TEXT:  
  Mundane Bard Item Table 
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  by Keith Done 
  MUNDANE BARD ITEMS TABLE 
  (100 Miscellaneous Discoveries found on a Bard) 
  With new Eldorian Bonus Material not available in the Encyclopedia Eldoria 
  
   
  Mundane Bard Item Table 
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  This product makes use of the Pathfinder RPG Core Rulebook. These rules can be found online as part of the Pathfinder Roleplaying Game 
  Reference Document at paizo.com/prd.Paizo Publishing, LLC 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.  
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product.  
  Credits 
  Author –Keith Done, Angela Caffery, Malcolm Owen and Callum Spinaze 
  Editor – Angela Caffery 
  Artwork- Bob Jones, Keith Done, Nigel Bell 
  Layout Artists – Angela Caffery, Keith Done 
  About the Author 
  Keith Done is the founding member of ‘Friends of Eldoria’ (FOE). FOE people write modules for the rich world of 
  Eldoria created by Keith himself. Keith Done worked for Auran for many years and has had a number of modules 
  previously published including Encyclopedia Eldoria, Shades of Grey, Guardian and Mindbane. He has just released 
  an updated Encyclopedia Eldoria and the new Reliquarium Eldoria, a book totally devoted to the religions of Eldoria. 
  He has also just completed “The Muddy Boots Inn”, a module for the Eldorian ‘Interesting Inns” series and he is 
  busily doing a makeover on his old modules from the 1980’s – “The Rats’ Nest” and the classic, “Mindbane”. 
   
   
  
   
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  Contents 
  Credits ........................................................................................................................................................... 3 
  About the Author .......................................................................................................................................... 3 
  About this Publication ................................................................................................................................... 6 
  The Setting .................................................................................................................................................... 6 
  Mundane Bard Items Table ........................................................................................................................... 7 
  Eldorian Specific Items ................................................................................................................................ 12 
  Sheet Music of “And Who Will Save the Hero?” .................................................................................... 12 
  The Troubadours of the Swan ................................................................................................................. 13 
  Sardian Military Band Uniform ............................................................................................................... 13 
  The Festival of the Muse ......................................................................................................................... 13 
  A Pharidor Sun Sphere ............................................................................................................................ 14 
  Damasia’s Gift (a drug) ............................................................................................................................ 15 
  Challidara’s Liniment (a drug) ................................................................................................................. 17 
  Glowing Critical Review in the Darringmoor Dart ................................................................................... 18 
  A Letter from the renowned storyteller, Silvertongue ........................................................................... 18 
  A Map Showing the Location of the Tipsy’Tinker Inn ............................................................................. 21 
  Belt Buckle Depicting the Paladin Saviour .............................................................................................. 21 
  The Insignia of a Famous Bard ................................................................................................................ 22 
  Ahridaar Holy Symbol ............................................................................................................................. 23 
  A Lexicon of the Xarian Language ........................................................................................................... 23 
  A Guide to the 200 Statues of Challidara ................................................................................................ 24 
  A Brooch from One of the Bardic Conservatoriums ............................................................................... 25 
  Harper’s Biscuits...................................................................................................................................... 27 
  A Banner from the Hall of Tiers .............................................................................................................. 28 
  A List of Four Locations of Malvorance’s Dimensional Landscapes ........................................................ 28 
  A Mimicry Box ......................................................................................................................................... 30 
  Alchemy Pipes ......................................................................................................................................... 31 
  D’Cammazan Mandolin ........................................................................................................................... 32 
  Additional Materials.................................................................................................................................... 33 
  Sub-Table: Bard Magic Items .................................................................................................................. 33 
  Charms and How They Work .................................................................................................................. 33 
  A Performing Animal ............................................................................................................................... 36 
  
   
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  References .................................................................................................................................................. 44 
  DriveThruRPG.com .................................................................................................................................. 44 
  Online Community Pages ........................................................................................................................ 45 
  Previously Published Modules ................................................................................................................ 46 
  Copyright ..................................................................................................................................................... 48 
   
   
   
  
   
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  About this Publication 
   
  “Alas he will play no more…but how much is that lute worth?” 
  Have you ever felt the pressure and frustration of coming up with multiple mundane items as players loot 
  the body of a bard or search his writer’s garret? Then the Mundane Bard Items Table is your solution. Not 
  only are there a variety of mundane objects, the table also includes the macabre and unusual – perhaps 
  even sparking an idea for a new adventure. The Mundane Bard Items Table is an expansion for the original 
  200 Mundane Items Tables and will add an even richer layer to your campaign and allow you to narrow the 
  scope of what your players find when searching the body or premises of a bard.  
  Also look out for the companion books available via Drive Thru RPG: 
  - 
  The Mundane Arcane Items Table 
  - 
  The Mundane Clerical Items Table 
  - 
  The Mundane Rogue Items Table 
  - 
  The Mundane Fighter Items Table 
   
  The Setting 
  This resource has been written for the fantasy world of Eldoria and throughout are explanations for 
  terms specific to that campaign setting. However if you want to use it in your own campaign, the details 
  and statistics can very easily changed to suit the world you are playing in. If you find the world of Eldoria 
  intriguing, more information can be found in Encyclopedia Eldoria and Reliquarium Eldoria. 
   
   
   
   
   
   
   
  
   
  Mundane Bard Item Table 
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  Mundane Bard Items Table 
  How to Use the Mundane Tables 
  Often players will be searching for ‘stuff’ that you have not planned for in your game design. This may be 
  that they are searching the pockets of that enemy bard they have just sent to a sticky end or they are 
  going through the drawers and cupboards in the Conservatorium which he is allied to. Whatever the 
  situation, the Mundane Bard Items Table is the answer for your dilemma. 
   
  First determine how many things may be likely to be found; I often allow a single item or allocate a 
  number of items equal to a die range such as 1d4 or 1d6 items. Then you can determine what they 
  actually are by rolling percentile dice. 
   
  However, don’t always be compelled to follow the result rolled. Sometimes the result may not make 
  sense (e.g. 50’ rope found in someone’s pocket) or you may decide that there is something specific on 
  the tables that you want to give to the players. Use the tables as a guide and ignore or substitute items 
  as you see fit. 
   
  You may also find that certain items that are found using the tables develop their own plotline (e.g. if 
  the players find a map); so what starts out as a chance discovery gives you an idea for a whole 
  adventure! 
   
  The Mundane Bard Items Table is designed as a companion to the original 200 Mundane Items Tables 
  and its companion Class Tables. When your players are searching a person or building that has a 
  connection with a specific character class, you may wish to ‘mix-and-match’, using the most appropriate 
  tables when determining what they find. For example, you allow a roll of 1d6 to determine how many 
  items are found and the players get a ‘6’ on the die. You decide to allow two rolls on the Mundane Bard 
  Items Table, one roll on the Mundane Arcane Items Table and three rolls on the 200 Mundane Items 
  Tables.  It’s up to you how you want to use these tools! 
   
   
   
  Note that some items are from the Eldoria world setting and are indicated by this symbol: 
   
  More information on these can be found in the rear of this resource under, Eldorian Specific Items. 
   
   
   
   
  
   
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  Roll 
  Table 1 Item 
  1 
  Sheet music of the ballad “And Who Will Save the Hero?” 
  2 
  A small lyre 
  3 
  Finger cymbals 
  4 
  An ivory plectrum 
  5 
  A Small drum with paintings of dancing ladies around the sides 
  6 
  Medium drum with geometric painting around the sides 
  7 
  Marching drum with a shoulder strap, embroidered with swords 
  8 
  Yellow and orange tunic trimmed with small silver bells 
  9 
  Troubadour of the Swans livery (a blue and white tunic and blue hose) 
  10 
  Letter of introduction to a noble house for the bard, Glondling the Rover 
  11 
  Tuning fork 
  12 
  ‘Singing dog’ (treat as a small dog). It howls at appropriate times when it hears music 
  13 
  Mouth organ 
  14 
  Rhythm sticks carved with birds 
  15 
  Horn 
  16 
  Sardian military band uniform of black and silver, with a skull brooch 
  17 
  Advertising poster for the Festival of the Muse, a great bardic event in the city of Jasper 
  18 
  A penny whistle 
  19 
  A collection pail for performances with “Donations gratefully accepted” painted on side 
  20 
  Bag of mixed coins (total value 10gp) 
  21 
  Cloak made of multi-coloured patch-work fabric 
  22 
  Pharidor Sun-Sphere 
  23 
  Box of three wigs (red, blonde and brunette) 
  24 
  Song bird in a cage 
  25 
  Floral embroidered sash with hooks and straps to hold small instruments 
  
   
  Mundane Bard Item Table 
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  Roll 
  Table 1 Item 
  26 
  A kazoo 
  27 
  Wooden pan pipes 
  28 
  Wooden recorder 
  29 
  Red hat trimmed with bells and ribbons 
  30 
  Elaborate feathered headdress 
  31 
  An expensive masterwork mandolin 
  32 
  One man band music kit (drums, cymbals, pipes) 
  33 
  List of addresses and dates where the bard is performing 
  34 
  Wooden box of gold rings (costume jewellery) 
  35 
  A small coffer of stage makeup 
  36 
  Box of elaborate jewels (costume jewellery) 
  37 
  Cloth sack with a live non-venomous snake (performance) 
  38 
  Set of eight opaque coloured silk veils 
  39 
  Damazia’s Gift (a drug) 
  40 
  Challidara’s Liniment (a drug) 
  41 
  A glowing critical review from the Darringmoor Dart broadsheet 
  42 
  Spare strings  
  43 
  List  of local music students with the best circled for prospective apprenticeships 
  44 
  Letter from the renowned storyteller, Silvertongue  
  45 
  Map of location of  the inn, “The Tipsy Tinker” 
  46 
  Black and white feathered cloak with a jewelled collar (fake gems) 
  47 
  Belt with a large buckle with an iconic image of the Paladin Saviour 
  48 
  Hall of Tiers banner  
  49 
  Insignia of a famous bard (e.g Glondling the Rover,  Soorinda Saradelle or Silvertongue) 
  50 
  Bunting in a performing troupe colour 
   
   
  
   
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  Roll 
  Table 1 Item 
  51 
  A letter from obsessive fan confessing their undying love and how they murdered the bard’s rival 
  52 
  Flame breathing kit (including flame accelerant, flame retardant, sticks and a CLW Potion) 
  53 
  Bag of multi-sized hoops 
  54 
  Performing animal (see notes in Additional Materials) 
  55 
  Small pot of honey 
  56 
  Water Proof scroll case contain popular ballads 
  57 
  Pressed flower and letter (20 years ago) from an adoring fan  
  58 
  Locket and picture of an Elven woman 
  59 
  Arm length gloves and feathered cap 
  60 
  Six papier-mache masks of different characters 
  61 
  Wooden stylised sun and moon symbols on sticks 
  62 
  Box of false beards, moustaches complete with adhesive and solvent. 
  63 
  An Ahridaar holy symbol 
  64 
  Small leather pouch containing a needle and thread and mixed buttons 
  65 
  Juggling balls 
  66 
  Masterwork throwing knives (well-balanced) 
  67 
  Nalarian Tiles 
  68 
  Dragon costume for two persons (two pieces –head and tail) 
  69 
  Collection of famous plays 
  70 
  Soft dancing shoes 
  71 
  Vocal trumpet (large brass cone with a grip) 
  72 
  A lexicon of the Xarian language 
  73 
  List of the famous 200 statues of Challidara (a muse) in the city of Jasper 
  74 
  Bottle of fine wine 
  75 
  List of  witticisms to respond to hecklers 
   
   
  
   
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  Roll 
  Table 1 Item 
  76 
  Leather roll of sculptor’s tools 
  77 
  A Cookbook and box of spices 
  78 
  A brooch from one of Eldoria’s famous conservatoriums 
  79 
  A gargling tonic which helps the vocal cords 
  80 
  Bundle of folk tales from around the world 
  81 
  Special effects box (compounds such as flash powder, chemicals that produce mist etc.) 
  82 
  Velvet sack containing four marionettes 
  83 
  Contract of Employment with an inn  for a set period 
  84 
  Personal grooming kit 
  85 
  Local history book which describes folk tales about hidden treasure hoards 
  86 
  Roll of art materials (charcoal, parchment, paints) 
  87 
  Leather case of finished portraits 
  88 
  A  metronome 
  89 
  Harper’s Biscuits (an Eldorian Charm) 
  90 
  Tight fitting acrobat’s clothing 
  91 
  A large case with a banner, flag and bunting from the Hall of Tiers 
  92 
  Letter from a scholar proving a recent book was plagiarised from an older source 
  93 
  A jewelled porcelain face mask (value 500gp +1d4 100gp) 
  94 
  A masterwork rapier set with a 300gp emerald set in the pommel 
  95 
  A resonating crystal (emits pleasant harmonic sound when a specific tone is sung or played) 
  96 
  A list of locations of four of Malvorance’s Dimensional Landscapes 
  97 
  A Mimicry Box 
  98 
  Alchemy Pipes (a special musical device) 
  99 
  A D’Cammazan lute (valued at 1,000 + 1d6 1,000 gp) 
  100 
  Bardic magic item (see sub-table in Additional Materials section) 
   
   
   
  
   
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  Eldorian Specific Items 
  (Items on the tables featuring an Eldoria symbol 
  Sheet Music of “And Who Will Save the Hero?”  
  Marriden Stormheart was a paladin with a tragic 
  history which is recounted in several artistic works, 
  including “The Stormheart Saga”, a series of novels 
  by Mylass Quill and “And Who Will Save the Hero?” 
  the great ballad penned by Darvinn Gildermoor in 
  1878R. Gildermoor’s song was the winning piece of 
  music, awarded recognition by the tribunal at the 
  Festival of the Muse in Jasper that year. The piece, 
  which (in its unabridged version) goes for an hour, 
  rapidly became a popular song at inns and taverns 
  across the north of Eldoria and in the Sea of Souls. It 
  is even said to have been learned by Elven bards of 
  the Circle of Nolamande in Tarimthol-Irl, such is the 
  complexity of the music and the phrasing of its song. 
  The ballad recounts the love between the legendary 
  paladin heroes Marriden Stormheart and Leeyandah 
  of Damettia (the first female paladin inducted into a 
  Siritar Order). It tells of Marriden’s great friendship 
  with the Ormocean cleric, Gaius Truehand, and how 
  all turned to darkness when both Stormheart and 
  Leeyandah died  at the Siege of Seaguard and Gaius 
  brought his friend back from the grave, using the 
  forbidden lore of Sirrith. 
  “And Who Will Save the Hero?” remained a popular performance piece until 1900R after which it faded 
  away and was replaced by shorter, less-weighty ballads and sing-alongs. It became a classical work 
  taught to students at the Conservatoriums, although it did remain a haunting piece continued to be 
  studied and performed by Elven bards across Leezeria. Recently it has made a return into fashion after 
  Dalmecia of Eriana travelled to the Human realms and sang “And Who Will Save the Hero?” at the 
  Festival of the Muse and stunned audiences with her interpretation of the classic ballad. Now bards 
  across Sard and Elkia are emulating Dalmecia’s style and the epic tale of Stormheart, Leeyandah and 
  Gaius can be heard in places as diverse as the concert hall of the Crystal Chamber and the common 
  room of the Tipsy Tinker inn. 
   
   
   
  Dalmecia of Eriana, the current champion 
  of the Falkhonen Brooch Tourney with her 
  inspiring re-imagination of the classic 
  ballad “And Who Will Save the Hero?” 
  
   
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  The Troubadours of the Swan 
  The Troubadours of the Swan are a sub-group of The Company of the 
  Mask, a well-known collective of actors and musicians which is 
  permanently based at the Hall of Tiers, in Llan. The Swans are a travelling 
  subsidiary of the Mask and they traverse the lands of Elkia, Sard and Llan, 
  bringing culture and entertainment to regional areas. They pride 
  themselves on their versatility and polished performances, having a firm 
  belief that hard work and daily practice is the path to perfection (in the 
  same way that a swans grace above the water belies the work the legs 
  are doing below!) Their livery reflects the blue of the water and white of 
  the swan.  
   
   
   
  Sardian Military Band Uniform 
  Sard is one of the most powerful military nations in Eldoria. It was once 
  part of the mighty Sardellan Empire and the smaller country of Sard 
  was formed as part of the territorial division known as the Treaty of 
  Four Swords. This agreement ended the protracted civil war of the 
  Kinstrife) which had torn the old Empire apart. Sard has a strict feudal 
  society and maintains trained levies that can be rapidly deployed into 
  service to support its standing legions. Its military has age-old 
  traditions that trace their origins back to the Empire. This includes 
  organised bands of players who provide rhythmic music for soldiers to 
  march and drill by.  
   
  Often bards who are starting out will join such companies in order to 
  earn their keep, distinguish themselves and receive credentials for 
  future work opportunities. Although they have variations and adornments according to the legion they 
  are attached to, the standard basic uniform of a bard serving in the Sardian military will be a leather 
  hauberk, edged in silver trim and featuring a skull motif.  
   
  The Festival of the Muse 
  The Festival of the Muse is a key event on the calendar of bards all across Eldoria and even attracts Elves 
  from Leezeria. It takes place over five days in the city of Jasper, the ancient capital of the old Sardellan 
  Empire. The Festival serves as a showpiece for musicians, skalds and dancers; however, the most 
  prestigious event held during the Festival is the storytelling competition, “The Falkhonen Brooch 
  Tournament”. The Festival of the Muse was started during the reign of Empress Taranae as a celebration 
  of the completion of the Conservatorium of Falkhonen Hall and it continued as an annual event after 
  that, growing in size and including other bardic disciplines other than storytelling.  
   
  The honour bestowed for the best skald in the Falkhonen Brooch Tournament is a purse of 1,000gp and 
  the highly prized silver ‘brooch’, which recognises the winner’s skill and unique ability. The competition 
  is judged by senior officials of three of the major bardic Conservatories in addition to the head of 
  
   
  Mundane Bard Item Table 
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  Falkhonen. Entrants can deliver their tale in any format (narration, song or even 
  dance) but it must tell a story that enthrals and engages the audience. The 
  respected bard Silvertongue of Darringmoor has won the title for five years 
  running but last year he was soundly defeated by the brilliant rendition of the 
  classic ballad “And Who Will Save the Hero?” performed by the Elven diva, 
  Dalmecia of Eriana. 
   
  A poster for the Festival of the Muse is in the Player’s Handout Section.  
   
  A Pharidor Sun Sphere 
  This is a metallic sphere about the size of a large apple. It is constructed so that 
  an outer shell is hinged over an inner shell, allowing it to be opened, revealing 
  the inside in graduations. The interior of the sphere is treated with a permanent 
  magical light. The devices are made by Pharidor religion, mainly in the Holy City 
  of Odressi. They are used extensively throughout their temples to provide light 
  and are sometimes gifted to persons who perform services to the Church. 
   
  Bards who manage to obtain a Sun Sphere often use it to illuminate their 
  performances as the device allows the user to create a specific level of desired 
  lighting.  
   
  PHARIDOR 
  God of the Sun 
   
  The religion of Pharidor has its 
  largest following amongst the 
  Elves of Leezeria, with some 
  worship 
  amongst 
  Human 
  settlements in Y’sira. Of course, a 
  temple also exists in Odressi, the 
  City of Temples.  
   
  Due to the longevity of the Elves, 
  the religion was largely preserved 
  intact from the Dawn of Time to 
  present day, with little influence 
  from the references contained 
  within the Books of Law. Even the 
  Human 
  clergy 
  devoted 
  to 
  Pharidor derive their doctrine 
  from Elven traditions. Pharidor is 
  the bringer of life to the world, 
  for without Pharys (the sun) 
  people 
  would 
  soon 
  perish. 
  Sunlight brings health and healing 
  to Pharidor’s faithful; the power 
  of the God being felt as warmth 
  upon the skin.  
   
  Followers wear clothing that 
  leaves the arms and legs bare, so 
  as to provide maximum exposure 
  to the sun’s radiance. Where the 
  cultural restrictions and prevailing 
  climate permit, ardent disciples 
  attire themselves in short kilts 
  and go bare-chested (male and 
  female alike).  
   
  The priesthood believes that the 
  closer you are to Pharys, the 
  more at one you become with the 
  God. Temples are constructed in 
  high locations – many Elven 
  places of worship are located on 
  wide platforms in the tree-tops. 
  The 
  temple 
  in 
  Odressi 
  and 
  Pharidor’s Watch are identical 
  and their design is based around a 
  great hall where the congregation 
  can gather enmasse. A tall spire is 
  located at the center of the hall 
  with a spiral stair leading to its 
  lofty heights. 
  
   
  Mundane Bard Item Table 
  15 
   
  Damasia’s Gift (a drug) 
   
  Type: Drug (Plant), Ingested/Save: Fortitude DC18 (against side effects) 
  Frequency: 1/hour for 2 hours 
  Initial Effect: 1d6 temporary bonus to vocal based Perform Skill 
  Side Effect: Damasia’s Gift can have an adverse effect on the vocal chords, 
  either temporarily damaging the voice or even destroying it permanently. 
  When taken a DC18 Fort Save is made at the end of two hours. Failure results 
  in the following: 
  Failed by 1-4 = voice is temporarily damaged for minimum of 24 hours. All 
  charisma based skill rolls requiring vocals are made at – 4. All spells requiring a 
  vocal component have a 25% spell failure chance. A second Fort save at DC18 
  is made each day, until successful) to recover from the side effects. 
  Failed by 5+ = same as above but if two successive saves are failed the effect 
  becomes permanent. 
  A failed save of a natural 1 = the user of Damasia’s Gift is rendered 
  permanently mute. 
  Description: Damasia’s Gift (or Curse as it is also known) is a green powder that 
  tastes like sugar with a hint of lemon. A teaspoon amount is added to water to 
  create an effervescent draught which must be imbibed while still bubbling; the 
  mixtures properties become inert within 30 seconds unless consumed 
  immediately. Damasia’s Gift relaxes the vocal chords and gives the user a small 
  feeling of euphoria and sense of empowerment. 
  Multiple doses do not stack and increase all saving throw DCs by 4 for each 
  additional dose taken within 24 hours of each other. 
  Cure: Drinking milk will improve the recovery chances of temporary effects by 
  providing a +4 to the saving throw but no current cure is known to restore any 
  permanent damage caused by Damasia’s Gift. 
  Background: Bards of the great Conservatoriums have been coming up with 
  concoctions to improve the voice; some of these are simple, harmless home-
  made herbal remedies, others like Damasia’s Gift are more complex and 
  potentially dangerous. It is not known who actually first made the formula for 
  the ‘Gift’ but it came to the attention of the clergy in the Ahridaar Temple on 
  Eriana in the mid-1500s R, after an increasing occurrence of laryngitis amongst 
  the priesthood and its associated bards. Eventually the cause of the malady 
  was discovered and Damasia’s Gift was banned from use by the Church. 
  Of course this did not stop individuals from using the Gift, especially before 
   
  AHRIDAAR 
  God of the Arts 
   
  Tharpyn 
  Jann 
  founded 
  the 
  modern religion of Ahridaar on 
  the island of Eriana around 
  1100R. He was a wanderer, a poet 
  and 
  a 
  storyteller, 
  who 
  had 
  travelled most of known Eldoria in 
  his lifetime and claimed to have 
  been visited by the Kyseera. The 
  religion 
  teaches 
  that, 
  when 
  Humankind were created, their 
  life was empty and without 
  purpose – they had no voice to 
  sing praises to the Gods and no 
  skills to carve divine images to set 
  within their temples.  So Ahridaar 
  created five spirits from his own 
  powerful aura and sent them into 
  the world of Enshar to live as 
  immortal beings and teach the 
  Humans something of the culture 
  of the Gods. The Kyseera are as 
  follows:: 
   
  Lorne is the teacher of art 
  rendered by the hand, whose 
  domain is painting, illumination, 
  calligraphy, 
  architecture 
  and 
  sculpting. 
   
  Damasia governs all aspects of 
  music; her domain is song, the 
  playing of instruments and the 
  composition of music. 
   
  Xarish is the mistress of the 
  spoken and written word; she 
  inspires 
  playwrights, 
  poets, 
  chroniclers and skalds. 
   
  Challidara 
  is 
  responsible 
  for 
  physical art; she teaches dancers, 
  thespians, jugglers and acrobats. 
   
  Orsk is a lover of good food and 
  drink 
  and 
  passes 
  on 
  his 
  knowledge of the culinary arts 
  and wine and ale making. 
  
   
  Mundane Bard Item Table 
  16 
   
  important performances however the Ahridaar Church did impose strict penalties for its use, especially 
  in bardic competitive events such as the Festival of the Muse. The Gift stains the tongue a dull green for 
  an hour after its use and priests officiating at bardic events will inspect the mouths of entrants. Anyone 
  found guilty of using Damasia’s Gift at formal ceremonies or major events are cast out of their bard 
  Company for life. 
  Creation: Damasia’s Gift is available on the black market from alchemists and rogues, mainly in Human 
  cities where the Conservatoriums are located. The quality can vary so use the following table when 
  players buy the Gift. It is made from the seeds of the Red Lotus Lily, cut with a small dose of the drug 
  Laqueera (see the Encyclopedia Eldoria). The seeds are crushed and boiled in the Laqueera until a small 
  green residue remains. This is dried over a few days and then desiccated and ground continually. The 
  process repeated multiple times until a powder is formed. 
   
   
   
  Market Price: 100gp per pouch (usually contains 5+1d3 doses). 
  Source 
  Reliability 
  Cost 
  Regular Usual Supplier (Alchemist) 
  95% Reliable (otherwise all DCs are increased by 1d2) 
  Market +10% 
  Referred Supplier (Alchemist) 
  80% Reliable (otherwise all DCs are increased by 1d4) 
  Market price 
  Rogue Supplier 
  60% Reliable (otherwise all DCs are increased by 1d6 
  Market price -25% 
  Unknown Street Supplier 
  50%  Reliable (otherwise all DCs are increased by 2d4 
  Market price -50% 
  
   
  Mundane Bard Item Table 
  17 
   
  Challidara’s Liniment (a drug) 
  Type: Drug (Plant), Applied to the body/Save: Fortitude DC15 
  (against side effects) 
  Frequency: 1 DC Check after 8 hours, then every 24 hours to 
  recover. 
  Initial Effect: 1 point of temporary Dex and Con bonus and the 
  user is immune to the exhausted or fatigued condition for 24 
  hours 
  Side Effect: Extended Muscle fatigue. If the Save is failed the user 
  suffers 2d6 temporary Dex loss and the exhausted condition. 
  Check every 24 hours for recovery. If the liniment is applied 
  repeatedly within a 24 hour period, the effects do not stack and the DC recovery roll is increased by 4. 
  Description: Challidara’s Liniment is a clear oily fluid with a strong smell similar to aniseed. It is usually 
  applied to the leg or arm muscles and initially produces a mild burning sensation. It reduces strain and 
  fatigue caused by intense exercise. It is poisonous if imbibed Fort Save DC20 or lose 1d6 temporary Con 
  per hour/3 consecutive saves to stabilise. 
  Cure: Inducing vomiting will improve the Fort Saves to DC15. 
  Background: Challidara’s Liniment was originally used in Y’sira for the treatment of lame horses. At 
  some stage it was used by dancers and physical performers entertaining the K’luud and soon became a 
  popular cure-all at the K’tinka’s Palace, the Bardic Conservatorium in Byalliz. From here it was 
  introduced to the Ahridaar Church and the other great Conservatoriums. Its distillation is known to 
  these organisations and it is easily available in the cities where bards train. Unlike Damasia’s Gift, the 
  liniment has never been subject to scrutiny or prohibited from use in tournaments or Church rites. 
  Creation: Challidara’s Liniment uses an age old recipe known to horse-breeders and is simply 
  repackaged as a Human treatment; the aniseed was introduced to mask the original odour of the 
  liniment, which smelled like old fish. The main constituent of Challidara’s Liniment is the oil from the 
  sakapor pod, a plant native to Y’sira and Rhenfara. Sakapor oil in its raw form is used as an insect 
  repellent and is rubbed into the skin by field-workers. When the oil is distilled into a condensed form 
  and mixed with a mash made from honeyberries and yellow whip grass, it takes on its muscle restorative 
  properties.  
  It is known by a variety of names such as Falkhonen’s Soothing Lotion, Dancer’s Oil and Mistress Pensyll’s 
  Mystic Restorative but a common ‘brand’ known across the northern countries of Eldoria is “Challidara’s 
  Liniment”, sold in its distinctive purple glass bottle. This is made in Tempest and distributed to many 
  lands by the Guild of Gold on behalf of the Hall of Tiers in Quorull.  
   
  Market Price: 10gp per bottle (usually contains 10+1d4 applications) 
  
   
  Mundane Bard Item Table 
  18 
   
  Glowing Critical Review in the Darringmoor Dart  
  The ‘Darringmoor Dart’ is a news broadsheet which is sold in the market square of the Elkia city of 
  Darringmoor. The newspaper is run in an ad-hoc style by the infamous Ellytinkin Twinfirbling, who has a 
  passion for dimensional magic, tinkering and a passing interest in the news of the city and beyond. One 
  day, Elly was reading the “Tempest Journal” (Eldoria’s respectable and most-read broadsheet) and came 
  up with the idea that she could make a ‘proper’ newspaper with fewer big words and lots more pictures. 
  And so, the Darringmoor Dart was born. Her other passion in life is for tinkering and inventing quasi-
  magical devices, which has led to an abundance of unusual contraptions she has engineered and is well 
  known for. These ‘wondrous’ items work with varying degrees of success. Elly’s critics believe her 
  interest in crafting magical items, a gross waste of her time and resources but she firmly believes her 
  work fills an untapped void in the market – just like the “Darringmoor Dart”.  
   
  The item in the Bard’s Table is a cutting from the Darringmoor Dart about the performance of a musician 
  names Barswynn Heartsong (his performing name of course). Feel free to substitute your own name for 
  plot purposes. The review appears in the Players’ Handout Section of this book. 
   
  A Letter from the renowned storyteller, Silvertongue 
  This letter appears in the Player’s Handout Section. 
   
  Silvertongue is an elderly bard whose speciality is the dramatic telling of legendary stories using prose 
  and poetry. He holds the record for winning the Falkhonen Brooch for storytelling on five consecutive 
  occasions, he was finally defeated last year by the Elven singer Dalmecia of Eriana. He was born Kallad 
  Danspar, the son of Jarrack Danspar, a sergeant-at-arms in the city of Jasper. His father hoped that he 
  would follow him into the military but all that changed when young Kallad suffered a bout of Halocean 
  fever which left him weakened and infirm. This did not sour the relationship Kallad had with his father; 
  Jarrack spent a great deal of time with his son, regaling him with old war stories and tales of heroes of 
  the Fist Age. It was these storytelling sessions that set Kallad Danspar on his path to becoming a master 
  skald.  
   
  Initially, as a teenager, he found work as a scribe with a local usurer in Jasper and his diligent work saw 
  Kallad secure different jobs in that field, eventually landing him a position as a transcriber of documents 
  22nd Earth 2150R 
  
   
  Mundane Bard Item Table 
  19 
   
  in the Hall of Falkhonen, the bardic Conservatorium located in the city. He 
  relished his work here where he was charged with creating summarised 
  versions of historical and fictional documents. 
  His later extensive knowledge of ancient lore and legends was seeded while 
  working in this role. Inspired by what he was reading on a day-to-day basis and 
  by the performances of Falkhonen skalds that he attended, Kallad eventually 
  began composing his own prose and entered a competition for amateur 
  storytellers at the famous annual bardic celebration, the Festival of the Muse. 
  He stunned the judges and audience with his reworking and dramatic telling of 
  the “The Paladin Saviour and the Quest for the Nine Keys“. He was asked to 
  join the hall of Falkhonen and formally train under the tutelage of master 
  bards. 
   
  Kallad did so for ten years and during that time he plunged himself into the 
  great legends and rich histories of Eldoria and the world of Enshar. Eventually 
  he developed wanderlust, desiring to visit many of the places he had read 
  about. He joined adventurers who were in search of old treasure troves and 
  spent the next seven years travelling through Y’sira, Rhenfara, Maritaan and 
  (lastly) Leezeria, land of the Elves. It was in Leezeria that he found himself cast 
  into the dungeons of the Mountains of the War-Watch, along with his 
  comrades at the time. This was because they had intruded on sacred Leezerian 
  lands without the proper consent (such as a Rod of Passage).  
   
  After a year of incarceration Kallad’s knowledge of Elven lore piqued the 
  interest of the Elvenking and he was brought to the court where he delighted 
  the assembled clans with myths and stories of their people that even they did 
  not know. At the end of his audience, the King said, “It must be said, Kallad 
  Danspar, that you have the soul of a Leezari. I cannot keep such a songbird 
  caged and I release you and your compatriots.  I have been moved by your 
  words and tales of our people which flow effortlessly from a tongue, gilded, as 
  it were, in silver.” 
   
  Kallad and his colleagues were released and journeyed back to the port of 
  Darringmoor, while Kallad, himself, returned to Falkhonen in Jasper. Within a 
  year, he finalised the stories and poems that he had collected in his travels and 
  embarked on a five year tour of Sard, Elkia, Tempest and the Holy Isle – 
  performing in the common rooms of taverns, the houses of noble families and 
  the great halls of bardic Conservatoriums. Inspired by the words of the 
  Elvenking, he performed under the pseudonym of “Silvertongue”. This cultural 
  extravaganza culminated in a grand performance before the assembled priests 
  of the Churches at the Congress of Odressi, where his adaptation of ancient 
  tale of “The Battle of Madriss and the Fall of Kordaas” was enhanced by 
  imagery and effects provided by the local Guild of the Magi. It brought the 
  house to a standing ovation. 
   
  LEEZERIAN RELATIONS  
  AND THE ROD OF PASSAGE 
   
  The Elves of Leezeria have always 
  been a distant folk and, for 
  centuries it was forbidden for 
  non-Elves to travel freely through 
  their lands. The Elves say that this 
  has never been about ‘race’ but 
  the fact that long-term contact 
  with 
  other 
  species 
  has 
  a 
  ‘degenerative’ effect upon their 
  spiritual aura. Human scholars are 
  divided about this, with many of 
  them saying this is just an Elven 
  excuse 
  for 
  their 
  policy 
  of 
  isolationism. 
   
  However, Leezeria has opened 
  itself up to more Human contact 
  since 1970R, following the Third 
  War of Tears, when an Elven-
  Human alliance drove back a huge 
  incursion of Goblinkynd into the 
  Elven lands. As a result, the 
  Elvenking 
  ceded 
  Leezeria’s  
  eastern 
  territories 
   
  for 
  colonization as freehold land; 
  opened 
  the 
  University 
  of 
  Pharidor’s 
  Watch 
  to 
  Human 
  sages; and established  a number 
  of Elven embassies in key Human 
  cities. 
   
  Travel by non-Elves to territories 
  in Western Leezeria was still 
  restricted 
  and 
  those 
  found 
  travelling 
  that 
  region 
  were 
  arrested and detained for years. 
  In order to safely journey the 
  West, Humans must give good 
  reasons for wanting to enter 
  Leezeria and obtain a Rod of 
  Passage from an Elven embassy. 
  This is a wooden scroll tube, 
  emblazoned with Elven runes and 
  contains 
  documents 
  on 
  the 
  regions that visitors are permitted 
  to visit. 
  
   
  Mundane Bard Item Table 
  20 
   
   
  Since then, Silvertongue has become a name widely known throughout northern Eldoria. He married in 
  2137R to Debreen D’Rallid, a noblewoman of Darringmoor that he had fallen deeply in love with. 
  Debreen was descended from the famous Ormocean Abbot Farlan Rallid and they were able to acquire 
  the land where Rallid’s sister, Jillard once lived.  They built a villa there, just outside that city, and called 
  it “The Bard’s Retreat”. However, Silvertongue continued travelling in order to acquire new knowledge 
  for stories, and to perform occasionally in places to which his journeys took him. This absence placed a 
  strain on his marriage with Debreen and she took company with another man, eventually divorcing 
  Silvertongue in 2142R.  
   
  Shortly after this, Silvertongue went through a dark period, in which he turned to drink and stopped 
  writing altogether. Eventually, his good friend and publicist, Malfaarn Cafanda, helped him over his 
  depression, entering him in the Festival of the Muse, in the Falkhonen Brooch Tournament for 
  storytelling. He did not win the event that year (he received an honourable mention) but the experience 
  inspired him to return to his craft and continue to engage with the Festival each year. He eventually won 
  the event five years running. 
   
  Silvertongue continues to reside at “The Bard’s Retreat”, outside of Darringmoor. Being a lover of 
  history, he was loathe to give up an estate with a link to such a notable figure and secured the house 
  and land as part of his divorce settlement with Debreen. He continues to seek out material for his stories 
  and perform at the Festival  of the Muse (although he is notorious for also telling tales’ incognito’ in the 
  local taverns of Darringmoor, after a few ales). He has won the Falkhonen Brooch Tournament each year 
  from 2144-2148R, losing last year to Dalmecia of Eriana, an Elven singer. He is busy planning a comeback. 
   
   
   
  Kallad 
  Danspar 
  (better 
  known 
  as 
  “Silvertongue”) is a well-known bard, 
  having had a long career as an adventurer 
  and teller of myths and histories 
  
   
  Mundane Bard Item Table 
  21 
   
  A Map Showing the Location of the Tipsy’Tinker Inn 
  “The Tipsy Tinker” is an isolated inn located in the West Sardian Way, a valley in the north-most part of 
  the Grand Escarpment in Sard. The valley connects to a series of established trails that cross the 
  escarpment from east to west. The inn does not see a large volume of traffic because it is far from well-
  travelled roads but despite this, has become a ‘must see’ place to seek out and visit, its reputation being 
  spread by word-of-mouth. Many bards frequent “The Tipsy Tinker, dawn by its beautiful surroundings, 
  its locally brewed ale and the rumours about the other ‘strange’ patrons of the inn. For it is said that Fey 
  folk are attracted to this place and can be observed both at “The Tipsy Tinker” and in the surrounding 
  region.  
   
  A map showing the inn’s location appears in the Players’ Handout section on page 41. 
   
  Belt Buckle Depicting the Paladin Saviour 
  This is an ornate belt buckle attached to a broad leather 
  belt. It displays the legendary Paladin Saviour, a character 
  often depicted in stories and song. The origins of the 
  Saviour story can be traced back to Tabias of Thungar, the 
  son of Eloeyn, one of the great early war-chiefs of one of 
  the ancient Kingdoms of Akalastia. Tabias is credited with 
  founding the modern version of the Siritar faith, when he 
  founded the Mahl-Gandrah (the Knights of Glory) a military 
  Order whose code of conduct was directed according to 
  the paladins who commanded it. Tabias was the leader of 
  those paladins and was instrumental in bringing order to Akalastia and laying the foundation stones for 
  the Sardellan Empire.  
   
  A popular bard’s tale narrating his early life has Chief Eloeyn and his army having a stand-off against the 
  massed warbands of the Dyramandi folk (a tribe who originated from Khalst). Before blood can be shed, 
  Tabias rides forth and is able to get his father and the Dyramandi Chief to agree to settle the battle with 
  single combat. Tabias represents his father and the son of the Dyramandi Chief represents his people. 
  Tabias wins the bout but refuses to take the head of his opponent, as tradition allows. The Dyramandi 
  Chief is moved by the gesture but insists that his son, Vallarz, should be made hostage of Chief Eloeyn’s 
  people. This is arranged and a strong friendship grows up between Vallarz and Tabias, in which they 
  have many daring adventures and quests together (if you believe all the songs of Horanda Dannis in his 
  well-known work penned in the 17th century R, “Tabias, I am the Paladin Saviour”. There are also many 
  stories that attribute the identity of the Paladin Saviour to other historical figures who lived much later 
  than Tabias, such as Morvan the Just, hero of the Battle of Lone Oak Hill in 1453R. While many historians 
  claim this is simply a case of various political factions investing the qualities of the legendary Tabias in 
  their own contemporary heroes, the renowned sage, Saalazar Veruna of Jasper, offered a different 
  explanation for the proliferation of different Paladin Saviours documented across the centuries. Saalazar 
  believed that the sword and mantle owned by Tabias of Thungar were imbued with his spirit after he 
  died. These items have been passed down over the ages and, at times, a hero has arisen worthy of 
  invoking the powers of these sacred items. Thus the legend of the Paladin Saviour has endured and 
  continues. 
  
   
  Mundane Bard Item Table 
  22 
   
  The Insignia of a Famous Bard  
   
  Besides wearing the colours and regalia of their Conservatoriums and companies, as bards gain 
  reputation they will adopt their own devices and insignia and will display this on the front of an inn or 
  hall that they are performing at. Shown here are the devices displayed on the banners of three bards 
  who have a significant following in the northern lands of Eldoria: 
   
  Kallad Danspar (Silvertongue) 
   
  Silvertongue is arguably the most famous bard in recent years, 
  having won the Falkhonen Brooch Tournament five years in a row. 
  He is an accomplished skald with a talent for delivering many 
  ancient and obscure legends ad historical stories to a diverse 
  audience. He writes in a style that appeals to both nobles and 
  common born folk. Recent personal upsets saw him go into early 
  retirement but he returned to performing last year and is 
  currently preparing to compete for the next Falkhonen Brooch. 
   
  Glondling the Rover 
   
  Glondling is a ‘jack-of-all-trades’ with a good reputation for performing at 
  the feasts and ceremonies of noble house across the north, from 
  Gablehead to Darringmoor. He is accomplished in juggling, magic, fire-
  breathing and a range of stringed instruments. While more ‘cultured’ 
  critics of the arts consider Glondling’s act something more suitable for the 
  common rooms of inns, he has developed a solid following amongst many 
  of the regional noble houses, especially those in north-east Elkia. He is kept 
  very busy and is never short of work. Glondling is a member of the bardic 
  company, the Troubadour of the Swans.  
   
  Soorinda Saradelle 
  Soorinda Saradelle was born in the distant land of Y’sira where she initially 
  trained at the K’tinka’s Palace, but as her specialty was dance, she arranged 
  to travel to Llan with a group of entertainers and sought entrance to the 
  Hall of Tiers, which had a more established dance academy. She excelled in 
  her craft and was granted a place with the prestigious dance troupe, “The 
  Graces”. However, after five years of performing with the troupe she found 
  that her creativity was being stifled and she decided to go solo and develop 
  her own blend of traditional Y’siran and Sardellan classical dancing. Her 
  work was criticised by her peers and the Ormocean Church frowned at her 
  choices of costume but after performing at the Festival of the Muse in 
  2147R she became an instant hit with the people and received offers to 
  play to houses and taverns across the north.  Her star is rising. 
  S 
   G 
  
   
  Mundane Bard Item Table 
  23 
   
  Ahridaar Holy Symbol 
  Ahridaar is the god of the arts and culture and, as such is the patron deity of 
  many bards. Ahridaar is depicted as a heavy-set man with long hair and a 
  plaited beard. He wears colorful robes and carries a harp strung with 
  Excellium strings. His holy symbol is a brooch shaped like a harp. Ahridaar is 
  served by five semi-divine beings, collectively known as the Kyseera (the 
  Muses), who inspire mortals to create great works of art. They are: 
   
   
   
  - 
  Lorne (a male aspect). Lorne is the teacher of art rendered by the hand; his domain is painting, 
  illumination, calligraphy, architecture and sculpting. 
   
  - 
  Damasia (a female aspect). Damasia governs all aspects of music; her domain is song, the 
  playing of instruments and the composition of music. 
   
  - 
  Xarish (a female aspect). Xarish is the mistress of the spoken and written word; she inspires 
  playwrights, poets, chroniclers and skalds. 
   
  - 
  Challidara (a female aspect). Challidara is responsible for physical art; she teaches dancers, 
  thespians, jugglers and acrobats. 
   
  - 
  Orsk (a male aspect). Orsk is a lover of good food and drink and passes on his knowledge of the 
  culinary arts and wine and ale making. 
   
  A Lexicon of the Xarian Language 
  This is a book which explains and details translations of spoken word concepts into musical equivalents. 
  It is a little known language developed by the reclusive Ahridaar cleric, Antonia Forlora in the 15th 
  Century R. Antonia was a young devotee serving as an Ahridaar novice on the island of Eriana. She was a 
  follower of the Kyseera Xarias, a Muse of the Church who was the mistress of the written and spoken 
  word. However, following a stroke brought on by Halocean Fever, Antonia suffered a disability whereby 
  she stuttered when speaking. Because of this she found it difficult to communicate with others who 
  devoted themselves to Xarish and withdrew from the main activities she had been engaged in up till 
  then. Instead she became fascinated with music and how notes and musical passages could invoke 
  emotion and imagery. For a period of sixteen years she worked passionately to develop a language 
  based on music and eventually presented her findings to Prelate Galien Elbreen, the Pontiff of the 
  Church. Antonia called it the Xarian language. Galien was most impressed by the concept of 
  communication made solely by music and began to introduce Antonia’s teachings throughout the 
  Ahridaar temples that existed on islands in the Sea of Souls in the 1400’s. Unfortunately, a great schism 
  rocked the Ahridaar faith shortly after, when Prelate Elbreen introduced the “True Believer’s manifesto’ 
  which sought to place limitations on creativity within the Church.  As a result of division within the 
  Church, Antonia’s Xarian language was not widely implemented and faded into obscurity with her death 
  in 1453R. It is now remembered as an oddity by scholars and bards who come across it in old libraries 
  and in records of the Ahridaar Church. 
  
   
  Mundane Bard Item Table 
  24 
   
  A Guide to the 200 Statues of Challidara 
  The Kyseera are the avatars of the Ahridaar faith, semi-divine beings who inspire artists, singers and 
  dancers.  The muse governing physical art (dance, acrobatics etc.) is Challidara who is depicted as a 
  young and beautiful woman. The most enduring works of art concerning the muse Jasper are the (in) 
  famous Statues of Challidara which are located throughout the city of Jasper, the old Imperial capital of 
  Sardell. 
   
   These are two hundred life-size nude effigies of Challidara, cast in bronze, each one being an individual 
  piece of work, depicted in a different pose by the renowned artist, engineer and wizard, Saalazar Veruna 
  during the reign of the Empress. They are spread across the city and appear at street corners, in squares 
  and even in foyers and courtyards of major buildings. Everywhere you go you run into a statue of 
  Challidara. 
   
  If you are a serious aficionado of the arts, you can purchase a set of parchments from the 
  Ahridaar Church, which depict images of all the statues and where they are located. When visiting Jasper, 
  travellers will often engage an acolyte of the Ahridaar Temple to take them on a circuit of the city to 
  inspect each statue. One of the stories spun by the acolytes who take people on the tour of the statues 
  is that the Wizard Veruna was besotted with the Empress Taranae and that the statues of Challidara 
  bear a passing resemblance to the Empress! Whether it is true or not, Taranae was reputed to have be 
  pleased with Veruna’s work. 
   
  The item on the Bard Table is a guidebook from Jasper which has drawings of each statue and its 
  location in the city.  
  
   
  Mundane Bard Item Table 
  25 
   
  A Brooch from One of the Bardic Conservatoriums 
  Most bards have been trained at one of the nine Great Conservatoriums of Eldoria and would belong to 
  one of the five Companies of the Muse, established during the 15th and 16th centuries R. Although 
  Human bards do not go through the laborious training that is expected of a student Wizard of the 
  College of Arcane Science, the Conservatoriums have long-established ties with the Guild of the Magi 
  and exchange lore that they acquire from their research for the training of their more talented prodigies 
  in the magic arts. Thus a Bard’s magical skills come from an association with the ‘less-talented wizards’ 
  who maintain the Guild Houses across Eldoria. 
   
  The Bard Table lists a brooch that is the insignia of one of the great bard Conservatoriums. Choose from 
  one of the following: 
   
  The Hall of the Falkhonen  
  This grand establishment is situated in Jasper, in the Imperial State and is one of two Conservatoriums 
  owned and administered by the Company of Skalds, tellers of epic tales who use no music in their craft, 
  relying solely on their dramatic storytelling abilities. 
   
  The Crystal Chamber 
  The exquisitely decorated theater maintained by the Company of the Golden Voice. The Crystal 
  Chamber was once a well-to-do ‘watering hole’ located in Zaramoor, Elkia, and was originally called the 
  Crystal Inn. It was renowned for the quality of entertainment its owners provided as well as the culinary 
  and wine-making skills of its proprietors. It rapidly became the haunt of many talented people, most of 
  whom were gifted singers or cooks. When the Inn faced financial ruin following the Kinstrife, several of 
  The inspiring Hall of the Falkhonen, located in the city of Jasper, is the centre 
  of the Festival of the Muse, an annual celebration of the bardic companies 
  
   
  Mundane Bard Item Table 
  26 
   
  the more prosperous past artists banded together to buy a major share in premises and keep it afloat. 
  The most influential of these new owners were members of the Company of the Golden Voice. In 1775R, 
  the Golden Voice started building a Conservatorium and theater on the site of the Crystal Inn, receiving 
  generous funding from local wealthy patrons. No expense was spared and the finished building 
  incorporated polished floor tiles of Balasian Oak and artwork by Gustyn Canther and Habalian Trune. 
  The Golden Voice specialize in vocal talents and its members are amongst the most gifted singers of 
  Eldoria. The famed Dalmecia of the Island of Eriana is an Elven Bard of the Golden Voice and she is 
  known to have the gift of singing at a pitch that can shatter delicate glassware. 
   
  The Shrine to Saint Tira 
  This Conservatorium is located in Tempest and is home to the Company of the Master Troubadours. This 
  Company is made up of talented musicians; players of lutes, pipes, tambours and kadizas. The Shrine has 
  the privilege of being located on one of the three main islands of the Tempest group and, in addition to 
  its music halls, features an extensive mausoleum devoted to the memory of Tira Thrule, the cleric of 
  Ahridaar responsible for the foundation of the Companies of the Muse. 
   
  The Hall of Tiers 
  This is the magnificent indoor theater in Quorull, Llan, which houses the Company of the Mask. The 
  Mask is representative of thespians, mummer-troupes and more physical forms of entertainment 
  (juggling, acrobatics, dancing and suchlike). It is perhaps the most diverse of the four companies and 
  caters for many artists who are best described as ‘jacks-of-all-trades’. 
  In addition to these four larger Human Conservatories, there are also five other establishments of note 
  that are the centers of talent for more regional Human Bardsand Demi-Human Bards such as the 
  Stonekin and Leezari. 
   
  The Tellers’ Dome  
  This is located in Port Lyrie and operated by Skalds, it is one of the few Conservatories frequented by 
  Elves. 
   
  Songheart Reach 
  Situated in Rhenfara and operated by the Troubadours. It is a remote retreat for Bards who wish to 
  escape the woes of the world, being an isolated commune near the Tiered Falls. 
   
  The Runehall 
  This Conservatorium is mainly a gathering place where Dwarves remember the old songs and tales of 
  their elders and is not governed by any of the Muse Companies, although some Humans study here. The 
  Runehall is located in Karhaven, Sard. 
   
  K’tinka’s Palace 
  Another Troubadour Conservatorium located in Byalliz. It is famous for a particular style of music, called 
  Hyallah, which begins at a slow pace and gradually builds tempo over repeated passages. 
   
  The Circle of Nolamande 
  This is the only formal institution for Elven Bards, located in Tarimthol-Irl. 
  
   
  Mundane Bard Item Table 
  27 
   
  Harper’s Biscuits 
  Harper’s Biscuits are a Charm, prepared and blessed by the Church of Ahridaar. They work under certain 
  circumstances and rely on belief to empower them (see Additional Materials and the section – ‘How 
  Charms Work’). 
   
  Description: A small honey-flavored pastry, often shaped like a harp, but they can be shaped in many 
  other forms according to the region they are baked. They are normally provided in a small wooden box 
  containing five biscuits. The box is painted with the symbols of the Kyseera (the muses) 
  Trigger: Eating the biscuit 
   
  DC: 10 
   
  Effect: The owner will gain a +4 bonus to their next Preform DC Check (provided this is made 1d3 hours 
  after consuming the biscuit. The effect does not stack if more than one biscuit is consumed. 
   
  Cost: 20 gold trades or five biscuits (usually only purchased by wealthier artists and performers). 
   
  Frequency: Rare. 
   
  Usage: The biscuits will totally lose their potency 10+1d10 days after being created. 
   
  Religion: 
  This 
  Charm 
  is 
  made 
  by 
  the 
  Church 
  of 
  Ahridaar 
  (Chaotic 
  Good/Domains: 
  Travel/Exploration/Trade/Luck/Knowledge. Their main goal is the perfection of the arts as inspired by 
  Ahridaar’s divine messengers, the Kyseera (the muses). 
   
   
  A Harper’s Biscuit is usually consumed as a tradition amongst bards before 
  performing; it’s a charm that is supposed to bring good fortune 
  
   
  Mundane Bard Item Table 
  28 
   
  A Banner from the Hall of Tiers 
  The Hall of Tiers, in Llan, is a wonderful 
  theatre complex which houses the bardic 
  organisation, Company of the Mask. The 
  Mask 
  is 
  representative 
  of 
  thespians, 
  mummer-troupes and the more physical 
  forms of entertainment (juggling, acrobatics, 
  dancing and suchlike). It is perhaps the most 
  diverse of the four bardic companies and 
  caters for many artists who are best 
  described as ‘jacks-of-all-trades’. 
  The Mask are known for their religious 
  dramas and their works are quite somber 
  and often tragic in nature. There are lighter 
  performances held during the year by other companies who make use of the Hall, paying a percentage 
  of their takings going to the Mask. The average cost of attending a performance is 3gp. Currently the 
  Half-Elven singer, Eldereth Scintalia, is appearing to sold out audiences each evening. 
   
  The item on the Bard’s Table is a banner from the hall of Tiers advertising the concert performances of 
  Eldereth Scintalia (feel free to substitute your own events). An image of the banner appears in the 
  Players’ Handout section in this book. 
   
   
  A List of Four Locations of Malvorance’s Dimensional Landscapes 
  Malvorance’s amazing Dimensional 
  Landscapes 
  were 
  a 
  series 
  of 
  paintings from the Pre-Redemption 
  Age, created by the legendary artist 
  and 
  wizard, 
  Malvorance, 
  with 
  materials bestowed upon him by 
  Lorne, one of Ahridaar’s Kyseera 
  (muses). His works were large 
  landscape paintings, rendered on the 
  treated hide of displacer beasts and 
  stretched 
  across 
  diamondwood 
  frames. The paintings were created 
  with such accuracy and bestowed 
  with enchantments of such potency 
  as to create two-way portals to the 
  actual location that they depicted (in 
  space but not in time).  
   
  
   
  Mundane Bard Item Table 
  29 
   
  A portal in one of Malvorance’s paintings is opened by uttering the command word, located in the 
  bottom right hand corner of each canvas; cunningly disguised to resemble the artist’s signature. The 
  portal remains open for 5+1d6 minutes. The painting becomes an open window onto that scene for this 
  duration, allowing individuals to clamber through, arriving at a point where the viewer of the scene 
  would be standing in reality. 
   
  A portal, the same size as the painting comes into existence at the location depicted. People who travel 
  through the portal can return that way. Note that it is not always obvious where Dimensional 
  Landscapes lead to as much has changed between the time that the paintings were created and today. 
   
  The Ahridaar religion has three of Malvorance’s Dimensional Landscapes, squirreled away in its church 
  on Eriana (though ten more works are known to have been painted). The works detailed on the list are 
  as follows: 
   
  Painting Title 
  Appearance 
  Location 
  Merchant 
  Caravan 
  at 
  Sunrise  
  A camel train in a desert landscape at dawn with 
  mountains in the background 
  50 miles south of Zagnaki in 
  Y’sira 
  Winter at Nutbeech Farm 
  A snow covered farm landscape with a well 
  rugged up peasant putting out hay for cows 
  Farmland 
  just 
  north 
  of 
  Hearthvale 
  Home 
  in 
  Northland 
  Paradise Found 
  A white sand beach with a hilly headland to the 
  right on which is a small stone tower 
  An isolated cove 20 mike SE 
  of Rallish in the Crownless 
  Lands 
  The View from the Spire 
  A wide-ranging view of the ocean with a cityscape 
  in the foreground 
  The 
  island 
  of 
  Kordass 
  (which sunk thousands of 
  years ago) 
   
   
   
  “Merchant Caravan at Sunrise” one of the famous paintings by the wizard 
  Malvorance; each is a dimensional portal to the place they depict 
  
   
  Mundane Bard Item Table 
  30 
   
  A Mimicry Box 
  Aura feint transmutation; CL 6th; Weight 2 lb Market Price 10,000gp 
  Description 
  This is a small decorative metal box inlaid with miniature figures and patterns, carved into ivory. It has a 
  hinged lid and a small catch but no lock. If the lid is opened the box ‘records’ all sounds that a person 
  with normal senses would have heard if they were at the location of the box while it was open. The box 
  can record 5+1d4 minutes of sound, after which its lid magically closes. Attempting to forcibly keep the 
  lid open after its recording duration is reached causes the Mimicry Box to lose its stored recording. 
  If the box is opened while it contains a ‘trapped’ sound sequence, it will play the sounds it last recorded. 
  The sounds will be automatically lost once the playback has been completely replayed or if the box lid is 
  closed (which resets the recording ‘mode’ again). 
  Construction Requirements 
  Spellcraft; Craft Magic Wonrdous Item, Vocal Alteration; excellium steel; ivory; Harpy’s vocal chords Cost 
  6,000gp 
  History 
  Mimicry Boxes were given to the ancient following of Ahridaar during the first age by Damasia, the 
  Uushai (avatar) of the God Ahridaar. They were presented to mortals so that they could sing their best 
  songs, allowing Damasia to return to Tarrisada (Heaven) and present them to Ahridaar. 
  It is said that one hundred Mimicry Boxes were gifted to mortals. 
   
   
   
   
   
   
  
   
  Mundane Bard Item Table 
  31 
   
  Alchemy Pipes 
  This device is a masterwork set of pan-pipes, specially designed to conceal alchemical compounds in one 
  of its tubes and deliver attacks in the form of a gas. A small capsule is prepared using the standard 
  alchemy craft skill checks for making an extract, except that being in a special gaseous form, this takes 
  twice the normal time. 
   
  The capsule is placed within the delivery tube of the pan-pipes; this has a concealed pressure pad built 
  into a decorative frame and pushing down on this will break the capsule and release the gas, which is 
  then directed at an opponent(s) in a short, strong blow through the pipe.  The use of alchemy pipes for 
  an untrained person can be very dangerous as the user can accidentally breathe in the gas while 
  deploying it (DC20 Fort Save). At Level 2, Alchemists are trained at dealing with poisons and receive a +4 
  to saving throws when using alchemy pipes. The standard Hold Breath Rules then apply to further 
  resisting the effects of the deployed gas. 
   
  Alchemy pipes have a range of a 10ft cone and the gas will remain effective for 3 rounds. The DC Check 
  is normal on the first round and reduces by 2 in the second round and 4 in the third round. Typical gas 
  capsules prepared for alchemy pipes include: 
   
  - 
  Any poison 
  - 
  Catatonia (as per the spell) 
  - 
  Fire Breath (as per the spell but limited to a single burst- the gas ignites as a jet of fire). 
  - 
  Blindness (as per the spell) 
  - 
  Cause Fear (as per the spell) 
  - 
  Hypnotism (as per the spell) 
   
  History 
  The original version of this curious masterwork musical instrument was thought to have been made in 
  1549R by the infamous bard and alchemist, Sandarr the Black. However, it is believed that a number of 
  copies were later made by other craftsmen for their own ends after the pipes went on display in the 
  museum of the Naesada Palace in Jasper.  
   
  Sandarr was a talented and aspiring bard from Llan, who was studying overseas at the Shrine to Saint 
  Tira when he learned the devastating news that is family had been killed by Sardellan forces occupying 
  his home town of Slaarn. A burning desire for revenge consumed him and he abandoned his musical 
  career and plotted how he could achieve his goal – to kill the Empress Taranae of Sardell. While Sandarr 
  had been learning music at Conservatorium he had been supporting himself by working for an alchemist. 
  It was from these roots that a dark plan was formed. Sandarr used his musical talents and entered the 
  Festival of the Muse, a great bardic event, at which talented individuals were invited to perform 
  privately before the Empress. He intended to get close to Taranae and then use his alchemy pipes to 
  deliver a dose of deadly poison gas.  
   
  Sandarr was talented, but not sufficiently so to gain the attention of the Empress. Instead, he used all of 
  his savings to bribe an official of the Festival to let him win a major talent tournament and so be allowed 
  to play before Taranae. However, despite his efforts the plan failed; the bribe was insufficient and the 
  
   
  Mundane Bard Item Table 
  32 
   
  security surrounding the Empress had always been of the highest standard. Sandarr’s plot was 
  uncovered by the Stormwatch, an elite organisation serving the Ormocean Church, and he was arrested. 
  Within a year, a highly public trial was held which used Sandarr as a political scapegoat, claiming he had 
  been directed to assassinate the Empress by the Guilds of Llan. A broken Sandarr confessed to the ‘plot’ 
  and was subsequently hung amongst great displays of pomp and circumstance. 
   
  Centuries later, after the Empire had faded away, there was special exhibition on the life of Empress 
  Taranae presented at the Naesada Palace, in Jasper. As a curio piece, the alchemy pipes used by Sandarr 
  were included in the display with the story of the assassination plot and its background. Due to the 
  popularity of the exhibition on Empress Taranae, a smaller version of the exhibit has remained in the 
  palace since then and Sandarr’s pipes have remained a part of it. They have inspired devious minds to 
  make copies of the pipes for their own nefarious purposes. 
  D’Cammazan Mandolin 
  In 1724R, the master craftsman, Danmar D’Cammazan, of Vharizia, was commissioned to make a 
  mandolin as a birthday gift for Endon Trune, a descendant of the founder of the Hall of Falkhonen in 
  Jasper. No expense was spared and D’Cammazan included diamondwood in the construction of the 
  soundbox and used Excellium strings. The resulting instrument is said to have produced such a clarity of 
  sound that, in the right hands, the mandolin could bring grown people to tears or instil in them a joy 
  that they would find hard to ever forget. Endon Trune was greatly pleased with the gift and, over the 
  next fifteen years had Master D’Cammazan fashion thirty-four other mandolins for bards whom he 
  believed were worthy of the instrument. 
  D’Cammazan always worked alone on the mandolins he made and upon his 
  death, the knowledge of their making was lost. There has never been any 
  musical instrument that comes close to the sound produced by a 
  D’Cammazan mandolin. Those that still exist are much sought after and 
  valued at anything between 50,500 + 1d6 10,000gp, depending upon their 
  condition and maker’s identification number. This is usually found etched 
  into one of the frets along with D’Cammazan’s icon of a butterfly with music 
  notes on its wings. 
  In the hands of a person with a minimum of Perform: Lyre (or stringed 
  instrument) +7, a D’Cammazan mandolin allows doubles their perform 
  bonus. 
  The original alchemy pan-pipes crafted by Sandarr the Black which 
  are now displayed in the Empress Taranae exhibit at the Naesada 
  Palace in Jasper 
  
   
  Mundane Bard Item Table 
  33 
   
  Additional Materials  
  Sub-Table: Bard Magic Items 
  Rolling 100 on the Mundane Bard Table indicates a magic item. As GM, either select an item from the 
  pathfinder Source Books yourself or roll a random item on the following sub-table: 
   
  % Die roll  
  Item 
  Effect Summary 
  1-20 
  Pipes of Sounding 
  Enable the user to imitate Ghost Sounds (as per the spell) 
  21-40 
  Harp of Charming 
  Enables the performer to work a suggestion (as per the  spell) 
  41-60 
  Horn of Fog 
  Produces a cloud of heavy fog similar to that of an obscuring mist spell 
  61-70 
  Horn of Battle Clarity 
  All creatures within 60 feet are not considered flat-footed. 
  71-80 
  Pipes of Haunting 
  Those within 30 feet  become frightened for 4 rounds 
  81-90 
  Harp of Shattering 
  Produce s the following effects: break (1 charge); shatter (2 charges) 
  91-95 
  Doomharp 
  Allows the user to perform the 8th Level Dirge of Doom Bard ability 
  96-100 
  Drums of Panic 
  All creatures within 120 feet are affected as by a fear spell  
   
  Charms and How They Work 
  What Are Charms? 
  Charms are minor magic items prepared by priesthoods according to rituals passed down over 
  generations. They are used by members of the clergy and often bestowed as gifts to those individual 
  who are patrons of the Church or, in certain cases; Charms are even sold to the general populace as a 
  source of revenue.  Although the magic of a Charm is not as powerful as a spell effect, their creation is a 
  closely guarded secret of their religion and usually involves the crafting of mundane materials that are 
  then blessed by a Seervati. Many Charms of different kinds exist within each religion. In this 
  compendium the best known Charms of each Eldorian Church are described. GMs may wish to develop 
  their own versions of these items.  
   
  How Charms Function 
  Charms are imbued with a small amount of Tas energy that reacts to specific circumstances. The Tas is 
  the term for the magical matrix which surrounds and permeates all things in Eldoria. These are usually 
  triggered by fluctuations in a person’s aura or in the immediate Tas Web which surrounds them. The 
  strength of a person’s belief in the Gods and the belief in the Charm itself determines if the magic is 
  activated according to its divine purpose. Note that some Charms are rendered useless once their power 
  is triggered; others continue to be usable until the item is broken or otherwise worn out. When the 
  specific circumstance that activates a Charm occurs their particular effect may take place, depending 
  upon the belief the person has in their deity. The chance of this is determined by the GM making a DC 
  roll (referred to as a Belief Check). Each Charm detailed in this compendium has its own base DC listed in 
  its entry. 
   
  The following modifiers are applied to all Belief Checks: 
  +2 
  If the person using the Charm is a cleric of the religion that made the Charm 
  +1 
  If the person using the Charm is Recognized to the religion that made the Charm* 
  
   
  Mundane Bard Item Table 
  34 
   
  +1 
  If the person using the Charm had demonstrated regular religious 
  convictions to the GM (e.g. they pay tithes to Churches, they visit 
  temples whenever they can to pray etc.) 
  +1 
  for each point of CHA modifier 
  -2 
  If the Charm being used by the person was made by a Church with an 
  alignment opposed to their religion (e.g. their patron God is of Good 
  Alignment and the Charm is made by an Evil Church or vice-versa. 
   
  * In Eldoria, people believe in all the Gods in the pantheon but are sworn to one 
  of those Gods in a service that takes place before their first birthday. This ritual 
  is called Recognition. In terms of other game settings, this simply means that 
  they receive a +1 bonus to the Belief Roll if they use a Charm made by the 
  religion of the God they worship.  
   
  The above adjustments are cumulative (e.g. you would expect a cleric to have 
  at least +3 as they would also be Recognized to their deity). The cumulative 
  figure is their ‘Belief Bonus’ which is added to their roll. A DC roll of 1 is always 
  a failure. If the Belief Roll equals or exceeds the DC, the Charm’s power 
  manifests and takes effect. If the Charm’s power is listed as single-use, the 
  Charm will no longer function. The wearing of multiple Charms displays a lack 
  of faith in their Patron God. If a person has more than one Charm (of any kind) 
  on their person, then the Belief Bonus for every Charm worn incurs a -4 
  penalty. 
   
  Terminology 
  The following references are used throughout the descriptions of Charms in 
  this compendium: 
   
  Religion (the religion that knows how to make the Charm) 
   
  Description (a brief description of what the Charm looks like and is made of) 
   
  Trigger (the circumstances that trigger the effects of the Charm) 
   
  DC (the unmodified difficulty check for the Belief Roll that activates the 
  Charm’s effects) 
   
  Effect (a description of the effects that the Charm provides if its Belief Roll is 
  triggered) 
   
  Cost (the amount in trades that the Charm usually costs on the open market). 
  Trades are the Eldorian term for coins. 
   
   
  SEERVATI 
  A Cleric Who Casts Spells 
   
  Seervati is an ancient word 
  meaning “vessel of God’s 
  power”. Since the beginning of 
  the Redemption, the word has 
  also been used as a title for a 
  cleric who has the ability to 
  summon the Tas and cast 
  spells. In Eldoria not all clerics 
  usually have this ability; only a 
  few who have a natural 
  affinity for connecting to the 
  Tas and have been schooled in 
  the 
  secret 
  rituals 
  and 
  incantations of the religion 
  they serve. 
   
   
   
   
   
   
   
   
  When a novice joins a religion, 
  they are examined by the 
  existing 
  Seervati 
  of 
  their 
  temple to determine their 
  ability to harness and form 
  spells. Usually they undergo a 
  series of tests designed to 
  ‘kick-start’ any latent talent 
  they may have. Those who fail 
  the tests are allocated to 
  other administrative bodies 
  within their temple and may 
  still 
  rise 
  to 
  positions 
  of 
  seniority. Those who do show 
  Seervati potential are taken 
  under 
  the 
  wing 
  of 
  the 
  Seercandum, an order of a 
  temple that is devoted to 
  maintaining the religion’s lore 
  and the teaching of divine 
  magic to its rising stars.   
   
   
  
   
  Mundane Bard Item Table 
  35 
   
  Permanency (how many times the Charm can be triggered; usually only known by the GM)  
   
  Frequency (a measure of how rare the Charm is. Charms are rated as being common, uncommon, rare 
  and unique (see below): 
   
  - 
  Common: this Charm is made by novice Seervati of the temple as part of their daily routine 
  using Craft Charm (see page 8). They are sold both by the temple and by merchants who 
  purchase them from the temples to sell in cities and in regional areas. These can be obtained 
  easily by anyone, regardless if that God is their Patron deity. 
   
  - 
  Uncommon: This Charm is made by novice Seervati using Craft Charm (see page 8) and sold by 
  the temple to persons Recognized to the temple or those religions who share Recognition 
  agreements. Persons buying this Charm may be subject to a Read Aura spell (see the 
  Encyclopedia Eldoria) by the clergy of the Church they wish to purchase it from. 
    
  - 
  Rare: This Charm is only made by senior clergy using Craft Wondrous Item and sold to 
  Recognized Church members or given as gifts to allies of the Church. 
   
  - 
  Unique: This Charm is only made by senior clergy of the Church using Craft Wondrous Item and 
  given to Church officials or allies of the Church as a special reward for services provided. 
   
  Usage (How long the Charm remains potent and will still manifest its effect). 
   
  Charms are fully detailed in the FoE publication “Eldorian Charms”, which includes rules for creating 
  Charms and 27 pre-designed Charm. 
   
   
  
   
  Mundane Bard Item Table 
  36 
   
  A Performing Animal  
  This ‘item’ is found in close proximity to its master or the premises of its master. It’s up to the GM how 
  the animal is introduced and what its disposition toward humans (see table below). For example, the 
  players may have come across the body of a bard who is the animal’s trainer and the bard has been 
  killed by bandits; the wounded bear is guarding the body and is hostile toward anyone approaching. 
  Alternately it may be that your players are scoping out the premises of a bard while he is absent and 
  discover a trained animal in a cage.  
   
  Regardless of how animal is introduced it will be semi-domesticated and will know a range of commands 
  and tricks that it performs for it master as part of an act. It will have learned 1d3 Entertain Tricks and 
  1d6 other non-combat common tricks (refer Pathfinder Core Rule Book). 
   
  You may wish to choose a suitable animal to introduce or roll on the following table: 
  d10 
  Animal Type 
  Base Statistics 
  1 
  Small Dog 
  Init +1/Melee bite +2 (1d4+1)/AC13/hp6/ Fort +4, Ref +3, Will +1 
  2 
  Cat 
  Init +2/Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)/ AC 14/hp 3/Fort +1, Ref +4, Will +1 
  3 
  Weasel 
  Init +2/ Melee bite +4 (1d3–4 plus attach/ AC 15/hp 4/Fort +2, Ref +4, Will +1 
  4 
  Squirrel 
  Init +4/ Melee bite +8 (1d2–4)/ AC 18/hp 3/Fort +1, Ref +6, Will +1 
  5 
  Pig 
  Init +1/ Melee bite +1 (1d4)/ AC 13/hp 6/Fort +6, Ref +3, Will +1 
  6 
  Rabbit 
  Init +3/ Melee bite –2 (1d3–4)/ AC 15/hp 3 /Fort +1, Ref +5, Will +1 
  7 
  Light Horse 
  Init +2/ Melee 2 hooves –2 (1d4+1)/ AC 11/hp 15/Fort +6, Ref +5, Will +1 
  8 
  Badger 
  Init +1Melee bite +1 (1d3), 2 claws +1 (1d2)/ AC 13/hp 9/Fort +4, Ref +3, Will +1 
  9 
  Fox 
  Init +2/Melee bite +1 (1d3-1)/ AC 14/hp 5/Fort +3, Ref +4, Will +1 
  10 
  Bear 
  Init +3/Melee 2 claws +6 (1d4+3 grab), bite +6 (1d4+3)/AC 17/hp 32/ Fort +6, Ref +7, Will +2 
   
  You may wish to choose 1d3 Entertain tricks or roll on the following table: 
  d10 
  Trick 
  Effect 
  1 
  Costume 
  The animal will accept wearing a costume such as a hat or non-restrictive clothing 
  2 
  Upright 
  The animal will rear up and walk on two legs for 2d4 rounds 
  3 
  Balance 
  The animal can balance an object such as a ball on its nose 
  4 
  Rider 
  The animal will allow a smaller creature to ride on its back (this will usually be close by) 
  5 
  Hurdles 
  The animal will jump over hurdles or through hoops 
  6 
  Counting 
  The animal will tap a number of times to indicate a number of items (up to 10) 
  7 
  Card Trick 
  The animal can pick a specific face-down card from three choices 
  8 
  Dance 
  The animal will stand upright and perform rhythmic ‘dance’ movements for 2d4 rounds* 
  9 
  Talk 
  The animal will make vaguely ‘human-sounding’ replies to a set trigger phrases 
  10 
  Sing 
  The animal will howl or similar sounds in time with music or songs 
  * This also requires the Upright Trick 
   
   
  
   
  Mundane Bard Item Table 
  37 
   
  Trained animals will have different dispositions to persons other than their masters. Determine the 
  animal’s initial disposition and. if the indicated Handle Animal Check is made, refer to the next lower 
  disposition on the table and so on until the animal either acts according to the entry on the table or is 
  finally made Amiable. 
  d10 
  Disposition 
  Behaviour 
  DC 
  1 
  Amiable 
  The animal trusts the newcomers and will readily approach them without fear or hostility 
  None 
  2 
  Reward 
  The animal will be initially Cautious but will become Amiable if shown food  
  None 
  3 
  Cautious 
  The animal will try to flee unless the DC is successful; then it becomes Reward-Based.  
  15 
  4 
  Skittish 
  The animal is nervous and will flee unless the DC is successful; then it becomes Cautious 
  20 
  5 
  Guarded 
  The animal is hostile and will attack unless the DC is successful; then it becomes Skittish 
  25 
  6 
  Aggressive 
  The animal can only usually be controlled by its master and will attack unless the DC is 
  successful; it then becomes Guarded 
  30 
   
   
   
  
   
  Mundane Bard Item Table 
  38 
   
   
   
   
  
   
  Mundane Bard Item Table 
  39 
   
   
   
   
  Dalmecia of Eriana   Sivertongue   Hamm Wystefix   The Blessed Reya       
   
  This year’s Festival of the Muse will be held in the taverns and concert halls of Jasper starting on Fyrezar, the March of Life, and 
  continuing to Pharianzar, when the final of the Falkhonen Tourney will be decided. Persons wishing to take part in any competitions 
  at the Festival must register at the Temple of Ahridaar on Victory Road at least one week before Fyrezar.  
  A full program of events and performances will be available in Jasper at that time. 
  
   
  Mundane Bard Item Table 
  40 
   
   
   
   
  Sail’s End Darringmoor 23rd Day of Earth 2150R 
  The barkeep called for silence from the audience, which consisted of mainly sailors, labourers and 
  prostitutes. Eventually the barkeep had to beat a vocal patron into submission before Barswynn 
  could commence.  The bard began with the instrumental favourite, “The Gods Shall Awaken”, 
  which is usually played by a quartet. In performing the piece just on the harp, Barswynn pulled off 
  a minimalistic triumph with the notes hanging eerily in the air of the “Sail’s End” common room, 
  despite the frequent sounds of flatulence and calls for more ale. 
   
  Undeterred with the cultural limitations of the audience, Barswynn immediately launched into the 
  well-known and much loved ballad, “And Who Will Save the Hero?” This classic one hour epic 
  song has recently had a revival across most other inns and taverns of the north but, obviously not 
  at the “Sail’s End”, where the crowd started a game of slide-stones beside the stage after the 
  eleventh refrain of the chorus. Unfortunately (for me – as Barswynn was about to perform my 
  favourite part of the ballad) he put down his harp and complimented the audience on their 
  appreciation of the arts before attempting to leave. The barkeep intercepted Barswynn at the door 
  and after a brief negotiation and the display of some weaponry, the bard returned to the stage to 
  thunderous laughter. 
   
  Taking the crowd by complete surprise, Barswynn downed a tankard of ale, tuned his harp and 
  strummed the opening bars of the well-liked sing-a-long ditty, “Saucy Suula and the One-Eyed 
  Pirate”. The “Sail’s End” patrons’ jaws dropped and the room went silent except for the ribald 
  words being sung by Barswynn, who encouraged the good folk to sing the chorus with him. And 
  they did…with gusto! The mood in the common room changed instantly and all focus was on the 
  bard. He followed up “Saucy Suula” with “A Drinkin’ We Will Go” and “Y’siran Girls For Me!” 
  which were all hits with the crowd and had some folk dancing on the tables. 
   
  Barswynn’s, performance had a shaky start but once he found the measure of his audience, there 
  was nothing stopping him and he had them eating out of his hand. A great night was had by all; a 
  magnificent performance! Catch Barswynn at the “Sail’s End” this week, where he is obliged to 
  make four more appearances, in order to pay off his gambling debts at the inn. 
  
   
  Mundane Bard Item Table 
  41 
   
   
   
  Dear Malfaarn, 
  I write to inform you that at last I have found a story that is worthy of its telling; a tale that will draw the listener in 
  with its intricacies of plot, heroics, romance and bitter tragedy. Dare I say that this will be a narrative to rival the 
  works of Gildermoor! The story I intend to document was told to me an Elven scholar who is a one of the Leezari 
  who occupy the Elven ambassador’s enclave in Port Lyrie.  Some of the references in the tale I would have you 
  research in the libraries of the Holy Trinity – tell Brilane that I will perform exclusively for the brothers if you can 
  access the Temple archives. 
   
  Basically, I need you to find out all you can about the Elven historical figure Diamasin and the Order of the 
  Vigilant Guard. Also can you please find out anything related to his wife Aedrinnia and how she may have died – 
  was it through violence or did she enter the Deathless Sleep of the Leezari? 
   
  Can you also visit the Guild of the Magi and make queries about any arcane relics that were known as ether ‘Stars’ 
  or ‘Star-Kin’ Stones’; their function and possible connection to Diamasin. It’s a long shot, I know, but there may 
  be something in the collection of references. And lastly can you visit the harbour master or make enquiries with ship 
  captains about the location of an island called Elmardia. My source says it is in the Greater Inner Sea but I cannot 
  find any island bearing that name in the charts I have accessed to date. 
   
  I intend to be back in Darringmoor by the last span of the March of Light and will catch up with you then with 
  regards to what you uncover by then. I am following a lead regarding this story at the University of Pharidor’s 
  Watch. I will see you soon! 
   
  Yours respectfully, 
   
   
   
   
  Port Lyrie 23rd Day of Earth 2150R 
   
  
   
  Mundane Bard Item Table 
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  An extraordinary place to stay and sample fine local ales while 
  being entertained by troubadours, jugglers and dancers of 
  renown. Visit us the next time you travel through Sard! 
  We are located 10 miles inside the West Sardian Way 
  
   
  Mundane Bard Item Table 
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  Mundane Bard Item Table 
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  References  
   
  DriveThruRPG.com  
   
  200 Mundane Items, Pathfinder Compatible. (2016).Friends of Eldoria. Mundane items source 
  material set in Eldoria.  
   
  Mundane Arcane Items, Pathfinder Compatible. (2017).Friends of Eldoria. Mundane items 
  source material set in Eldoria.  
   
  Mundane Bard Items, Pathfinder Compatible. (2017).Friends of Eldoria. Mundane items source 
  material set in Eldoria.  
   
  Mundane Cleric Items, Pathfinder Compatible. (2017).Friends of Eldoria. Mundane items 
  source material set in Eldoria.  
   
  Mundane Fighter Items, Pathfinder Compatible. (2017).Friends of Eldoria. Mundane items 
  source material set in Eldoria.  
   
  Mundane Rogue Items, Pathfinder Compatible. (2017).Friends of Eldoria. Mundane items 
  source material set in Eldoria.  
   
  Darringmoor Dart # 1, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 2, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 3, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 4, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 5, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 6, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 7, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  
   
  Mundane Bard Item Table 
  45 
   
  Darringmoor Dart # 8, Pathfinder Compatible. (2017).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 9, Pathfinder Compatible. (2017).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria. 
   
  Darringmoor Dart # 10, Pathfinder Compatible. (2017).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
    
  Encyclopedia Eldoria, Pathfinder Revised Edition, (2016). Friends of Eldoria. A comprehensive 
  guide to the world.  
   
  Interesting Inn Series# 1 – Sail’s End, (2016) Pathfinder Compatible. Friends of Eldoria. (2016). 
  Inn source material set in Eldoria. 
   
  Interesting Inn Series #2 – Muddy Boots Inn, (2017) Pathfinder Compatible, Friends of Eldoria. 
  (2016). Inn source material set in Eldoria. (Coming soon) 
   
  Interesting Inn Series #3 – Tipsy Tinker, (2017). Pathfinder Compatible. Friends of Eldoria. Inn 
  source material set in Eldoria. (Coming soon) 
   
  Player’s Concise Eldoria. (2016). Pathfinder Compatible. Friends of Eldoria.  A short 
  guide/handout about Eldoria that won’t give any secrets away.  
   
  Rat’s Nest, (2016) Pathfinder Compatible, Friends of Eldoria. Mini-module set in Eldoria.  
   
  Reliquarium Eldoria. (2016). Pathfinder Compatible Friends of Eldoria. A comprehensive guide 
  to the religions of Eldoria.  
   
  Ten Market Stalls. (2016). Pathfinder Compatible, Friends of Eldoria. Market stall source 
  material set in Eldoria.  
   
  Ten MORE Market Stalls. (2017). Pathfinder Compatible, Friends of Eldoria. Market stall source 
  material set in Eldoria.  
   
  Online Community Pages 
   
  There is a Facebook page ‘Eldoria’ with information on this world here: 
  https://www.facebook.com/pages/Eldoria/443402119036225 
   
  There is a ‘Friends of Eldoria’ Facebook group where players can chat and get some additional 
  information here: 
  https://www.facebook.com/groups/358804577530186/ 
  
   
  Mundane Bard Item Table 
  46 
   
   
  Previously Published Modules 
   
  Mindbane (generic role-playing adventure) Darkstar Gaming Pty Ltd 1983 
   
  Web of the Widow (Harnworld adventure) Columbia Games 2000 
   
  Shades of Gray (electronic d20 download) Auran Pty Ltd 2001 
   
  Dark Awakenings: Guardian (d20 adventure) Auran Pty Ltd 2001 
   
  Dark Awakenings: Shadowland (d20 adventure) Auran Pty Ltd 2002 
   
  Sanctuary (d20 adventure) Auran Pty Ltd 2002 
   
  Encyclopedia Eldoria (d20 campaign setting) Comstar games (2005)  
   
   
   
  
   
  Mundane Bard Item Table 
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  Mundane Bard Item Table 
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  Copyright  
  OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.  
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including 
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  distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
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  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, 
  LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e) above, and are not Open Content: All trademarks, 
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  and trade dress.  
   
   
   
   
  
   
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   MUNDANE ROGUE ITEMS TABLE 
  (100 Miscellaneous Discoveries found on a Rogue) 
  MUNDANE BARD ITEMS TABLE 
  (100 Miscellaneous Discoveries found on a Bard) 
   
  “Alas he will play no more…but how much is that lute worth?” 
  Have you ever felt the pressure and frustration of coming up with multiple mundane items as players 
  loot the body of a bard or search his writer’s garret? Then the Mundane Bard Items Table is your 
  solution. Not only are there a variety of mundane objects, the table also includes the macabre and 
  unusual – perhaps even sparking an idea for a new adventure. The Mundane Bard Items Table is an 
  expansion for the original 200 Mundane Items Tables and will add an even richer layer to your 
  campaign and allow you to narrow the scope of what your players find when searching the body or 
  premises of a bard.  
  Also look out for the companion books available via Drive Thru RPG: 
  -
  The Mundane Arcane Items Table 
  -
  The Mundane Clerical Items Table 
  -
  The Mundane Rogue Items Table 
   
  While this book is written as a supplement for a GM who is running a campaign based in Eldoria, 
  there is nothing stopping you from transplanting any of the religions contained in this book to your 
  own alternate setting 
   The “Mundane Bard Items Table” has been written using the Pathfinder RPG system but it is light 
  on rules and is easily adaptable to other systems.  
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Friends of Eldoria/Mundane Bard Items Tables.pdf