Beyond the Veil
A West Marches Campaign
A West Marches Campaign · D&D 5.5e

Beyond
the Veil

A safe city on the edge of something vast and wrong. A group of brave and possibly foolish people who keep going out into it.

The Catastrophe

“The world did not end all at once. It ended quietly, as the Shroud crept outward from wherever the sky had broken. Cities fell. Roads went silent. The things that walked out of the dark were not the monsters from old stories. They were something worse. They were familiar.”

— From the Player's Handbook
What is a West Marches Campaign?
01

A Safe Home Base

Veil's End is always there. It's where you return to, recover in, and call home between expeditions.

02

An Unexplored Wilderness

Beyond the boundary, the map is dark. Every session pushes further into unknown territory, revealing what lies out there.

03

Player-Driven Exploration

There is no single story being told. The players decide where to go, what to investigate, and what risks to take. The world responds.

Reclaimers bursting from an open book, ready for adventure
Veil's End

Veil's End is what remains. A boundary that no one fully understands. And beyond the ancient stones, a world that was once yours, now waiting to be taken back.

You are a Reclaimer. This is what that means.

The Reclaimer's Oath

“I go beyond the Veil so that others need not. I bring back what is needed and share what I find. I do not abandon those who go out with me. I return to Veil's End or I do not return at all. This I swear as a Reclaimer.”