System: D&D 5.5e (2024 Rules)
Format: WestMarches
Platform: Discord Voice & Foundry VTT
Timezone: UK Time
Style: Episodic, Heroic Fantasy, Exploration, Faction Politics
The world survived the Demon War. Now it is yours to explore, protect, exploit, and change.
You are a member of the Heroes Guild, an international organisation that sends adventurers through magical Hero Gates to investigate ruins, confront monsters, settle disputes, aid communities, and uncover the secrets of a fractured world. We won't follow one permanent adventuring party. Instead, different heroes will come together for different missions, while everything you do becomes part of a shared, living world.
The Last Horizon is a D&D 5.5e West Marches campaign built around exploration, short adventures, faction politics, and meaningful consequences.
What is a Westmarch?
A West Marches campaign is a shared-world game where players form different adventuring parties from session to session, rather than playing in one fixed group. Adventures are usually self-contained, allowing characters to come and go between sessions. The world continues to change whether you are playing or not, and different groups may discover different locations, factions, threats, and secrets. Players help shape the story by choosing where to go and what problems to tackle. Your actions can have lasting consequences, meaning the world you leave behind may be very different when you return.
The Demon War changed the world. Eighty years ago, the Demon King was defeated, but victory came at enormous cost, and the world that emerged is still recovering.
The Heroes Guild connects the world. Guild members can travel through Hero Gates, allowing adventurers from distant places to answer the same call.
The world does not wait for you. Threats grow, factions scheme, settlements prosper or fall, and opportunities can disappear whether your character is present or not.
Your choices matter. A rescued stranger might become an ally. A failed negotiation might spark a war. An enemy who escapes today may become tomorrow's problem.
The Guild is bigger than any one party. Different characters will adventure together from session to session. Your character must be willing to cooperate with people they have never met before.
Make a character who has a reason to go on adventures and a reason to work with other adventurers. Your character should be able to leave their current life behind, step through a Hero Gate, and accept a dangerous mission. Give them something they want, someone they care about, somewhere they want to go, or something they need to discover. You do not need an elaborate backstory. A few strong connections are more useful than several pages of history. Your character's story should leave room for the campaign to change them. Characters are encouraged to have contacts, ambitions, secrets, and Knives that can become useful during play.
What is a Knife?
A Knife is a character detail that gives the GM something useful to pull into the game. It can be a person, place, organisation, obligation, secret, rivalry, possession, or unresolved problem from your character's past. Knives help connect your character to the wider world and give the GM opportunities to create adventures that feel personal. Your Knife might be a family member who needs help, a criminal who wants you dead, a debt you cannot escape, or a mystery you are desperate to solve. Bring a few strong Knives when creating your character, and they may become the seeds of future adventures.
Adventures are usually short and focused, often lasting one or a small number of sessions. Players choose the missions they are interested in, form a group, and decide which character to bring. You do not need to attend every session, and there is no expectation that one group of players will always adventure together. The important part is that what happens at the table becomes part of the world. Discoveries are shared, consequences persist, and future adventures may build directly on what another group has done. From 5th level, characters can also establish a Bastion; a personal stronghold that becomes another part of the living campaign, but untill then you live and work inside the Guild Citadel, a huge magical castle!
To join you can join the LFG_Europe Discord server and let Dan know you want to join! We can take everything from there.
Be respectful. Make characters who can cooperate. Share important discoveries with the wider group. Accept that actions have consequences. Do not deliberately disrupt another player's game.
The following is a collection of information about our world. This list isn't every article as some articles are nested within others!