The Last Horizon
The war is over, but the battle continues.
Welcome to the campaign archive for The Last Horizon , a West Marches fantasy campaign about rebuilding a wounded world, confronting the surviving horrors of the Demon War, and deciding what the next age should become.
The Last Horizon
Eighty years ago, the Demon King and his armies swept across the world. Kingdoms fell, cities burned, and entire peoples were driven from their homes. The invasion ended only when a band of heroes sealed the Demon King away and severed his command over the demonic host.
The world survived, but victory did not restore what had been lost. Nations remain fractured, old alliances are strained, dangerous relics lie buried beneath ruined lands, and the servants of the Demon King continue to work in the shadows.
Your Place in the World
Player characters are members of the Heroes Guild, a global organisation founded during the Demon War. Guild members travel through Hero Gates, accept missions from across the world, work with competing factions, and shape a setting that continues to change between adventures.
Begin Here
The website is organised as a growing campaign reference. Use the following pages to find the information most relevant to your next character or adventure.
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Article Index. Browse every published rules, character, faction, location, adventure, and lore article.
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Heroes Guild. Learn about the organisation shared by every player character, its Guild Halls, Citadels, missions, and Hero Gates.
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Major Factions. Choose the organisations your character supports, works beside, or challenges.
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The Demon King. Read about the ancient enemy whose defeat ended the war but did not end the danger.
The World Does Not Wait
Adventures may change settlements, factions, alliances, and future missions. Information recorded here represents the known state of the world and may be altered by the actions of players.
Major Factions
The Major Factions work within the Heroes Guild and regularly offer missions, resources, Renown rewards, and unique Bastion facilities. They share broad heroic goals, but disagree sharply about how the world should be protected and rebuilt.
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The Breakhearts. Revolutionaries who oppose slavery, tyranny, and subjugation.
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Horizon Hunters. Explorers who seek new lands, lost routes, and the limits of the known world.
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Oath Keepers. Guardians who swear to protect people, settlements, and vulnerable communities.
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The Redeemers. Healers and mediators who offer a path back from corruption, coercion, and past wrongdoing.
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The Alliance. Diplomats committed to open communication and durable peace.
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The Inquisition. Investigators and monster hunters who expose hidden supernatural threats.
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The Foundation. Merchants, investors, and builders who pursue prosperity through enterprise.
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The Liberians. Archivists and explorers dedicated to preserving history, relics, and endangered knowledge.
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Verdant Circle. Stewards who protect ecosystems and restore lands damaged by war, industry, and corruption.
Forces of Evil
Not every faction serves the Heroes Guild. Some seek power through predation, conquest, demonic restoration, or political control. These organisations may become enemies, uneasy allies, employers, or the hidden force behind an adventure.
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The Childer. Predatory cursed beings who seek power, territory, and recognition.
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Demonata. Cultists and demonic loyalists working to restore the Demon King.
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The Dominion. A force of conquest, hierarchy, and enforced obedience.
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The Accord. A hidden diplomatic intelligence network that manufactures crises and controls the peace that follows.
Danger Is Not Always Obvious
The most dangerous enemies do not always arrive as monsters or invading armies. Some offer contracts, protection, peace, or answers that place the world quietly beneath their control.
A Living World
The Last Horizon is built around independent adventures played by changing groups of characters. Each mission contributes to a shared history. A rescued settlement may become a future ally, a failed negotiation may begin a war, and an overlooked threat may grow while the Guild focuses elsewhere.
Players are encouraged to share discoveries, maintain records, form relationships with factions, and pursue personal goals between adventures. The world belongs to every group that enters it.
The old heroes saved the world. What happens next belongs to us.