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.

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.

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.

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.