Set in the Planar City, a strange melting pot that connects the vast diversity of the multiverse. You all play Planar Orphans stranded in this city, your original home worlds destroyed, corrupted or lost.
A mysterious Patron has brought you together, provided you with a base of operations and tasked you to complete a Planar Key. This key will let you create a new plane for you and your fellow refugees. Your quest will bring you to exotic places filled with strange creatures and bizarre phenomena.
What it is
This book is a campaign kit. It presents a structure and a collection of ideas that will help you plan your own campaign. Contrary to a predefined campaign, this leaves a lot of empty space for the GM and the players to fill.
We designed the core elements of the campaign (the orphans, the patron, the home base and the key) so that they provide maximum flexibility: Drop-in and drop-out play, a lot of variety in your missions, a focus on action rather than travel and even rotating GMs.