Planescape Campaign: Difference between revisions
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===What this about Vecna or the Faction War?=== | ===What this about Vecna or the Faction War?=== | ||
==Campaign Premise== | |||
==Campaign Structure== | |||
==Campaign Options== | |||
==Welcome to Sigil== | ==Welcome to Sigil== | ||
Revision as of 04:59, 4 May 2008
The Planescape campaign setting dates back to the wondrous year of 1994. It--like the Spelljammer campaign setting before it--connected the many different D&D worlds together into a singular multiverse. Unlike many other D&D settings, Planescape focused heavily on social conflict and philosophical differences beyond the simple alignment system. It broke with a number of traditional D&D assumptions, such as humans being the most populous race or wizards being more the exception than the rule.
Campaign Information
Unlike most of my other campaign information write-ups, most of the general campaign information can be found inside the Planescape Handbook PDF. So go ahead, download and read that. This page will contain mostly a supplemental FAQ for extra information, and stuff specific to the particular campaign that I am running.
Campaign Files
Supplemental Reading
F.A.Q.
How does day and night work in Sigil?
How does money work on the planes?
What this about Vecna or the Faction War?
Campaign Premise
Campaign Structure
Campaign Options
Welcome to Sigil
Themes
The Laws of the Multiverse
The Center of the Multiverse
The Unity of Rings
The Rule of Threes
Campaign Structure
Types of People
Primes
Planars
Proxies
Petitioners
Powers
The Factions
Sigil
The Lady of Pain
Diverse
Money
Night & Day
The Structure of the Multiverse
Ways Between the Planes
Gates, Gate Keys, Elemental Vorticies, Astral Conduits, The Great Road