The Bards of Aetolia
Bards are performer-assassins, trained in the ancient traditions of Djeir's Theater of Shadows. They are a diverse and multi-dimensional profession, seamlessly blending physical dexterity and wit with both the mysterious art of light weaving and the ability to elicit powerful magical effects from their songs. Though Djeirani in origin and steeped in the Undercity's culture, training in the Bardic arts became available to Sapience in the Year 502, following the profession's near-destruction by the hands of Nalibhtavi, the Replete, a year prior.
Bard Skills
The art of Weaving is a crude but powerful technique, allowing the Bard to create and shape light, often into physical form. Whether it is used to conjure items on demand to debilitate a target, or create facsimiles of objects to use as props, it is a versatile skill well-suited to both theatrics and assassination.
Its ancient roots have a long, storied history in Djeirani culture, having existed since the first days of the underground race itself. Legend states that the Djeirani people were once spiders of Azdun - remnants of the Dark Empire - before being changed by the Lady Chakrasul, and the first hints of Weaving came from that ancestral form. As the spiders spun their large webs within the vast underground, they would imbue light along their strands, creating a luminous trap to enthrall and ensnare their prey. Though the Djeirani lost the ability to produce and spin silk in their modern forms, the art of drawing upon this light remained.
Today, there exist many forms of Weaving within the Undercity. Some are used to create the orbs of light that illuminate the vast cavern, while others might be familiar to adventurers in mention of Zaili and the net of revelation. The Bards have adapted the art of Weaving to their own needs, creating something distinct from these other forms. Some scholars have drawn links between Weaving and the skill of Enchantment, suspecting the two to have related histories, though this theory has yet to be proven.
Weaving can be identified by the trailing light following the caster's free hand during the spellcasting process, as they draw upon the ambient spirit around them. This is then spun into illusory objects, strands of illuminated thread taking simple forms that can be controlled freely by the Bard.
Experts in the craft are capable of creating far more complex objects, such as blades or collars. However, this masterwork is extremely taxing, requiring significantly more sources of conjured light to enact while causing the caster severe magical fatigue. The most elaborate Weaving spectacles often require multiple stages to complete, necessitating bigger sources to be created in preparation for a final, grand conjuration.
This magical fatigue or "dithering" can be mitigated through the use of onyx. Weavers commonly choose to wear bracelets and jewellery with gems of that black stone in order to gird themselves against exhaustion and carry out their works for more prolonged periods. In mythology, the Black Rose of Djeir is a powerful artifact of onyx, gifted to the city by Chakrasul at its founding. Said to be only useable by the bloodline of the Empress, the Black Rose allows her to spin powerful feats in order to protect her underground empire.
Weaving
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Handtrailing
DescriptionThis ability is passive.
Trailing is a method by which one is able to begin creating light, the first step of weaving.
To begin, it requires a single hand free of items, allowing light to form within the palm of your hand. However, being a rather ancient and crude method of magic, it will exhaust your body of its natural energy, requiring that you move your body a certain number of times before you may weave another spell.
This is known as a state of dither, and when looking at Weaving spells that you may use, they will be listed with a dithering value. After casting a spell, you will need to use a number of balance-taking actions equal to the dithering value before you can cast another spell.
The amount of balance recovery time does not matter, simply using your balance and recovering it is enough.
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Tearing
DescriptionSyntax: WEAVE TEARING <target>
Dithering effect: 3Weave glowing threads through your opponent and then tear them apart with a simple gesture. This will deal cutting damage to their body and cause them to bleed.
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Threads
DescriptionSyntax: THREADS
Should you have woven together an item through an act of Weaving, you can sense where that item is and how long until it crumbles apart.
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Glimmer
DescriptionThis ability is passive.
While your ability to weave isn't under the effects of dithering, your glowing hand can serve as a distraction to your opponent. It will unintentionally act as a focal point, drawing the opponent's eyes, and allows you to better dodge your opponent's attacks.
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Sheath
DescriptionSyntax: WEAVE SHEATH
Dithering effect: 1
Spin together a subtle sheath around yourself that will help you resist harm against physical attack. In addition, every sixth instance of damage will be negated completely. -
Image
DescriptionSyntax: WEAVE IMAGE [target]
Dithering effect: 3Create a lifelike image of your target. This image will be treated like a real person when a skill calculates how many people are within a room.
If no target is specified, then you will create an image of yourself.
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Scatter
DescriptionSyntax: UNWEAVE <GLOBES|RUNEBAND|BOUNDARY|woven object>
With a clench, you can cause any woven object or effect to crumble apart. This will remove all objects or effects of its kind that you have created.
The only exception to this is the Boundary ability. You may scatter any Boundary in your current room, no matter who it belongs to.
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Nullstone
DescriptionSyntax: WEAVE NULLSTONE
Dithering effect: 2Weave together a stone of annulment, that you can hold in your free hand. Should an enemy strike you while this stone is wielded, it will shatter and destroy two defences that they have in the process.
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Soundblast
DescriptionSyntax: WEAVE SOUNDBLAST
Dithering effect: 3With a mighty clap of your hands, you can annihilate the hearing of those around you. This will leave them clumsy and make their ears ring.
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Signage
DescriptionSyntax: WEAVE SIGNAGE <foreground colour> <background colour> <text>
Dithering effect: 1Pull light into your grasp and shape it into large, floating text that is sure to bring attention to whatever grandiose announcement you have to make. Your message cannot be longer than 11 characters.
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Facsimile
DescriptionSyntax: WEAVE FACSIMILE <type>
Dithering effect: 1Conjure forth ordinary everyday objects. They can be a few things of choice, and will decay in a short amount of time.
Types:
Cup, chair, table, cane, rock, chest, soapbox, sword, pole, springboard, ladder, barrel, or fence. -
Globes
DescriptionSyntax: WEAVE GLOBES <target>
Dithering effect: 1Bring forth three illusionary globes to encircle a target of choice. Should that target move to a different location, one of them will become charged and zip back to you, reducing your accumulated dithering by one.
Once enough time passes and at least one of the globes is still upon your foe, they will crash into your target, causing dizziness, confusion, and then perplexity in that order for each remaining globe.
Bonus effect:
Weaving an ability that triggers this bonus effect will consume a globe if they have one, then cause either dizziness, confusion, and then perplexity in that order upon the target. -
Patchwork
DescriptionSyntax: WEAVE PATCHWORK <target>
Dithering effect: 3Through probing strands of light, you can utilise them to heal two random physical afflictions from a target by stitching together injuries found within the body. If they are an ally, it will also cure a random mental affliction and restore some health.
Look at HELP TYPES for more information on what is regarded as a physical and mental affliction.
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Aurora
DescriptionSyntax: WEAVE AURORA
Dithering effect: 1
When any arcane-sourced attack you make takes form, it will become empowered if it strikes someone who has been recently hostile to you. This will allow that attack to deal 50% more damage to them. -
Horologe
DescriptionSyntax: WEAVE HOROLOGE and TURN <hourglass>
Dithering effect: 3Weave together a faded hourglass into your free hand. Once turned, the hourglass will burst into a flash of light after five seconds and whoever holds it will be struck by magical damage, and have their shielded defence and rebounding defence destroyed. If the aura of rebounding is in the process of coming up, it will be prematurely ended.
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Swindle
DescriptionSyntax: WEAVE SWINDLE <target>
Dithering effect: 5
This will activate the bonus effect of Globes.By weaving light to penetrate your opponent's defences, you may steal one of them for your own benefit. The defence is chosen at random from those currently active on the target, and will expire after a set amount of time.
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Goblet
DescriptionSyntax: WEAVE GOBLET
Dithering effect: 3Drinking from this goblet will cause you to double over in pain, vomiting up whatever you eat next. Although usually most people wouldn't drink from this cup, if the person who holds it has the addiction affliction, they will be unable to help themselves from drinking it instead of something else.
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Starfall
DescriptionSyntax: WEAVE STARFALL
Dithering effect: 2Bring down stars of multicoloured light five times to strike your foes providing you are outside. Deals either magical, cold, or fire damage to random enemies within the location, but will only strike up three enemies per wave.
The magical light will also destroy the arcane defence when it collides with an enemy.
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Barbs
DescriptionSyntax: WEAVE BARBS <target>
Dithering effect: 3
This will activate the bonus effect of Globes.Split a globe surrounding your opponent into deadly anti-magical rods that will plunge into their body. Each time they use or lose some mana, the barbs will draw blood to the surface and cause them to bleed proportionally to the amount of mana consumed.
After a certain amount of mana is used or lost, the rods will disintegrate into nothing.
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Onyx
DescriptionThis ability is passive.
You now possess understanding of how to utilise onyx in order to reduce the magical fatigue on your body caused by weaving. While wearing any jewelcraft with a gem of onyx upon it, the immediate effects of dithering will be reduced by one.
If this effect reduces the dithering effect to zero or below, you will able to cast another weaving spell in succession if you so choose.
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Boundary
DescriptionSyntax: WEAVE BOUNDARY
Dithering effect: 3Form a destructive boundary over the current location that will only visible to those who have engaged hypersight. Anyone who crosses the boundary will be subject to its destructive effects. For each ability on cooldown that is counted in seconds, one defence will be lost.
Bonus effect:
Weaving an ability that triggers this bonus effect will empower the boundary, preventing enemies from leaving your location for a short while. -
Headstitch
DescriptionSyntax: WEAVE HEADSTITCH <target>
Dithering effect: 2
This will activate the bonus effect of Globes.Grasp their head and stitch together their mouth and mind with conjured strands of light. This will interfere with their magical connections, besilencing their ability to call upon their mana and dulling their mind into a deadened state.
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Anelace
DescriptionSyntax: WEAVE ANELACE and STAB <target>
Dithering effect: 3Weave together a sharp anelace engraved with runes of misery and despair. Once wielded, anyone may stab this blade into their opponent to drive a hollowness into their soul, making them hollow and narcoleptic, after which it will quickly crumble apart.
Since the anelace is a small weapon, you will be able to stab with it during Rhythm. Please see AB PERFORMANCE RHYTHM for more information on this skill.
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Polarity
DescriptionSyntax: WEAVE POLARITY <target>
Dithering effect: 3
This will activate the bonus effect of Boundary.Shift a target and yourself to a random location within three rooms. If there is a monolith sigil in the target's room or the destination, then you will be stricken with magical forces working against you, causing damage and stripping the cloak defence after movement.
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Impetus
DescriptionSyntax: WEAVE IMPETUS
Dithering effect: 4Wreathe your falchion or rapier in black light that will mark your opponent when you land a blow upon them. Upon three consecutive blows in quick succession, the light will hold upon the opponent and mark them with a black star. This may only be achieved through the use of the Tempo into Rhythm combination.
Venoms cannot be imparted from your blade's edge to your opponent while this effect is upon your sword.
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Effigy
DescriptionSyntax: WEAVE EFFIGY <target>
Dithering effect: 4
This will activate the bonus effect of Boundary.By utilising a placed boundary upon the ground, you can draw upon it to weave together an effigy of your opponent. Once created, you can strike this effigy with an attack and any damage dealt to it will be transferred to your opponent, no matter how far away they might be.
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Runeband
DescriptionSyntax: WEAVE RUNEBAND <target>
Dithering effect: 3Surround your opponent with a band of shifting runes, wrought from magical light and drifting in a clockwise pattern around them. While active, the confusing marks will afflict your opponent every so often with one of following afflictions in the specified order. It will collapse if the opponent is no longer in the same location as you.
They will additionally be unable to use abilities that dispel illusionary magic.
List of afflictions given by Runeband in order:
Stupidity, paranoia, ringing ears, loneliness, exhaustion, laxity, and clumsiness.Bonus effect:
Weaving an ability that triggers the bonus effect will alter the spin of the band, afflicting the enemy in reverse order instead. -
Thurible
DescriptionSyntax: WEAVE THURIBLE
Dithering effect: 5Weave together a golden thurible that will begin to emit smoke. Any enemy of yours in the location will choke and cough on the smoke, knocking their pipe balance. If they inhale the smoke three times, then it will cause asthma instead.
The smoke will only occur if the thurible is either wielded or placed upon the ground.
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Bladestorm
DescriptionSyntax: WEAVE BLADESTORM <target>
Dithering effect: 3
This will activate the bonus effect of Runeband.Summon three daggers to hover around your target. Every time someone uses a weapon attack against the target, there is a 1 in 3 chance a dagger will plunge down from the skies and deliver the loki venom. If the weapon attack does not originate from the Performance skillset, then the chance is lowered to 1 in 8.
The venom that the loki attack delivers from this skill will be visible to you.
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Talisman
DescriptionSyntax: WEAVE TALISMAN
Dithering effect: 5Once woven, this wooden talisman will grant any holder extra luck while they possess it. Magical effects that alert your presence to another on entry will become nullified while it remains in your inventory.
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Ironcollar
DescriptionSyntax: WEAVE IRONCOLLAR <target>
Dithering effect: 3
This will activate the bonus effect of Runeband.Weave together the runeband upon your opponent to create an iron collar, which will constrict their throat by snapping shut shortly after creation. When the iron collar is latched closed, they will find it difficult to smoke their pipes quickly, and they will unable to FLY or SWING into the trees.
An opponent can remove the collar from themselves to escape its grasp before it becomes trapped around their neck.
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Heartcage
DescriptionSyntax: WEAVE HEARTCAGE <target> and BREAK LOCKET
Dithering effect: 6
This will activate the bonus effect of Boundary.If the opponent is bound by an iron collar, fallen, and their primary emotional state is over 50% in strength, you can tie their heart to the pinnacle of weaving; the heart-cage locket. Once begun, it will begin to form upon the ground after a short delay. During its formation, the locket can be attacked and destroyed to prevent its creation.
Once the locket is fully formed, you will be able to break it in order to slay your opponent instantly at your leisure, though be warned it will only last for five minutes before crumbling.
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Masterstroke
DescriptionSyntax: WEAVE MASTERSTROKE <target>
Dithering effect: 8Begin your opening act in a dazzling display of mastery, earned through relentless training and effort, and perfect your art in weaving light into form. This ability allows you to seamlessly combine the effects of Globes, Boundary, and Runeband into a single performance.
While this comes at a higher dithering cost, it compensates with faster equilibrium recovery compared to weaving each effect together individually.
Please see AB WEAVING <skill> for more information on Globes, Boundary, and Runeband.
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History of the Bards
Performers and assassins both, the Bards of Djeir operate openly out of their historical sanctuary, the Theater of Shadows. Their origins lay within the founding years of Undercity of Djeir, arising as a theater that showcased a gruesome - yet celebrated - blend of traditional drama and bloodsport. As the Undercity became embroiled within the throes of civil war following the death of Jy'rilia Garilicci, First Empress of Djeir, the Bards emerged as an unexpected power.
As all the major and minor noble houses warred for the throne, opportunities for public theater spread thin as the safety of a manor's walls grew more attractive. Still craving entertainment, the nobles began instead to invite the Theater to their estates to host their dramas for them and their allies. This provided many opportunities for a Bard to glean the secrets and plans of each house in order to sell the information to enemy factions. It did not take long for the first hired kills to follow that, starting the Bards' long, storied tradition in aristocratic assassination.
The Theater of Shadows grew powerful with alarming haste, eventually turning the nobility against them. As most houses established a tenuous ceasefire in order to slaughter the Theater, a fabled hero-bard would pen his name into the history books using a blood-stained falchion: Vascsce, of common birth. A talented actor and lead performer in the Theater, Vascsce was already owed fame, yet the events the eve before the Bards' planned demise would elevate him to legendary status.
Vascsce was lover to one Nueciale Garilicci, a minor noble within her family line with little prospects, that had accidentally become privy to her elders' scheme. Learning of the plans through her, Vascsce sought to bring an end to the civil war and secure a future for him and his colleagues. Humming a tune, he set off to the noble quarters and demonstrated his other talent.
One by one, Vascsce felled the heads of each house in a deadly performance, the intensity of his humming growing as he continued manor to manor, deeper into the noble quarters of the city. Resistance mounted to levels impossible for him to overcome and Vascsce bared all he had as the tune reached a fevered pitch. Prepared for death, he was stunned instead to see a path cleared before him as guard turned upon guard in defiance of reason. He had poured every inch of his being into his work during the frenzied encounter - including his soul - heightening his tune to magical levels to discover the art of Songcalling.
By the time the morrow had arrived, any noble that had a stronger claim to the throne than Nueciale was dead. She was coronated as Empress, ending the brutal civil war and solidifying the Garilicci family's position as the royal line. One of her first decrees was to grant Vascsce "attro ca pa'sa" - the Grace of the Empress - forgiving him of any crimes committed under Djeirani law. Her next ruling act was to establish a relationship with the Theater of Shadows, enacting an accord that lasts even today.
In short, the accord established that the sitting Empress of Djeir would be patron to the Theater of Shadows, and in exchange, the Empress would be immune to any assassination or attack from them. Should a Bard carry out an assassination, they must perform certain ceremonial steps during the deed in order to be able to invoke attro ca pa'sa and be forgiven of any crime. Failure to complete the proper ceremony would find them instead subject to Djeirani justice.
And so it remains a rare affair for a Bard to carry out a cloak and dagger assassination. Those still happen, when the need is high and pay is higher still, but it carries great risk to the Bard. Without a public audience to witness their kill, they would be beholden to honesty of the victim's family that the ceremony was completed properly. The theater of bloodsport was reborn under the royal accord and the Bards leaned into their performance. With each hired kill, a Bard tried to out-do prior spectacles to gain fame and notoriety, and to stretch towards the legend of Vascsce. And with each kill, the Djeirani cheered and reveled.
Defined by their three skills of Performance, Weaving and Songcalling, the Bards use each one for both theater and killing. With Performance, the Bards utilise their falchion with flair while finding ways to throw off an opponent's pace. Through Songcalling, a Bard can sing forth songs of legend to affect their audience in a powerful manner that can be beneficial or harmful. And finally, the traditional Djeirani art of Weaving is used to conjure items of light to pin a target down.
Bards first came to the spotlight of wider Sapience during the events of the Grand Tragedie in the month of Lleian, 501 MA. Ostensibly, the play was put on as an offering to Nalibhtavi, the Replete in an attempt to entertain and please the hedonist Goddess. In reality, the drama was the front for a spectacle assassination, masterminded by the Bard Teclah Neri against the two Ash'aji noblemen invited to act the lead roles. Hoping to create her best performance, she instead horribly miscalculated the reaction of the Elder Goddess. Rather than being pleased at the bloodshed, She grew outraged at the desecration of theater. In Her final acts of existence, the Full One slaughtered almost every single of the Djeirani Bards.
Following the decimation of the Bards, Haratos, Master of the Theater, opened the doors of the Theater to any outsiders willing to learn their traditions. Adventurers looking to apprentice as a Bard should seek out Haratos within the Theater of Shadows in Djeir. For a fee of 40 credits, he will share his knowledge (LEARN BARD FROM HARATOS at v73205).
Adventurers may practice these skills within their guilds, however newbie Bards that join through the introduction can not join a guild until they have met the multiclassing prerequisites of being Virtuoso in Performance, Songcalling, and Weaving, or Transcendent in two of them.
Roleplaying a Bard
Found in all corners of the land, Bards are a group as diverse as the instruments they play. While it may be tempting to discount these performers as simply that, to do so could ultimately wind up being a lethal mistake.
What is the Theater of Shadows?
Located deep within Djeir, the Theater is the historical sanctuary of the Bards, known for its entertaining blend of both traditional drama and blood sport. When the Undercity found itself embroiled in civil war, the Theater emerged as an unexpected political power, expanding their skills from mere entertainment and theatrics into the art of aristocratic assassination. So vast was the influence of the Theater in those days that it achieved what few had ever done before: uniting the noble houses of the Undercity against it.
It was a man known as Vascsce, a low-born commoner, who would ensure the Theater's continued existence into the modern era, slaughtering the heads of each house save for that of his beloved, Nueciale Garilicci. In so doing, Vascsce not only preserved the ways of the Bards and averted their eradication, but cleared the way for Nueciale to claim the Djeirani throne as Empress, ending the civil war and earning the right of attro ca pa'sa in a concordat that lasts until this very day.
What is the Concordat?
The Concordcat is a contract between the Theater of Shadows and the throne of Djeir. Its terms establish the Empress of Djeir as the Theater's Patron and affords the Bards the right of attro ca pa'sa - the Grace of the Empress. It is this royal assent that guarantees the Bards freedom from prosecution or punishment for their assassinations, effectively legalising the act provided certain conditions are met.
In exchange for this freedom, the Theater of Shadows agrees not to take contracts or writs on the throne of Djeir, providing immunity from the organisation's assassins.
Invoking attro ca pa'sa requires that the Ceremony of the Rose - known more commonly as Da'ath Nievva - be carried out prior to any assassination attempt. This elaborate ritual involves the presenting of a black rose to the intended target, whereupon they are given the choice whether to accept it (and in so doing, deny the spectacle of a true assassination) or refuse it, all but ensuring a dramatic and mesmerising assassination. Following the kill, the Bard must place the rose upon the target's corpse, bow, and verbally invoke the Empress's Grace.
Provided the Bard follows these conditions and does not return to the Theater until the following day, the assassination is a legal one, and they will not face consequences.
How are the powers of the class accessed?
Through Performance, a Bard hones their physical dexterity to its limits, allowing them to conduct elaborate acrobatic displays and utilise their own body as a weapon. It is this skill which forms the basis of many traditional Bardic activities: use of disguises, acting, charming others, and dramatic histrionics are all within the remit of Performance.
Weaving is an ancient Djeirani discipline that involves shaping light into illusory objects and magical effects. This draws on ambient spirit in a technique that has been passed down through generations of Djeirani history. Countless props are at the disposal of a skilled weaver, and their ability to manipulate light provides a myriad of advantages both on and off the battlefield.
Songcalling allows a Bard to use their voice as a weapon, empowering music to transform the mundane into the mystical. Each song of power belongs to an illustrious collection known as The Eminent Ensemble; these are invariably great ballads of legend and myth whose lyrics and melodies have impacted people across the ages. By using their soul as a catalyst, a skilled Bard is able to tap into this musical legendarium and manipulate the emotions of an audience with ease.
Visual style of the class
In order to properly fulfil their obligations and invoke attro ca pa'sa, the Bard must work with dramatic flourish and elaborate effect. Despite the supposed mundane physicality of performance, a Bard's dexterous acrobatics and skilled swordplay are well-honed to provide entertainment and spectacle. Weaving ranges in intensity from pinpricks of light to great shows of illumination depending on the complexity of the act. Arguably its most distinguishable creation are the globes of bright light which orbit a victim, but falling stars are also a common sight.
Selection of one's instrument is an extremely personal choice for the Bard, requiring that they imbue a portion of their soul into it in order to both play and sing simultaneously. Such a bond makes the instrument a prominent feature in their ballads and tunes, and the hands of a master are a truly captivating sight to behold when they play.
Side effects of use
Constant physical exertion has a profound effect on the body, and it is paramount that a Bard respects their limits, taking appropriate time to rest and to warm up prior to any particularly taxing endeavour. The risk of physical exhaustion and injury is intensified by the "dithering" effect that comes about from prolonged weaving - complex light-work is both extremely taxing and difficult, though its effects can be mitigated by wearing jewellery made from onyx.
How to roleplay the class
Bards encompass a wide range of archetypes, including charming rogues, cunning swashbucklers, and lively brawlers. Rarely are any two alike given the vast platform for expression that theatrics and the dramatics art provide for. Murder is an omnipresent facet of even the most outwardly sophisticated societies; as such, a Bard adheres to no strict alignment or morality, choosing their own way. Essential, however, is a love of the dramatic and a fondness for stories, whether it be a grand saga delivered in royal chant or a bawdy tale of lust and love shared over the spit and sawdust of a seedy inn.