The Harpers are a renowned faction in the world of Dungeons & Dragons that you may have encountered when adventuring in the Forgotten Realms or watching Dungeons & Dragons: Honor Among Thieves. This secretive organization operates behind the scenes to protect the common folk from tyranny and promote balance and harmony in the realms.
In this article, we'll dive into the lore behind this influential faction and how they can be used in your games!
- Who Are the Harpers?
- Using the Harpers As Good Guys in Your Campaign
- Creating a Harper Character
- Harpers in the Forgotten Realms
Note: Some information in this article was drawn from earlier editions, as well as public statements and interviews with Forgotten Realms designers.
Who Are the Harpers?
In Dungeons & Dragons: Honor Among Thieves, Chris Pine’s character, Edgin Darvis, wears a pin in the shape of a harp inside a crescent moon. In the Forgotten Realms, that pin is more than a quirky accessory. This symbol denotes Edgin's allegiance to the Harper faction, but what does that mean?
The Harpers are good samaritans who work to oppose any abuse of power, magical or otherwise, throughout Faerûn. They are a decentralized organization, usually working alone or in small cells where they gather information and subtly influence events to help the weak and defenseless. Harpers act openly only as a last resort. Operatives usually bide their time and make their move when they can ensure their secrecy will be kept, rather than barging in and announcing their presence to the evildoers.
While Harpers sometimes use the guise of traveling bards to gather information and stay undercover, their ranks have infiltrated all aspects of society. Some are high-ranking officials who work to ensure the general population is looked after in policy decisions, while others are barkeepers who listen for rumors rolling into town.
Even though they're concerned with any transgression to the citizen of Faerûn, their primary focus is keeping powerful magic items out of the hands of evildoers. Like, for example, when the Red Wizards of Thay went searching for the horn of beckoning death (which you can claim for free with a D&D Beyond account).
Using the Harpers As Good Guys in Your Campaign
Let’s face it. “The good guys” in D&D can seem corny to many players. But what if instead of uptight Boy Scouts, they were swaggery pop-star types with a secret?
Whether or not your players join the faction, Harpers make great NPCs. Ed Greenwood, the creator of the Forgotten Realms, said, “I used them as mysterious Strider-like figures who walked the wilderlands alone and had friends in inns and taverns everywhere. They might murmur suggestions or secrets … and they might step out of the shadows to rescue characters who ran afoul of Zhentarim.
"I like to introduce the Harpers subtly in play, as watchers from afar the c`haracters may notice, who eventually step in to murmur advice, or who are singing and performing at a tavern or inn the characters are at, with songs and tales that have a message for the characters … if they notice. Sometimes it can unfold slowly, over many play sessions, before the players clue in.”
Harper NPCs
There are certain Harpers that have made appearances in official products, like the hard-partying wizard Zelraun Roaringhorn (who uses the archmage stat block) or the equally hard-partying swashbuckler Raenear Neverember. If your party attracts more sober-minded individuals, you could introduce them to Remallia Haventree and the monk Leosin Erlanthar. Some of these characters have deep roots. Mirt, from Waterdeep: Dragon Heist, stars in Greenwood’s very first Realms story from 1967, One Comes, Unheralded, to Zirta.
Or, if you want to make your own Harpers NPCs, consider using these stat blocks:
- Bard: At CR 2, this is a great start for a Harper agent.
- Mage: This could represent a higher-up Harper agent, maybe as an advisor to a noble.
- Noble: For when your Harper agent is more of a talker than a fighter.
- Spy: This roguish CR 1 NPC is excellent if your players need sensitive information from a Harper informant.
- Veteran: Even the Harpers have muscle for when push comes to shove.
Running Harper Campaigns
It’s easy to lose track of the musical angle and treat the Harpers like generic “good guy spies,” but you lose much of what makes them unique. Perhaps your players’ Harpers are all in a traveling troupe, putting on shows throughout the North. Maybe a Zhentarim caravan is running down the Sword Coast and the tour is secretly following them from town to town to discover their plans.
The show itself could be part of the mission. It might be intended to spread a message or drum up support for a cause. Nightly Charisma (Performance) checks against venue conditions might determine the troupe’s success. The goal might be to provoke a specific reaction from someone in attendance, as in Hamlet, or to draw an enemy into the open. This doesn’t mean everyone in the party has to be on stage. Less musically oriented Harpers can gather information during the show, whether undercover in backstage roles or hidden in the audience.
Add Rivals. Just as movie spies sometimes compete with rival agencies, the Sword Coast Adventurer's’Guide details an ancient offshoot of the Harpers called the Moonstars, founded long ago by Laeral Silverhand and her then-husband, the wizard Khelben “Blackstaff” Arunsun. They shared the Harpers’ general goals but were willing to use harsher methods to achieve them. Perhaps they have resurfaced to complicate the characters’ plans.
Use Official Materials. The published adventures Tyranny of Dragons, Hoard of the Dragon Queen, Rise of Tiamat, Out of the Abyss, Tomb of Annihilation, Princes of the Apocalypse, Waterdeep: Dragon Heist, and Storm King’s Thunder all feature the faction and can be dropped into any Harper campaign. I recommend Dead in Thay to emulate the “sneaking into a massive secret base” sequence that ends many spy stories, and The Curious Tale of Wisteria Vale, where the party must rescue a fallen Harper wizard from a pocket dimension.
Provide Loot Worthy of a Harper. Reward your Harpers with the Forgotten Realms equivalent of spy gadgets. The masquerade tattoo, illuminator’s tattoo, and all-purpose tool are particularly useful for espionage. No campaign is complete without a wondrous artifact or two. The instruments of the bards make ideal quest objects for Harpers, especially the Fochlucan bandore.
Creating a Harper Character
Per Hoard of the Dragon Queen, “The ideal Harper is a keen observer, persuasive, and able to go almost anywhere without arousing suspicion.” Suitable subclasses include the Inquisitive rogue, the College of Lore bard, the Fey Wanderer ranger, and the School of Illusion or Enchantment wizard. The Folk Hero and Entertainer backgrounds are perfect, though players might want to simply pick the Faction Agent background and skip the recruitment process. As for religion, any chaotic good or neutral good-aligned deity from the Forgotten Realms pantheon works well.
Inspiration for a Musical Character
For roleplaying inspiration, you might model your Harper on a favorite musician. Lizzo, Sturgill Simpson, Kendrick Lamar, Lady Gaga, Prince, and Freddy Mercury would all make compelling Harpers. If you prefer not to attract attention, basing your Harper on a favorite cinematic or literary spy is another solid option.
When playing a Harper, it’s important to remember that bards are highly respected members of Forgotten Realms society. In a world without recording technology, musicians are indispensable, and bards infuse their performances with magic. Spells like thaumaturgy and major image, and items like the instrument of illusions, wand of conducting, and wand of pyrotechnics allow a bard to give a performance as impressive as a modern stadium show from the corner of the local inn, with only the stuff in their pack. They can expect a generous and enthusiastic welcome in any community, along with access to the powerful and influential.
As for conveying the feel of Forgotten Realms music, Greenwood suggests "Elspeth of Nottingham" and "House Of The King" by Focus, and "Overture to the Sun" by Terry Tucker as representative of the music you'd hear across the Sword Coast.
Harpers in the Forgotten Realms
The Harpers are over a thousand years old, and well established throughout the Realms. In the far northern city of Everlund, detailed in Storm King’s Thunder, lies Moongleam Tower, home to a teleportation network with links to five cities, allowing safe, instantaneous travel throughout the North.
In the treetop city of Silverymoon on the Sword Coast, elves, humans, and dwarves live together in harmony, exemplifying the values the Harpers hope to spread. The High Mage Taern Hornblade is a staunch supporter, and the Harper allied-College of Fochlucan can provide bardic knowledge and lore.
The Harpers have safe houses throughout Waterdeep, and beneath it in the subterranean town of Skullport. Their agents are embedded throughout the City of Splendors, and both the Open Lord and Warden of the Watch have a history of assistance. They will take Harper concerns seriously.
A thousand-year-old organization will collect enemies. The aims of the Zhentarim, The Red Wizards of Thay, and the Cult of the Dragon all run up against the Harpers’ vision, and their agents work tirelessly to oppose them.
Harp On, Adventurers
The Harpers have lasted over sixty years both because they are very cool and because the ideals they champion are worth fighting for—both with dice and paper and in real life. “No one should be too powerful,” says Greenwood, “and inequality has bad consequences within any group of people. People should be kind, understand others, and help each other—and if they do, society works.”
Comedian and writer John Roy (@johnroycomic) has appeared on Conan and The Tonight Show and written for Vulture and Dragon Plus. He is the co-host of the comedy/war gaming podcast Legends of the Painty Men. His albums can be found on Apple Music and Spotify. He splits his time between Los Angeles and the Free City of Greyhawk.
For anyone looking to dive even deeper into the Harpers. There is a AD&D 2nd Edition 130 page book (or pdf) called The Code of the Harpers. It even includes Harper ballads!
Interesting article.
I'm wondering: druids would make very good Harpers, as they could travel most places without suspicion, they are usually chaotic good, and most druidic ideals line up nicely with Harpian ideals. Yet, there seem to be no druid Harpers. Is there a reason for this that I'm not aware?
Another well done article to help Forgotten Realms campaigns feel more alive. This gives some great ideas for how to use the Harpers in a FR campaign and I can see adopting some of the things laid out here in any game world with a different, world-appropriate faction.
Druids are often born into or form their own small groups, those the do not often work alone. I assume it's simply a lack of availability and interest.
I suspect this might have been because Druids in earlier editions were bound to neutrality. This core idea of protecting the balance of nature is currently the realm of the Emerald Enclave, but one of the things I love most about 5e is that it takes away the importance of alignment and allows you to be a lot freer to make characters and NPCs with more complex morals.
It may also be that Harpers rely on gossip and their focus on the wealthy and powerful makes them a more urban organisation than the Enclave. NPC druids are most often guardians of nature, which makes it less likely that they’ll travel as much as a PC Druid will. So there’s no reason a PC Druid couldn’t be a Harper, but NPC Druids will be less commonly aligned with the Harpers.
Something I’m really curious about is how different DMs use the Harpers. In my campaigns, the players tend to read the Harpers as anarchists who include a core who are, from the views of the nobility, dangerous terrorists. I kind of see them the same way: the decentralised structure, the tendency to suspect conspiracies (when they’re a conspiracy themselves), the agenda to destabilise governments they see as corrupt and their willingness to use direct action (including violence) and so on.
I know we can’t draw direct equivalents with real-world groups, but I’d be really interested to read how others either use them in their games (if you’re a DM) or how they come across to you if you’re a player. I love to hear radically different takes!
Author of the article here. This comment went in the wrong place, was meant to respond to J. Thor’s plug for the 2e Code of the Harpers book.
- Great book! When running anything in the Realms that 5e hasn’t focused on, I can’t recommend 2e stuff enough. The quality of 90s tsr material is outstanding, Ed Greenwood has a ton of input, and the 1480s reversal of most major spellplague changes means you can kind of use everything from a 2e book except human NPCs who would be dead now, and even then you can just change their first name and say it’s their great grandson if you like.
It’s very easy to sub in a 5e stat block or magic item for any 2e stuff that hasn’t made it to the modern game yet and most of the books are lore anyway.
There could be a lot of cool encounters including the harpers. Like an agent of the organization hires your players to intercept a Zhentarim caravan full of funds, and they get to keep whatever they find in the caravan. If they survive, of course.
I definitely agree, but druids are usually a better fit with Emerald Enclave, because the Enclave values nature. Druids also shun society, so they can go thier whole lives without knowing about Harpers.
In resposne to The_Ferret_of_Controversy
This is a pretty interesting question that I had to think about a bit before I could come up with something that actually sounds like it makes sense haha. I definitely agree that druids would make excellent Harpers, especially since much of their spellcasting lends itself to utility purposes very well in a game. However, I think I have a reason that sounds... decent? In thinking about the Harpers, and how they operate, Rogues and Bards seem to be the go to class in my mind for a Harper. 'Why is this? A Monk can be just as sneaky as a rogue, and they can often keep a good alignment. Sorcerers, Wizards, and Clerics all seem like they could as well, given that their spellcasting isn't given to them out of evil origin, and even then not all Warlocks are evil, what with Celestial and Hexblade Warlocks. But then, I thought about it a little bit, and I think it has something to do with how the Harpers wish to be seen. Hidden in plain sight. While it seems like most of the classes (besides maybe Paladins from a stereotypical standpoint) seem like they could hide in plain sight fairly well if built correctly, Bards and Rogues are built to do so from the get go. So then we get the question of why no Druids. I think that because the Harpers are so focused on collecting information in hubs such as any of the Sword Coasts major cities, or even a local tavern in a small town, a Druid of the Forgotten Realms might not be focused on that sort of a lifestyle. Sure, Druids usually fight to keep the wilds that they protect free, but from my limited knowledge of Forgotten Realms lore, Druids seem to not want any large part of society. Especially with factions like the Uthgardt Barbarians (not necessarily implying that they are Druids), many people in the Sword Coast want to live a more outdoorsy/away-from-the-woes-of-civilization lifestyle. Not saying that there's anything keeping Druids from being Harpers in a game (I think that's a wicked idea), but regularly I feel that maybe because of the way that the Harpers interact with the world, the don't necessarily want that sort of a life. Could be also since they don't spend much time in cities that they don't get recruited as a Harper, since the Harper's are super secret. Just a few thoughts, hope this sort of helps.
They made me think bards and rogues too
"It’s easy to lose track of the musical angle..."
That's because there isn't much of a musical angle in the actual lore. Just because their symbol is a harp doesn't make them an order of musicians.
A bard certainly makes a great Harper, but music isn't really core to what the Harpers are about, aside from using song to preserve history or spread ideas.
I kind of like the corny angle of the Harpers though. The idea that they're actually sorta smug do-gooders and meddlers, out there acting like they know what's best for everyone, with their secret club. If you're playing a good guy character, it's kind of a fun path to take.
Druids seem to go more with Emerald Enclave, but there seems to be a lot of overlap.
One of the thing also to keep in minds about bards that were inspired from real world history is that not only did they help to spread the traditional stories and lore in their communities, but in many pre-literate societies and ones were written works were scarce, they also recorded and were a reliable source of knowledge about the lineages and genealogy of ruling families. In societies that have hereditary rulers, that gave them a subtle way to influence power since their knowledge could be tapped (or hunted down to keep quiet) when they were disputes around claims to the ruling seat.
I mentioned this because in the Forgotten Realms, there is the location/library of Herald's Holdfast. Just a little northwest of Silverymoon, it is a a spellguarded library complex that is a repository of heraldic lore, history, genealogy, and artifacts from nearly all the humanoid races native to Faerûn. It is also were most of the tomes related to the heraldry and lineages of all of the noble houses of Faerün are collected. So if there is a dispute about succession in a noble house, the heralds here are often consulted. The organization that runs the holdfast was started by a Harper and, though independent of the organization, still has strong working relationship with "those that harp." Additionally, I believe it is mentioned in the Sword Coast Adventures Guide both about the College of the Herald being located there for FR Bards as well as that it is not uncommon for the people of the North to assume a bard is a Harper, whether it is true or not.
In the campaign my group is currently in, one of the Harper contacts they have uses as their cover as being a herald and visiting different locations to keep their records on genealogies up to date. Therefore, no one questions why they are getting access to highly guarded documents.
They're terrorists, plain and simple. They need more pushback from in-universe characters, not just 'bad guys'.
THIS POST WAS MADE BY A DEVIL SUPPORTER
IMO The Harper's are a good candidate for a villain group.
In their quest to protect FR they do more harm than good, all while barely maintaining the Status Quo.
Not to mention their blatant hypocrisy over their views about individual wizards having too much power whilst their boss and founder is the most powerful wizard in the realms.
Nothing but truth.
Considering that the Harpers will literally make accidents happen to enforce the medieval stasis in the lore, I'm genuinely surprised that WotC hasn't made an adventure where you try to stop these vile and evil terrorists.
They're akin to Fallout New Vegas Brotherhood of Steel, but even worse.