Harpers

The Harpers, or Those Who Harp, was a semi-secret organization dedicated to the preserving historical lore, maintaining the balance between nature and civilization, and defending the innocent from the forces of evil across the Realms. The Harpers involved themselves in many world-changing events that helped shaped the course of Faerûn's destiny. Their power and influence waxed and waned over the years, as their order underwent a series of collapses and reformations. Their reputation amongst the people of the Realms varied wildly. They were just as often seen seen as wild-eyed idealists, as they were insufferable meddlers who could not keep their business to themselves.

"We are the Harpers. We are the Lord Protectors of the Realms, Fools, all―but the Gods look down and smile glory upon us. Weep for us, watch for us, and hope in us. We shall not fail thee."

- Harper Chant, composed by Ailadrea Stars-in-mist.

Organization
The Harpers as an organization was actually anything but organized. Rather, it was a confederation of individuals from contrasting cultures and backgrounds, who bonded over the shared goal of maintaining peace, preserving knowledge, and protecting the downtrodden. Some Harper agents worked in small groups—often alongside friends and close allies—while others operated as lone operatives, who kept only informal ties with the group at large. Throughout the many years it has endured, the Harpers has disbanded and fallen apart, only to reform later in some different iteration.

The Harpers' informality and lack of formal structure lent to its continuance as true secret society. Some members took on specific roles, such as 'spymasters', 'handlers', and 'agents', but maintained no hierarchy or ranking over their fellows. It was said that nothing could be truly "official" within the Harpers; the group was poorly defined, with contradictory operational standards, no formal roster, and a public face that was inconsistent from one locale to the next.

There did remain one consistent representation of the Harpers across the Realms: their symbol. The Harpers logo comprised a silver harp and crescent moon, set upon a field of black or royal blue.

Branches
"Two roads taken to the same gate; one seen more often, the other never late."

- The bard Alither of Telflamm, regarding the two branches of the Harpers.

For much of its history, the Harpers were separated into two branches, each of which operated on either half Faerûn's Heartlands. The western branch of the Harpers―the Order of the Siler Moon and Harp, headquartered in Berdusk ―maintained a formal hierarchy, and orchestrated far-reaching plots many months in advance of their execution. The eastern branch―known as the Senior Harpers or Harpers in the Shadows, based out of Shadowdale―preferred instead to sponsor parties of young adventurers, wielding subtle influence rather than taking direct action. Both branches strived to achieve the same goals, and regularly shared intelligence with their comrades across the Realms. Beyond their operational differences, the collective members of the two branches each held contrasting attitudes and world-views.

For a few decades, there existed an offshoot branch of the Harpers, known as the Moonstars. This splinter sect acted separately from the two branches of the Harpers, operating in the sprawling metropolis of Waterdeep, and at times undermining the efforts of true Waterdhavian Harpers.

High Harpers
The only true leaders of the Harpers was a small governing council known as the High Harpers. They were responsible for setting and planning out most of the group's long-term plans and goals. Members were elected through the means of secret ballots among the other High Harpers, with the criteria of long-term service and extreme discretion in the execution of their plans.

Master Harpers
While the Harpers held no formal hierarchy, some members did enjoy the distinction of being named Master Harpers. These select few were blessed by the goddess Mystra, bestowed with divine boons associated with the Goddess of Magic, and other deities that were present at the First Reformation. This term was sometimes confused with the unofficial name of the Harpers' eastern branch, the so-called Master Harpers, though usage in this manner was generally discouraged.

If a Master Harper was slain or otherwise died with an unfinished quest or charge, they returned to the Realms as a spectral harpist. These incorporeal, undead Harpers retained the powers they held in life, serving the order as immortal guardians over the aptly-named 'Harper haunts'.

Among the Masters Harpers were four of Mystra's immortal daughters, Endué Alustriel, Ambara Dove, Anamanué Laeral, and Esheena "Storm" Silverhand, as well as two of the goddess' favored chosen, Elminster Aumar and Khelben Arunsun. Other known Master Harpers included:
 * Belhuar Thantarth, an accomplished bard and the lord of Twilight Hall.
 * Cylyria Dragonbreast, High Lady of Berdusk and one-time ruler of the city.
 * Obslin Minstrelwish, devoted servant of of Lady Dragonbreast and seneschal of Twilight Hall.

Beliefs
"Right, then, good Lady Shandril, I shall try to tell thee something of what it is to be a Harper. A Harper holds peaceful sharing of the lands above all other goals. By sharing, we mean all the races living in and under the land, where each prefers to live, trading together where desired 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 today."

- Mirt the Moneylender, explaining the Harper's purpose to Shandril Shessair.

The Harpers believed in the power of the individual over that of the sprawling kingdoms, with laws that oppressed individual liberty. They sought to maintain balance between all things, civilization and nature, societal order and personal liberty. They considered the elven city of Myth Drannor―with its rich culture, celebration of the arts, and promotion of education―to be the most ideal expression of this balance by the free peoples of the Realms. They sought among other things to spread that belief, and recreate the world in the lost city's image.

While they strived eliminate tyranny and foster "goodness" in the Realms, not all Harpers agreed on how it was defined. Despite these differences of opinion, they did share the belief that current events could only be fully understood with a comprehensive knowledge of the history that preceded them.

Attitude
Considering the vastly different background and cultures from which Harper members were drawn, each cell or individual agent maintained their own, unique outlook on how to best conduct Harper business. Generally speaking, they took care of how their actions affected the greater world. Senior members tended to act with caution and circumspection, while younger Harpers often believed it was upon them to personally make the world a better place. Yet all members were taught to uphold the virtues of dedication and comradery and honestly assess their own shortcomings. Harpers knew they could only earn respect not by attaining power or holding lofty titles, but by demonstrating sound judgement and acting with integrity.

It was said by some leaders in the Harpers viewed some of their more manipulative schemes as some sort of grand game, that the people they directed were mere pieces on a chess board. They demonstrated a type of altruistic arrogance, insisting that their machinations were taken for folks' own good and the overall betterment of the world.

Harper agents were determined individuals. They never quit on their missions and took however long was needed to see them to completion. If an agent was slain in the field, their comrades would never forget their sacrifice and and vow to bring justice to their killer.

Culture
It was said that the secretiveness of the Harpers extended beyond the organization as a whole, tricking down to its individual members and their personal lives. While often boisterous and lighthearted in public, Harpers tended not to share genuine sentiments with others–save for occasions when they were alone with their comrades.

Overall, the Harpers were one of the most tolerant factions of the Realms. They accepted people from all walks of life, even those with unsavory pasts, so long as they swore the Harper Code and did not violate its tenets.

Harper Code
"I shall do no less."

- The response given to the Harpers' watchwords.

The code of the Harpers was a series of outwardly simple states, that were in truth exceptionally difficult to maintain in earnest. They were not written down in any book or tome, but were expressed as as series of 'watchwords' used to swear in new members, an occasion known as the ritual of recognition. The Code of the Harpers was as follows:
 * Harpers work against villainy and wickedness wherever they find it, but they work ever mindful of the consequences of what they do.
 * All beings should walk free of fear, with the right to live their lives as they wish.
 * The rule of law aids peace and fosters freedom, so long as the laws are just and those who enforce them lenient and understanding.
 * No extreme is good. For freedom to flourish, all must be in balance: the powers of realms, the reaches of the cities and the wilderlands into each other, and the influence of one being over another.
 * Whatever it takes, a Harper will do. Pride never rules the deeds of a true Harper.
 * Freedom is a multiversal right, though Harpers can spare themselves less freedom than those they work to protect when the need presents itself.
 * Harpers police their own. A Harper who hears the call of personal power can no longer hear the sweet song of the harp. A Harper who seizes power, and holds it above all else, is a traitor to the harp. Traitors must die for freedom to live.
 * Without a past, no being can appreciate what they have, and where they may be going.

Throughout the course of history, the code of the Harpers spread beyond its members, influencing the shaping the laws of cities across the Heartlands and the North.

Activities
"True, we must fight, it seems often enough to keep our swords and our tempers both sharp enough. Yet, know ye; all of us fight when we must, or die. Moreover, ye only hear of blades drawn and death and spells hurled, and never know of the many, many times that a quiet word or a skillful deal has turned enemies aside from each other, forced a way clear where none was before, or distracted foes from the eager task of tearing each other's throats out. That is the true Harper way: subtle and quiet, behind the shouting. Trust and wisdom, and outfoxing others is what we deal in.""

- Mirt, continuing to Shandril.

Conducting Harper business consisted of scheming, subtle nudging, and more than a little manipulation. More often than not, they helped guide events of the Realms rather than acting as their direct cause. Harpers tended to work as discreetly as possible, preferring the weapons knowledge and influence, rather than those of more violent means.

So that the balance between civilization and the natural world could be maintained, the Harpers acted to keep kingdoms small and minimize the destruction of animal and plant life by humans or others. To that end, they cultivated public gardens and regularly re-planted crops in the wake of war and other crises.

To preserve the the knowledge of the past―and thus keep secure the present and future prospects―the Harpers readily shared their wealth of knowledge and lore with the common folks of the Realms, often through music, stories, and song. They never altered their performances in accordance to the whim of those who held power, but kept their works true to the tune of history. When necessary, they used their performances to convey secret messages to allies and warn them of nearby dangers. The simple alteration of a single chord or substituted phrase in a well-known folk song could instantly inform others to heed their warning.

When the threats of destruction tyranny presented itself, the Harpers took decisive action. They moved against evil cults, thieves' guilds, and other malevolent forces that terrorized the people of the Realms. Agents protected innocent folk from monstrous beings that sought to destroy civilization, defended the weak against careless or malicious practitioners the Art, and kept at bay the horrors of the Underdark, by sealing off passages that linked it to the surface world.

Operations
The Harpers operated either individually or in small, close-knit groups. Senior members who wielded significant influence―known as spymasters ―directed and aided young adventurers―known as Harper protégés ―who took on quests that furthered the Harpers' interests. Yet other veteran Harpers lived the adventuring life themselves, taking it upon themselves to complete those very quests for the betterment of Faerûn.

Special Harpers known as handers served as intermediaries between spymasters orchestrating events, and other members completing field work. They were more often deployed in cities and regions that were considered more perilous for an agent's safety and wellbeing.

Most Harper agents, lived some form of a double life. They went about their business for much of their day, earning an honest (or not-so-honest) living in town or in the wilds, all while closely observing the activities of others. They took careful note of gossip and local tales, and compiled that information with that given to them by fellow members. They put on their best outgoing and charming personas, in order to get from others the most significant insights and information and possible. Agents were of course allowed to pursue other interests outside of the organization, so long as they did not violate the Harpers' code.

Tactics
"Isn't that how the Harpers operate? They send one person to slip in and do a job where an army couldn't go. If the agent fails, they've lost only once. But if the agent succeeds..."

- Caledan Caldorien.

Whenever possible, Harpers made most of their moves outside of public view, where they could be tracked and studied, but acted "behind the scenes" either in places of power or at opportune moments. They analyzed power dynamics within a realm and took action when needed to prevent power imbalance or stop one faction from taking dominion over others. These techniques were how Harpers ensured the greatest chance of success during their missions; it was on occasions when agents revealed themselves and acted openly, when the group committed its greatest blunders.

Known amongst their own as "weaponless Harpers", lived as spies as informants often under the aliases as traveling performers. Some others acted as political manipulators and information brokers, working with commoners and merchants to spread rumors in aid of the Harpers' cause. Yet others fed intelligence to their more foolhardy comrades, focusing on deception and subterfuge over than steel and spell.

In order to correct economic disparities that were prevalent across the Realms, the Harpers were known to occasionally rob wealthy nobles and merchants, in order to redistribute their wealth to poorer folk. If needed, those agents took some of their ill-gotten gains for the themselves, to finance future Harpers operations. To further support other members, the Harpers employed a network of drop boxes, hidden caches, and safe houses, at which their agents could find communiques, supplies, or even a safe place to rest. It was believed there were at least 30 such drop-offs in the city of Waterdeep alone.

Individual Harpers agents often used the grand, boisterous Midsummer celebrations sponsored by the church of Tymora as occasions to meet with their comrades.

Communication
"Information and knowledge gained is half the battle won against any foe."

- Harper maxim.

Members shared information with each other in myriad ways, often employing magical means of communication or employing allies as intermediaries.

Elder Harpers developed their own form of non-verbal cant, known as harpspeak. The Harper sign language dated back to the years before the Era of Upheaval, and fell into disuse during that era.

The Harpers also employed a secret, rudimentary language of runes, each of which had a unique meaning to other Harpers. These runes were inscribed at certain locations to warn, attract, comfort, or otherwise notify other members―or anyone else that knew their meaning―about nearby dangers or local support. This system to mislead their foes, adding extraneous marks that anyone but other agents would not know to interpret and disregard.

They also utilized a series of passwords and code words to facilitate secret communication. Some of the known words and phrases included:
 * Bad crops, as I recall, used in the Eastern Heartlands to warn others of impending danger.
 * Bitter water in that well, a phrase used by Selgauntan Harpers to solicit immediate privacy.
 * Dove, which meant to take reconnaissance of an area.
 * Maskertander, a nonsense word referring to cargo, used with "good" or "bad" to declare whether it could be utilized or should be avoided.
 * Rolling heads, a term used in Cormyr and the Dales to convey the message that magic was not to be used. Conversely, wiser heads was used when agents had to prepare to defend themselves from impending magics.
 * Salaeriko, the meaning of which was not entirely clear.
 * Sarkyn, which identified others as Harper allies or otherwise trustworthy individuals.
 * Taland, used by Athkatlan Harpers to tell others to go into hiding; also used by agents in Ormpur for agents to identify or otherwise reveal themself.

Some Harpers received magical tattoos of the group's harp-and-moon symbol to allow themselves to be clearly identified by allies. These appeared as innocuous, mundane tattoos at first, but transformed into the Harpers' symbol when the proper activation word was spoken.

Base of Operations
By all official records, the Harpers organization maintained no real base of operations in the Realms. The operations of Harpers' eastern branch remained largely decentralized, while the hub of its western branch, Twilight Hall in Berdusk, was the nearest thing the group had to a true headquarters. Founded during a time when the Harpers were at war, Twilight Hall served as a reminder of the Harpers' origins along with the reasons for which all Harpers were willing to fight.

Harper Refuges
In the hinterlands of Realms, elven allies and devotees of the nature deities maintained safe spaces for their friends among Those-Who-Harp. Known as Harper refuges, these locations were kept secure and secret from non-Harpers, and were protected by powerful magical enchantments.

Regions
In the so-called "civilized world", the Harpers stationed agents in many prominent cities, smaller towns, and even isolated hamlets all across Faerûn and beyond. They operated mainly in north Faerûn, along the Sword Coast, within the Eastern and the Western Heartlands, and the Dalelands.

By the 15 century DR, the Harpers were active across all of Faerûn, and beyond. They had even known set up operations on other planes of existence, such as their place in the Radiant Citadel's Court of Whispers, within the Astral Plane.

Heartlands
Harper agents were active in many cities across the Heartlands. The so-called Senior Harpers of the east operated out of Shadowdale town, watching over much the Dalelands; with agents in Mistledale; and helping maintain order in Cormyr, with agents in the cities of Arabel, Marsember,  Proskur, the capital of Suzail, Waymoot, and formerly Tilverton―out the Whispering Witch inn prior to the city's destruction).   The House of the Harp in Elventree, and Harpers' Hill  were two of several secluded Harper safehouses situated within the great forest of Cormanthor.  Harper members were among the few non-elves granted safe passage through the ancient forest, many of whom made pilgrimages to Harpers' Hill to take some time for contemplation and self-reflection.

The western branch operated primarily out of Berdusk, and maintained safehouses and conducted operations out of Drawn Swords, Elturel, Hill's Edge, Iriaebor, Scornubel, Secomber, and Soubar. They were freely welcomed in the elven city of Evereska, the sole remaining home city of Tel-quess during the Retreat.

In the northern region of the Vast, Harpers operated out of Calaunt, Procampur, and Tantras.

The Harpers carried out operations in many cities in the political hotbed of Sembia, including Daerlun, Ordulin, Saerlun, Selgaunt, Urmlaspyr, and Yhaunn. They were forced to take much caution when conducting business in the Moonsea and Moonsea North, as those realms were home to the Zhentarim, and the center of the Cyricist and Banite faiths. They kept agents in the cities of Hillsfar, Melvaunt, Mulmaster, and at least one daring agent in Zhentil Keep. In the overtly hostile Dragon Coast, Harpers operated out of Elversult,  Priapurl, Teziir, and the imposing port city of Westgate.

Lands of Intrigue
As the Harpers were vilified in the nations of Amn, Tethyr, and Calimshan, it was only fitting their agents remain alert and active, especially in the region's more influential and politically-volatile cities. Harpers were known to operate of the capitals of Athkatla and Calimport, as well as the settelemnts of Nashkel and Riatavin.

Sword Coast
In Waterdeep, the Harpers maintained a secret headquarters near the base of Mount Waterdeep known as Harpers' Hold. Throughout their history, the Harpers maintained anywhere between seven and approximately 120 members within the city's walls at any time. The Harpers held significantly less influence in the City of Splendors following the formation of the Moonstars, but did also operate in the subterranean city of Skullport, in the bowels of Undermountain.

They had numerous agents coming in and out of Baldur's Gate, utilizing the Cup of Coins as their safe house within the city.

The Harpers had conducted a number of operations in and around Neverwinter over the years. They became more active after the city was nearly destroyed in the mid―15, and was repeatedly imperiled by several warring factions. Neverwintan Harper agents could find refuge within the House of a Thousand Faces, a tavern in the Blacklake District.

They maintained another safehouse in the farmlands near Boareskyr Bridge, and another in the form of The Way Inn, the famous way stop situated along the Trade Way.

The North
The Silver Marches was among the safest locales in the Realms for Harpers to stay. The city of Silverymoon was home to Starfall Pool, a favorite site of natural beauty among the Harpers, and Harper Hall, a well-defended tower that served as one of the Harpers' few official meeting places. They freely operated out of of Everlund, home of the Harper stronghold known as Moongleam Tower, It was within Moongleam Tower that the Harpers maintained a crucial teleportation circle that linked to additional circles in cities across the North.

Harpers offered shelter and aide to travelers all across the wildlands of the North. They also had agents stationed in the settlements of Amphail, Bargewright Inn, Mirabar, Sundabar, Triboar, Yartar, and a safehouse in Luskan, the Shieldstar House on Sharan Lane.

Other Regions
Beyond these regions of major Harper activity, agents also conducted official Harper business in Telflamm, maintained a pair of safehouses in the Thayan city of Bezantur, and were rumored to hold an outpost in Dhaztanar, a Semphari settlement in the Hordelands.

Possessions
"See this? It means I'm one of the good guys. Secret mission. Hush-hush."

- Stevie Nickelplate, aspiring bard and "agent" of the Harpers flashing her Harper pin.

The Harpers organization was one with significant resources and a surprising amount of wealth. As a whole, they maintained financial investments in holdings and establishments across west Faerûn. The collective network of artisans, craftspeople, and merchants within their ranks allowed agents of the organization to purchase valuable magical items at a significant discount, helping increase the chances of success for their missions.

Harpers across the Realms could be identified by the small, treasured token that became a symbol for aiding the downtrodden: the Harper pin. Each of these badges proudly displayed a silver crescent moon and harp, and possessed potent magical powers, but varied depending on its creation. In broad terms, they were crafted in lesser and greater variations. Pins were to be carried at all times, except during missions where the exposure of their identity might interfere with its success.

Harper tokens were small pieces of jewelry that possessed minor enchantments, bestowed upon individuals that performed a service for the organization. Crafted from silver, gold, or other precious materials, they were often embossed with symbols favored by the Harpers.

Magic Items
Harpers crafted and employed a variety of magical potions, scrolls, and other items that were invaluable in times of danger. Notable among these were philters of timely invulnerability, which helped agents withstand mortal wounds and escape unharmed, and wandering stars, gems of illumination that were linked to a single individual. Preferred weapons of the Harpers were implements such as staves of wanderers and the unique, Pheljara's wand, along with shields of shadow, and unique, Harper-crafted blades known as singing swords. When drawn, these enchanted greatswords let out resounding songs that bolstered the moral of its wielder and improved their combat prowess. Some two score Harpers across the North were bestowed powerful, enchanted shields that were crafted by the one-time Harper and Open Lord of Waterdeep, Laeral Silverhand.

A scroll of the Harpers was a magical scroll that caused Harper pins to magically transform into actual harps for a short duration.

Over the centuries, Harper craftspeople and enchanters have made some of the finest instruments in the Realms, appropriate often in the form of magical harps. Notable among these instruments were Dunzrin's harp, Jolora's harp, Murlyn's Harp of Charming, Ruehar's flute, and Tallar's harp. Many Harpers' favored handharps, enchanted harps that could be held in one hand.

Abilities
"Know ye, lad―some Harpers have powers granted 'em by-the-gods, they do. Ye'd best kill them quick, before they can remember just what those powers are..."

- Gurth Aglathlyn, Biting Blade of the Council of Zulkirs.

When Harpers were founded for the first time, several of those present were blessed by the Seven Gods of the Dancing Place, deities that chose to manifest themselves on Toril, on the momentous occasion. Later designated as the "Master Harpers", these select few were granted unique powers, not unlike those bestowed upon the divine chosen, each associated with one of the Harpers' patron deities. Notable among those deities were Deneir, the Lord of All Glyphs, Milil, the Lord of Song, Lliira, the Lady of Joy, Mystra, the Goddess of Magic, and Tymora, the Lady of Luck.

Later in the Harpers' history―sometime after the Time of Troubles―these boons became available to members outside the handful Master Harpers, namely to Harper mages and priests. Notable among these powers were:
 * Deneir's sight, which allowed a Harper to see through the magic of glyphs, symbols, and runes.
 * Lliira's heart, by which Harpers could steel their nerves in the face of fear and dread.
 * Miekilli's blessing, which bolstered the determination of the Harper to take action against their foes.
 * Mystra's grace, the power to glean insight into the Weave to protect oneself from harmful magic.
 * Oghmoa's insight, the hunger for greater knowledge and understanding in the most esoteric of scholarly fields.
 * Tymora's smile, which granted a little extra luck in times of need.

Magic
Experienced Harpers learned how to move without leaving a trace, and do so once each day. As they furthered their career, they could perform the feat more often.

Due to the bond formed with Mystra upon their founding, along with the numerous powerful archmages that held membership amongst their numbers, the Harpers possessed knowledge of numerous spells that not commonly known by casters in the Realms. Notable among these were delayed magic missile, Elminster's multiple mouths, Gamalon's Fiery Backlash, Ottar's mask, and starharp, among others.

Relationships
"The trouble with Harpers is they'll never stop talking, even when you desperately wish they would."

- Cormik, proprietor of the Prince and Pauper gambling den.

Allies
The Harpers regularly worked alongside the Heralds of Faerûn to maintain the history and cultures of the lands they loved. Strongholds maintained by the heralds served as hubs of communication for the Harpers, sites where they could safely leave mail for fellow agents to receive later on.

The group known as the High Heralds was founded by former Harper Aliost Oskrunnar. He called together leaders of some major in the West to standardize their use of heraldic arms, and prevent miscommunications that could adversely affect commerce in the region. The High Heralds remained staunch allies of the Harpers and worked alongside them on missions of shared interest.

They counted among their allies some of the more prominent bardic colleges, including Fochlucan in Silverymoon, and the College of the Herald in Herald's Holdfast. They were also allied with many of the druid circles that established themselves across the North, such as the Druids of Tall Trees. Political bodies and military orders, such as the Lords of Waterdeep, the Lords' Alliance the Knights in Silver, and the Order of the Gauntlet, were aligned with the Harpers' missive to maintain order across the Realms.

Other groups that the Harpers counted among their allies included the Fangshields, the Fellowship of the Purple Staff, the Sisterhood of Essembra, the Talons of Justice, and even the galeb duhrs of Durgg-Gontag.

Religious Organizations
Many gods supported the organization of the Harpers: the churches of Azuth, Deneir, Eldath, Lliira, Mielikki, Milil, Mystra―along with the Mystran Children of the Starry Quill and Guardians of the Weave ―as well as the churches of Oghma, Selûne, Shaundakul, Shiallia, Silvanus, Tymora, and the entire Seldarine all contributed clerics to become members of the Harpers and many of these also lent divine aid to the members of the group on a regular basis. This could cause tensions between individual clerics of different faiths but never between deities or between the society as a whole and deities.

Foes
"My hatred burns for those who harp

They work against me at every turn

And when I hear them harp at twilight

My soul in me doth burn."

- Excerpt from Chants to the Glory of the Dark Sun, by Doompriest Tuth Malgul.

Powerful individuals supported the Harpers, but equally powerful forces opposed them. Among these were the likes of the Arcane Brotherhood, the Dark Dagger, the malaugrym, the Rundeen, the Kraken Society, the Eldreth Veluuthra, the Night Masks of Westgate, the Twisted Rune, the Knights of the Shield, the Iron Throne, the Red Wizards of Thay, and the Shadovar of Thultanthar.

The factions with which the Harpers were most often in conflict however, were the Cult of the Dragon, the Zhentarim,  and churches of numerous dark gods, in particular the revived church of Bane.

Moonstars
The one organization in Faerûn with the most complicated relationship with the Harpers was an splinter sect known as the Moonstars. Founded by ex-Harper Khelben Arunsun, the sect differed greatly in their collective outlook on how to accomplish their shared goals, but often still worked hand-in-hand with traditional Harpers members. On other occasions, the two groups operated as rival with one another.

The Moonstars nearly completely fell apart following the death of their founder, with only a few select members of their inner circle continuing their work in the subsequent decades. They experienced a brief, but astounding reappearance in the Realms during the events of the Second Sundering, before once again going silent.

History
"There are many power groups, big and small, in Faerûn. Some aspire to conquest, and others long to defend the weak against such conquest. Of the latter category, I declare that none are as enigmatic (or as frustrating) as the Harpers."

- Mendryll Belarod.

Accurate knowledge regarding the founding of the Harpers was said to be rather nebulous, and the history of the order overall was so convoluted, the Elminster referred to it as "The Hidden Tale". The original concept of the the Harpers was first conceived in the fabled city of Myth Drannor, by elven military leaders that worked in collusion with a few trusted human rangers and druids. The mage Dathlue Mistwinter agreed to lead such a group in the,  at the head of a council that also included a (relatively) young Elminster Aumar. They took for their symbol Mistwinter's family crest—a silver harp between the horns of a crescent moon—and met at twilight at secret locations in the Elven Court, earning them their moniker: the Harpers at Twilight.

The Harpers at Twilight dwindled in number over the next four centuries, victims of attrition at the hands of their enemies: bandits, slavers, drow, illithids, orcs, and evil spellcasters attracted to Myth Drannor's success. The final blow to the fabled City of Song was struck in the, at the culmination of the Weeping War. The Army of Darkness overwhelmed the defenders of Myth Drannor. In just one battle, their group was decimated and less than half of their numbers remained. By the end of the conflict, Dathlue herself was slain, killed alongside a dozen of her fellow Harpers at Twilight.

First Reformation
On the 27 of Flamerule in the, a large congregation of dryads arrived at the Dancing Place druid grove in High Dale. Their arrival occurred at a time when dusk fell earlier than it should have and a bright moon shone when no moon should have been visible. The dryads bid the druids make welcome the priests of many different gods who started to arrive before finally Elminster appeared to explain why they had all been called.

The elves had called for the support of the priests assembled to help fight back against the faithful of Bane, Bhaal, Loviatar, Malar, and Myrkul, who were coming from the south and attacking the elves and performing abhorrent deeds. The priests argued but their deities—Corellon, Mielikki, Mystra, Oghma, Selûne, Silvanus, and Tymora—directly possessed them and spoke through them, voicing their support in person and extending their blessings to this effort. This night thusly became known as the Gathering of the Gods.

The remaining Harpers at Twilight set about recruiting new members and expanding their influence, though they did so very slowly and lost around twenty new recruits to conflict with their enemies. Over that time though, these new Harpers established an incredibly effective information network, and earned the respect of religious leaders by using that network to help their causes. In return, they were granted the use of fortified temples and monasteries wherein members could train and recuperate between missions.

Long Years
"To be a Harper is to sacrifice a part of yourself for the greater good―to be the pebble in the charger's path, the knife that frays the hangman's rope, the barking dog that draws the hunter's eye. We do not act for glory, but for the good of all.'"

- Anonymous.

The next few centuries were known as the "Long Years" within the organization. During late 9 century, in the, the Harpers erected the wards around Hellgate Keep to prevent fiends from overwhelming the surrounding lands. While the protections unfortunately lasted for only a few years, the Harpers spread rumors that attracted local adventuring groups to help slay the fiends that made it out of the ruins.

Some decades later, in the, worked with clerics of Lathander to slay Sammaster, founder of the Cult of the Dragon. The Harpers' increasingly public actions brought into more frequent conflict with the church of Bane and the nation of Thay.

In the, the Harpers founded the Heralds of Faerûn to prevent the unscrupulous from blaming others for their misdeeds. The Heralds also used their power to provide Harpers with cover identities.

When the Harpers eradicated the Wearers of the Skull and drew the ire of the church of Myrkul, the Lord of the Dead's followers dispatched liches to seek out and assail the Harpers. The undead spellcasters were turned away and subsequently destroyed. The church then raised armies to hunt them down and the remaining Harper agents. The Harpers were finally forced to go underground in the.

Second Reformation
After the loss of many members during the previous year, Elminster and Khelben "Blackstaff" Arunsun decided in the, that new recruits were needed and that the revitalized Harpers would be an "underground army of adventurers". Recruits who met the pair's standards took time to be found, but eventually Elminster happened upon the Wanderers of Espar, a band of a dozen bards, druids, and rangers led by Finder Wyvernspur and Ulzund Hawkshield in Cormyr. Through a series of manipulations, these adventurers were introduced to surviving Harper veterans and ended up successfully battling many of the Harper's enemies.

The fates aided the Harpers in these efforts in the. It was that year that the Harpers acquired significant treasure after successfully delving into the lair of the undead dragon Alglaudyx, and destroying the mighty dracolich. They used their newfound riches to make wise investments, purchasing properties and buying up businesses in cities all across the Sword Coast.

The group continued to be quietly manipulated by Elminster and Khelben, who appointed certain members as "Master Harpers". These Harpers received directions from the duo, via dreams bestowed on them by Mystra, that led them to a cache of Harper pins in Gochall's Tomb. Elminster then traveled across the Realms with two of Mystra's children, the sisters Dove and Storm Silverhand, to bolster the ranks of the Harpers. They posed as traveling minstrels, cultivating an air of mystique about the order, and attracted new members with their music.

Over time, the Harpers re-established their information network but were drawn into ever more public fights with evil churches, the Cult of the Dragon, and the nation of Thay, and other malign forces. Casualties began to mount again and to avoid a repeat of history, Khelben and Elminster had all senior Harpers go into hiding.

At some point, the legendary Harper bard Finder Wyvernspur was corrupted by his own vanity and hunger for artistic immortality. The "Nameless Bard" as he was known, was held at trial before the Harpers, found him guilty of allowing his pride to bring harm to others, and imprisoned him within in the Citadel of White Exile.

In the, seeing the Harpers no better than cultists of Bane, the Heralds decided that they could not be openly associated with the Harpers and split from them.

When junior members grew tired of the new, low-key direction the group was headed in and started getting themselves killed in foolish fights. In the, Elminster gave them a unified direction—by starting pulling them into his ongoing conflict with malaugrym, horrific shapechangers native to the Shadowfell. The Harpers' ongoing secret war with the malevolent outsiders came to be known as the Harpstar Wars. Only around forty of the Harpers involved in the war survived it and when they returned, they found their organization had strayed in a completely different direction.

Corruption of the Harper King
A Harper bard named Rundorl Moonsklan had convinced himself that Elminster, Khelben, and the Harpers they'd taken with them during the Harpstar Wars had gotten themselves killed fighting on other planes and that senior Harpers in hiding had actually permanently retired. His ambition, therefore, was to replace the organization's leadership and reshape it to his own ends. He desired to be the power behind every throne in the North and happened to meet Szass Tam while planning on how to achieve this.

The two came to an agreement: Szass Tam would funnel Rundorl information on his rivals in Thay and Rundorl would gain prestige by concocting a story of a new spell capable of turning thousands into undead slaves with a single casting. The plan went perfectly, Rundorl led his fellows into battle against those whom he claimed had knowledge of "the spell of Undeath" and both he and Tam advanced in power.

Eventually, though, more Harpers were dying than Thayans and Rundorl led a reluctant retreat out of Thay. His exhausted men were being assassinated and reanimated as undead, however, and Rundorl rightly suspected that Tam had betrayed him. Rundorl appealed to another lich named Thavverdasz. He promised the Harpers' services in return for his help defeating his reanimated comrades. Thavverdasz agreed, mockingly taking for himself the name "Harper King" after learning of Rundorl's ambition. The undead were easily wrested from Tam's control but Thavverdasz betrayed his other allies, the Cult of the Dragon.

It was this situation that the surviving Harpstar veterans encountered, when they returned to Faerûn in the. The Cult of the Dragon had raised an army and sent it against Thavverdasz's Harpers while Szass Tam challenged the Harper King directly. Thavverdasz used a powerful magic item to defeat Tam, but Elminster surprised and assassinated the Harper King shortly thereafter.

Third Reformation
Grimly, Storm and Dove set about replacing their massive losses while Khelben and the remaining veterans licked their wounds. Elminster pulled strings among the Wychlaran in Rashemen to keep the Thayans busy and turned the lair of the Harper King into a deathtrap to destroy the inevitable Cult of the Dragon reinforcements. Luckily, the Harper information network remained intact and largely ignorant of the organization's recent corruption.

In the, the Harpers helped defend the great city of Silverymoon, when it was threatened by a rampaging hoard of orcs. An apprentice of the city's High Mage by the name of Sepur was appointed as Silvermoon's new ruler, but only served for two years before abandoning its people. Five years after Sepur's ascension, the Black Horde of orcs assailed the city, while warlords and mages vied for rule over the city. Master Harpers Storm and Alustriel Silverhand led the Harpers in a second battle in defense of Silvery, and emerged as a heroes of the city. Alustriel was elected by the Silvaeren people to rule as High Lady Mage.

In gratitude for the Harpers held defending the city, Storm Silverhand was granted permission to build Moongleam Tower in Everlund. It was around that time that Storm took on leadership of the Harpers' eastern branch.

It was in the, that the Harpers first received intelligence about an emerging threat in northern Faerûn, that of the Zhentarim. Over the course of the next century, the Harpers and the Zhentarim would all but wage war on each other. Each faction seemed to gain an edge for a time, before the other struck back once again. While Khelben took over as leader of the Harpers on the Sword Coast, Elminster was left to counter the Zhentarim threat alone, engaging in a long-standing feud with Manshoon.

However in the, Khelben sponsored the Harpstar veteran Cylyria Dragonbreast in her bid to become High Lady of Berdusk, and gave over to her leadership of the western branch of the Harpers. The Harpers of Twilight Hall, as they were colloquially known, acted openly against the Zhentarim and Amnian interests and even came close to crippling the Rundeen. While these actions brought on open hostilities against the city of Berdusk, they also attracted many folks to join the Harpers organization, swelling its ranks with new members.

In the, Harper agents managed to put an end to the Rundeen's financial stranglehold over Chult. They disrupted the organization's major operations in Calimshan and killed three of their leaders.

The suffered tremendous loss a few decades later however. In the, Syluné Silverhand―eldest of the Seven Sisters―and several Harpers were slain when a flight of dragons was called down upon Faerûn. Her spirit persisted in the mortal world however as one of the group's famed spectral harpists, and would appear when summoned to certain Harpers in times of peril.

Early Era of Upheaval
"Tis more important that the Shadowmasters have no benefit from what I've left undone than that the Harpers or Shandril―or Toril itself―gain strength by what we do."

- Elminster the Sage.

In the, the Avatar Crisis struck Faerûn when the gods above were forced to walk the Realms as mortals. Amidst the numerous conflicts and catastrophes, the Harpers fought to defend Shadowdale against the invading armies of the Zhentilar, particularly in the Battle of Swords Creek. Elminster, and the spectral Syluné led a band of Harpers in a series of skirmishes against the Shadowmaster and his sect of the malaugrym. These events however led to many deaths among the ranks of the Harpers. The aftermath of the crisis however saw the return of Finder Wyvernspur to the Realms and his subsequent rise to godhood. It also led to much disruption among the Zhentarim, which brought enough of a reprieve for the Harpers to replace their losses.

Over the following decade, the Harpers engaged the Zhentarim in skirmishes across Faerûn. They fought an open war against the Zhents in the Sunset Vale, and helped untie the Bedine people against Black Network agents in the oases of the Anauroch desert. A few years later, Harper agents were systematically tracked down and slain by an individual known as the "Harper Assassin". In time, the Harpers discovered the deaths were the work of a disgruntled sun elf who had been working in league with the Zhentarim. Conflicts between the two groups broke out in cities across the Heartlands, from Iriaebor, to Hluthvar, and even Baldur's Gate.

While the Harpers remained engaged in conflict with nefarious groups, it was observed by some they had been failing in their role as lore-keepers for quite some time. In the, the disgruntled former Harper Iriador Wintermist―who subscribed to this belief―the used a powerful magical instrument to curse the Harpers, altering the tales they told and ballads they sang. She focused her vengeance against the city of Waterdeep and its archmage, Khelben Arunsun. Fortunately for the storytellers and balladeers of Faerûn, her plot was foiled by Khelben and his Harper apprentice Danilo Thann. As misguided as it was, Iriador's message was received in earnest by the people of Waterdeep. Soon after these events they refounded the bardic college of New Olamn in the City of Splendors.

That same year Harpers faced were forced to face off with the Cult of the Dragon yet again, in a series of engagements that culminated in a massive battle in the city of Elversult. They struck out against the cult a few years later, working to prevent the cult from establishing a dracolich as the monarch of the politically unstable nation of Chessenta.

With the downfall of Bane and the rise of Cyricism―and its subsequent entanglement with the Zhentarim―new foes developed evil plots to which the Harpers could not ignore. Harper agents acted against the followers of the Dark Sun as they sought after murderous artifacts in the Sword Coast, and chased down Cyric's chosen in order to bring him to justice.

In the, the Harpers were able to put an end to a major threat that imperiled much of the North. Their members utilized powerful magic to destroy Hellgate Keep, and send back to the Hells nearly all the baatezu that remained within.

Harper Schism
The Harpers were not safe from strife, however. In the, investigators discovered evidence that implicated Khelben in the theft of an artifact, the Scepter of the Sorcerer-Kings, which had then found its way into the hands of the Zhentarim. Khelben admitted to all of the charges set against him. Khelben and Laeral both left the Harpers,  along with Alustriel, who felt she could not uphold her commitment to the group, as High Lady of the Silver Marches. and many of Khelben's closest friends and allies, founding their own group: the Moonstars.

The government of Waterdeep refused to help the Harpers of Twilight Hall prosecute Khelben so they proceeded to ward Harper stores against Khelben and Laeral, while Khelben erected a ward that prevented any Harper from approaching Blackstaff Tower. Influenced by Bran Skorlsun, the Harpers of Twilight Hall went on a witch hunt to purge their ranks of perceived traitors while Storm's eastern branch tried to carry on with their business regardless of events in the west.

When the church of Bane reformed with Zhentarim—following the wane of Cyricism and return of Bane to godhood―the Harpers were once again targeted by agents of their longtime foes.

The Harpers were overwhelmed as a whole during the Wailing Years, a series of disasters that followed the Spellplague that wracked the Realms in the. Many Harpers died while others vanished. Those who survived were cut off from one another, so they focused solely on the perils that menaced their homes and neighbors. While the original organization was divided and its members scattered across the continent, the hope of returning the Harpers to their former glory didn't die.

Fourth Reformation
"Yet I very much doubt it will surprise any of you to learn that the Harpers did not, in fact, cease to exist. An extremely secretive, underground fellowship of some two dozen Harpers continued―as they do to this very day."

- Oskrul Meddanthyr, 1479 DR.

One bastion of Harper strength remained, however: Moongleam Tower. As of the the, Eaerlraun re-founded the group as the "Harpers of Luruar" to secretly counter the forces of returned Netheril, hoping to keep the Harper ideals alive. Following their example, other Harper cells formed throughout the Realms. Some of these groups were collectives that adopted Harpers' name and traditional ideology, while others comprised former Harpers that had survived their shared collapse and had gone underground before returning to action. Notable among the latter were the "Harpers of Waterdeep" and Storm Silverhand's "Harpers of Cormyr and the Dales", which many felt were the spiritual successors of the original organization.

Several other groups who called themselves Harpers appeared in the following years. The "Harpers of Athkatla" worked against the Council of Five and other Amnian authorities, but although they claimed to share the ideals of the Harpers of old, they didn't and merely claimed to to gain support. The "Harpers of Selgaunt" and the "Harpers of Ormpur" were also rebels who did not really cleave to Harper ideals.

These new Harpers brought with them enemies of their own, such as the Abolethic Sovereignty, Szass Tam's Thay, the Zhentarim, and the Warlock Knights of Vaasa.

By the, the "Harpers of Luruar" had managed the cripple the efforts of the Netherese in significant ways. Unfortunately, Eaerlraun was killed by shadovar assassins and the Harpers were forced to act in complete secrecy to prevent the loss of more members.

Within four years, the Harpers of Waterdeep were led by a Harper agent known as Aron "the Fisher" Vishter, who was actually a double agent working for the Zhentarim to undermine Harper operations. Although Tam Zawad and other Harpers were able to bring the Fisher to justice, he had done great damage to the Harpers of Waterdeep. Even after seven years, Zawad was still dealing with corrupt Harpers within his Harper cell.

The Harpers of Neverwinter also suffered a devastating blow that same year. The group's leader Cymril was in the middle of aiding the Sons of Alagondar openly oppose the rule of Dagult Neverember. Cymril was slain when her group was ambushed by Mintarn Mercenaries resulted in her death. After the attack, it was revealed that she was also working for Neverember. After her treachery was revealed, the reputation of the Harpers of Neverwinter significantly tarnished for some time.

In the time of Mystra's Return, in the, Storm Silverhand began to revitalize the Harper organization in Cormyr. She sought out people from all walks of life: smiths, merchants, leather workers, and even those who worked in brothels. Her revitalizing actions were known and tolerated by the War Wizards of Cormyr. The Harpers prevented the assassination of King's Lord Lothan Durncaskyn who was sheltering Mirt's lady, Rensharra Ironstave. Since then, the Harpers became an active organization across the Realms again.

Second Sundering Era
In the years following the Second Sundering—which occurred over the course of the 1480s DR―the Harpers bolstered their numbers, recovered their resources, and once again embarked upon secret missions to better the Realms. The network of spies and adventurers held no leadership as before, but remained scattered across the breadth of Faerûn. They focused their efforts on their long-standing mission to oppose tyrants and other purveyors of injustice.

The Harpers in the Moonsea region began investigating a series of raids and kidnappings in Hillsfar and the surrounding farmlands. They successfully helped foment rebellion in the city, to overthrow its cunning First Lord, Torin Nomerthal. While in Hillsfar, they became aware of strange happenings in the Underdark. They helped forge an alliance between the people of Hillsfar and the drow of Szith Morcane, to meet the emergent danger of Graz'zt and other prominent demon lords, all appearing on Toril at once.

Yet other agents began looking into rumors circulating about a new iteration of the old Cult of the Dragon. Rather than worshipping dracoliches, the new dragon cult devoted itself to Tiamat, the evil Queen of Dragons. When the cultists attempted to bring their goddess to the Material Plane, in the 1480s DR, the Harpers were among the many factions who rose up to oppose Tiamat's attempt at freedom. Their agents tracked cultist activity across the Sword Coast, gathered leaders of the free cities the Council of Waterdeep, and fought alongside their allies in the final assault of the Well of Dragons fortress.

During their involvement with the dragon cult's schemes, the Harpers began to keep a closer eye on its strongest allies: the Red Wizards of Thay. The Red Wizards of had made strong inroads into the North and the Sword Coast during their alliance with the cult.

Some years later, the cults of Elemental Evil arose in the Dessarin Valley and the Moonsea, and were a threat to the people in and around those lands. The Harpers were among the factions of the west that acted against the cults, working against the Cult of the Black Earth in Mulmaster and their activities in nearby mines.

When the ordning of giant-kind was abolished in the latter half of the 1480s DR―and giants of all kind ran amok in the North―the Harpers went on alert to protect the towns and cities they called home.

Some years later, the death curse struck the Realms, and divine magic could no longer bring back the souls of the recently deceased and restore their bodies to life. Around that time, the Harpers of Port Nyanzaru in Chult worked alongside the Ytepka Society to uncover a hidden foe within their city. Working with other groups, they established a base of operations in the jungles of Chult and began to investigate a possible source of the curse. They finally determined the curse originated from an unholy, and otherworldly artifact known as the Soulmonger, hidden deep within the jungles of Chult.

They once again took actions against the ever-meddling Red Wizards of Thay, who had uncovered an ancient Abeiran city that was infused with the dark energies of the Far Realm. The Harpers set up a secluded safehouse within the city's ruins, and collected intelligence by spying on the malign spellcasters from Thay. Harper agents successfully freed the many slaves the Red Wizards used to uncover the lost city, and uncovered their plot to take control of Supreme Forge within.

Members
"What makes a Harper? Well, different folk'll tell ye a lot of high and grand things, but t'me it seems the only crucial talent―the one they all have―is the ability to turn up at the wrong time in a place where they're neither wanted nor expected, and plunge right into whatever trouble's afoot..."

- Darblin Melorinrose.

While the Harpers regularly sponsored adventurers looking to prove themselves, the group maintained high standards for accepting full-fledged members. Admittance into the Harpers was more often initiated by the group rather than the individual, requiring sponsorship by a member in good standing, and approval of the High Harpers. Recruits would be assigned a first mission, with silent accompaniment by a senior member, who did not make their presence known to the prospective agent.

The career in the Harpers was never expected to last long, often cut short by by retirement or a more unfortunate fate. It was not unheard of for dying Harpers to bestow their final, incomplete quest upon a trusted ally or new friend. If that ally successfully carried out the dead agent's last quest, they were brought into the Harpers a full member in good standing, without argument or trial.

Membership could be revoked from any member if they violated the Harper's code, purposefully or negligently endangered a fellow agent, or willfully turned away from the organization. Readmittance into the Harpers was possible if an individual personally petitioned the High Harpers and agreed to undertake a quest of great importance, as well as completed some manner of divine atonement.

Demographics
Harpers adventurers came from many walks of life. They held nearly every profession, though more than a few lived as merchants or courtesans, and served at any age, young or old. Harpers could be of any sex or gender, and of any race. It was noted that more women than others were found among the ranks of the Harpers. Humans, elves, and half-elves were the most commonly-represented races, however some gnomes, halflings, and dwarves, and even woodland folk like dryads and centaurs also joined.

Most members of the Harpers lived their lives as resourceful rangers or captivating bards,. though some dashing rogues, mighty wizards, stalwart fighters and clerics of benevolent served as well. Throughout the Harpers' history, numerous spellsingers joined its ranks. These unique spellcasters had the power to tap into the Weave through song or dance.

Priests could follow any faith; Azuth, Deneir, Eldath, Lliira, Mielikki, Milil, Mystra, Oghma, Selûne, Silvanus, Tymora, and the Seldarine. This caused no issues of faith, though there was some friction with upper ranks of clergy. Druids, particularly of the North, tended to their willing allies rather than members.

Notable Harpers

 * Arilyn Moonblade, a half-elven duelist who was framed as being the Harper Assassin, before enjoying a prolific career as an Harpers agent.
 * Arrant Quill, a legendary Harper wizard who was left corrupted by a dark artifact and had to be put into stasis in an isolated demiplane.
 * Artus Cimber, the famous Cormyrean adventurer who for decades carried the burden of bearing the legendary Ring of Winter.
 * Belhuar Thantarth, Master of Twilight Hall in Berdusk.
 * Bran Skorlsun, a former adventurer and consort of Princess Amnestria Moonflower of Evermeet.
 * Brenna Graycloak, the councilor of Aglarond and former apprentice of the Witch-Queen known only as the Simbul.
 * Caledan Caldorien, a veteran agent of the Harpers who thwarted the Zhentarim at least twice in the 14 century DR.
 * Dahl Peredur, the Oghmanyte paladin who joined the Harpers after his holy powers were stripped away from him.
 * Danilo Thann, a foppish bard from Waterdeep who served as an apprentice of Khelben Arunsun.
 * Darathra Shendrel, Lord Protector of Yartar.
 * Dove Falconhand, the famous adventurer from the Knights of Myth Drannor trained many novice Harper agents in the use of martial weapons.
 * Drogan Droganson, a dwarven wizard and devotee of Mystra from Neverwinter who was entrusted by his fellow Harpers to protect four powerful artifacts.
 * Eather Heilean, the Waterdhavian Master Harper who was tasked with "dealing with" agents who defected to the Moonstars.
 * Elminster Aumar, the famous sage of Shadowdale and ubiquitous meddler-at-large who originally conceived the original iteration of the Harpers.
 * Galvin, a druid who traveled across the Unapproachable East and famously helped thwart the schemes of the Red Wizard, Zulkir Maligor.
 * Hero of Daggerford, who stopped the Zhentarim plan of taking over Daggerford via a puppet leader in 1372 DR.
 * Jaheira, a fierce Tethyrian druid who became involved in the Bhaalspawn crisis at the behest of Gorion, a learned sage and fellow Harper agent.
 * Khochen, Harper spymaster of Westgate.
 * Kornah "the Crazy", the eccentric but entirely fearless agent that spied on the city of Zhentil Keep from within.
 * Krowen Valharrow, the archmage of Silverymoon during th late 15 century DR.
 * Leosin Erlanthar, the brave monk who helped uncover the secrets of the reborn Cult of the Dragon.


 * Marta Marthannis, the possessed warden of the Revel's End prison.
 * Mari Al'maren, an impassioned bard who joined the Harpers after suffering life as an orphan in the streets of Elturel.
 * Mintiper Moonsilver, the Lonely Harpist of the Sword Coast who had a successful adventuring career as a member of the Moonlight Men.
 * Mirt the Moneylender, a retired adventurer, merchant, and long-serving member of the Masked Lords of Waterdeep
 * Nymmestra Durothil, a noble-born, gold elf adventurer who fought in the conflict against the Cult of the Dragon.
 * Olisara Lightsong, leader of the Harpers in the Moonsea region during the late 15 century.
 * Olive Ruskettle, the plucky "bard" with an indomitable spirit who traveled the Realms, finding new stories to hear and new cuisines to enjoy.
 * Remallia Haventree, a Waterdhavian noblewoman who help call together the Council of Waterdeep and led numerous missions for the Harpers in the late 15 century.
 * Renaer Neverember, valiant Harper and son of the famous Dagult Neverember of Neverwinter.
 * Ruha, the Bedine sorceress who dedicated herself to the Harpers and hunting down a notorious Cyricist criminal.
 * Ryllia Liadon, the archmage who donated The Curious Tale of Wisteria Vale to Candlekeep as an entrance gift and hired a band of adventurers to bestow a cure upon the bard Arrant Quill.
 * Sharalyn Lockleaf, the Harper agent who opposed the Order of the Crippled Fang and Maganus in 1373 DR.
 * Storm Silverhand, the legendary "Bard of Shadowdale" who led the eastern branch of the Harpers for many years, even as the group faded into obscurity for decades.
 * Tam Zawad, the former spymaster of Amn who became the High Harper of Waterdeep during the 15 century DR.
 * Tennora Hedare, the novice wizard who served as a spy for Masked Lord Nazra Mrays.
 * Theryis, an eladrin Harper agent who ran the House of a Thousand Faces, a tavern and Harper headquarters in the city of Neverwinter in the late 15 century DR.
 * Thorvin Twinbeard, a Harper informant who held a notable position within Xanathar's Thieves' Guild.
 * Toram, the leader of the Harpers cell in Neverwinter.
 * Zelraun Roaringhorn, a Waterdhavian nobleman of the Roaringhorn family.

Former Harpers

 * Finder Wyvernspur, the legendary Nameless Bard whose vanity and self-importance saw him exiled from the order, and eventually ascended as a demigod in the Faerûnian pantheon.
 * Sister Garaele, a passionate priestess of Tymora at Shrine of Luck in Phandalin.
 * Gorion, a scholar and sage who from the Harpers to raise one of the Bhaalspawn, Abdel Adrian.
 * Khelben Arunsun, the famous Blackstaff of Waterdeep who expelled from the organization secret deals with Fzoul Chembryl; this act led to Khelben's founding of the Moonstars, a splinter sect that became more aligned with his worldview.
 * Laeral Silverhand, the powerful Open Lord of Waterdeep was once a proud member of the Harpers, before leaving the organization with Khelben to found the Moonstars.
 * Myrmeen Lhal, the former King's Lord of Arabel who considered among the most politically influential Harpers to defect to the Moonstars.

Rumors & Legends
One of the more decisive battles fought during the Weeping Was came to be known as Twilight's Falling. While nearly all the information regarding the fighting was kept hidden as Harper lore, it was believed that nearly seven out of ten Harpers in Twilight were slain during the length of the two-day battle.

The "High Harp" badge of High Dale referred back to the founding founding of the Harpers at the Dancing Place.

During the mid–to–late 14 century DR, there persisted rumors about a second Harper Hall that was to be founded in Ravens Bluff, called "Ravens Hall".

Appearances

 * Adventures
 * Shadowdale • Tantras • Halls of the High King • Four from Cormyr • Ruins of Zhentil Keep • Hellgate Keep • Lost Crown of Neverwinter • Hoard of the Dragon Queen • Rise of Tiamat • Out of the Abyss • Lost Mine of Phandelver • Princes of the Apocalypse • Tomb of Annihilation • Icewind Dale: Rime of the Frostmaiden • Curse of Strahd • Waterdeep: Dragon Heist • Waterdeep: Dungeon of the Mad Mage • Candlekeep Mysteries: "The Curious Tale of Wisteria Vale" • Keys from the Golden Vault: "Prisoner 13"
 * Waterdeep • Book of Lairs • The Accursed Tower • Wyrmskull Throne • Pool of Radiance: Attack on Myth Drannor • Undermountain: Stardock • City of the Spider Queen • Shadowdale: The Scouring of the Land • Anauroch: The Empire of Shade • Search for the Diamond Staff • Confrontation at Candlekeep • Dead in Thay • Ghosts of Dragonspear Castle • Legacy of the Crystal Shard • Acquisitions Incorporated • Alkazaar's Appendix • Journeys Through the Radiant Citadel
 * Novels
 * The Howling Delve • Shandril's Saga (Spellfire • Crown of Fire • Hand of Fire) • The Finder's Stone trilogy (Azure Bonds • Song of the Saurials) • Avatar series (Shadowdale • Waterdeep • Prince of Lies • Crucible: The Trial of Cyric the Mad) • The Shadow of the Avatar Trilogy (Shadows of Doom • Cloak of Shadows • All Shadows Fled) • The Alabaster Staff • Windwalker • The Harpers series (The Parched Sea • Elfshadow • Red Magic • The Night Parade • The Ring of Winter • Crypt of the Shadowking • Soldiers of Ice • Masquerades • Curse of the Shadowmage • The Veiled Dragon • Stormlight • Finder's Bane) • Songs & Swords (Elfshadow • Elfsong • Silver Shadows • Thornhold • The Dream Spheres) • The Mage in the Iron Mask • Baldur's Gate • Baldur's Gate II: Shadows of Amn • The Lost Library of Cormanthyr • Under Fallen Stars • Silverfall • Easy Betrayals • Shadow's Witness • Evermeet: Island of Elves • Return of the Archwizards (The Summoning • The Sorcerer) • Sage of Shadowdale (Elminster in Hell • Elminster's Daughter • Elminster Must Die • Bury Elminster Deep • Elminster Enraged) • Farthest Reach • Blackstaff • The Knights of Myth Drannor trilogy (Swords of Eveningstar •Swords of Dragonfire • The Sword Never Sleeps) • Brimstone Angels (Brimstone Angels • Lesser Evils • Fire in the Blood • Ashes of the Tyrant) • The Sundering (The Adversary • The Herald) • Death Masks
 * Elminster in Myth Drannor • The Temptation of Elminster • Crypt of the Moaning Diamond • The Jewel of Turmish • Twilight Falling • Midnight's Mask • Heirs of Prophecy • Forsaken House • Son of Thunder
 * Fiction
 * The Best of the Realms III: "Knights of Samular" • Realms of Mystery: "Lynaelle" • Elminster at the Magefair • A Slow Day in Skullport • The Bargain • Speaking With the Dead • Never a Warpig Born • Sembia: Gateway to the Realms: "Resurrection"
 * Elminster's Jest • The Eye of the Dragon • The Grinning Ghost of Tilverton Hall • The Night Tymora Sneezed
 * Movies
 * Honor Among Thieves
 * Video Games
 * Baldur's Gate series (Baldur's Gate • Baldur's Gate II: Shadows of Amn • Baldur's Gate III) • Dark Alliance series (Baldur's Gate: Dark Alliance • Baldur's Gate: Dark Alliance II) • Neverwinter Nights (Shadows of Undrentide • Darkness Over Daggerford • Tyrants of the Moosnea) • • Idle Champions of the Forgotten Realms
 * Sword Coast Legends
 * Comics
 * Tyranny of Dragons
 * Organized Play & Licensed Adventures
 * Tyranny of Dragons (Defiance in Phlan • Outlaws of the Iron Route • Tyranny in Phlan) • Elemental Evil (City of Danger • The Drowned Tower • Mayhem in the Earthspur Mines • Black Heart of Vengeance) • Rage of Demons (Shackles of Blood • The Occupation of Szith Morcane • Herald of the Moon • Death on the Wall • Assault on Maerimydra) • Tomb of Annihilaiton (A City on the Edge • Over the Edge • A Day at the Races • Putting the Dead to Rest • Unusual Opposition • Streams of Crimson • ) • Waterdeep (Once in Waterdeep • Chaos in the City of Splendors) • Dreams of the Red Wizards (Vile Bounty • Unsafe Harborage • Shadows in the Stacks • Night Thieves • The City That Should Not Be • Frozen Whispers • Uprising • Expedition to the Supreme Forge • Against the Machine • Fall the Cold Night • The Death of Szass Tam • When the Lights Went Out in Candlekeep • Tears Among the Stars • Watchers of the Trollclaws • Red Day for Elventree)
 * Secrets of Sokol Keep • Raiders of the Twilight Marsh • Pool of Radiance Resurgent • The Scroll Thief • City of Danger • The Drowned Tower • Mayhem in the Earthspur Mines • Harried in Hillsfar • It's All in the Blood • The Malady of Elventree • The Waydown • Quelling the Horde • Hillsfar Reclaimed • Bounty in the Bog • The Howling Void • The Sword of Selfaril • Boltsmelter's Book • Mulmaster Undone • The Black Road • In Dire Need • Beneath the Fetid Chelimber • Chelimber's Descent • Durlag's Tower • Durlag's Tomb • Jarl Rising • Reeducation • Fester and Burn • Rotting Roots • Fire, Ash, and Ruin • Old Bones and Older Tomes • Turn Back the Endless Night • Dock Ward Double-Cross • Burying the Past • To Walk the Cold Dark • Big Problems • Tales of Fang and Claw
 * Card Games
 * Dragonfire •
 * Board Games
 * Battle for Faerûn • Lords of Waterdeep • Betrayal at Baldur's Gate • Faerûn Under Siege
 * Secrets of Sokol Keep • Raiders of the Twilight Marsh • Pool of Radiance Resurgent • The Scroll Thief • City of Danger • The Drowned Tower • Mayhem in the Earthspur Mines • Harried in Hillsfar • It's All in the Blood • The Malady of Elventree • The Waydown • Quelling the Horde • Hillsfar Reclaimed • Bounty in the Bog • The Howling Void • The Sword of Selfaril • Boltsmelter's Book • Mulmaster Undone • The Black Road • In Dire Need • Beneath the Fetid Chelimber • Chelimber's Descent • Durlag's Tower • Durlag's Tomb • Jarl Rising • Reeducation • Fester and Burn • Rotting Roots • Fire, Ash, and Ruin • Old Bones and Older Tomes • Turn Back the Endless Night • Dock Ward Double-Cross • Burying the Past • To Walk the Cold Dark • Big Problems • Tales of Fang and Claw
 * Card Games
 * Dragonfire •
 * Board Games
 * Battle for Faerûn • Lords of Waterdeep • Betrayal at Baldur's Gate • Faerûn Under Siege

Connections
Harfner Los Arpistas