Harp

Harp is a Warforged Envoy Ranger, being a creation of magic and mathematics. A member of the current party, it is lost in the land of Barovia.

Appearance
No longer an immaculate piece of machinery, harp stands at 5'4" with a mix of crimson, onyx and grey Barovian stone, intricately placed and arranged to protect a very fragile casing housing yellow glowing crystals that contain its essence. It stands in perfect posture, moving only when required and with very precise intent. The design of its face resembles that of a man of iron, specifically a 39th iteration of a man of iron as it were. It's build is broad shouldered however slender and lightweight.

Personality
Harp could be described as a weapon who has been given no more purpose and guidance, initially childlike it now has a basic understanding of what is and is not socially acceptable. Harp as it is now would best be described as goal driven, naive, quick to anger and naturalistic, seeing the order and simplicity of nature as beautiful and elegant, often resenting what "civilised" life has created out of man. Harp will help those in need no matter the personal cost to a fault, but given enough strain, physical or mental will revert back to base programming and become very violent.

History
Created six centuries ago by the artificer and inventor, Alexander Murphy, Harp is the bleeding edge of constructs, outdating most modern Warforged by over 500 years. Harp once possessed a human-like personality, complete with basic emotions and empathy, before that was inhibited and repressed by Murphy in order to better serve its function. Harp is an Envoy Ranger given life for a single purpose- to infiltrate a goblin den and eliminate their leader, a particularly dangerous and mysterious individual. Upon successfully making its way deep underground, an earthquake caved in the entire cave system. For 600 years, Harp had been trapped, exploring the expansive caverns after finally killing the leader of the goblin tribe. Deep underground, Harp encountered many creatures and foes and was forced to become incredibly familiar with finding its way around the cave system, often in absolute darkness, and became skilled in using the environment to its advantage. Among those creatures was a Shambling Mound, an abundance of intellect devourers, and several clans merfolk. After 50 years, Harp was unable to sustain his form without the appropriate materials required for power source and returned to the now-extinct goblin hideout in order to hibernate and wait for any sign of life. Luck would have it that eventually, a group of bandits attempting to set up a base of operations in the freshly opened cavern would happen upon Harp. With no new objective and an interesting encounter with bandits who managed to convince it that they were just archaeologists, Harp now wonders the land trying to find meaning in an otherwise meaningless world.

The Campaign
Through a series of undefined events, Harp would end up alongside Marvella Grey-Eyes and Torvir "Atlas" Thunderstone, as a member of the Ratcatcher's Guild, a PI service that deals with problems of Daggerford that the guards won't. The unlikely partnership between the three would take them into the haunted Durst Manor, facing off against the second Shambling Mound Harp had encountered. Harp nearly lost its life, its companions forced to drag its unconscious body from the Manor, and magically ending up in the mysterious land of Barovia.

Harp and its allies traveled to the nearby town of Barovia, where it would learn of the desperate plight of its people who live under fear of their despotic ruler, a vampire known as Count Strahd von Zarovich, who resides in the nearby Castle Ravenloft and greatly desires the Burgomaster's daughter, a young woman called Ireena Kolyana. Agreeing to help, Harp and party fled Barovia with Ireena, making for the fortress town of Vallaki.

Harp and party spent the night in the Tser Pool Encampment where they were hosted by the vibrant Vistani people. It was here that Harp met Madam Eva, a Vistani seer that gave it a glimpse of the future.

''For centuries you’ve staved off insanity, hardship and death. But Barovia will offer you more than mere survival- she will teach you to live, young one. I hear the beat of a heart thumping in a lonely tower by a lake in the north. Go to it!''

With Vallaki in sight but the sun setting, the party made an executive decision to cut through the Old Svalich Roads so as not to risk the dangers of traveling at night. However, the party found themselves hopelessly lost as the trees closed in but when all hope seemed lost, a great silver stag appeared before them and guided them out of the woods. Harp formed a bond with the animal and brought it into Vallaki, offering a pair of forest pants to the stable-master in exchange for a space in the city stables.

Harp has since been embroiled in the politics and intrigue of the fortress city. Notably, it executed Felix, the boy host of a shadow demon at the Orphanage of St. Andral's. Harp also had a new cloak tailored at The Beast's Rose.