Bards
(The contents of this page are NOT common knowledge)
"Do you feel it? The music that can calm? The lyrics that anger? The moves that amaze?"
History
Introduction
The first recorded Bardmancer comes from a hill dwelling Gorney by the name of Oleander Sweetfruit. The Sweetfruit is an old family line that like many other Hill Dwarf families provides the world with selfless, good-intentioned people. Oleander was the first of her family to strike out on her own to travel, seeking to see the world rather than stay within the safe rolling hills. She grabbed a small lute enchanted lute from her family's storage and left, strolling through the dirt roads, up to the nearest mountain Dwarf hold. It is within this hold that she first learned how to properly play the instrument she grasped and in its taverns how to rouse spirits or remind the people of their fallen. Her skill, fame, and curiosity grew within those halls, soon she set out once again, ascending the ancient caverns until she broke through to the surface, to the mountains of the Great Divide. For her the travel was difficult and tiring, her lack of physical might glaring in her face. Creatures sought to attack her, being small enough to be a snack. Despite the hardships and trials, she reached the human-controlled lands. A long journey to be sure, but the sights I am seeing on my travels… It is of course a strange thing to see a Gorney walking about cities meant for those of human height. As Oleander walked she found that gazes followed her every step and action, it was not uncommon for her to be mistaken for a mere child but she pressed on until she found another tavern that suited her. In those wooden walls, she crafted songs of the fables of the world. From the story of Qhethys and Zyzrasil to the Book of Grudges, to the tales of the Gravicans upon the hill to fabled pirate legends. Her knowledge of lore and the ability to turn it into song was welcomed by all. Soon she was on the road again, moving to the next city with her lute slung on her back, staff in hand, and she wandered down the dirt road. When she arrived at the next town she found someone performing on stage before her, a Gorney of all things. They shot sparks from their hands, made images of dragons and told of how they were felled by heroes of old. All in all the Gorney blew away any possibility of Oleander showing her up. “I’ve seen plenty of magic, but nothing quite like this.” When the Gorney’s performance was finished they stepped down from the stage, following a bow and applause and spoke to Oleander. The halfling and all present watched as their eyes changed from amber to blue and back again. They spoke for a time of where their travels had taken them until soon the Gorney requested that they speak elsewhere. It was here that the Gorney explained that to be a Bard like them, Oleander must swear herself to live like the folktale, “Dukh”. If she did, her performances would put others to shame, her safety and ability to travel would be enhanced, and she could even turn the dice of life in her favor. With slight skepticism and a few prodding questions the halfling accepted. The next day Dukh had moved on, but a mysterious music sheet book was found at Oleander’s bedside. From that day onward she became the first recorded Bardmancer in history. Across Gildaran and Dahu rumours of the magical performing halfling spread, her shows drew crowds as she tossed sparks from her hands, made ethereal knights, and influenced the emotions of the audience. To travel, perform and feast is the only life for me. In the case of Beastfolk, Makshaseem to have been partaking in Bard magic for as long as they can remember though they do not treat it the same way as the denizens of the Old World. To them, it is magically bestowed upon them by Raatu for the sake of protecting their ships or caravans while continuing their ritual songs, dance, and arts in honour of the spirits. This is not to say Bards of other species have not been recorded in tales or songs.Divines
There are few divines who create Bards who posess their will and powers. The MuseThe Muse is known as one of The Seven Mortal Gods, deities residing within the Material Plane in which the mortal races inhabit, designated as one of those who defend it from otherworldly threats. This God in particular takes on a joyful role, enjoying the roads of travel, and games of luck. They are, inherently, a neutral God, and are known to get on amicably with all other Mortal Gods even in times where the plane as a whole is not threatened.
The Fey King or Queen holds enough power to be considered divine and thus, they are capable of granting power. It is a dynamic position lost and taken by fey of The Faerie Wonderland.
Forging a Connection
The Muse
Becoming a Bard of the Muse is simple, requiring one to receive the favor of The Muse. They enjoy those who live lives of food, travel, music, and gambling, all usually found in festivals or parties. Most importantly are those who wish to be like them, and grants them the ability to woo crowds, boo crowds and support allies. When these such individuals find themselves at their highest points, performing in front of crowds or fending off bandits on the roads or winning against the odds, they reach out an eager hand to guide them with caring words and promises of extravagant performances, gambling or unexplored paths should they swear themselves to them. In this, they seek singers, storytellers, poets, comedians, musicians, and dancers to be their followers.
When this connection is formed, a sheet music book, lyric book or dance step book is found by the Bard- sticking from the earth, falling from the sky, or merely appearing at their bedside with a mark of the selected patron on it. This tool is related to the profession of the Bard for singers, storytellers, poets, and comedians (or “chanters”)a lyric book. For musicians, they may find a sheet music book. For dancers a dance step book. Any number of ways exist for a Bard to find theirs, but all do in time. With this tool, they learn to cast spells and incantations. To those who lack the gift of The Muse, the book will merely look like a regular one but for those who have been chosen by the Muse the book will reveal secret words explaining the various Spells.
- A Bard gains their connection through pursuing their performing art, where The Muse will reach out and offer them a place as her servant.
- A Bard must be a Gaian, practitioner of the performing arts.
- A Bard gains a tool after forging their connection, allowing them to learn how to cast their spells and incantations, learned more properly as the Bard progresses through the magic Ranks.
- A Bard who loses their tool ceases to progress as Bard until they recover it, or receives a new one through an event.
Becoming a Bard of a Fey Monarch is tricky, requiring one to receive the favor of the current one. What they enjoy, like and hate depends on their personality and goals meaning one must learn about them thoroughly before even attempting to recieve power from them.
When this connection is formed, a sheet music book, lyric book or dance step book is found by the Bard- sticking from the earth, falling from the sky, or merely appearing at their bedside with a mark of the selected patron on it. This tool is related to the profession of the Bard for singers, storytellers, poets, and comedians (or “chanters”)a lyric book. For musicians, they may find a sheet music book. For dancers a dance step book. Any number of ways exist for a Bard to find theirs, but all do in time. With this tool, they learn to cast spells and incantations. To those who lack the gift of the Fey Monarch, the book will merely look like a regular one but for those who have been chosen by the Fey Monarch the book will reveal secret words explaining the various Spells.
- A Bard gains their connection through pursuing their performing art and whatever else the current Fey Monarch desires,then the Fey Monarch will reach out and offer them a place as her servant.
- A Bard must be a Gaian, practitioner of the performing arts.
- A Bard gains a tool after forging their connection, allowing them to learn how to cast their spells and incantations, learned more properly as the Bard progresses through the magic Ranks.
- A Bard who loses their tool ceases to progress as Bard until they recover it, or receives a new one through an event.
Mechanics
Favor
Like all of The Mortal Arts, the use of the magic bestowed upon Bard is measured in “Favor.” A form of exhaustion measuring the loyalty of the Bard to their divine, consumed upon the use of any of their Spells. At a base level, all Bard have Eight points of Favor; Eight instances where they can cast their magic before being unable to do so anymore. This Favor does not regenerate naturally however, the Bard being required to perform certain actions to regain it. A single action will restore anywhere from one to two Favor, and only one may be performed per IRL day. Due to the difficulty in regaining favor, most users of Mortal Arts try to refrain from casting where possible. The ways to regain favor are as follows:- The performance of a song, story, story or dance will grant the Bard a single point of Favor, provided they dedicate it to their Divine by pouring out a drink or the creation of a song, story, story or dance. Hosting games of luck, such as gambling, and acting as the referee/dealer will also grant the Bard a single point of Favor, gold must change hands.
- The convincing of an unrelated mortal to willingly travel with a Bard from one player-owned region to another (Settlements), will grant the Bard two points of Favor.
Pact
A Bard who seeks to further the connection between themselves and their Divine may perform the Pact, a strange deal. Those who take a deal will find that the Favor they have will always return to a minimum of two at the start of each IRL day. They cannot exceed this number still without performing the proper rituals mentioned above, however. The Muse
To make this deal, a Bard must abandon the idea of living in a single place. They offer up their ability to call a single place their home, and make the roads such. Living beneath the stars, and using them to navigate in the dark. The objects and tools of the home must be packed up onto their person and the rest offered up to The Muse. These offered objects will turn into glittering dust and disappear into the wind.
- A Bard may never again own a stationary “home” (building), living in camps in the wilderness or renting out rooms. If possible, they can “own” a room.
- A Bard can remain in a single place for an Era before having to move out of the region and the 50 blocks surrounding that region/spot.
The current Fey Monarch decides the possible pacts to be made personally for each Bard.
Body of the Bard
The price of a divines’s intervention in your casting however does not come without sacrifice. Whereas an Enigma Magi may grow physically vulnerable or weaker from many sessions casting their spells, the Bards suffer modifications to their emotional and mental state. You see, the exchange and connection to that of the Divine is not a fair deal for both sides. The musical Spells of the divine slowly whittle away at the nerves, body, and emotions of each of their connected followers with every single ritual that one may cast. An idle drain of the essence in one’s soul which often leaves the Truthseeker relatively worse off than how they may have started. The progression of this madness goes as follows: All forms of Magic come with a price. An Enigma Mage grows physically vulnerable from the strain of their casting, Darkspawn slowly ceases to function as living entities. Bards, however, begin to undergo a mental strain and emotion strain as they progress through the four stages of progression.- A Basic Bard undergoes no physical alterations just yet, The Muse’s influence only just now beginning to make its way within the corners of the Bard’s being. Slight changes in emotions, still in its early stages and oftentimes negligible.
- An Adept Bard begins to undergo the first instances of change. They are minor and allow them to maintain the same kind of lifestyle; They experience pain greater than wounds they recieve. For example, if a bard is cut by a piece of paper the small cut feels like it's on fire for a moment. They also begin to notice themselves changing between emotions, and even eye color changes to reflect their current mood.
- An Expert Bard undergoes larger emotional changes, such as drastic emotion changes calmly speaking one moment before breaking down into tears the next. The physical drawbacks of the Bard have reached their height. Any wound takes an additional 3 Phases to heal properly.
- A Master Bard undergoes no further emotional, nerve, or physical changes, having already reached the outer limits. Master Bards instead suffer from a extreme vice of the following: narcissism, envy, anger, sloth, greed, overindulgence, or ardor.
The Four Ranks
To judge the progression of a Truthseeking Bard, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Truthseeker must abide by their Rank for a minimum of Two Months, allowing them to become a Master Truthseeker at six. Each Rank achieved grants the Spellcaster access to a new list of abilities: Basic Seer | Stage Trick, Summon Emotions, Haste/DelayAdept Seer | Opera House, Hear Languages, Spotlight
Expert Seer | Posizione, Venomous Actions, Banter
Master Seer | Quel Self, Luck’s Favor, Jack of All Trades -=-
Truths
Spells
The Spells present in a Bard's arsenal span mostly across the domains of boons, emotions, and changes of luck. Some Spells require careful planning and preparation while others are spontaneous. Each and every Spell however is marked within a Bard’s book, though unable to be utilized until the Bard is of the appropriate Rank, having gained the practical knowledge to manage the magic.[ Stage Trick ]
Rank: 1 | Description: We are all a little childish and relish in small tricks from time to time. A bard can create harmless sensory effects, such as a shower of harmless sparks, a puff of wind, faint ethereal notes, dancing lights or a lovely/odd odour. They can instantaneously light or snuff out a candle, a torch or small campfire. Chill or warm non-living objects, create an ethereal trinket or image. Make a colour, or a palm sized mark appear on an object. Many painters use this spell to paint in the air.- Can amplify the Bardmancers voice/instrument or someone else’s voice, increasing the volume. Requires IRP consent.
- For ethereal objects, images, sparks and notes. Any spell or physical object that passes through it makes it instantly dissipates.
- Can last up to 2+(Tier #) emotes maximum. Duration is controlled by the bardmancer.
- Floating paint will fall to the ground after the duration is up.
[ Summon Emotions ]
Rank: 1 | Description: A bard can while chanting/playing/dancing bring forth emotions or feelings to those who are enthralled by their art form. Bardmancers must begin the action associated with their art. This means beginning dancing or singing or playing. On the second emote the emotion change happens and remains until a bard stops playing. A Basic Bard can only cast the outer emotions/feelings but as they ascend the tiers a Bard develops and can summon a more intense variation of the emotion. By using another emote a Bard can combine two feelings/emotions to create another feeling/emotion (as shown in the picture). This spell has a range of 15 blocks.- Basic Bard: Serenity, Acceptance, Apprehension, Distraction, Pensiveness, Boredom, Annoyance, Interest
- Adept Bard: Joy, Trust, Fear, Surprise, Sadness, Disgust, Anger, Anticipation
- Expert Bard: Ecstasy, Admiration, Terror, Amazement, Grief, Loathing, Rage, Vigilance
- Master Bard: Heroism
- This spell forces an immediate emotion change on to the target(s).
- As long as the Bard continues to chant/play/dance the emotion force remains in effect.
- Emotions have opposites that counteract each other.
- A Bard can “flow” into other emotions at the cost of another Favor.
- Summoning Terror on a Bloodrage Giantblood forces them to roll a 1d20 to leave Bloodrage for as long as they are targeted and the emotion change is in effect.
- Summoning Grief on a Dreamwalker Akagijin forces them to roll a 1d20 to leave Dreamwalker’s Trance for as long as they are targeted and the emotion change is in effect.
- Heroism grants Terror immunity.
- Calm grants Rage (but not Bloodrage) immunity.
[ Haste/Delay ]
Rank: 1 | Description: There is a belief to some that the world follows a natural beat and rhythm, the World Song. A bard can play a quick tune, phrase or body gesture to increase the target’s speed. Removing them from the beat of the World Song. Alternatively, they can slow a target. This change in blockspeed is described as 2 and has a range of 15 blocks. Redlines:- This Spell can be self targeted.
- The change in block speed lasts for 3 rounds.
[ Opera House ]
Rank: 2 | Description: A bard can play noise or sing at a note that leaves one target deaf or simply speechless. The spell has a range of 15 blocks. It enables the caster to deafen or take the voice away from a target. Must have line of sight. Those around will also hear the noise and while it may hurt they are safe from the effect. Redlines:- Lasts for 5 rounds.
- If the target prepares beforehand (earplugs or covers their ears) they are safe from the spell.
[ Hear Language ]
Rank: 2 | Description: Bardmancers are capable of understanding any native, non-magical language of the Prime Materia with precision. Magical languages are a toss-up to fate.- On activation, Bardmancers can understand any spoken language of the Prime Materia that they hear, but they must be touching the creature who is speaking it.
- Magical languages are discerned with far less precision (1 word from a sentence) or not at all.
- This does not decode secret messages, riddles, or arcane annotations.
- This can last up to 1 IRL hour..
[ Spotlight ]
Rank: 2 | Description: A bard can outline any creature, object and wall around them in a colored harmless blue or amber outline.- This outline works in the dark and on invisible creatures.
- It also provides a dim light off of the creature (similar to a magma block) and has a range of 10 blocks..
- Lasts for 5 rounds.
[ Posizione ]
Rank: 3 | Description: Oftentimes a Bard winds up in the wilderness of Gaia, and possibly lost. A bard can temporarily channel the Muse and know their current position. This can be as vague as the plane or dimension they are in or as specific as a city address. The details can include the Bard’s relation to major landmarks and cities. On the Prime Materia this spell will allow a bard to know their location down to a specific address and their relation to major landmarks and cities. This knowledge can be given by ET/LT or Mod. For example if Bard is in a cell somewhere but does not where specifically they may use this spell to know where their cell is with good detail. Redlines:- When outside the Prime Materia The overseeing LT/ET may decide how descriptive the information they give the Bard is.
[ Venomous Actions ]
Rank: 3 | Description: A bard can send insults, body gestures or drawings so vile, that a targeted creature begins feeling physical pain in their chest. The main use of this spell is to distract the target. This spell has a range of 10 blocks. This spell has a range of 10 blocks. This spell causes pain to appear within the target. The level of pain grows at the following tiers:- Expert Bard: Feels like a wolf claw down the chest
- Master Bard: Feels like the target has been stabbed by a sword in the chest
- If the spell is a success it lasts for (Tier # -1) emotes.
[ Banter ]
Rank: 3 | Description: Laughter is the spice of life and rouses the spirits of those who partake in it. A Bard can select a target in range and perform a tune, gesture or phrase that causes them to perceive everything as hilariously funny. The one affected immediately drops into a crouched or prone position, unable to use Standard or Fast Actions. This lasts for 1 round, and has a range of 10 blocks. Redlines:- Target may decide whether they fall prone or crouched.
[ Quel Self ]
Rank: 4 | Description: The vices are annoyances that often impede the work of Bards as they perform. A Bard will play a tune, read a book, dance or reach into memories for a happy memory and relieve themselves of their vice for a Phase. This Spell balances out the extreme feelings a Master Bard will receive from becoming a Master. Redlines:- This Spell lasts for 1 IRL Day.
- The Bard negates the effects of their vice for the day.
[ Luck’s Favor ]
Rank: 4 | Description: Fantastic art can increase or decrease the performance of most people. A mage or fighter under a bardmancer’s song, dance, poem or story may suddenly find greater strength in their magic or their sword swing. Shields grow lighter and move to block arrows or heavier and actively try to get their user hit. Luck: General amplification or diminish adds/subtracts a 1d2 to the next roll, whichever is in favor of the target. This luck applies to roleplayed rolled dice or OOC rolls. Bare Hands: Make fists stone like or weaker akin to a pillow on their next emote. Melee Weapons: Quality raised or lowered by 1 level for their next attack. Making them sharper or duller, heavier or lighter in the hands of their wielder. Shields: Shield size raised or lowered by 1 level for their next ranged roll defense. Making the arrows home to the shield, or avoid it. Ranged Weapons: Target using a ranged weapon must roll a 1d3. The value is added/subtracted from their next ranged roll. Spells: Amplifying or diminishing spells requires the bardmancer to give up their Fast and/or Interruption Action for the round. By amplifying, the next spell takes 1 emote less to cast or 1 emote more. In the case of some Mortal Truths, (not Sacramanets) the caster loses no Favor. The target must be within 15 blocks. Redlines:- Cannot be casted on the caster.
- An amplified Medium Shield will have the Passive Protection and Cowering Protection of a Large Shield. A diminished Medium Shield will have the Passive Protection and Cowering Protection of a Light Shields Besides Bucklers.
- Amplified Heavy Shields have a Passive Protection of +7 and a Cowering Protection of +21 while diminished Bucklers have a Passive Protection of -3 and a Cowering Protection of -1.
- Amplifying a 0 emote spell allows the spell to be casted as a Fast Action.
- Amplifications/Diminishes cannot be stacked by multiple Bardmancers.
- Amplification/Diminishing on event creatures is up to the ET looking over the event.
[ Jack of All Trades ]
Rank: 4 | Description: A bard’s true skill has always been their versatility in battle, from the archer to the swordsman, to the mage to the bare-knuckle brawler. A bard can mimic a magical ability already used once during combat or an RP scenario. The Bard must follow the mechanics of the magical ability, emote counts, range, materials, vocal components, etc. The 4 Favor is collected on a successful cast. Redlines:- Jack of All Trades can copy and cast spells found on the wiki or in a spellbook that a Bard has observed during the combat or an RP scenario. Magical abilities from a mark/brand with a Deific aura can be copied similarly.
- If a bardmancer is interrupted after the channelling emote they must start again.
- Redlines of ANY and ALL spells or magical abilities must be followed as closely as possible but the bard will always be able to cast the spell.
- Additional effects from casting or using a magical ability apply to the Bard. For example, using an Enigma spell will grant the Bard the same amount of Tear.
The Bard Troupes and Sacred Sacraments
Bard’s are not required to do so, but those who seek further understanding of the Muse and the powers they serve often form into a Troupe. This allows for them to combine their Favor into one larger pool depending on how many join them, using their Spells collectively. This allows for certain Spells to spread their use to any other Bard’s within their respective Troupe. Posizione for instance, allows all Troupe Bards to know the location of another Bard. Bards of the same troupe can hear the Dissident Whispers of a fellow nearby Bard. A Bard may copy a copied spell of a fellow Bards within their Troupe for only 1 Favour instead of 2. Lastly, a Bard Troupe gains access to two new abilities referred to as their Sacred Sacraments, provided the Troupe exists with at least two Bards of Master Rank or higher. On casting any of these abilities, a total of three Favor must be spent from their now collective pool.[ Lingering Song ]
Description: Lingering Song is the first of the three Sacred Sacraments available to a Bard Troupe. This Ritual Spell is considered to be the most helpful of all of their Spells, as the Bard’s each come together to perform a proper show. In doing so, they invigorate the people around them or harm them. Mechanics: If a Bard’s Troupe performs this Sacred Sacrament, a group of Bards increase the performance of allies or alternatively decreases the performance of all foes around them. Mages or fighters under these bardmancer’s songs, dances, poems or stories may suddenly find greater strength in their magics or their sword swings. Shields grow lighter and move to block arrows or heavier and actively try to get their user hit. The Bards must spend an hour playing and when they are done the song remains. Luck: General amplification or diminish adds/subtracts a 1d2 to the next roll, whichever is in favor of the target. This luck applies to roleplayed rolled dice or OOC rolls. Bare Hands: Make fists stone like or weaker akin to a pillow on their next emote. Melee Weapons: Quality raised or lowered by 1 level for their next attack. Making them sharper or duller, heavier or lighter in the hands of their wielder. Shields: Shield size raised or lowered by 1 level for their next ranged roll defense. Making the arrows home to the shield, or avoid it. Ranged Weapons: Target using a ranged weapon must roll a 1d3. The value is added/subtracted from their next ranged roll. Spells: Amplifying or diminishing spells requires the bardmancer to give up their Fast and/or Interruption Action for the round. By amplifying, the next spell takes 1 emote less to cast or 1 emote more. In the case of some Mortal Truths, (not Sacramanets) the caster loses no Favor. The target must be within 15 blocks. This Sacred Sacrament is long and can be devastating, with streaks of blue light rising from the ground into the air sporadically to show the area. The effect lasts for an hour outside of combat and if already in or combat starts during the hour, lasts for all of the combat. Redlines:- Cost 3 Favor from the pool.
- An ET/LT/Mod must act as the DM for the performance of this spell.
- The Bard’s themselves are unaffected by the spell.
- An amplified Medium Shield will have the Passive Protection and Cowering Protection of a Large Shield. A diminished Medium Shield will have the Passive Protection and Cowering Protection of a Light Shields Besides Bucklers.
- Amplified Heavy Shields have a Passive Protection of +7 and a Cowering Protection of +21 while diminished Bucklers have a Passive Protection of -3 and a Cowering Protection of -1.
- Amplifying a 0 emote spell allows the spell to be casted as a Fast Action.
- Amplifications/Diminishes cannot be stacked by multiple Bardmancers.
- Amplification/Diminishing on event creatures is up to the ET looking over the event. This Sacred Sacrament is long and can be devastating, with streaks of blue light rising from the ground into the air sporadically to show the area. The effect lasts for 7 IRL Days.
[ Speedy Travel ]
Description: This Sacred Sacrament allows for Bard Troupes to perform a ritual in order to send a creature to a location. This could be anything from a monster, to a person, or even to a greater creature relevant in lore. This spell may not teleport gods or anything of that nature or greater. Mechanics: This Spell must be cast around a prepared circle, at least three Bards present to perform the ritual. Within their circle they will place the creature they wish to teleport. The Bards must spend an hour playing to their Patron, chanting over the body before their target would be teleported off in a flurry of sparks and light. The location the target is sent must be accessible without the need to go through currently locked doors/windows/entrances. The target must be able to walk there normally without teleportation. They have no control over their teleported target once the spell is cast. Additionally, if the target is a player character or an actively used NPC, they may be told no to the casting of this Sacrament by any involved party. This spell must have the consent of the Player/ET if it’s used on an actively present character. This does not necessarily mean it’s the consent of the Character themselves, though it can be.- The Bards must be able to visualize the location (through a proper image through illusions or have been there or the target having been there) in order to send them on their way..
- Cost 3 Favor from the pool.
- May not be performed in the midst of combat.
Summary
Bards of The Muse offer a wide range of utility, and support spells which offer to help delve into the more whimsical storytellers and traveling musicians. Whether it be Aiding or Impeding, the magic exists to fill a niche for that form of magical arts archetype. In terms of general summarized redlines and other tidbits they go as follows: Bards are the rulers of the art world. Their ultimate goal is the preservation, uplifting, and creation of the arts in all forms. The magic is bestowed upon those devoted to the life of singing, dancing or playing an instrument and is primarily used for them to increase the enjoyment of performances with some spells dedicated to helping allies. Each Bard casts their spells slightly different from each other as everyone has their own techniques and skills. Outsiders will find that Bards that share a profession with another cast their spells with different storylines or notes. Practitioners must be one of the following: Singer/Poet/Storyteller/ComedianMusician
Dancer
- Aesthetic actions, done in good faith in which no parties are hurt, and done in a way which makes proper sense, are completely fine.
- Any spells that greatly affect the landscape, such as some Sacred Sacraments, require RO Consent if used on a region tile.
- Singers/Poets/Storytellers/Comedians are collectively referred to as “chanters” to save time.
- Chanters and Dancers who hold any weapon or shield in their hands while casting have their spell ranges reduced by 5.
- By attaining Bardom, you are no longer able to gain any other magics. The only exception would be Feats which may be applicable to one’s race (E.q. Fel Flame/Golemancy.
- A Bard must ensure to follow the proper guidelines outlined in the appropriate rank as for their physical form.
- You may not cast a spell without properly practicing and researching said spell through RP means, whether this be via lessons from a teacher or going out into the world to study how the mechanics of such spell could be easily executed.
- For the sake of moderation tracking, ease of access, and for one’s own benefit, it is highly suggested that the player keeps their persona’s Favor Value in their persona prefix.
- Attempts to maliciously and knowingly powergame, loophole, or generally provide a low standard of RP with this and any other magic may lead to one’s MA being revoked.
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