Character 12 - Halfling Bard Character in The World of Cartyrion | World Anvil

Character 12 - Halfling Bard

You were born in Spudbarrow, a quiet town of Pastoral Smallfolk named after its main trade crop, but famous for its Strawberry Festival. Your family settled here just before you were born, and while the village folk have always been friendly, they've never quite accepted your family as part of the village. You've heard the whispers all your life: "Those Free Spirits will never settle down... they'll take off any day now... you just wait and see". But your family stayed. They built a cozy house into a hill at the edge of the village; they planted a garden like every Pastoral in town. They joined in the celebrations at Festivals, and weddings, and births, and harvests, and whatever else happened to trigger a village-wide party. But your family were always "the Wanderers".

From an early age, you showed a musical talent - something in great demand in a village that had as many parties as Spudbarrow did. There were others in the village who could play instruments, sing, and dance, and these were happy to teach you and develop your talent. One old halfling in particular, Isembard Barrowes, took an interest in you - he was an absolute master of the lute, and he said he'd teach you everything he knew.

By the time you were sixteen years old, you could play almost as well as he, and that was when your real lessons began. Isembard taught you that, in the right hands, a lute could literally weave magic, and he was convinced you had the inner spark needed for this to happen. He taught you a special tune, and demonstrated for you that this tune could actually help minor wounds to heal before your eyes! Isembard explained that while he knew quite a few of these "special tunes", you would have to discover for yourself what magics were waiting inside you to be released. All he could do was teach you to focus on your inner self; you would find your way from there. He was able to teach you a rather difficult set of flairs which, he claimed, would extend the effects of your magic if you inserted them properly into your magical compositions. The final thing he told you, though, was that in order to reach your full potential, you needed to get out into the world and experience more of it.

That was all your Free Spirit inner self needed to hear. It was time to go and see the world. You had a talent that would always bring you coin - playing in taverns or town squares. You have been learning many of the popular tavern tunes from the minstrels that traveled through the town and performed in the tavern from time to time, and you had quite a number of songs unique to Spudbarrow that would be interesting to others beyond the village. Isembard warned you, though, that you wouldn't get very far alone - you'd be best off joining a group of adventurers, since the world is a dangerous place.

After a few days to gather your belongings and say your good-byes, you gathered your lute and the few parting gifts that Isembard provided: an old, but well-kept set of studded leather armor that he said had served him well years ago, and a slender rapier - one of a pair that he owned, and one with which you and he had practiced with from time to time when music lessons were long and tedious. You headed up the road toward Feybridge Crossing, but your destination was an inn in the midle of the forest about halfway to that village.

You've been at the Bugbear's Head Inn for three days now. Theodric, the owner, graciously agreed to let you pay for a room and meals by performing in the evening - sometimes solo and sometimes accompanying his daughter Ellabeth (a human who, you knew, had the Bardic Gift as well). Sooner or later, the right group of adventurers would come along, but until then, this was a pleasant enough start to your adventure.
Race
Halfling
Heritage
Free-Spirit
Background
Farmhand
Class
Bard (Masetro Muse - your mentor)

Trained Skills
Acrobatics, Arcana, Athletics, Crafting, Deception, Occultism, Performance, Stealth, Survival, Thievery, Halfling Lore, Farming Lore

Armor
Studded Leather
Melee Weapons
Fist, Rapier, Dagger
Ranged Weapons
Sling, Dagger

Compositions


Focus
Lingering Composition
Cantrip Level
Daze, Forbidding Ward, Guidance, Read Aura, Shield
1st level
Bless, Charm, Soothe
Children

Physical Description

Halflings are short humanoids who look vaguely like smaller humans. They rarely grow to be more than 3 feet in height. Halfling proportions vary, with some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child. Most halflings prefer to walk barefoot rather than wearing shoes, and those who do so develop roughly calloused soles on their feet over time. Tufts of thick, often-curly hair warm the tops of their broad, tanned feet. Halfling skin tones tend toward rich, tawny shades like amber or oak, and their hair color ranges from a light golden blond to raven black. Halflings reach physical adulthood around the age of 20. A typical halfling can live to be around 150 years old.

Other Characteristics

As a Halfling...

You typically get along well with a wide variety of people and enjoy meeting new friends. You find it difficult to resist indulging your curiosity, even when you know it’s going to lead to trouble. You love freedom, and hold a deep and personal hatred of the practice of slavery; you would take action wherever you find it to free those who labor against their will. Others will appreciate your ability to always find a silver lining or something to laugh about, no matter how dire the situation. Many truly believe that you - or any halfling - will bring good luck with you wherever you go. You will also find them constantly underestimating your strength, endurance, and fighting prowess.

As a Free-Spirit Halfling...

Your ancestors have traveled from place to place for generations, never content to settle down. You have a sense of wanderlust that cannot be denied for long - there is just too much to see and experience in the world to settle down in one place. Constantly moving around has resulted in your culture being unusually quick to pick up local customs and languages, though, so even though you may feel you never fit in someplace, others have trouble distinguishing you from a halfling whose family was long-rooted in a place.

As a Former Farmhand...

With a strong back and an understanding of seasonal cycles, you tilled the land and tended crops. But though you performed your required chores well enough, the drudgery of this life was not for you. You were much happier playing your music and performing for your friends, but even that wasn't quite the life you had planned. Thus, you turned to adventuring.

As a Bard...

During combat encounters, you use magical performances to alter the odds in favor of your allies. You confidently alternate between attacks, healing, and helpful spells as needed. During social encounters, you persuade, prevaricate, and threaten with ease. While exploring, you’re a font of knowledge, folktales, legends, and lore that provide a deeper context and helpful reconnaissance for the group’s adventure. Your spells and performances inspire your allies to greater discovery and success. In between adventures, you can earn money and prestige with your performances, gaining a name for yourself and acquiring patrons. Eventually, tales of your talents and triumphs might attract other bards to study your techniques in a bardic college.

You might have a passion for your art so strong that you forge a spiritual connection with it. You will often take the lead in your party when tact and nonviolent solutions are required. You will always follow your muse - your mentor - whom you consider an ideal "life model" for yourself. You believe he still has things to teach you, so you will want to return to him from time to time. Others probably relish the opportunity to invite you to social events, either as a performer or a guest, but consider you to be something of a curiosity in their social circles. They often underestimate you compared to other spellcasters, believing you are little more than a flamboyant minstrel and overlooking the subtle power of your magic. They will respond favorably to your social charm and abilities, but remain suspicious of your beguiling magic.


Cover image: The Inn from the Bridge over Daphinia's Stream by RPGDinosaurBob (with Flowscape)

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