ASTOUNDING TALES OF BRITANNIATHE BARD FILE
Guide No. 7 of 1810¢Magic
MAGIC

BARD

One lute, three songs, and the serene confidence of somebody who has just persuaded two dragons that their real enemy is each other.

Start training ▸ See the build
Fighting
3/5
Magic
3/5
Cozy
4/5
Difficulty
Medium
Time to GM
2–3 weeks of evenings
Startup cost
~800gp
Straight talk, no padding

WHAT YOU ACTUALLY DO

SHE NEVER SWINGS A SWORD. SHE WINS ANYWAY.

A bard doesn't fight. A bard arranges fights. Provocation persuades two monsters that they hate each other more than they hate you, and you stand back and watch a dragon kill a troll on your behalf. Peacemaking calms a creature — or a whole room — so it simply stops attacking. Discordance plays something so unpleasant that the target gets measurably weaker at everything.

Every song runs through Musicianship first: you must successfully play the instrument before the effect even attempts. That's why Musicianship is the first skill to max and why a bard's pack rattles with spare lutes and drums — instruments wear out, usually at the worst possible moment.

The bard is the most social profession on the shard and the best support character in a family party. Peacemaking saves a wipe. Discordance makes a boss meaningfully easier for everyone. And a Provocation bard, properly played, kills things far above their own weight class without ever taking a hit.

Clip and save

THE BUILD

You get 700 skill points in total, which is seven skills at 100 (Grandmaster). Here is a sheet that works, and why each line is on it. You can load this exact spread on the hero sheet in the magazine and slide the numbers around.

Bard — a working 700-point sheet
SkillPointsWhy it's here
Musicianship100The gate on all three songs. Max this first or nothing else works.
Provocation100Turn two monsters on each other. The bard's signature trick and main damage source.
Peacemaking100Calm a creature or a whole area. The single best panic button in a party.
Discordance100Weakens a target's skills and resistances. Makes the whole party hit harder.
Magery100Recall, Gate, heals. A bard has no travel or healing of their own.
Meditation100Mana for the Magery half. No metal armour.
Evaluating Intelligence100Spell damage, so you can finish off what your provoked monsters leave standing.
Total700of 700
★

Three songs or two?

Dropping Discordance frees 100 points for Resisting Spells, which a fragile bard will sometimes miss. Dropping Peacemaking is a mistake — it's the ability your family will thank you for.

★

Barding difficulty is a real number

Each creature has a difficulty rating, and your success chance is your skill versus that. This is why bards train on progressively nastier things rather than grinding one spot — you're climbing a difficulty ladder, not a time ladder.

From zero to Grandmaster

THE TRAINING LADDER

Skills go up by using them, and they go up fastest on a task that is just barely hard for you. Climb the rungs in order — each one stops paying off, and that's your cue to move up.

0 → 30
Play until somebody complains

NPC bards train Musicianship, and the Provocation/Peacemaking/Discordance trio to 30. Then just play your lute, over and over, anywhere. Musicianship trains on its own with no target needed — the easiest start of any profession.

30 → 50
Peacemaking in town, Provocation on rats

Peacemaking trains by calming anything, including town animals — stand in Britain and calm the sheep. For Provocation you need two creatures: find a spot with a pair of weak monsters and set them on each other.

50 → 70
Climb the difficulty ladder

Move to tougher pairs — orcs, lizardmen, ratmen in Despise. Your songs succeed based on the creature's difficulty, so the trick is always to be working on things that are just at the edge of what you can charm.

70 → 90
Provoke things that scare you

This is where a bard gets strong. Provoke two serious monsters, let the winner emerge half-dead, finish it with a spell. Discordance trains well here too — apply it to everything, every fight, whether or not you strictly need to.

90 → 100
Dragons, and an audience

Destard. Two dragons fighting each other is the whole bard fantasy, and the loot is superb. Bring spare instruments; you will break them.

Spend your first coins well

YOUR KIT

Cheap to start and cheap to run — no reagents for the songs themselves. The one thing to over-buy is instruments, because they break and a broken instrument mid-fight is genuinely dangerous.

Day-one shopping list
WhatWhereWhat it's for
Several lutes or harpsAny provisioner or music shopThey wear out and break. Carry three minimum. This is the lesson every bard learns the hard way, once.
A drum or tambourineProvisionerDifferent instruments, same skill. Pick whichever sound you can stand hearing a thousand times.
A spellbook and reagentsMage shopFor the Magery half: Recall, Gate, heals, and a finishing spell.
A runebookMage shop or tinkerBards travel to wherever the interesting monsters are. Mark everything.
Cloth and leather, no metalTailorMeditation again. Also, bards should look good.
BandagesTailorWhen Peacemaking fails and something is suddenly very interested in you.
Pack a runebook

WHERE TO GO

The right room makes training three times faster. These are the spots worth a rune.

Anywhere with two monsters

Provocation needs a pair. Learning to spot good pairs is most of the skill of playing a bard.

Britain or any town

Musicianship and Peacemaking train fine on sheep, cows and chickens. No danger, no cost, and you can do it while chatting.

Despise & Covetous

Reliable pairs of mid-tier monsters at the right difficulty for the 50-to-70 climb.

Destard

The bard's endgame. Set the dragons on each other and collect what's left.

Learn it here, not the hard way

HARD-WON ADVICE

⚠

Carry spare instruments

Instruments break. A bard with no working instrument has no profession at all, and it always happens in the middle of something. Three in the pack, always.

⚡

Peacemaking is the family's panic button

When a fight is going wrong, an area Peacemaking stops everything attacking and buys the party time to heal or run. This one ability makes a bard welcome in every group forever.

⚠

Provocation needs two targets

You cannot provoke one monster into anything. If your Provocation "isn't working", check that you actually have a second creature in range — that's usually the whole problem.

⚡

Discordance before every boss

It's a flat debuff on the target that helps everyone in the party. Takes one song. New bards forget it constantly and it's free value.

Letters to the editor

QUESTIONS WE ALWAYS GET

Is a bard actually strong, or just support?
Both. A Provocation bard solos things a knight can't touch, by making something else do the work. In a group they're support; alone they're a very patient assassin.
Which instrument is best?
Mechanically they're equivalent — all three songs run off Musicianship regardless. Pick on sound and on what's cheap to replace. Lutes are the classic.
Do I need Magery?
Yes, practically. Bards have no travel, no healing and no reliable finishing damage without it. Magery plus Meditation plus Eval Int is the standard other half of every bard sheet.
Can I provoke things onto other players?
In Felucca, yes, and it's a notorious tactic. In Trammel, no. Ask the Game Master what's acceptable on our shard before trying it on family.
Why do my songs keep failing on big monsters?
Barding difficulty. Every creature has a rating and yours isn't high enough yet. Go back to slightly easier pairs — success is what trains the skill, and failure trains nothing.
Nobody does this alone

TEAM UP

Britannia runs on favours. These are the people you want in your party and on your friends list.

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