A role-playing adventure to live solo or with friends
Whisper of the Bard: song and blood. Alone or with up to three players, with a Dungeon Master who forgets nothing.
Summary of the history of Téranne
No one knows when Whisper of the Bard was born. Legends whisper that at the dawn of an age now vanished, a group of people with singular talents saved Téranne from total destruction. Who were they? What threat hung over the world? No one knows. All that remains of that time is an ancient song, scattered in fragments that no one has ever gathered. The guild itself still travels the continent: a troupe of travelling players who belong to no nation.
Today, four great nations share the continent. Eglessia, the nation of the Knights, holds Orsanne, which ancient accounts call the very first city of Téranne: its army is formidable, its adventurers' guild the most powerful, and its gold mines strike the coins of the whole continent. Golden Faerie, land of faeries and elves, built Sorelle in the heart of a colossal tree; its rare resources and its whispering birds, which carry messages and secrets, make its Merchant Guild the most powerful of all.
Destiny Mahō lives in the heights, where magic is denser: Nérive stretches across peaks linked by bridges, crossed by flying ships, and is home to the greatest university of magic. The Forgotten, the most populous of the nations, remains the most mysterious. In Aubrel, homes are dug into the arid ground and trade is done by barter; no Merchant Guild or Mages' Guild is established there, and the adventurers' influence stops at its borders. Why? Those who try to understand come back with more questions than answers.
Between them move the great guilds: the adventurers, born to protect the peoples from monsters; the merchants, created so that no nation alone controls trade; the mages, who share their discoveries from one capital to another. And in the shadows, two thieves' guilds, born of a single one and parted without hatred, answer to no nation.
Here, time is counted in tens: ten days a week, ten weeks a month, ten months each bearing the name of a god. Every year, on 10 Kriven, the nations gather for the Great Festival of the Nations. All of them, except The Forgotten.
The game in a nutshell
Whisper of the Bard is an online role-playing game inspired by Dungeons & Dragons 5e and compatible with its rules (SRD 5.1 and 5.2.1). You create your hero, choose a world, and write what they do. The Dungeon Master tells what happens next, makes the characters speak, and decides when to roll the dice; the game applies the rules. And when the adventure deserves it, your exploits become a song.
How a solo game works
You play alone, whenever you like: no need to find a group or set a night. The Dungeon Master describes the scene; you write what your hero does, in your own words, with no list of ready-made answers. The Dungeon Master tells what happens next, voices the people of the world and moves the adventure forward based on your actions.
The game keeps the rules: it asks for rolls at the right moment, rolls the dice at random, adds the bonuses and keeps track of everything (gold, time of day, hit points, spells, quests). The story stays free; the dice and the rules are not up for negotiation.
With friends
Invite up to two friends into your game: each one plays their hero from home, and the Dungeon Master tells the story for the whole party.
Why play it
- No group needed: play alone, or invite up to two friends to your game, each from home.
- No need to know the rules: rolls, difficulty classes, spells, hit points, and experience are handled by the game.
- The dice don't cheat: roll your dice with one click, the game rolls them randomly and keeps every roll in the dice log.
- A world that remembers: characters, promises, debts, and quests carry over from one session to the next.
- All in English: narration, character sheets, spells, items, and monsters.
What you'll find in the game
Complete character creation
Species, classes, backgrounds, abilities, starting equipment, and spells, as in a 5th-edition rulebook; then their face, drawn line by line.
Tactical grid-based combat
Initiative, movement, attacks, spells, and reactions take place on a grid, with painted creatures.
Worlds ready to play
Choose a world from the catalogue, with its map, its towns and its nations; a new story is written for each game. Read the history of Téranne and its four nations.
Voice and music
The narration can be read aloud, with ambient music for the tavern, journey, or battle.
The bard's song
When the adventure deserves it, one of the party's heroes turns it into a song that you can have sung during the game.
Launch offer
The first 10 people accepted by the team receive $3 of game time and the painted world map for free. Approval required: create your account, and the team reviews every request. ()
How to get started
- Open the site: you can browse it without an account and view the game preview in pictures.
- Create your account with your email address; you'll receive a code to confirm it, then choose your plan.
- Click New campaign: choose the world, create your hero, and the adventure begins.
- The manual explains every button.
Frequently asked questions
Can you play a 5e role-playing game online by yourself?
Yes. The Dungeon Master is always there: no need to find a group or schedule an evening.
Do you need to know the rules?
No. You write what your hero does; the game asks for rolls at the right time and applies the rules.
Which devices are supported?
In a browser on a computer, tablet, or phone, and as an app for Windows and Android.
How much does it cost?
Three monthly plans, depending on how often you play:
- Monthly player (about 10 hours per month): CA$8.49 or €5.49 per month;
- Weekly player (about 5 hours per week): CA$13.99 or €8.99 per month;
- Daily player (about 2 hours per day): CA$32.49 or €20.99 per month.
One-time credit top-ups are also available. Your credits never disappear: any left at the end of the month are kept in your account. Starting a new story costs more because it is written for your game; continuing the adventure costs much less. We have done our best to keep prices reasonable; they may change based on what we learn from the first games, and subscribers will be notified at least 30 days in advance. See the terms.
Whisper of the Bard is neither affiliated with nor endorsed by Wizards of the Coast. Dungeons & Dragons and Dungeons & Dragons are trademarks of Wizards of the Coast. This game uses rules from the System Reference Documents 5.1 and 5.2.1, licensed under Creative Commons Attribution 4.0.