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Páginas: 22 (5334 palabras) Publicado: 8 de noviembre de 2012
Planescape Campaign Setting
Chapter 1: Introduction









Project Managers
Ken Marable
Gabriel Sorrel

Editors
Gabriel Sorrel
Sarah Hood

Writers
Gabriel Sorrel
Sarah Hood

Layout
Sarah Hood





There hardly seem any words capable of expressing the years of hard work and devotion that brings this book to you today, so I will simply begin with “Welcome to theplanes”. Let this book be your doorway and guide to the multiverse, a place of untold mysteries, wonders the likes of which are only spoken of in legend, and adventurers that take you from the lowest depths of Hell to the highest reaches of Heaven. Here in you will leave behind the confines and trappings of a single world in order to embrace the potential of infinity and the ability to travel whereveryou please. All roads lie open to planewalkers brave enough to explore the multiverse, and soon you will be facing wonders no ordinary adventure could encompass.

Consider this a step forward in your gaming development as well, for here we look beyond tales of simple dungeon crawling to the concepts and forces that move worlds, make gods, and give each of us something to live for. The strugglesthat define existence and bring opposing worlds together will be laid out before you so that you may choose how to shape conflicts that touch millions of lives. Even when the line between good and evil, lawful and chaotic, is as clear as the boundaries between neighboring planes, nothing is black and white, with dark tyrants and benevolent kings joining forces to stop the spread of anarchy, ornoble and peasant sitting together in the same hall to discuss shared philosophy. On the planes, neither sword nor spell is the greatest weapon to be held, but knowledge and belief the paths to power and influence. Keep these words central in your mind as your characters explore the multiverse and you’ll be entreated to an experience unlike anything Dungeons & Dragons has brought you before.

Mythanks for listening to an old fan rant, and welcome to the Planescape Campaign Setting.

Using This Book
This book is broken down into nine chapters which each focus on a different aspect of the setting. Chapters 1-5 consist of rules and background information useful for creating Planescape player characters, while Chapters 6-8 provide extensive details about the planes written from anin-character perspective in the unique dialect of planars. Chapter 9 is for the DM's eyes only.

Chapter 1: Introduction describes the Planescape Campaign Setting, including the history and themes of Planescape, and a description of the cosmology itself.
Chapter 2: Characters and Races lists the 17 standard Planescape races as well monstrous races, prestige races, languages, home planes, and characterregions.
Chapter 3: Factions introduces the 16 major factions of the multiverse, including their history and a detailed description of each group. This chapter also explains everything a player needs to know about being a factioner and using the material found in Chapter 4.
Chapter 4: Skills and Feat contains updated and additional skills for a Planescape campaign. It also has well over 100 newregional and faction feats, with about nine feats per faction alone.
Chapter 5: Magic on the Planes provides information on an essential element of the multiverse and how it can operate in a number of different ways. Some new types of magic as well as spells specific to planar life or the factions themselves are found here.
Chapter 6: Life in the Multiverse has a wealth of information about theplanes and those who live in them, including methods of travel, culture and attitudes, as well as some planar merchandise.
Chapter 7: Sigil provides players and DMs a complete guide to Sigil, a central metropolis in the multiverse and the main city for many Planescape games. This chapter is intended for planar characters who should be familiar with the City of Doors, and provides an extensive...
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