Harpers of Waterdeep Organization in Not Forgotten Realms | World Anvil

Harpers of Waterdeep

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.
  Those who claim the title of Harper come from many walks of life and aid the organization in a thousand different ways. In some aspects, the Harpers of Waterdeep are no different than Harpers have always been. Like the legendary Harpers of Shadowdale, they are cautious actors, planning every move. Like the long lost Harpers of Berdusk, they do not shy away from danger and they maintain a firm organiza¬tion. But like no one else, the Harpers of Waterdeep bring the skills of infiltrators, spies, and assassins to the side of what’s right. HISTORY Over the centuries, the fate of Faerun has more than once fallen into the hands of the semi-secret organi¬zation known as the Harpers. The group’s history is shrouded in myth and legend—lore insists that it was founded alongside Myth Drannor, the ancient elven city. The Harpers’ strength has purportedly waxed and waned throughout its existence—at times enough to battle the gods themselves, at other times, hardly enough to keep its members united. When the Era of   Upheaval began, prior to the Spellplague, the Harp¬ers’ numbers were at their highest. Harper agents roamed throughout Faerun and even beyond, main¬taining a balance of power that kept the wilds and the cities safe, the sacred places protected, and tyranny at bay.   But the Spellplague and the ensuing “Wailing Years” left the Harpers decimated. Many died, and others vanished entirely. Those who survived were cut off from one another, so they focused solely on the perils that menaced their homes and neighbors. The cell known as the Harpers of Luruar was all that remained of the Harpers living in the North, near Everlund’s Moongleam Tower. Once the Harp¬ers would have kept a close watch on all the evils and powers that threatened the fragile stability of the North—such as Many-Arrows’s fractious peace, Luskan’s chaos, and Neverwinter’s repeated catastro¬phes. But the Harpers of Luruar no longer had the resources to focus on any issue except the most direct threat—Returned Netheril, the city of Shade.   Netheril’s reach grew as the ancient city sought to become an empire once more, and the Harpers of Luruar became less the meddlers and watchers that the folk of Faerun had thought them to be, and more an actual insurgency. By 1475 DR, the Harpers of Luruar had managed, by a thousand cuts, to bleed a little strength from Shade without being caught. Some argue that without the efforts of such Harpers,   Netheril would have overtaken the High Forest and areas beyond long ago.   As time went on and the situation improved, more prospective agents found their ways to Moongleam Tower, hoping to sign up—particularly career spies from other private groups that had lost their patrons and their contacts. While not everyone was suited to the Harper cause, the organization’s once piti¬ful ranks began to swell again, and the reach of the Harpers grew. But these new Harpers brought with them ene¬mies of their own. Who could focus solely on Shade when the Abolethic Sovereignty seeped from the Far Realm, when Thay gained more undead every day, and when the Warlock Knights of Vaasa crushed their peasantry underfoot? The organization was growing too fast in scope—and that divided focus allowed corruption to set in.   The first identified traitor was Waterdeep’s own spymaster—a man called Aron Vishter. Vishter—or “the Fisher” as he had long been called—was taking coin from the Zhentarim to send Harper agents on missions that would benefit those old enemies. Worse still, he was consigning other agents to death to keep the Harpers out of certain areas. One of his own agents named Tam Zawad (called “The Shepherd”), a colleague from his days before the Harpers, finally caught Vishter and brought him to justice. The High Harpers of Everlund elevated Zawad to Vishter’s posi¬tion and tasked him with rooting out the extent of his former superior’s treachery by any means pos¬sible. Thus, although Everlund remains the heart of the Harpers organization, in many ways their seat of power has shifted to the City of Splendors.   The Book of Tarchamus The Book of Tarchamus is a powerful magic artifact— a tome imbued with the consciousness and memory of an ancient Netherese arcanist. It has the ability to absorb knowledge from all who touch it, producing scrolls and smaller books containing said information almost instantaneously on a nearby shelf. The book is kept hidden within a Harper safe house in Water¬deep. Though the Harpers who know of its existence agree that its use is a last resort, the process of turning knowledge to writing is painless. It’s the book they’re worried about—the artifact is undeniably wicked and HARPERS ACROSS FAERUN The Harpers of Waterdeep are not the only group using the Harper name. In many other locations, Harpers operate with no connection to the Shepherd and his flock. While the Spellplague sundered the origi¬nal organization into concerned folk scattered across the continent, the hope of returning the Harpers to their former glory has never died. Many feel that the Harpers who have returned to Cormyr and the Dales are the spiritual succes¬sors of the Harpers of old, but their methods do not sit well with Tam Zawad. He feels that Storm Silverhand’s open recruitment puts too many innocents into danger. Too many recruits believe in the Code of the Harpers but lack the training for spycraft. Tam has discouraged his agents from using Storm’s network connections, but in times of trouble, many have chosen to ignore this request. They know full well that should anything go wrong, they not only will have an earful from Tam Zawad, but they will also have to make amends to the fallen Harper’s survivors. If Storm Silverhand has any opinion at all about Tam Zawad, she hasn’t articulated it. More information on other cells of Harpers can be found in Ed Greenwood’s “Eye on the Realms: Whispered Words,” in Dungeon 188. yearns to learn more of the new and changing world for its own benefit. More than one neophyte Harper caught lingering too long over its changing pages has been summarily sent away, far from the book’s reach. THE HARPERS OF WATERDEEP TODAY While the taint of corruption still lingers over the Harpers of Waterdeep, the execution of the Fisher and his web of traitors, coupled with a strong recruit¬ing effort, has revitalized the organization. By 1486 DR, the Harpers of Waterdeep possess a network of agents whose reach hearkens back to that of the Harpers of old. But unlike the Harpers of yesteryear and those based elsewhere, the organization here cannot count Chosen among its ranks. As the world descends into chaos with the advent of the Sunder¬ing, the Harpers of Waterdeep must rely on a stricter organization than they once used to keep information flowing and agents coming home. The Harpers here have reorganized along their old lines. A coterie of High Harpers leads the group, meeting infrequently, but regularly communicating by using secret messages both magical and mundane. Several spymasters work with the High Harpers, taking charge of agents and directing regional efforts. When spymasters or High Harpers are unavailable, a handler typically aids the agents in their work. Handlers might be agents, or informers temporarily elevated to a new status, or injured or even “retired” Harpers dragooned back into service. In addition to the agents who actually carry out missions, the Harp¬ers take advantage of a network of sympathetic folk who provide information, supplies, or bolt-holes to hide in for a night. USING THE HARPERS OF WATERDEEP The Harpers of Waterdeep are involved in many plots and missions-almost more than they can handle. Any threat to the safety and balance of Faerun could lead characters to interact with these agents-or not. In particular, the Harpers of Waterdeep are strongly concerned with Netheril’s growing influence in the Heartlands. Many believe this increased presence presages an outright war with the Twelve Princes, and they are doing what they can to forestall it, while preparing those who lie in Shade’s path for the coming conflict.   High Harper Tam “the Shepherd” Zawad The spymaster of Waterdeep is now a High Harper in his own right, but Tam Zawad only reluctantly came in from the field. A Calishite man in his early fifties, Zawad hasn’t lost his edge, and his underlings occa¬sionally have to remind him to delegate. The devout priest of Selune became a spy when a spymaster of Amn caught him assassinating a Shadovar agent and brought him into her network. After her death, he served many masters, but Selune above all. Though he wields a great deal of influence, Tam Zawad doesn’t desire power—he takes the Code of the Harpers seriously. Because of his old crypt- onym, some Harpers from other networks call the Waterdhavian Harpers “the Flock,” to the erstwhile “Shepherd’s” consternation. Tam Zawad always has an eye and an ear out for potential new Harpers—particularly individuals who have successfully fought against Shade. Normally, Harper agents study and test potential members before any offer of membership is made—in fact, before the candidates even know they are under con¬sideration. But sometimes, when time and resources are short, Tam Zawad may pull an adventurer into the fold much more quickly. Moongleam Tower In the walled city of Everlund, Moongleam Tower has remained a strong base of Harper operations throughout the centuries. Four narrow, black stone towers joined together, crowned by an open turret and signaling mirror, Moongleam Tower is visible from almost anywhere in the city. Around the base of the tower is a dry moat. A wall, added after the Wail¬ing Years, surrounds an open yard. Harpers are free to rest here in one of the few guest rooms, though those from other Harper networks may be under scrutiny throughout their stay.   Khochen of Westgate Khochen, the enigmatic spymaster of Westgate, is difficult to pin down. In fact, a search for the Tuigan thief is likely to send the petitioner through a chain of rogues and shadowy contacts, only to discover that Khochen was one of the first links. Khochen and her agents believe that keeping the field crowded with local power groups is the best way to keep them all in check. As a result of implementing this philosophy in Waterdeep, Khochen has many surprising allies at her back. Her fellow spymasters are less trusting how- ever—many of them do not believe that the Westgate spymaster has drifted far enough from her thieving roots. Khochen’s true weakness is neither jewels nor coin, however, but gossip. Inquirers with juicy rumors to offer may find it much easier to locate Khochen than others do. Though Khochen’s primary focus is always keep¬ing the rival gangs of Westgate in balance, lately she has become concerned about a few other issues as well. Khochen has noticed recently that a disturbing number of high-quality gems have been turning up in the hands of Westgate’s fences. In addition, Vaasan ships have been arriving in the harbor with little cargo to unload, and Sembians are skulking around the city’s taverns. Lord Vescaras Ammakyl The youngest son of a venerable Waterdhavian noble house, Vescaras has an impressive network of agents. His drovers, wagonmasters, and merchants ply the trade routes spanning the entire western half of Faerun, carrying out his instructions as they travel. Relying on his family’s extensive wine trade, Vescaras keeps meticulous track of his far-flung agents and is ready to jump on any possible threat to the trade routes’ tenuous safety. His fellow spymasters find the Turmian half-elf frustratingly cautious-and nearly as often, frustratingly correct. When not traveling, Vescaras stays in his family’s estate in the Sea Ward, spending much of his time with the family vintners. Of late, two mysteries have been occupying Ves- caras’s attention. One is that several informants and Harper agents have gone missing along the trade roads. The other is four separate incidents of slaves fleeing Westgate and claiming to be from far-off Damara. Vescaras plans to ride for Westgate with the next caravan his family sends out.   Dahl Peredur Once a bright and promising field agent, Dahl Per¬edur experienced several unfortunate incidents, culminating in a failed mission in which his main informant died and his target fled to Shade. After this mission, Dahl was pulled into the House and made a handler while he recovered. Tam prizes the Dalesman’s skill at mining reports for information, but Dahl’s short temper and guilt about the circumstances that led to his changed position have made him unpleasant to deal with. Dahl receives reports directly from the Zhentarim double agents, the Cormyrean agents, and a variety of other handlers. In addition, he often serves as Tam Zawad’s scribe. Though Dahl is not active in the field, he’s always looking for information about ancient Netherese artifacts-particularly those from the same library that held the Book of Tarchamus. Most scholars doubt that many additional works survived, but Dahl is convinced that more exist, and that such texts may provide the key to finding out what Shade will do next. Agents The bulk of the Harper organization consists of field personnel known as agents (or sometimes scouts). Agents are the Harpers that characters are most likely to run into-whether they realize it or not. An agent is free to pursue any perceived threat and gather any information desired, but the organization thrives on reliable reporting of mission information. The Waterdhavian Harpers recruit the best of the best—but most of all, they seek people who truly believe in the need for balance in the world. Appren¬tice Harpers are often referred to as fledglings, and they must be mentored for a time before they are released into the field. Mira Zawad -r A trained historian, Mira is the only daughter of Tam Zawad. Although she knows that fact smoothed the path for her acceptance into the organization, she is also fully aware that her father takes his ideals seri¬ously, and he would treat any sloppiness or deceit on her part the same as he would from any other agent. Some time ago, Mira became a fringe member of a Banite Zhentarim cell for the purpose of gaining access to ancient Netherese sites, but she has since secretly joined the Harpers’ cause. A few within the Zhentarim know her true identity, but Mira has been careful to let those individuals believe that she is fun¬neling Harper information to them. Although the Zhentarim prize her contacts with the tribes of the Bedine—the better to slip caravans through the wilds of Anauroch—Mira knows her days as a double agent are numbered. Whether she flees to the Harpers or into the desert remains to be seen. At present, the Zhentarim with whom Mira allies are distracted by their organizations’ current shake- ups—a fortunate situation for Mira, who is sure that she’s found the remains of an ancient Low Netherese city north of the Black Road. She’s looking for assis¬tance—guards for her expedition, someone to distract Shade’s attention, or even fellow historians—and she’s willing to pay. Ebros Windsong Only recently made a full agent, Ebros is currently serving a secondary apprenticeship of sorts to the demanding spymaster of the High Forest and Luruar, the wood elf ranger Daranna Brokenspear. Although Ebros’s talent with a bow is admirable, his skills in woodcraft leave much to be desired. Despite these shortcomings, the half-elf is eager to prove himself to Daranna, and he does not flinch when other Harpers mistake him for Daranna’s fledgling. Recently, Ebros has begun to suspect that one of the High Forest elves from whom Daranna gets intelligence is secretly a member of the Eldreth Veluuthra, a violent group of elf supremacists who seek to exterminate humans. But when he mentioned this suspicion to Daranna, she ignored him. Some¬thing else is definitely going on. Lady Tennora Hedare The niece of the current Lord Hedare, Tennora is an attentive and mannerly noblewoman who was brought into the Harpers by Vescaras Ammakyl. Although she is a lady of Waterdeep, she has also trained as a wizard—and less formally as a thief. More recently, she has studied with Nazra Mrays, a prominent merchant and secret Masked Lord of Waterdeep. This contact results in Tennora frequently carrying messages from the Harpers to the Masked Lords—although whether the messages reach anyone except Nazra Mrays is not clear to Tam Zawad. Tennora is seldom seen outside the Harper halls without one of her bodyguards—a fierce Tethyrian woman and a soft-spoken half-orc. Tennora faces an unenviable task—keeping com¬munications open between two groups who value their secrecy. In particular, because Open Lord Nev- erember’s campaign in Neverwinter conflicts with the Harpers concerns that the city is too overrun with threats to save, Tennora is looking for ways to achieve both groups’ goals. Adventurers coming from Never- winter might have information she could use.   Bargewright Inn and Feston Bargewright Goodman Feston Bargewright is the current owner of his family’s storied, eponymous tavern just a few days north of Waterdeep. In addition to running the inn, Feston serves as guardian for the portal that lies hidden in the cave under the building’s foundation. Any agent needing to use the portals can show his tattoo to Feston and, after a brief, coded exchange, get the key to the room that leads to the portal—as well as information about the portal’s general behavior of late. Named after his ancestor who first fortified the inn, Feston enjoys the excitement of carrying on this secret connection, but he is fearful of the portal, con¬vinced that it will malfunction one day and devour an agent. The portal currently connects the Bargewright Inn with several locations—including Noanar’s Hold at the edge of the High Forest and Everlund. Feston has good reason to be worried. The elderly woman who guards the portal is actually a tiefling descended from night hags, and neither Feston nor the previous portalkeeper have any idea that she might have connections to the Abyss and beyond. Thort's Findings and Undevvur Thort This curiosity shop in the North Ward of Waterdeep resides in the head of what was once one of the famed Walking Statues. The owner, Undevvur Thort, is a wizened old ex-adventurer who leans on a cane that some locals insist is “more than a cane.” He lives in the shop, a many-leveled place of tight staircases and landings ascending the hollow interior of the head. The shop is crammed with oddments sold to Undev- vur by adventurers, mostly “relics” brought back from Undermountain and other delves. Undevvur is known for his exotic goods and odd sense of humor, but few realize that the old man is a Harper ally or that his shop boasts several hidden rooms that serve as safe houses for agents and their contacts. Thort is always interested in new and strange arti- facts—especially if the seller has a tale to tell about them. In exchange, he might unlock some of his trea¬sures for fellow adventurers to admire.    

THE PIN IS MIGHTIER?

wars preceding the Sundering expand, more and more agents are opting for the tattoos, especially when they intend to venture behind enemy lines. The tattoo is applied to a designated area of the body (agent’s choice, but it must be easy to reach). The process takes about an hour and must be per¬formed by one of the skinscriveners who work for the Harpers. The agent chooses the trigger word at this point, which is revealed to no one-not even Tam Zawad. The tattoo heals within a few days, but the spell causes it to tingle and itch for a tenday, during which time most agents lie low. In addition to the pin or tattoo, each Waterdhavian Harper carries a small kit containing a modified ritual scroll and components, so that even on the other side of the continent, he or she is never completely cut off from support. Some agents choose to carry spares of this kit, but disguising its true purpose is extremely difficult should it be discovered. and the Zhentarim to influence the Harpers, the organization makes this last part of the Code clear to all who wish to embrace the calling. Waterdhavian Harpers also respect the agents to whom they report— the spymasters and High Harpers all earned their authority—but they never quail from pointing out cor¬ruption, regardless of the source.

Структура

High Harpers

At the peak of the organization is the council known as the High Harpers. While not individually as pow¬erful as the High Harpers of yore, each has earned his or her place through long and notable years of loyal service to the Harpers’ cause. The High Harpers direct the larger organization, keeping an eye on how small efforts and evils affect the bigger picture. Particularly because of the Fisher’s treachery, the High Harpers take the Code of the Harpers quite seriously—they believe completely in the Harp¬ers’ goals, even if they don’t all agree on how best to attain them. The High Harpers are few, and the exact number changes as new members are installed by council vote, and sitting High Harpers die or retire.  

Spymasters

Spymasters direct the actions of their agents in broad strokes, attempting to maximize the return from the investment of agents’ time and effort. The spymaster’s main role is to keep track of the agents in the field and report back to the High Harpers, but as the Era of Upheaval reaches its climax, old skills in the field are becoming a spymaster’s greatest asset. The High Harpers appoint spymasters, frequently taking into account the previous spymaster’s wishes.  

Handlers

In certain cases, a spymaster’s expertise isn’t war¬ranted. A single agent can adequately cover some locations; others are too dangerous for the agent to make regular contact from. A select few locations benefit from an agent who collects information from untrained informants instead of Harper agents. In such cases, agents may report to a handler, who acts as a go-between, connecting the agents on the ground with the High Harpers or spymasters. A handler doesn’t usually direct other agents as a spymaster does, but in an emergency is capable of doing so. Almost all handlers can use sendings and similar rituals to keep better track of their informers.  

Street-Eyes, Bases, and Support

Agents of the Harpers can take the fight only so far without aid. Safe houses need running, villains need watching, and agents need healing, care, and coin. Plenty of people within the organization aren’t field agents, but the Harpers would collapse without them. The Harper Hall and Nera Harldrake The Waterdhavian base of the Harpers is hidden within a pubic inn and tavern called The Beholder’s Lament, which is located in the Trade Ward of Water¬deep. It is neither the nicest inn (those who want someplace pleasant to stay can choose from plenty of better inns close by) nor the shabbiest (those who want a cheap, dirty place where no one will bother them wouldn’t stay here). Forbiddances that prevent enemies of the Harpers from successfully spying pro¬tect many of its rooms. To all who enter the Harper’s secretive refuge in Waterdeep, Nera is nothing but a gruff tavern- mistress—the sort adventurers can find in any town across Faerun. In truth, Nera was once a spy in the service of the Open Lord, until she took an arrow to the knee. Now her keen eye and memory for faces serves Tam Zawad well, because she stands as the gatekeeper for the hidden rooms that make up the Harper safe house. This inn has been the Harpers’ secret hideout for nearly a decade, but recently the High Harpers have been debating relocating it. Nera’s past is far behind her, but of late she’s found unusual symbols carved into the fence around her tavern—and they’re not the Harpers’ symbols. She can’t recall seeing any of them before, but the pos¬sibility that one of the Open Lord’s old enemies has found her is one she’s particularly concerned about.

Harper Roles

Not all who achieve the renown necessary to take on these roles do so. These are additional tasks to which a character must be well-suited. Assuming this role builds additional responsibility into a Harper's duties, but come with additional rewards.   Recruiter: Rank 3+. Recruiters are those Harpers who add to the Watcher network. They tend to be charismatic and have winning personalities, as they are literally recruiting spies. They are given a stipend with which to pay their Watchers, and are expected to spend at least a week every month managing their Watchers, collecting information from them, recruiting new Watchers, and passing important information on to the local Brightcandle. In exchange, the Harpers cover their lifestyle expenses at a Moderate level for free. Recruiters also gain benefits when using the Harper Watcher Network. Harpshadow: Rank 3+. Harpshadows are Harper agents who are put in a single place, with an identity created by the Harpers for them, to watch and be ready. They are expected to perform the Work downtime activity at least one week per month. In return, the Harpers cover their lifestyle expenses at a Moderate level for free. Harpsinger: Rank 3+. Some Harpers spend their time out among those who are drunk and mixing freely, using a party atmosphere to uncover secrets and acquire information. They are expected to perform the Carousing downtime activity at least one week per month. The Harpers cover the cost of the downtime activity, and return, the Harpers also cover their lifestyle expenses at the Moderate level for free. Harpwright: Rank 3+. Harper finesmiths who focus on the creation of magical items for Harper agents and magic item caches. Each time a Wonderwright uses the Crafting an Item downtime activity to work for the Harpers, they are rewarded with either the schema for a magic item of the rarity they spent time creating, or the components necessary to create an item of that rarity. Upon taking this title, the Harper is immediately granted the schema for Harper's pins and one other magic item of Uncommon rarity. Harpsage: Rank 3+. Harper loremasters and sages record and gather information of use to Harper missions. In exchange for performing one week of the Research downtime activity per month, the Harper is then given general access to the libraries used by local Harpers, to perform their own research when they wish. Mentor: Rank 5+. Mentors are those who have taken on the duty of training up new Harper agents by taking on an Apprentice Harper. They must spend one week of downtime per month tending to these responsibilities. In return, they are assigned a junior agent who aids them with their tasks. Brightcandle: Rank 10+ Brightcandles are the heads of cells of Harper agents in their area. Each Brightcandle manages a single cell, for whom they are the sole operational superiors. Brightcandles often know other Brightcandles (but not their cells), and are in contact with a Wise Owl. In exchange for two workweeks of activity a month, Brightcandles have their lifestyles covered at the Comfortable level by the Harpers. They also have access to a variety of Harper agents and other resources, such as caches and libraries. Each Brightcandle is also in contact with the local Herald, working together. Wise Owl: Rank 25+ Wise Owls see far and wide, acting as regional coordinators for Harper activities. Wise Owls have a number of Brightcandles assigned under them, and spend a great deal of their time in facilitating their efforts, collating the information they bring in, and then putting it to good use. They are in contact with the council of High Harpers. In exchange for two workweeks of activity per month, Wise Owls are kept at the Comfortable lifestyle level by the Harpers. They also receive a small collection of magic items that help them accomplish their missions. High Harper: Rank 40. A small council of figures whose job it is to run the Harpers, the High Harpers are always powerful individuals. They are kept at the Comfortable lifestyle by the Harpers, but nearly all of their time is taken up by their duties. High Harpers have the whole organization of the Harpers at their disposal, but are required to remain transparent to their fellow High Harpers.

Faction Roles

Not all Harpers do the same tasks. Harpers tend to receive training that fits well with their best talents, aiding their fellows to the best of their respective abilities. Apprentice Harpers are in training to assume one of these roles, generally speaking; Harpers may not choose one of these Roles until they achieve Rank 2.   It is possible to switch Roles, however this takes a number of downtime months of re-training equal to the Harper's current Rank. At the end of that time, they lose the benefits of their previous Role, and gain the benefits of their new one.  

Harpblade

Warriors and tacticians, harpblades are front-line fighters ready to come to the defense of Those Who Harp. Despite the name, anyone who is ready to defend their own - whether they use sword or spell - can operate as a harpblade.   Harpblade (Rank 2): A newly-made harpblade is expected to focus on their fighting skills, for you will be expected to put your life on the line for Harper goals almost immediately. Choose one Exploit from among the following 1st rank Exploits: Battlefront Shift or Heroic Effort. Senior Harpblade (Rank 3): As a senior harpblade, you are expected to be a leader among the defenders of the Harpers within your operational area, training new harpblades or even acting as the head of a cell focused on forward and decisive action. You may also be expected to act as a recruiter for the local Harpers, usually recruiting those with skill in battle. Trainer Access: You know all of the Exploit Trainers associated with the Harpers in the area, and they will train you for free, though you must still spend the time involved. Training Others (Downtime): Harpblades are tasked with the training of their fellow Harpers in combat, tactics, and other techniques. Gain a +1 Harpers renown when you spend a number of tendays equal to your current renown on this downtime activity. Additionally, your cell gains a +1 Connections investment for every 30 days you spend on this activity, as training a variety of one's fellow Harpers is a slow but reliable way to build interconnections. Master Harpblade (Rank 4): The master harpblade is among the finest warriors to be had among the Harpers in a given area. Master harpblades frequently spent time training others, or acting as last ditch intervention when violence and quick action is called for. Quick Mastery: You learn best while teaching others. When you take the Training Others downtime action (above), you may count half of those downtime days as being spent training to learn a new Exploit. Master's Emblem: You gain a Rare magic item from among the items favored by Harpers, a gift from the High Harpers for your service. High Harpblade (Rank 5): xxx

Harpshadow

Spies and sneaks, rogues and shady sorts, harpshadows are well-versed in some aspect of covert operation or criminal enterprise. Harpers often operate outside of the law, and harpshadows are those who facilitate that when necessary. The criminal contacts a Harper develops are often put to the use of the faction as a whole.   Harpshadow (Rank 2): You are expected to be cunning and subtle, right out of the gate, as the responsibilities the Harpers need you for are both quick and demanding. Choose one Exploit from among the following 1st rank Exploits: Invigorating Stride or Lurker's Cloak. Infiltrator (Downtime): Harpshadows often volunteer to use their skills as infiltrators to gather needed information for the Harpers. By spending time taking the Skulduggery downtime action on behalf of the Harpers, they gain both renown and information. Harpers gather intelligence about a wide and vast body of information, and are willing to share that with their fellows who go out of their way to increase that lore. To use this, the harpshadow must be given a specific target. When they "donate" one question from their Skulduggery downtime action against that target, the Harpers will answer one question about known topics in return. Additionally, gain a +1 Harpers renown when you spend a number of tendays equal to your current renown on this downtime activity. Senior Harpshadow (Rank 3): xxx Master Harpshadow (Rank 4): xxx High Harpshadow (Rank 5): xxx

Harpsinger

Often considered the quintessential Harper, harpsingers are social butterflies, adroit and charming. They develop allies, recruit watchers, establish spy networks, and manipulate the enemy into betraying itself. Above all, the song of the Harp is a sweet one.   Harpsinger (Rank 2): Even as a brand-new harpsinger, you are expected to sway strangers and inspire your fellow Harpers. Choose one Exploit from among the following 1st rank Exploits: Inspiring Word or Shake It Off. Mingling (Downtime): Harpsingers make friends not just on their own behalf, but on behalf of the Harpers as whole. They may "donate" Contacts and Favors acquired from other downtime actions and Senior Harpsinger (Rank 3): xxx Master Harpsinger (Rank 4): xxx High Harpsinger (Rank 5): xxx

Harpsage

Harpsages are vital to Harper efforts, for they specialize in the possession of knowledge and its use and dissemination to those Harpers who may benefit from it. Harpsages are often thought of as arcane loremasters or theologans, but they are more than that: keepers of gathered intelligence, crafts-people, scholars of history and the natural world, and even those who specialize in old riddles or songs.   Harpsage (Rank 2): Even though your studies have only just begun, the Harpers need you to apply all of your wits and learning to the goals of Those Who Harp. Choose one Exploit from among the following 1st rank Utility Exploits: Adaptive Strategem or Crucial Advice. Lore Library: The Harpsage has access to the lore library maintained by the local Harpers, or to other such libraries in other locales (if introductions are made). They may use this library to perform Research actions for half the normal cost. Wonderwright (Downtime): The Harpers need magicians willing and able to devote efforts to creating magic items of use to their agents. By spending time taking the Crafting an Item downtime actions on behalf of the Harpers, they may gain both renown and magical lore or resources. By spending an amount of downtime days equal to that necessary to create a magic item (permanent or consumable) of a given rarity, the Harpsage is given either the schema for an item of that rarity or the magical resource necessary to create one of that rarity. These times are (consumable first, then permanent): Common (5 days or 10 days), Uncommon (10 days or 20 days), Rare (50 days or 100 days), Very Rare (125 days or 250 days), Legendary (250 days or 500 days). Additionally, gain a +1 Harpers renown when you spend a number of tendays equal to your current renown on this downtime activity.    

Faction Titles

Not everyone who qualifies for one of these titles receives them. They are specific jobs, with responsibilities and benefits for those chosen to fulfill them.  

Brightharp

Prerequisite: Rank 2+ Brightharps have one job: to make the Harpers shine in the tales of the people. Their job is to inspire. As such, they are most often the Harpers who are public (or as close as any Harper gets) with their Harper affiliation, and who work to build good relations between the faction and those who might be inspired to help.   Lifestyle: The Harpers cover a Modest lifestyle for their brightharps. Contacts: You may add your Harper renown to the maximum number of Contacts and Favors that you may accumulate from downtime actions and story rewards. Inspiring (Downtime): You may take the special Harper Inspiring downtime action, spending time being a public face for the good Harpers do and making allies among those helped or inspired by their work. Once you accumulate a number of tendsays equal to your current Harper renown, you gain another point of renown. Complications involve being targeted by enemies of the Harpers, or being harassed by power structures who do not appreciate the Harper ethos. Allies: When taking the Build Allies, Ally Influence, or Ally Funding cell actions, Brightharps add their Harpers Rank as a bonus to those checks.

Mentor

Prerequisite: Rank 2+ Mentors are assigned apprentice Harpers (Rank 1) and help guide them into becoming full Harpers. Mentors train their apprentice diligently and even occasionally take them out on missions, to give them field experience under a careful eye.   Lifestyle: The Harpers cover a Modest lifestyle for their mentors. Apprentice: You are assigned an apprentice Harper who is learning the Code and operations from you. You may be asked to mentor multiple apprentices. Mentoring (Downtime): You may take the special Harper Mentoring downtime action, during which time you spend training your apprentice(s). Once you accumulate a number of tendsays equal to your current Harper renown, you gain another point of renown. Connections: When taking the Build Connections, or Connections Assistance actions, Mentors add their Harpers Rank as a bonus to those checks.

Recruiter

Prerequisite: Rank 2+ Recruiters take responsibility for the Watcher network. They tend to be charismatic, and are skilled at selling the good the Harpers do to those in positions to deliver useful information to Those Who Harp.   Lifestyle: The Harpers cover a Modest lifestyle for their recruiters. Contacts: You may add your Harper renown to the maximum number of Contacts and Favors that you may accumulate from downtime actions and story rewards. Recruiting (Downtime): You may take the special Harper Recruiting downtime action, during which time you assist established Watcher and expand their ranks for the Harpers in general (rather than for your cell specifically). Once you accumulate a number of tendays equal to your current Harper renown, you gain another point of renown. Watchers: When taking the Build Watchers or Watcher Reports actions, Recruiters add their Harpers Rank as a bonus to those checks.

Warden

Prerequisite: Rank 2+ Ultimately, the work of the Harpers is done in secret and seclusion. Someone must work to make sure that the efforts of Those Who Harp can be carried through as safely and clandestinely as possible: this person is a Harper Warden. Wardens tend to the security of not just their own cell, but that of the local operating area, usually coordinated by a Master Warden (or a High Warden, if one is local).   Lifestyle: The Harpers cover a Modest lifestyle for their recruiters. Warden Ties: You work closely with other Wardens in your area. You can call upon one of them to assist you in some Harper capacity should you need it without refusal, payment needed, or debts incurred, as long as that Warden is not currently involved in something. Defense (Downtime): You may take the special Harper Defense downtime action, during which time you check the security and secrecy measures of the Harpers outside of your immediate cell, testing for weaknesses and helping them shore up defenses. Once you accumulate a number of tendays equal to your current Harper renown, you gain another point of renown. Security: When taking the Build Security, Wardens add their Harpers Rank as a bonus to those checks. Additionally, add your Harpers Rank to the number of safehouses available to your cell.     Harpshadow: Rank 3+. Harpshadows are Harper agents who are put in a single place, with an identity created by the Harpers for them, to watch and be ready. They are expected to perform the Work downtime activity at least one week per month. In return, the Harpers cover their lifestyle expenses at a Modest level for free. Harpsinger: Rank 3+. Some Harpers spend their time out among those who are drunk and mixing freely, using a party atmosphere to uncover secrets and acquire information. They are expected to perform the Carousing downtime activity at least one week per month. The Harpers cover the cost of the downtime activity, and return, the Harpers also cover their lifestyle expenses at the Modest level for free. Harpwright: Rank 3+. Harper finesmiths who focus on the creation of magical items for Harper agents and magic item caches. Harpsage: Rank 3+. Harper loremasters and sages record and gather information of use to Harper missions. In exchange for performing one week of the Research downtime activity per month, the Harper is then given general access to the libraries used by local Harpers, to perform their own research when they wish. Brightcandle: Rank 10+ Brightcandles are the heads of cells of Harper agents in their area. Each Brightcandle manages a single cell, for whom they are the sole operational superiors. Brightcandles often know other Brightcandles (but not their cells), and are in contact with a Wise Owl. In exchange for two workweeks of activity a month, Brightcandles have their lifestyles covered at the Comfortable level by the Harpers. They also have access to a variety of Harper agents and other resources, such as caches and libraries. Each Brightcandle is also in contact with the local Herald, working together. Wise Owl: Rank 25+ Wise Owls see far and wide, acting as regional coordinators for Harper activities. Wise Owls have a number of Brightcandles assigned under them, and spend a great deal of their time in facilitating their efforts, collating the information they bring in, and then putting it to good use. They are in contact with the council of High Harpers. In exchange for two workweeks of activity per month, Wise Owls are kept at the Comfortable lifestyle level by the Harpers. They also receive a small collection of magic items that help them accomplish their missions. High Harper: Rank 40. A small council of figures whose job it is to run the Harpers, the High Harpers are always powerful individuals. They are kept at the Comfortable lifestyle by the Harpers, but nearly all of their time is taken up by their duties. High Harpers have the whole organization of the Harpers at their disposal, but are required to remain transparent to their fellow High Harpers.

Публичное заявление

BECOMING A HARPER

You do not come to the Harpers of Waterdeep seek¬ing recruitment—they come to you. The Harpers of Waterdeep want agents who can be trusted deep within enemy territory. Agents who can appear to “belong” among the Shadovar, in Sembia, Many¬Arrows, or Thay are in high demand. People trained at infiltration and intelligence gathering make excel¬lent candidates, even if that training came from an unsavory past. If an agent is willing to swear to the Code, many sins can be forgiven in the pursuit of a more stable Faerun. Bards and rangers made up the majority of Harpers in years past, but the Waterdha- vian Harpers now have a more thorough mix of agent professions, since the organization is currently seek¬ing to stem the powers of Netheril and beyond.  

The Code of the Harpers

First and foremost, a Harper must work to main¬tain peace and balance in the world. This focus is as important in Waterdeep as it is in Shadowdale, or Berdusk, or even Kara-Tur. Wickedness and evil In the years since the Spellplague, the myth of the Harpers has grown beyond control. Chapbooks fea¬turing famous Harpers of old are readily available for purchase on Waterdeep’s streets, and owning a facsimile Harper pin is a common affectation among adventurous nobles. Fearing for the safety of such innocents, as well as his own agents, Tam Zawad has sought to discourage the wearing of Harper pins, pointing out that they’re easily found and stolen in the event that an agent is captured. Instead, the Waterdhavian Harpers have begun marking themselves with magical tattoos of the Harper symbol. These tattoos can be hidden or revealed with a phrase known only to the wearer, and these marks make it safer for Harpers to identify themselves to one another in dangerous situations. A few among the Harpers have flouted this edict, preferring the tradition of the pins and believing themselves capable of keeping the secret. But as the must be stopped, but so must people who seek to gain power over others by traditionally “good” methods. Moreover, a Harper must always consider the rami¬fications of his or her actions—thwarting disaster helps no one if it merely opens the path for greater disasters. To this end, the Harpers strongly encourage preserving and remembering the past—such informa¬tion may save innocent folk one day. A Harper does what needs to be done. The organi¬zation does not restrict the individual agent’s personal freedom, with a few exceptions. Any Harper who seeks personal power over others or who betrays or subverts the cause of the Harpers is stripped of rank and, in most cases, is executed as a traitor once proof of the crime is obtained. Particularly in the wake of the Fisher’s betrayal and efforts by the Shadovar

 
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