Planescape Campaign
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
- Planescape Setting Handbook (Password: The name of my male cat)
- Tab-System Playtest Rulebook
- Planescape Conversion Document
Supplemental Reading
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.
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