Harper Island is the second-largest of the Saint Germaine Archipelago's Southern islands. It is both a port (El Porto de Diablo) and a residential center that is primarily populated by the poor working class who tend fields on Maquez Island.
An angelic alliance has taken control of Harper Island, including the eastern half, El Porto de Diablo. Harper Island was formerly under the control of the Axis of Evil before the Invisible Danger-led angels sacked Axis' stongholds and evicted them from the island.
While a small Evil faction may occasionaly set up shop on the far eastern part of Harper Island, they rarely last long if they draw the ire of the Alliance. While an Evil faction or a recently re-emergent unit of the Axis of Evil may attempt to strike at angel-held strongholds, the Alliance quashes such attacks with ease. The major threats to Harper Island's security are raids from Chuckwagon factions such as the Pirates of R'lyeh and the Edgetown Original Gangsters, and from evil factions such as The Scourge coming through the Gate to Stygia on the eastern side of the island. With the the Harper Island League's firm hold on the island, the large southern islands of the Principality (Maquez, Poco Maquez, Harper) are firmly in the hands of Good factions, and provide the major stronghold of Good in Valhalla. (Other strongholds include the fortress in The Wrench and the small island of Wright's Corridor.)
The Alliance of Saint Germaine safeguards Harper with the assistance of smaller good aligned factions such as Invisible Danger and the Convent of Nuns. A renegade faction of healing demons, the Demons without Borders also operates from Harper. It is not unusual to find wards versus evil cast on the Hospital and Factory. The newly-formed Justice League of Valhalla also patrol the area.
While Harper is patrolled by the forces of good, it is also frequently by members of evil factions such as the Pirates of R'lyeh, The Shining Ones, and Oblivion Squadron from Chuckwagon, and The Scourge from the nearby portal to Stygia. One's odds of living overnight in Harper depend greatly on which band of hunters finds one first.