The (Nearly) Compleat Bard...

"Now listen carefully, 'cause I won't speak of this e'er again", whispered Darthon Songweaver to the young piper who begged his audience after a set of songs at the Panacea Inn. The youth drew ever nearer and cocked an ear toward the aging minstrel. "There are requirements for being a bard, and the foremost is that you play...often, loud and hard. Still, other things are of great import to you.

"Never lose sight of your tool beca..."

"Tool?" interrupted the younger.

"Your instr'ment, ye vermin...yer stock in trade!" Darthon glarred at the youth, who scooted over a bit, then the elder shew an absent look in his eyes...

"Where was I? Oh! Keep your (ahem) instrument always by your side for three good reasons. One, if it is a work of any worth some scoundrel will seek to part it from you. Two, you never may tell when a tune is in the air and three..." After a moment, the young bard realized that his mentor had again passed to some unknown plane...at least it so seemed from his blank gaze.

"Master?" querried the youth, with a sharp shake to the elder's shoulder. "What?!?! Oh!!! And furthermore....well, child, do you know the charm that is our heritage?" the agling asked with challenge.

"Of course," replied the piper, "shall I use it on any a fair maid or gallant knight in our company this eve?"

"Nay, try it on me so I might see the extent of your learning," said Darthon, who added smuggly, "you must hurry, for the dawn comes soon!"

At that the piper began to play, and a hush filled the room, and he found no need to press his elder further that night...

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If you ask any GM 'what is missing from your bard?' the thoughtful reply is more often than not 'the music!' Well, that needn't be the case because most of us (and anyone playing a bard should be in this majority) have a good ear for song and might even consider taking up an instrument or getting the old axe out of the attic. Whatever your situation might be, here are some pointers for the successful, professional, magical music maker...

If you already play an instrument, consult your DM to see if he will allow your talents in the campaign. So he may want an audition...read further for hints on how to make the music magic!

If you don't play (yet), grab one (or more!) of the following instruments that you will find cheap and easy to pick up (just like I like my women!). Again, be sure to consult your DM for any contingencies that may apply to your current campaign.

In either case, you will want to get some scale charts (and chord books, if they apply) for your chosen instrument(s). These can be found at almost any music dealer. Private lessons and classes abound, join one (or some). Don't be timid about telling your teacher what you are going for, any artist worth his wages will lead the pupil in the direction he wishes. You may want to go beyond the needs of the game but rememeber that will only add to the depth of your bard.

Also, when chosing an instrument, it would be to your benefit to shop with someone who knows that instrument. There is a vast difference between inexpensive and cheap!!!

Stringed Instruments

The best bet for the aspiring lutenist is a mandolin...it offers 'more bang for the buck' because it is relatively inexpensive (you can get a decent new one for about $80), it is easy to pick up strum style (4 sets of 2 strings) and it sounds very much like its ancient counterpart (the lute). Other relatives are the mandola and bandora, but you will find them less available and more expensive!

So nearly everyone has a guitar in the attic. Even if you don't, there is no doubt some bargain basement or pawn shop will let one go for next to nothing. Just keep in mind you want an acoustic instrument...unless you want to spell jam/time travel the amps, processors and generators you'll need to run the thing! I'd like to see your mule drawn carriage and the look on the local faces when you ask for twenty gallons of petrol! On the other hand, an electric guitar with little or no amplification might provide the perfect setting for a quiet campaign. Again, consult your DM.

Another easy start is the dulcimer...only three strings and you normally only finger one of them! The true beauty of this instrument in regards to fantasy gaming is it is truly ancient, believed to have originated in medieval Europe but with conterparts all over the world. It has an ethereal quality with its two drone notes continuing hypnotically under the melody but, if you don't own one, you may find it a little much to shell out the minimum $150 it will take to get one.

Stay away from orchestral strings unless you have some background or intend to get some soon. It is VERY difficult to learn these instruments (violin, viola, cello, doublebass) because they require precise finger placement and bowing technique.

Woodwind Instruments

Easy. Go pick up a $5 recorder. Or a $10 Irish whistle. Pull out that old clarinet or flute from the basement. For any of these, remember that the upper notes (those played with the left hand and closest to your mouth) provide enough music to make you the Master Musical Mage of the Millenium!

Brass Instruments

Here is yet another DM's enigma...should valved instruments be allowed in a time when there were no valves (or slides)? Again, ask your DM to find out what is acceptable. Even if you are restricted to 'open' notes on a brass instrument keep in mind the overtones (notes you get by changing airflow) create first the basic root chord notes (as heard in Taps and Revele) then a complete scale! As with any instrument, it takes practice.

You might also chose a brass instrument with no valves. A bugle or a herald horn will make a good 'period piece' and either may be purchased cheaply.

Percussion Instruments

'Enter the dumbers...er...drummers!!!' If you can't play at least a few of these, our collective hearts cry for you! A good choice here is a tambourine. They range from $10 to about $50 and can be very expressive instruments. You can beat, shake, rattle and roll these babies and only 'scratch' the possiblities! My suggestion is to get one with a head (the skin or synthetic covering over one side) to provide a basic drum sound.

What I like to see in my campaigns is a regular old snare drum. With the snares off, they sound much like their ancient counterparts, such as the tabor or boudorin. While easy to get started on, this instrument is amazingly complex if you wish to pursue it to any technical proficiency (just kidding about that earlier remark!). These are particularly useful in military campaigns.

There is a virtual smorgasboard of instruments that fall under the generic heading of auxillary or multi-percussion. Bells, whistles, congas, bongos, cowbells; the list goes on and on. These would be better suited as secondary instruments but (can you guess?) consult your DM. It is certain several characters would easily fall prey to a dancer proficient in finger cymbals!

A great introduction to percussion is the electronic drum machines you can find in any toy store. They contain enough sounds to provide you with proficiencies to the 'umpteenth' level! These trinkets are light, durable and offer vast possibilities for the up and coming percussionist, including programmed patterns to help you along your way if you're just beginning.

Keyboard percussion would be unusual for most campaigns but, if that's where your interests are, check out some suggestions in the next section.

Keyboard Instruments

The basic problem with ancient keyboards is their great size, making them impossible to be used by your average travelling adventurer. Still, if you play and don't want to be rooted to one place or shell out the gold for that mule drawn wagon, 'role-play' your keyboard as another instrument! You can transform it into any of the above with a little imagination and you have the ability of playing a chordal instrument, otherwise found only in the strings. This is particularly recommended for use with all those small electronic keyboards that will give you virtually any sound you could ask for!

The keyboard may also be useful in campaigns where actual temple rites are practiced. Not excluding any of the other instruments (after all Wazues, the Diety of Kazoos may exist in your gaming world!), the bardic believer or priestly player may be called upon to perform for certain ceremonies of his church.

Unique Instruments

So you're a master of the musical spoons or you've made a fine art of that comb and wax paper trick? Whatever your GM allows! The key to the entire concept is to add depth to your character...if it works, do it!

On the other hand, if you're looking for true authenticity, any music store worth its salt will have someone who can give you a crash course in purchasing and playing actual period instruments. These are seldom inexpensive but think of the prestige to be the first bard on your block with a real busine! A good start in strings is the psalter (commonly known as an angel's harp) but the list is truly tremendous! It also adds to the 'real feel' of the world you help actualize...before you know it, your fighter companion might show up in armour!

Voice

'I mayst heard a sparrow but, nay, it was thee...
neither in flight nor perched in a tree.'

If you have a good singing voice, use it! How better to express your spells than to actually say (or sing) what the outcome will be? A person with the perchance for poetry may perhaps pilfer the profession but that is no prerequisite! If you cannot think of the rhymes and melodies needed for your spells, borrow them from songs you know. Be sure to make them applicable to your magic...'Strike!' sung on one short pitch is a good suggestion for your magic missle. Always keep in mind your music is your magic!

The Non-Musical Minstrel

'What's that?!?!', you say? Well, the Bard's Handbook has a complete listing of those of the bardic persuasion who have no concept or clue of musical skill. Poets, jokers, actors and academics, the true bards' spells are the results of his being able to entertain, even if it be simply the bard himself who is entertained!

The same is true for dancers, for there is nothing more beautiful than a gypsy charming the 'gentlemen' in her camp out of their hard earned gold!

Again, the essential element is 'role-play'! Make your character the person he actually is in the world in which he exists!

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A Sample Bard...

Let's return to Darthon Songweaver, but about fifty years past. He is quick with tune, sword, spell and wit but ne'er so as he'd have you believe! Still, he is an 'entertaining' companion and will soon show by deed and daring that he takes very seriously the well-being and happiness of his comrades...

Darthon Songweaver (Human Bard) Ht: 5'11" Age:26 Wt: 173 lbs. Skin: Fair Eyes: Hazel Hair: Chest-length Black.
Life Skills: Scribe, Singing, Musical Instrument (Lute), Reading/Writing (Common), Local History (Bonuses), Ancient History, Musical Instrument (Recorder), Craft Instrument (String), Etiquette
Weapon Skills: +2 2HD Sword, Sling
Languages: Wood and High Elf, Hill and Mountain Dwarf, Gnome.
Equipment: 2HD Sword (fake gold hilt with real faux jewels), Studded Leather w/ mounted steel forearm shields, Wide Belt (sling), Black Robe (w/ 8 pockets containing 5x4 steel bullets, thieves' tools, quill and parchment, flint box w/6 candles, 25 GP), Black Kneeboots (w/Rod of Splendor, Wand of Conjuring II, Wand of Fire), Scarlet and Blue Mind Stone.
Steed: 'Noteworthy', Medium War Horse, Black w/Black and (fake) Gold Barding, Saddle and Blanket (also used for bedding by Darthon when needed), carrying Wineskin; 4 Feedbags; Saddle Bag w/3 gold tights, 3 red satin shirts, embroirded vest, darksuit, dice, cards, seal kit and 50 Gold; Saddle Bag w/5 rations, 25 ft. rope and grapple, spyglass, magnifying glass, 35 steel bullets and 50 Gold; Lute Case (positioned behind the rider so as to be a backrest) w/Lute +2, 3 Recorders, (under false bottom) Spell/Music Book, 3 Books of current interest, 1000 Gold; Backpack w/4 empty sacks.

Darthon grew up in the best of fates a Bard could ask for. Both his parents, learned minstrels in the High Court of the King of Palacia, soon realized their child would want little of their life of ease and local prestige as, but an infant, Darthon crawled for none less than the door of their lush apartment. He was yet an eager student and took full (some say fool!) advantage of the resources given him, excelling in musical schooling, martial training, magical apprenticeship and all educational endeavors. Still, none were surprised that, on the day of his sixteenth year he proclaimed his freedom and sought adventure in the unexplored wilderness outside the safe confines of his home. His parents woefully provided whatever luxury they could to their wayward son and bid him the greatest of conquests in the cruel world before him.

Darthon found many a great adventure in the untamed outlands, yet none so great as he proclaimed in word and song. This but added to his infamy and he became increasingly sought after as singer of songs, a teller of tales. He mingled freely with fellow minstrels, mages, rogues and ruffians to hone his skills well in each of their endeavors. Always on the eve of a new adventure, he readily followed those in search of fame, gold and glory...

Darthon is always accepted as the night's entertainment in any lodge or tavern in which he is known, though it is well known that he may not stay as long as promised if a vile adventure rears its villainous vestige! He will carry lute and fife, always in gold tights, red satin shirt, wide black belt and that robe that seems too heavy for summer months. The bard offers tips on almost any subject but much prefers his tips in the way of wealth or at least the promise thereof. In so doing, he can easily provide means for himself and anyone he deems a worthy cause.

Here then lies (as Darthon often does!) a sample of his spellcraft and songworks as told by a young piper who happened to gain his audience and claims vehemently to have charmed him...

....and Some Sample Spells

In an attempt to keep the musical terminology to a minimum, let's take a look at how you might magically make melodies. Darthon's Song/Spellbook contains many easy guidelines so you may model your music after a true master (at least as Darthon tells it!) but have the freedom to use your personal skills and creativity to craft your own magic.

Audible Glamer: Too easy! Just choose your music to represent the sound you wish to create. You can play louder or or softer to create the illusion of sounds moving closer or farther. Vocal subtleties may be added to further clarify the particular sound you are looking for but do your utmost to creatively represent it with your instrument...after all, you are a bard!

Cantrip: A must for the muse! Darthon chooses a musical effect for each of the visions he wishes to portray. They might be as simple as an ascending scale to create colored smoke rings to an austere scenario made by a concert piece. This is the perfect spell for the beginning bard because the possibilities are truly endless. You may also find your venues will pay more for a performer who provides his own visual effects.

Hypnotism: A single repeated melody with a verbal suggestion. You may wish to use a minor scale to set the mood but just remember to keep it hypnotic! Yes, it is the fell spell under which Darthon provided much of this information but it particularly useful to the bard in increasing tips, wages and listeners!

Magic Missle: One of Darthon's favorites, he points the soundhole of his instrument at each target seperately and stikes a single, powerful chord. This makes for dramatic role-playing in that it creates a visual representation of the spell...just keep your hand away from that soundhole!

Invisibility: A brief flowing melody is suggested here, possibly growing softer as the recipient fades from sight. This is particularly useful to the bard that takes his thieving skills seriously!

Stinking Cloud: Here is a chance to use some of those hideous sounds you can produce on almost any instrument, often without meaning to! A trumpet blare, a shrill flute overtone or a chord of badly mixed notes will do the trick (so to speak!) for this one.

Wizard Lock: A bard will carry many objects of great worth so this one comes in very handy for personal chests, instrument cases and the like. One means of creating it is to play back and forth between two notes for the casting time.

Hold Person: A single, droning note should be sufficient for this spell. If your bard finds himself playing in some of the seedier establishments, this one could be a life saver!

Spectral Force: Here is another mixed bag that really requires some thought into the illusion the caster wishes to create. Darthon has several of these for use in performance, combat and other situations.

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Finale

Please keep in mind that these are only suggestions to get you started and by no means are meant to be taken as the only way to cast your spells. The goal is to personalize the character, which includes his methods of making magic. You may also find the inspiration in your spellcraft to write a few songs of your own!

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