Planedawn: a selection from the planarch codex [ EDIT ]

This game has been retired! That means it's no longer being run.
Dis… Sigil… Donjon… Aleph… answering to many names, there is only one Planar City.

A sprawling metropolis, suspended at the heart of all existence. A strange melting pot, connected to the vast diversity of the multiverse. Sewers and cisterns, sinking their roots into every underworld. Alleyways and labyrinths, bridging all dungeons. Dizzying spires, grasping at and spreading across the first firmament. And in every direction: the Planes, tiny as a small fiefdom or large enough to seem infinite.

Many paths lead to its winding streets and packed houses. And in The City, the right doorway can take you anywhere… anywhere, except home.
You are Planar Orphans stranded in The City, your original home worlds destroyed, corrupted or lost.

You and others like you have been summoned, brought together by a Patron of substantial influence. You have been provided with a base of operations, a refuge from the hardships of the infinite streets. In exchange for this, you will travel the exotic corners of the multiverse, contending with strange creature and bizarre phenomena as you lend your skills to the Patron's mission. Their aim?

The completion of a Planar Key. A treasure, they say, that can do the impossible. A treasure that will give birth to a new plane.

A new home, for you and your fellow refugees.

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Characters are generated per the rules of John Harper's World of Dungeons, with the inclusion of the Heritage Moves guidelines described by Johnathan Walton on p26 of Dark Heart of the Dreamer. Pay special attention to the fact that World of Dungeons does not require that you pick one of its default classes, and you are invited to invent a class of your own.

When creating your character, consider that the following points are true about them:
• They have lost access to their home plane,
• They have found refuge in the Planar City,
• They want to create a new plane, even if not for themselves.

Additionally, over time, as you create and play your character, consider possible answers to the following:
• What is or was your home plane like?
• Why is it lost to you?
• What did you leave behind?
• What did you bring with you?
• What do you miss most about your lost home?
• Who else escaped to the City of Planes? Friends? Enemies? Family?
• Do you want to help these fellow refugees?
• Are some characters from the same plane?
• Why do you want to create a new home for yourself?
• Why did the patron choose you?

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