Spells. Boons allow you to cast spells. See
chapter 10 in the Player's Handbook for the general rules of
spell casting, and chapter 3 for monk spell casting.
The Harper Boons are presented in alphabetical order. If a
boon requires a level, you must be that level in this class to
learn the boon.
Ancient Magic. You can spend 2 ki points to cast magic
missile.
Those Who Harp 10
Paladin
Harper Knight
You can cast find steed using a spell slot of 3rd level or
higher. If you do, increase the number of mounts you
summon according to the spell level used.
Spell Level
Mounts
3rd
4th
5th
Bonus Spells
You gain bonus spells at the paladin levels listed.
Paladin Level Spells
3rd
5th
9th
13th
17th
Ranger
Harper Guerrilla
Harper guerrillas are a lone soldiers, resilient and self
sufficient, who prowl anywhere evil sits in strength. They
carry out raids, sabotage, and organize small bands of
warriors to irritate and disrupt evil powers.
Bonus Spells
You gain bonus spells at the ranger levels listed.
Ranger Level
Spells
3rd
5th
9th
13th
17th
Sneak Attack
35
1d6
68
2d6
9 11
3d6
12 14
4d6
15 17
5d6
18 20
6d6
Those Who Harp 12
Rogue
Harper Saboteur
Home Wreckers
When Red Wizards force slaves to build monoliths and
obelisks for their profane rituals, Harper saboteurs are there
to impede and prevent in any way possible.
Subversive. Saboteurs will find a method to distrupt their
enemies, even if they use others to do it. A favorite tactic is to
find a weak member of an enemy group and weaken it
further, through deception, intimidation, and manipulation,
so that the member itself helps destroy a Harper's enemies.
Obstructive. Serfs and peasant farmers complain that their
plow horses are sick, or that their equipment is ruined.
Laborers find that their stonework from the day before has
collapsed overnight, wagons fall apart before they're out of
town. Tools go missing, supplies vanish, stores empty.
Destructive. When all else fails, saboteurs prove their
commitment to the Harper cause through spectacular
displays of destruction and sabotage. Saboteurs can craft
elaborate, powerful traps to raze the structures of their
enemies.
Sorcerer
Harper Prodigy
The descendants of the founding Harpers, Harper
prodigies are connected to each other in a profound way:
Seldruin Ailo, the Pool of Heaven. The Ailo acts as a shared
spell source for sorcerers. They sometimes contribute bits of
themselves to it and expand the knowledge of their distant
relatives. Other times, the prodigies draw knowledge from it
and deepen their magical prowess.
Warlock
Harper Pact
A Harper pact Warlock is connected not to one patron, but
many. The entirety of the Harper gods contribute to the
power of the pact, and regard it as a symbol of the group's
loyalty to each other, and to their goals.
An Unknowable Master
The Harper Pact warlock is an unintended member of the
Harper group. When the Faernian gods gathered and gave
their support to the group, their divine magic was enough to
attract fledgling warlocks, who sneaked the magical power
rather than ask for it. Instead of rejecting the group, the
Harper gods nurtured the connection into the Harper Pact.
Guided by the Pact. The Harper Pact exists almost as its
own being. It has no form, or sentience, or presence, but
Harper warlocks universally draw power from a source of
magic. What's more, the Pact has preferences, and ethics.
Harper Pact warlocks tend to embody the spirit of the
Harpers, or they lose their powers.
Hardier than the Usual Warlock. The Pact immediately
gives the warlocks more ways to be adaptable armor. After
that, Harper pact warlocks can cure the wounds of their
allies, and even be favored against Death itself
The Lord of Spells. Supposedly, Azuth was so delighted by
the peculiarity of how the Pact came into being that he gave a
great bit of power to the pact itself. The gift came as Azuth's
Echo, an ability some warlocks use to extend their spell
casting.
Spells
1st
identify, sanctuary
2nd
3rd
4th
5th
Wizard
Harper Mage
Harper mages may lack the school specific training of their
peers, but they make up for their lack of academic study with
a insight from the Lord of Spells. Harper mages touch the
Weave in ways no other wizard can.
Sources
For the Harpers:
1. Ed Greenwood (1993). The Code of the Harpers.
ISBN 1-56076-644-1.
2.
3.
4.
5.
6.
7.
Images
Cover: Harper Symbol, by Stephanie Pui-Mun Law