Name: Bardus Wanderton

Race: Changeling (Always maintains a specific eccentric appearance)

Class: Bard (College of Lore)

Appearance: Bardus is a changeling who chooses to maintain a constant, somewhat outlandish appearance. He might sport a bright purple cloak, mismatched boots, and a hat adorned with feathers and bells. He often has a mischievous glint in his eye and a sly smile playing on his lips.

Personality: Bardus is a wandering storyteller, known for his fantastical tales and cryptic pronouncements. He claims to have seen and experienced extraordinary things, often bordering on the unbelievable.

  • Deceptive Truthteller: Bardus’s stories are a curious mix of truth, exaggeration, and outright lies. He might weave factual details about Eberron’s history and lore into his narratives, but they are often embellished with fantastical creatures, impossible journeys, and outlandish encounters. Discerning truth from fiction is a constant challenge for those who listen to him.

  • Master of Misdirection: Bardus uses his Changeling nature to his advantage. He can subtly alter his voice and appearance to further blur the lines between reality and his fabrications.

  • Underlying Purpose: Despite his deceptive nature, Bardus possesses a genuine love for lore and history. He believes that even the most fantastical stories hold a kernel of truth, and that by listening closely, one can glean valuable insights into the world. However, his methods of imparting knowledge are unconventional and often leave listeners bewildered.

Inspiration from M’aiq:

  • Phrases and Tics: Bardus can borrow some of M’aiq’s quirks, such as:
    • “Bardus sometimes tells the truth. Just not today.”
    • “You listen well, even if you don’t believe a word of it.”
    • “There is always more to the story than meets the eye.”
  • Roleplaying: Channel M’aiq’s playful demeanor and sardonic wit when interacting with players.

Additional Notes:

  • Alignment: Chaotic Neutral. Bardus enjoys the chaos his stories create, but ultimately isn’t malicious.
  • Quest Potential: Bardus can offer cryptic advice, point the players towards interesting locations, or act as a source of (potentially unreliable) lore about Eberron’s hidden corners.
  • Malleable Role: Depending on the campaign, Bardus can be a recurring character, a one-time encounter, or even a source of rumors and legends.

Encountering Bardus:

The players might encounter Bardus in a variety of locations:

  • Taverns: Sharing fantastical stories with a captive audience, eager to hear about his exploits.
  • Ancient Ruins: Claiming to have unearthed forgotten secrets or encountered mysterious guardians.
  • Grand Libraries: Sifting through dusty tomes, muttering about knowledge hidden in plain sight.

By incorporating Bardus’s deceptive charm, his love for stories, and his unique way of sharing knowledge, you can create a memorable character that adds a touch of whimsy and intrigue to your Eberron campaign.


Here’s an interesting first encounter with Bardus on the roads of Breland:

Setting the Scene:

The players are traveling along a dusty road in Breland. The landscape stretches out before them, dotted with rolling hills and occasional farmsteads. The midday sun beats down, and the only sounds are the chirping of birds and the creaking of their wagon.

A Curious Figure:

As they round a bend in the road, they spot a lone figure sitting on a large rock beside the path. He’s dressed in an eclectic mix of clothing - a mismatched doublet, patched breeches, and a wide-brimmed hat adorned with a variety of feathers and what appears to be a small, mounted gnomish clock. He holds a lute across his lap, seemingly lost in thought.

Initiating Contact:

As the players approach, the figure strums a discordant chord on his lute, startling a nearby flock of birds. He looks up, revealing a face etched with wrinkles and a mischievous glint in his eye.

  • Bardus: (In a raspy voice) Well met, travelers! You seem like the sort who enjoy a good tale on a long journey.

He gestures to the empty space beside him on the rock, inviting them to rest.

Possible Interactions:

  • Engaged Listeners: If the players accept his invitation, Bardus launches into a fantastical story. He might regale them with a tale of:

    • A grumpy gorgon living in a remote cave who hoards a collection of enchanted hats.
    • A group of rogue shifters who have mastered the art of brewing hallucinogenic tea that grants temporary animalistic abilities.
    • An ancient elven city hidden within a dense forest, protected by sentient treants and mischievous sprites.
  • Skeptical Inquiry: If the players question the truth of his stories, Bardus winks and offers:

  • Bardus: Ah, truth is a fickle thing, friends. Sometimes the most unbelievable stories hold the greatest wisdom.

He might then weave a seemingly nonsensical proverb or riddle hinting at a relevant detail about their ongoing quest or the region they’re traveling through, delivered with a sly smile.

  • Dismissive Response: If the players choose to ignore him entirely, Bardus shrugs and mutters to himself:

  • Bardus: Suit yourselves. Some folks are too focused on the road ahead to appreciate the stories that lie along the way.

He strums another discordant chord on his lute and watches them proceed down the road with a knowing look.

Adding Intrigue:

  • As the players continue their journey, they might encounter elements from Bardus’s stories – a peculiar weather phenomenon, a strange footprint in the mud, or a rumor about a hidden location. This creates a sense of wonder and leaves them pondering whether there was any truth to his fantastical tales.

Optional Quest Hook:

  • Later in the campaign, the players might discover a hidden inscription or cryptic clue that echoes a detail from Bardus’s story. This could lead them on a quest to uncover the truth behind his seemingly outlandish tales.

By introducing Bardus in this way, you pique the players’ curiosity and establish his unique way of interacting with the world. They’ll be left wondering if his stories are mere flights of fancy or hold a deeper meaning waiting to be unraveled.