For a thousand years, the eastern frontier was hidden behind a wall of supernatural ash storms known as the Gray Veil. No army, caravan, scout, or spell ever passed through and returned. Three months ago, the Veil vanished. Now, the kingdom has founded Last Lantern, a rough frontier town built at the edge of a newly revealed wilderness filled with ruined cities, buried temples, monster-haunted roads, forgotten battlefields, and relics from an empire erased from history. You are members of the Lantern Company, a loose guild of adventurers, explorers, sellswords, scholars, hunters, and treasure-seekers. Your job is simple: venture beyond the safety of town, explore the unknown, recover what was lost, survive what was buried, and bring back stories worth telling. This is a West Marches-style campaign, meaning the players choose where to go, what rumors to follow, who joins each expedition, and how deep into danger they are willing to march. There is no single main party and no fixed...
Americas · Europe & Africa