~As a Member of the Lords Alliance, you range throughout Faerun as an agent of Law and Order. The Lords’ Alliance is a coalition of rulers from cities and towns across Faerûn, who collectively agree that some solidarity is needed to keep evil at bay. While ultimately you serve your city-state above all others, you are honor bound to fight against evil wherever it rears its ugly head. After all, your home could be next.
The Cult of the Dragon had been only one threat among many dozens you were worried about, until recently. Reports have begun to circulate among the mighty and wise of violent attacks and plots by this group-many of these reports written by the hand of Johanna Stonesthrow, a junior agent, who had found herself right in the middle of the conflict. Information has begun to suggest even more dire implications. To this end, your handlers have decided to send you on a mission to aid Johanna and her group of scruffy 'mercenaries'. Perhaps merely for their own peace of mind, they would like to reinforce her with someone they can trust-maybe they are unhappy with her methods or results, and have sent you to steer her back on the right path-or maybe, your order not immune to occasional political squabbling among the city states who founded it, you've found yourself tagging along just to make sure information gathered goes back to
your city first.
Either way, this needs to be handled. Professionally. And you're on the job.
http://dnd.wizards.com/dungeons-and-dragons/story/faction/lordsalliance===
~Make no mistake, when the Cult of Dragons called, you answered. Perhaps you were in a bad place-desperate, bitter, angry at life, lost-easy prey for those who preach comfortable lies of easy atonement and justified revenge. Or maybe you knew exactly what you were doing, and didn't care, blind to the cruelty and selfishness of your actions. What you never expected was the the blow that struck you down on your first raid, before you could even draw blood-a trifling town called Greenest. Perhaps it was a cunningly fired arrow from the Half-Elf with rope around her neck, or a burning missile from the Dwarven Wizard with murder in her eyes, a mightily swung blade or mace from the pair of Human warriors. In the coming days, lingering between life and death, you were tended by the villagers who you would have certainly slain. They were mostly kind to you, even with the losses they had suffered. You began to feel...guilt. It was worse then the physical pain-it was a shattering revelation, that you had been very close to becoming a monster. Only chance had spared you.
The authorities of Greenest are unsure of what to do with you, but the clerics have determined your soul is not stained with the sin of murder or similar high crimes-and, you have offered to allow yourself to have an unbreakable geas placed upon you by a magistrate-you want to help the adventurers. You know how the Cult works. You know their lies. You want to stop them from hurting people, or ever damning another person like they almost did you. You truly want to atone for your sins. It will be a hard road.
===
Ps. If you are in need of a good drink, I recommend Greenest this time of year. The apple-wine is excellent, if a bit bitter. But, what the context of a life, without a little bitterness? I would also pack securely, I feel the season is apt to be a stormy one. And make sure to bring me back a keg or two. I'll owe you.
~Your good friend
The letters subtext was obvious-you needed to go to Greenest. Now. There was going to be trouble. And you had to stop it. You are an agent of the Harpers. The Harpers are an old organization that has risen, been shattered, and risen again several times. Your ideology is noble-you pride yourself on integrity and incorruptibility. You do not seek power or glory, only fair and equal treatment for all...and you are willing to fight to give them that.
But, when you finally got to the village of Greenest, you were too late. The attack had come and gone-you had missed the storm, and the guilt bit deep. This Cult of Dragons are the worst embodiment of everything you fight against-tyranny, corruption, cruelty. You often work alone-it is the way of the Harpers to work as lonely operatives or in small cells, independent. But you realized this job was too big for any one Harper, indeed, it was only the first skirmish in what would no doubt be a war in the shadows. To this end, you have enlisted with the small group of adventurers that helped the village in their worst hour. You know their intentions are good, even if one of them is a member of the Lords Alliance. As an agent of deception, you only act openly as a last resort-but these events or your past experiences with the cult, and perhaps your remorse, have forced your hand. This time, you must be the tip of the spear. Of course, they never need know who you really are. No one does. That is what being a Harper is all about.
http://dnd.wizards.com/dungeons-and-dragons/story/faction/harpers=And more!=
http://dnd.wizards.com/dungeons-and-dragons/story/faction/ordergauntlethttp://dnd.wizards.com/dungeons-and-dragons/story/faction/emeraldenclavehttp://dnd.wizards.com/dungeons-and-dragons/story/faction/zhentarim