[[quoteright:304:http://static.tvtropes.org/pmwiki/pub/images/s_Tale_Box_Cover_1480.jpg]]

-> The song I sing
-> Will tell the tale
--> of a cold and wintery day;
-> Of castle walls
-> And torchlit halls
--> And a price men had to pay.
-> When evil fled
-> And brave men bled
--> The Dark one came to stay,
-> 'Til men of old
-> For blood and gold
--> Had rescued Skara Brae.
-> -- '''Introductory song'''

''The Bard's Tale Trilogy'' is a series of games developed by Creator/InterplayEntertainment and published by ElectronicArts. It was a first-person game in the style of the VideoGame/{{Wizardry}} series, but with more impressive sounds and graphics, especially the Apple IIGS and Commodore Amiga versions. As the title of this page suggests, there were three games in the series:
* ''The Bard's Tale: Tales of the Unknown'' (1985)-- The mad wizard Mangar has cast a spell of eternal winter over the city of Skara Brae. The heroes, who just happen to be stuck in the city, must stop him.
* ''The Bard's Tale II: The Destiny Knight'' (1986) -- The evil wizard Lagoth Zanta has shattered the Destiny Wand into seven pieces and scattered them across seven cities. The heroes must reforge the Destiny Wand, and one amongst them must become the Destiny Knight.
* ''The Bard's Tale III: The Thief of Fate'' (1988) -- The mad god Tarjan has finally lost it, destroying Skara Brae and wreaking havoc across other dimensions. The heroes must stop him once and for all.

The digital releases of the series usually bundle them with [[VideoGame/TheBardsTale the 2004 game]], both on iOS and Website/GOGDotCom.

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!!This series provides examples of:
* AbsurdlySpaciousSewer: The Sewers of Skara Brae in ''Tales of the Unknown'' are a three-level labyrinth accessed via the wine cellar of the tavern on Rakhir Street. Given the altar you find down there, the local spider cult may be to blame. [[spoiler: Until you get the Master Key, they're also the only way to get to Mangar's Tower--directly on the opposite side of town.]]
* AchillesHeel: The crystal sword for the crystal golem in ''Tales of the Unknown''; the Nightspear for Tslotha Garnath in ''Thief of Fate''.
* AfterTheEnd: The Skara Brae area in ''Thief of Fate'' is in this condition. Gelidia is no better off, and the Wasteland zone of Tarmitia is a nod to [[VideoGame/{{Wasteland}} another]] Interplay game.
* AnachronismStew: Tarmitia's core. The previous sections each highlighted a major battle from Earth's history (well, the Earth in which ''VideoGame/{{Wasteland}}'' takes place, anyway), with enemy encounters being troops associated with that region. In the core, ''all'' the previous sections' goons are encounterable.
* AntiMagic: Anti-magic zones don't just prevent you from casting spells (except the most basic of light spells), they also ''turn off'' all persistent spells except light spells. In ''The Destiny Knight'', the '''entire Grey Crypt''' is a single massive anti-magic zone. Better bring a source of light that doesn't rely on spellcasting.
* ApocalypticLog: In ''Thief of Fate'' the diaries of dead people, as well as old poems, can be found.
* BarbarianHero: The portraits for some characters in some versions of the game are this.
* TheBard: [[ExactlyWhatItSaysOnTheTin Unsurprisingly]], it has a few with the MagicMusic power.
* BeefGate: The gray dragon statue outside Harkyn's Castle in ''Tales of the Unknown'' can inflict a one-turn TotalPartyKill on a tenth-level party with its breath weapon. Said party would ''probably'' be able to handle the RandomEncounters inside, at least on the first level.
* BiggerBad: ''Thief of Fate'' reveals that Mangar (BigBad of ''Tales of the Unknown'') was actually a high-ranking lieutenant of Tarjan's.
* BonusBoss: At least one in each game.
* BraggingRightsReward: The oft-acclaimed Spectre Snare in the first game (always lands a [[OneHitKill critical hit]], can cast Baylor's Spell Bind) can only be gained ''after'' killing Mangar. The good news is that it can be transferred to ''The Destiny Knight'', where it's downright ''[[DiscOneNuke mean]]'' for the first few dungeons. (Just remember to periodically sell it and buy it back so it doesn't disappear by losing its Spell Bind charges.)
* BrokenBridge: In ''Tales of the Unknown'', the gate out of Skara Brae is permanently locked. Sinister Street, which appears to lead out of the town, is actually an infinitely-repeating corridor.
* ChurchMilitant: The Paladin class is in the game series.
* ClassAndLevelSystem: Of course. There's even a PrestigeClass system of sorts. Sorcerers and wizards have always been this way; a sorcerer needs you to have at least three spell levels in either conjuror or magician, and a wizard needs that for at least two classes. The archmage of ''The Destiny Knight'' was hinted at in the first game's manual, and in that game, you need at least three spell levels in ''all four'' other mage classes. In ''Thief of Fate'', you have to turn an archmage otherwise-candidate into a chronomancer to get much of anywhere...which requires you to ''lose'' all your non-chronomancer spells in the bargain (the non-travel spells definitely make up for it though). A similar situation exists with the geomancer, except only a fighter class can promote to this, trading their special qualities (paladin saving throws, hunter critical hits, etc.) for the spell privilege.
* CopyProtection: ''Tales of the Unknown'' and ''The Destiny Knight'' required the player to look up four-letter codes in the manual in order to cast spells, at least on the originally supported platforms. ''Thief of Fate'' supplied the codes in-game to help you remember which mages could cast what, but you still needed the manual to see what those codes would ''do.'' Additionally, ''The Destiny Knight'' required hints in the manual to win the game, and ''Thief of Fate'' had a code wheel for traveling between the dimensions.
* CriticalHit: Of the OneHitKill variety. The Hunter does this with his normal attacks, the Rogue does this with sneak attacks, some monsters do it with their regular melee attack, and any player character wielding the Strifespear does it. [[spoiler: This is ''required'' to be done by the Rogue to kill Sceadu and Tarjan.]]
* {{Crossover}}: In the initial game, you could import characters from ''VideoGame/{{Wizardry}}'' or ''UltimaIII''.
* DrivenToMadness: Cyanis from ''Thief of Fate'' encountered some recent difficulties, to say the least.
* DroppedABridgeOnHim: Between ''Destiny Knight'' and ''Thief of Fate'', almost all of the [=NPCs=] of Skara Brae were killed by Tarjan. Hawkslayer from ''Thief of Fate'' is utterly crushed and pulverized by the time you get to Malefia.
* DungeonBypass: In Tarmitia, you can bypass the dungeon circle and go straight to Werra's place if you already know the password.
* FailureIsTheOnlyOption: Cast Trap Zap all you like, you're ''not'' going to escape setting off those two tripwires in Oscon's Fortress that force you to rehearse OutrunTheFireball for a corridor.
* FantasticNuke: PlayedWith, there is a spell in ''Thief of Fate'' whose codename is "NUKE" but its full name is Goetterdammerung.
* FlunkyBoss: Many of the bosses are this. [[spoiler: This is also an important part of the fights against Lagoth Zanta and Tarjan.]]
* GameFavoredGender: In the first two games, all characters are male. This has the incidental side-effect of meaning that only male characters in the third game can benefit from the OldSaveBonus class, which is only accessible by importing a character from an old game. This isn't reflected in the official guides, whose casts included female characters through all three games.
* GameMaker: The trilogy was followed up with ''The Bard's Tale Construction Set'' - an extremely limited tool which couldn't even accurately reproduce the first game's plot, let alone the second or third.
* GhostTown: The vast majority of town buildings are either empty or populated by random encounters.
* AGodAmI: Tarjan ''used'' to be mortal. Not anymore...
* GoodOldFisticuffs: The Monk class is most-effective without any weapons at higher levels.
* GuestStarPartyMember: Numerous summonable creatures, many different ones in ''The Destiny Knight'', and Hawkslayer in ''Thief of Fate''.
* GuideDangIt: Almost literally, some puzzles can only be solved by following some esoteric instructions in the manual.
* JokeItem: The most distinctive one may be the Dork Ring.
* KillerRobot: The dimension of Kinestia in ''The Thief of Fate'' is full of them.
* LateArrivalSpoiler: The Mad God's name is Tarjan. This was a password in the original game, but is freely referenced in later games (and given to you directly by the Old Man in 3).
* MacGuffinDeliveryService: [[spoiler: Lagoth Zanta ''thinks'' he has manipulated the party to this effect, not realizing the true nature of the MacGuffin. This is especially-odd because he is supposed to have been the one who shattered the Destiny Staff into seven segments in the first place!]]
* MadeOfIron: The Monk class naturally gets good armor class without needing to wear anything.
* MadGod: One of Tarjan's titles is the Mad God.
* MagicMusic: This is what makes bards so important. If they have an instrument, they can sing a song that either lasts for the rest of combat, or lasts for a good chunk of city/dungeon exploration. As long as the song lasts, you get a particular boon (e.g. easier saving throws, regeneration, improved armor class, can always flee). The trick is that the bard's voice dries out after a singing a number of songs equal to their character level. You can "recharge" this by [[DrunkenMaster getting them a drink.]]
* MagicKnight: The Geomancer in ''Thief of Fate''. Spells? Check. Archmage armor and weaponry? Check. ''Warrior'' armor and weaponry? Check. We have a winner!
* MeaningfulName: Sinister Street is not an ordinary street, that's for sure. Not just because it survived Tarjan's attack in ''Thief of Fate''.
** The alternate dimensions to which you travel in ''Thief of Fate'' have names reflecting their natures (e.g. '''Arbor'''ia is a woodland, '''Tenebros'''ia is a place of shadows and illusions, '''Mal'''efia is the dimension of evil).
** The four-letter code for the "Youth" spell (which removes the "withered" status effect) is "[[http://en.wikipedia.org/wiki/Olay OLAY]]".
** The originally planned names for the trilogy mark out the classes needed to actually win. [[spoiler: In ''The Bard's Tale''/''Tales of the Unknown'', only a bard can activate the throne in Harkyn's Castle that lets you progress past the first floor. In ''The Archmage's Tale''/''The Destiny Knight'', only an archmage can reforge the wand. In ''The Thief's Tale''/''Thief of Fate'', a rogue's critical strike is the only way to kill Sceadu or Tarjan.]]
* MechanicallyUnusualClass: The eponymous bard is the only class that uses singing ability with a variety of effects, and that needs to drink beer to recharge this ability.
* NiceJobBreakingItHero: Kylearan...''WHY'' couldn't you have noticed the heroes ''before'' they [[StupidityIsTheOnlyOption reunited Tarjan's eye with his petrified form]], thus ''restoring'' him? Sure, you ''thought'' he was slain by them shortly thereafter, but look at what happened after the Lagoth Zanta incident...
* NighInvulnerable: The Destiny Knight, of whom it is said "Of wounds this man can never die", cannot be killed by hit point damage.
* NintendoHard: It makes ''VideoGame/{{Wizardry}}'' look like ''VideoGame/HalfMinuteHero''.
* TheObiWan: [[spoiler: The Old Man at the Review Board, who perishes near the end of ''Thief of Fate'']]
* OldSaveBonus: Enforced fully, to the point of being able to carry over unique and powerful weapons such as the Spectre Snare.
* OmnicidalManiac: Tarjan's ultimate plan is to destroy ''all'' dimensions except Malefia.
* OneHitKill: Critical hits and stoning attacks, and the Deathstrike and Far Death spells.
* PeninsulaOfPowerLeveling: The most famous one in ''Tales of the Unknown'' is 99 berserkers, 99 berserkers, 99 berserkers, and 99 berserkers. You remembered to bring a sorcerer with Mangar's Mind Blade, right? ''RIGHT?'' [[spoiler: Or you can take the sane option, and wear robes so they think you're part of the staff.]]
** In ''The Destiny Knight'', the Dream Mages who appear as random encounters in the Maze of Dread do nothing but raise illusory monsters. Three points cause this to be a Metal Menagerie-grade XP farm: Summons (including illusions) can't act until the turn after they appear, a high-level party will reliably disbelieve every single illusion the Dream Mages raise, and disbelieving an illusory monster counts as killing it for XP gain purposes. Just remember to kill off the mages after a while, as there's a cap on the XP and gold gain from each individual encounter (65280 per player character on the Commodore 64).
* PeoplePuppets: Anyone hit with possession will start going after ''you'', until you dispossess them.
* PlotCoupon: Numerous.
* PlotCouponThatDoesSomething: In the first game, the crystal sword is a better weapon than you'd be able to find as a random drop at that point. In the second game, each segment of the Destiny Wand has a special power. In the third game, you have to collect the gods' personal equipment, and can then use it during your assault on Malefia (there's also the Nightspear, in Arboria, which performs much the same plot role as the crystal sword).
* ThePowerOfTheSun: Spellcasters slowly regenerate SP when outside during daytime. Outside nighttime, or inside anytime? Hope you have a Mage Staff...
* PublicDomainSoundtrack: Some of the tracks come from real Renaissance-era songs.
* RandomEncounters: It's a 1980s CRPG series.
* {{Remake}}: The first two games were remade for the Apple IIGS and Amiga, and the third game was remade for the Amiga and PC.
* SequenceBreaking: Possible to an extent in the first two games; impossible (apart from skipping the two dungeons under Skara Brae) in the third, because the Old Man won't teach your chronomancer the travel spells for one dimension until you've recovered the artifacts from the previous dimension.
* ShoutOut: several, especially to ''Film/MontyPythonAndTheHolyGrail'' - ''Sir Robin's Tune'' allows escape from any encounter or prevents monsters summoning new monsters, and one of the consumable items available is the Holy Hand Grenade.
* SiblingsInCrime: In Oscon's Fortress in ''The Destiny Knight'', one message refers to Mangar's brother now being your nemesis. It doesn't make clear whether it's referring to Oscon or Lagoth, though.
* SingleBiomePlanet: The different dimensions of ''Thief of Fate''.
* SnowedIn: In ''Tales of the Unknown'', Skara Brae has been cut off from the rest of the world by an unnatural cold; going to the city gates reveals them to be covered in snow.
* SpoonyBard: Totally inverted, the Bard is the most important class in the whole game series... in case the name of the game didn't clue you in.
* SquishyWizard: [[DownplayedTrope Downplayed]]. The spellcasting classes' armour options are highly restricted (robes and various magical accessories only, except for the Geomancer in ''Thief of Fate'' who wears armour like a warrior), but because of the way character advancement and class changes work, they will have much better saving throws and noticeably better hit points.
* TakenForGranite: Several monsters can inflict this with their melee attacks. You can return the favour with the Stone Touch (in ''Tales of the Unknown'') or Petrify (in ''Thief of Fate'') spells.
* ThrowingYourSwordAlwaysWorks: The Sword of Zar in ''The Destiny Knight'' can be thrown to a range of 80', and always returns after being thrown. Aram's Knife can go to 90', but can't do as much damage as a melee weapon (so you give it to the hunter because his OneHitKill ability makes melee weapon damage not matter much).
* TimeTravel: It is implied in ''Thief of Fate'' that each of the dimensions exists in a different time, thus Hawkslayer has a different age each time he is encountered.
* TownWithADarkSecret: The main (shown-in-game, at least) religion of Skara Brae, worship of Tarjan, turns out to be rather malicious. This is hinted at in ''Tales of the Unknown'' (unlike the other temples, they want nothing to do with you unless you know Tarjan's name) and comes to fruition in ''Thief of Fate''.
* TreacherousAdvisor: [[spoiler: Lagoth Zanta]]
* UnwinnableByMistake: In ''Tales of the Unknown'', this can crop up in Kylearan's Tower. There's an unavoidable fight with the Crystal Golem, and you ''must'' have the Crystal Sword in your inventory, or else it will reassemble and start the fight anew. If for some reason you ''don't'' have the Sword (you didn't find it in Harkyn's Castle, or you decided to sell it), you'd likely just go back for it (items sold to Garth's don't disappear). Except... the entirety of the Tower is teleport-proof, and there's no path ''back'' to the stairs in the Golem's segment. At least when you get wiped out, you can just make a few new characters to drag your crew's corpses to the local temple.
* UselessUsefulSpell: Sorry, but the first game's spells for inflicting withering, poison, and insanity have no effect on the enemy goons. Ditto any such brands on your weapons, such as the poison brand on Kael's Axe. The bad news is that ''the enemy'' has those spells, and when ''you're'' the target, they ''do'' work.
** Spells that cause instant death and petrification, however, mostly avert this, as they generally ''do'' work most of the time (even against enemies that are already made of stone). However, by the time you get them, most of your fighters will be able to OneHitKill most mooks with attacks alone, making such spells unnecessary since they affect a single target only.
* VendorTrash: Brooms and other mundane things can sometimes be gotten as loot.
** Not ''that'' mundane; the Broom casts Greater Levitation.
* VideoGameCrueltyPunishment: Attack your allies and they'll turn on you.
* WhatCouldHaveBeen: ''Tales of the Unknown'' was actually going to be the name of the ''trilogy''. ''The Bard's Tale'' was originally the title of just the first game. Games two and three were planned to be ''The Archmage's Tale'' and ''The Thief's Tale'', respectively. This was changed to the above titles when the public took ''far'' more readily to the first game's subtitle than its title.
* YourMindMakesItReal: The theory behind the sorcerer's illusion spells. As long as the enemy believes that you conjured up a genuine red dragon or storm giant (they haven't read the manual, so they don't know that spells to call up said genuine red dragons and storm giants ''don't exist''), they'll believe that they have indeed been mortally wounded by them, and ''will'' proceed to die. Of course, the reverse is true when ''they'' call up their ''own'' illusions. Hope you have your Disbelieve spell ready...
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