387 Wayfaring Bards
387 Wayfaring Bards
387 Wayfaring Bards
the Feywild:
The
By Logan Bonner
Illustration by William O'Connor
Wayfaring Bards
Now heed my words, for I best know Of peril telling tales may sow When small, my mind saw wondrous things Conjured up through honeyed words Coupled with the purr of strings My callow mind misled me then To search for folk in faerie glen And O, did I step bright beyond Mortal peace and places known Home and friends and young mans bond My opened eyes saw green so bold To make my forests pale and cold My memry dear of owered eld Died as sweeter savors came Beauty true I saw revealed Opening Stanzas of Sigarunes Tale, Continued Throughout
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The crumbled libraries and expert scholars scattered around the world carry historys songs and tales into the present, but nothing in the realms of humanity can match the deep traditions of art and lore that endure among the folk of the Feywild. Any bard wise enough to see the value of fey knowledge and brave enough to face the dangers of the Feywild seeks out ways to travel to the plane. By visiting the eladrin cities, carefully seeking out gnome warrens, or confronting the natural dangers of the elves woods, a wayfarer can hear chronicles never told by any denizen of the natural world. To cross over, one must use the Fey Passage ritual (see page 150 of Manual of the Planes) or plan to arrive at one of the few times the crossing opens naturally. This schedule might be based on lunar cycles, weather events, or even fey holidays. Consequently, bards visit the Feywild at the same time every year. And they make sure they get back before the crossing closes again, trapping them away from their home plane. Worldfallsevents that move expanses of land from one plane to anotherattract visitors to fey realms. Rather than visiting the Feywild, a bard can wait for a worldfall that brings an eladrin city (for example) into the natural world. Places that frequently fall across planes take on an esoteric character to become exotic bazaars, tourist destinations (for those few tough or privileged enough to travel in relative safety), or meeting places between fey families with members dwelling on both planes. Of course, theyre like this only during worldfall, and a wise bard knows how to tell when a city that appears inviting would be dangerous if encountered outside an interval of worldfall.
presentation, a striking appearance, and no small amount of flattery gains patronage for a newcomer. Wayfaring bards can use their rareness to advantage; an eladrin patron might not resist the novelty of sponsoring a skilled performer from the natural world. Parties and summits bring fey from many regions (and many races) together. Although some can be an exercise in tedium, most provide a bard with an always-welcome opportunity to impress the crowd and meet new people with other tales to tell. More connections in different societies mean a bard has more places to research storiesor gather allies in times of danger.
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Exceptional Arts: Architecture, romantic balladry, historical epic poetry (slightly fictionalized), painting, silverwork Gnomes: Any chat with a gnome sage can provide the visitor with an interesting story. But thats the only guarantee. To the gnomesincluding their poetsan exciting tale well told beats a boring truth any day, and tall tales outnumber true accounts by a wide margin within their culture. Though many bards feel the same way, placing artistry above veracity, others feel the need to sift a gnomes story to collect the nuggets of truth hidden within it. Most gnomes know the truth, or have guessed at it. A wayfarer who wants the full truth must learn the gnomes price. Typically, the inquiring party needs to best the gnome in a game of skill (such as a riddle contest or board game) or perform a truly riveting tale of the natural world. Exceptional Arts: Satire, illusion crafting, debate, improvisational theatre/expository oration Elves: Though their numbers are smaller than in the natural world, the elves of the Feywild are just as proud. The races greatest hunters call the Feywild home, as do storytellers whose tales reach back to before any elf left for the natural world. To study with the elves means living a hard life, but it pays off in battle skills and stories of elven heroism. Tribes in the Feywild rarely call one forest home as their counterparts in the natural world do; they must follow a nomadic lifestyle to keep up with the changing landscapes and migrating creatures of their plane. Exceptional Arts: Storytelling, weaponmaking (especially bows and arrows), woodcarving, leatherworking Fomorians: A bard possessed of true daring might seek the rarest stories: the ancient records suppressed by the paranoid, possessive fomorian rulers.
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These cruel tyrants demand their cyclops scribes take good care to keep libraries current, and each one frequently sends a cyclops digging through the histories for any small bit of guidance that might help with the fomorians current focus of worry. Any bard trying to access a fomorian library needs stealth and trickery to make it inside the place, but he or she can find rare tales that exist nowhere else. In fact, some of the lost histories of eladrin houses rest within fomorian libraries, which were stolen in ages past. With their keen interest in magic, fomorians also keep stores of rituals and arcane texts. The fomorians have little interest or skill in the arts, but their cyclops servants create beautiful works for their masters. Exceptional (Cyclops) Arts: Magical crafting, blacksmithing, stonecarving, gemcutting Satyrs: As far removed from the formal records of the eladrin houses as you can get, satyr songs reveal the scandalous side of life in the Feywild. Full of drunken boasts, bawdy tales, and fey secrets (especially risqu ones), satyrs keep the hidden history the other fey would prefer to bury forever. If a bard has an enemy in the Feywild, chances are a satyr can reveal some skeletons in that enemys closet. Exceptional Arts: Drinking songs, bawdy limericks, wine-making, pipe music, dance Treants: Most treant stories can bore any nontreant to tears. Season-by-season recountings of the growth of specific trees, or an ode to the ninety-three types of rain, dont matter much to an adventurer. However, patience can be rewarding. The treants also know taleswhich they share only with those they trustof the forest primordials in the days before the Dawn War. Exceptional Arts: Wilderness histories, parables about nature Firbolgs: Blood and battle fill the sagas told by the firbolg skalds. Arrogant, gory depictions describe spear thrusts, sprays of blood, and cracking bones. Beyond just the bards, each warrior or hunter knows the full tale of at least one Wild Hunt from the past. Exceptional Arts: Saga oration, weaponmaking, tattooing, ritual dancing Centaurs: Like firbolgs, centaurs focus on war stories. However, they know more about other cultures since they work closely with them. Centaur family lines strongly influence the tales they remember: A centaur storyteller has a duty to describe the actions of ancient ancestors and to pass on these tales to his or her descendants. Exceptional Arts: Storytelling, genealogy out gnomes, reveling in the trials and trickery of their artists. The Blue Balladeers: It might be difficult for minstrels to visit the followers of the Sea Lords, so they gather at riverbanks and the shores of the brilliant blue sea to share songs and stories. The Nightingales: This small fellowship follows the Gloaming Fey. They use dusk, stars, and surreal imagery to create their dreamlike songs and poems. The Nightingales also attract followers to the Prince of Hearts. Their odes to unrequited love and smoldering passion are among the few fey creations that make their way into the repertoires of bards in the natural world. The Reclaimers: Dedicated to restoring the annals of eladrin history, the Reclaimers sneak into fomorian libraries. They especially rely on their fellows, since their work carries so much danger. Reclaimers might provide a distraction so one of their number can sneak into a fomorian stronghold. Theyre rewarded with part of the haul. The Sunsingers: Formed within the court of the Summer Fey and spreading to the courts of all its affiliated houses, the Sunsingers create odes to the beauty of clear skies, sun, and the Summer Queen. Due to Tiandras fondness for mortals, this fellowship is especially easy for wayfaring bards to join. Rumors indicate she might be seeking a skilled mortal to serve as her court minstrel. As is to be expected, the fellowships tied to the different courts within the Court of Stars dont allow overlap. A member of the Sunsingers shouldnt expect any courtesy or troubadour camaraderie from the Voices of Winter. Voice and Spear: To the fellows of Voice and Spear, heroic sagas mean nothing if you dont create a tale of your own in their mold. Running among the
Bardic Fellowships
And as my corpse grew gray and frail My masters ceased my long travail In faerie hall Id earned a place Hated lock now gone, I thrilled Walking free by fortunes grace As lorekeepers and artists meet amid eladrin houses or other congregations of fey, they form bonds that become fellowships. These organizations consist of wayfarers and Feywild natives, and they command respect from the fey. This section refers to the Court of Stars described on pages 3639 of Manual of the Planes. The Badgers: A peculiar federation, the Badgers thrive on secret rituals and bewildering rules. Essentially, theyre in the organization to do all the things you do in an organization. As its silly name indicates, the Badgers is practically a parody of other bardic fellowships. Those who appreciate that sort of thing seek
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elves and firbolgs, theyre as much hunters as they are poets. Scattered far apart between vast wildernesses, groups of Voice and Spear gather to inspire their tribemates before large hunts. The Voices of Winter: Writing poetry as bleak as their namesake, the Voices seek to please the Prince of Frost and the other Winter Fey. Some artists consider their works depressing and joyless, but others admire the way their words evoke the biting chill of a winter wind and the listless sensation of enduring winters long nights. Prescient Bard: Because you follow the traditions of the bow and possess deep wisdom, you find kinship with the elves of the Feywild. Your excursions might take you back to dense treetop canopies where you trained with master elven archers, or bring you back in time for ritualistic seasonal hunts. Valorous Bard: The fey have less respect for valor than you find in the mortal world. Eladrin and other powerful forces value courage only when its convenient. They might call on you as a mercenary, relying on your battle prowess and caring less for your poems or songs. Despite this indifference toward valor, the Feywilds history swells with tales of brave heroes; studying the stories of the fey gives you new sources of inspiration.
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and became your patrons. Did they teach you magic and song, or were they impressed by the gifts you already possessed? Do they have other allies in the world? Are you a mere friend, or were you born a member of the house? Associated Skills: Arcana, Diplomacy Associated Language: Elven Trapped in the Feywild: A reluctant traveler, you became imprisoned or lost in the Feywild against your will. While there, you had your first brush with arcane magic and the odd fey creatures that inhabit the realm. Did you wander into the Feywild by mistake and lose your way home? Were you captured and placed in bondage by fomorians or other cruel fey? How did you escape from the Feywild? Do you want to go back and clean up some loose ends, or do you want to avoid the plane for good? Associated Skills: Arcana, Endurance Associated Language: Elven
Powers
The home once had I never found For monstrous beast and hate abound My art now dead, my land now dark Longing sends these brittle bones Seeking inspirations spark As a master of traveling to the Feywild, you can quickly create portals to that plane. They dont last long, but your spells take advantage of the ability well.
Bardic Wayfarer
Prerequisite: Bard, majestic word class feature Benefit: Once per turn when you teleport an ally with a power, you can also teleport 1 square as a free action. In addition, when you use majestic word you can teleport the target 1 square instead of sliding the target.
Feats
Though broken echo rasps for you My aged throat then sang like new On final verse, my torch alight Set afire evry scrap Man once more illumined night After visiting the Feywild numerous times, you learn to step quickly to the plane in a manner similar to an eladrin using fey step.
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Logan Bonner designed and edited 4th Edition products at Wizards of the Coast until 2009. He now lives in the Seattle area and works as a freelance game designer, writer, and editor.
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