Comprehensive Index

This is a long comprehensive index of things you can find within the Bard's home. It explains everything and can be used instead of the front page to navigate my site. If you use the back button of your browser instead of the home button of the pages that is. Once you get used to the organisation of things around here, this site will most likely become obsolete for you. It is intended as a helper and a simple way to find your way around this site. (You might point out, that this isn't necessary on a small site like mine, but I do it anyway, just in case.)

The Spire by Chris Appelhans Endless Worlds, endless possibility and infinite belief form the multiverse. The Outer Planes represent a circle where chance, possibility, metaphor and most importantly belief come alive. Most who wander these realms, where fiends, celestials and even the gods dwell end up in the extraplanar city of Sigil, the hub of the outer planes. Some call it a cage, but it has holes to everywhere, making it a convenient place to pass on one's journeys to the Planes.

Like any city that sees its share of travellers, Sigil has many taverns and inns. Choosing one here is even more tricky than anywhere else, because there are establishments catering to all kinds of needs, including the more sinister desires of fiends. You don't want to end up in the wrong place. In the Beheaded Fiend Inn, run by retired adventurer Tandra Fiendslayer is a safe stop for all, who behave themselves. If you want to make trouble Tandra or her minotaur friend deal with the problem swiftly and permanently.

Here you will find all types of resources for a Planescape campaign. Short stories, scraps of chant, weird ideas and more. If you are in for a planar ride, you have to visit this place. Maybe one day you will even find adventures and other longer works here. Maybe.

Weird Harp by Lars H. Löher What did you expect to find in a bard's home? Chronicles of weird and mystical places, of places where dragons ride, of places where starships cross incredible distances, of places where things happen in ways different from those you might be used to. Legends and Tales take place, often gigantic and epic, the fate of worlds is decided, but more frequently the fate of people is changed and toyed with.

Within these halls lie some obscure items and tomes, you might not have seen before. Is it all truth or lie, useful or scrap? There is no way to know without looking first. Some parts might seem useful to a few and be useless junk for many others. It is the nature of ancient treasures and tomes of obscure knowledge, that they only make sense if viewed from the right angle. Good look finding something enjoyable or useful. Or both.

Elven Man-o-War Sailing the endless voids in ships of magic. Embarking on a quest for gold and glory within the vast and bizarre universe of fantasy space flight. As brilliant, as the Spelljammer setting was creatively, the technical execution was quite weak. Even the core rules themselves were plagued with inconsistencies. The "Mists of the Void" project is an attempt to start again and do it right this time.

Mists of the Void explores the mystery of fantasy space flight and the weird physics that come with it. It attempts to create its own setting, rather than trying to glue it into existing worlds, which was one of the reasons, why many people disliked Spelljammer. It will contain locations, places, rules and much more.

Filmrolle I have a keen interest in films and their making, so it is only natural, that I regularly view and review films. The resulting reviews can be read in this area of the page. There is one thing, however. This part of the page is in german.

Wie Sie sicher schon gelesen haben, ist dieser Teil der Site auf deutsch geschrieben. Sie können damit nur etwas Anfangen, wenn Sie in der Lage sind diesen Absatz zu lesen.

Dwarven Arms by unknown artist Enter a magical world of recently broken empires, where people still dream of faded the glory (and safety) of recent times, while the wilderness and monsters overrun land once peaceful and cultivated. A world were the forgotten history of many long ages still has its effect on current times, but only a select few know the secrets of the lost ages. A world, where brave heroes and nefarious villains can leave the mark when forging the next age.

The world of Sak Dakyb is my "standard" fantasy world and offers a good insight into the way I see certain things, introducing noble orcs, animalistic ethar (replacing elves) ancient reptilians and non-evil necromancy among many other things.