College of Legends
In Estaklyos, the College of Legends holds a place of deep respect among the poleis. These bards are not merely entertainers—they are the custodians of memory, the living archives of their people’s triumphs and tragedies. In the agora, they speak of hero-gods whose labors shaped the land; in the grand halls of the polemarchs, they recite epics that stir warriors to stand their ground; on the open sea, their verses call on the blessings of long-dead mariners. Their words do not simply tell stories—they awaken the past, weaving ancient feats into the hearts of those who listen.
Every polis in Estaklyos maintains its own traditions, and the College’s members adapt their art to fit the local spirit. In some, their voices echo through marble amphitheaters, recounting sagas in stately, measured cadence. In others, they pace through the crowded docks, spinning quick, sharp tales of cunning sailors and clever thieves. No matter their style, these bards take their role seriously: the legends they speak can inspire courage in soldiers before battle, strengthen a statesman’s resolve in the assembly, or rekindle hope after disaster.
Legends in Estaklyos are not fixed tales carved in stone, but living things shaped by the teller. A bard might emphasize Kratheon’s strength to stiffen a warrior’s resolve, or draw out the wit of Aurykos the Chameleon to guide a diplomat’s gambit. In this way, the College of Legends keeps the myths adaptable, ensuring they serve the needs of the present as much as they honor the past. Some of these bards are known to travel with adventuring parties, believing that great deeds must be witnessed firsthand if they are to be recorded truthfully.
The people of Estaklyos often view the College as a quiet but potent influence in politics and war. A single performance could bolster a ruler’s legitimacy or shift public sentiment toward a cause. Rivalries between bards of different poleis can be fierce, each vying to elevate their city’s heroes and diminish the glory of their neighbors. Yet even in such competition, the common purpose remains: to keep the past alive, and through it, to shape the future.
Beyond Estaklyos, the College of Legends, also known as Myth-Weavers, Legend-Speakers, or simply Tellers, adapt to the cultures they walk among. In Cetandari cities, they are often historians and genealogists, preserving noble lineages and histories of grand warriors and mages through oration. Among the nomadic Fahrytes, they become traveling companions whose stories bridge the gaps between scattered kin. In far-flung courts, their art is exotic and highly praised, their tales carrying a certain mystique that draws the listener in. Whatever they roam, they remain what they have always been—bearers of the legends that make the present worth remembering.
Tales of Old
3rd-Level Bard (College of Legends) Feature You carry with you the great stories of ages past—epics of heroism, tragedy, wit, and resolve. When you give a creature a Bardic Inspiration die, you may choose one Tale to weave into your words. Each tale alters how the Bardic Inspiration works until it is rolled or the inspiration ends. Unless otherwise stated, these effects last while the creature has that instance of Bardic Inspiration, ending when the die is expended or the duration expires.- Feet That Outran the Wind. The fleet-footed champion, the master thief, or the unbeaten athlete. When you grant a creature Bardic Inspiration through the use of this Tale, that creature's land speed increases by 10 feet until the Bardic Inspiration is expended. When this die is expended, the creature gains the effects of the Dash action.
- Strength Beyond Reproach. The hero's unmatched might, the strength of a raging bull, or the very strike of a god. When you grant a creature Bardic Inspiration through the use of this Tale, that creature can make a Strength-based weapon attack against a creature they can see within the reach or range of their weapon as a reaction. If this die is expended and added to a Strength-based Attack-roll, the creature's Critical Hit Range also increases by 2 for that attack.
- The Arrow That Found the Sun. The perfect shot, the hunter of gods, or the unerring eye. When you grant a creature Bardic Inspiration through the use of this Tale, that creature’s ranged weapon attacks ignore half and three-quarters cover. When this die is expended and added to a ranged attack roll, the attack’s range is doubled for that shot.
- The Feast That Ended Famine. The generous host, the divine banquet, or the miracle harvest. When you grant a creature Bardic Inspiration through the use of this Tale, that creature has Advantage on Constitution saving throws. When this die is expended, the creature regains hit points equal to your Bardic Inspiration die + your Intelligence modifier.
- The Flame That Outlived Night. The torchbearer, the defiant survivor, or the fire that would not die. When you grant a creature Bardic Inspiration through the use of this Tale, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When this die is expended, the creature can immediately end one effect on itself that is causing it to be Blinded or Frightened.
- The Oath That Never Broke. The sworn protector, the faithful friend, or the bound knight. When you grant a creature Bardic Inspiration through the use of this Tale, that creature has Advantage on saving throws against being Frightened or Charmed. When this die is expended, if it was added to a saving throw, the creature can immediately make one melee weapon attack against a creature that caused the saving throw.
- The Shadow That Slipped the Noose. The untouchable fugitive, the blade in the dark, or the hero who always escapes. When you grant a creature Bardic Inspiration through the use of this Tale, that creature can take the Hide action as a Bonus Action on its turn. When this die is expended, the creature gains Advantage on its next Dexterity saving throw or ability check made before the end of its next turn.
- The Shield Unbroken. The steadfast defender, the hero with skin of steel, or the lion with an impenetrable hide. When you grant a creature Bardic Inspiration through the use of this Tale, that creature gains temporary hit points equal to a roll of your Bardic Inspiration die plus your Intelligence modifier. When this die is expended, the creature gains Resistance to a damage type of its choice until the end of its next turn.
- The Thousand-Faced Trick. The trickster's cunning, the guile of a mimicking harpy, and the wit of one who has faced much. When you grant a creature Bardic Inspiration through the use of this Tale, that creature can take the Disengage action as a Bonus Action on its turn. When this die is expended, attack rolls against the target have Disadvantage until the end of its turn.
- The Wave That Shattered Fleets. The storm-bringing captain, the wrath of the sea god, or the wave-born champion. When you grant a creature Bardic Inspiration through the use of this Tale, that creature can move across liquid surfaces as if they were solid ground. When this die is expended, the creature can immediately force all creatures of its choice within 5 feet of it to succeed on a Strength saving throw against your Spell Save DC or be knocked Prone.
- Tongue that Binds the Heart. The silver-tongued speaker, the seductive witch, and the eloquent diplomat. When you grant a creature Bardic Inspiration through the use of this Tale, choose one other creature you can see within 60 feet of you that can hear this Tale. That creature must make a Wisdom saving throw against your Spell Save DC, being Charmed by you on a failure. The target may repeat the saving throw at the end of each of its turns, ending this effect on it on a success but not consuming the Bardic Inspiration die. When this die is expended, if the second creature is still Charmed, the next attack roll made against that creature before the end of your next turn is made at Advantage.
- Wisdom That Shaped Empires. The wise counselor, the perceptive advisor, and the enlightened ruler. When you grant a creature Bardic Inspiration through the use of this Tale, that creature has Advantage on its next attack roll. When this die is expended, the creature rolls the Bardic Inspiration die twice and takes the higher result.
