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Planescape Campaign
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==F.A.Q.== The following are questions that should be addressed about the campaign. ===How does day and night work in Sigil?=== Since Sigil is a tire-shaped city floating horizontally above a giant spire, in a plane which is flat, night and day work differently. Simply put, every "day" there is roughly 12 hours which are lighter than the next 12 hours. The day doesn't get as light as ours does, but neither does the night get as dark. The source of the light is some indiscernible point. ===How does money work on the planes?=== Planescape is not a game about money exchange. If it looks like money, and its made our of silver or gold, etc., chances are the local shops will take the coin without too much trouble. In all honesty that's kind of glazed over; they even come out explicitly in the campaign setting book and say as much. Trying to exploit inter-planar exchange rates is asking for trouble. ===What's this about Vecna or the Faction War?=== In the information on Wikipedia or in the D&D 3.5e Planescape books online you may read references to the Great Modron March, the Faction War or the entrance of Vecna to Sigil. This is all meta-plot stuff. In the campaign I am running, this has not happened yet, and indeed, may never happen. The Faction War and Vecna incidents were a storyline written to bring the Planescape setting to an apocalyptic end (seems to have been a 90's fad). Ignore them.
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