A Dungeons & Dragons Campaign Setting

The Westmarch

Beyond the walls of civilization lies an untamed frontier.
Glory and death await in equal measure.

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About the Setting

The Westmarch is a West Marches-style open-world campaign set in a vast, uncharted frontier. There is no main story — only the stories forged by the adventurers who dare venture beyond the safety of the Borderlands.

Expeditions are player-driven. You choose when to go, where to explore, and what risks to take. Every session uncovers a little more of a living world that remembers what came before.

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The World

Maps, geography, and the known (and unknown) regions of the Westmarch — from the Borderlands to the deep wilderness.

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The Borderlands

The last bastion of civilization — home base for all adventuring parties, where supplies are bought and tales are told.

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Factions & Lore

The powers, guilds, and ancient forces that shape the political landscape of the frontier — friend and foe alike.

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House Rules

Custom mechanics for the West Marches format — exploration procedures, downtime activities, and the cost of failure.

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Session Logs

Chronicles of completed expeditions. Every story shapes the world that remains for those who come after.

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Characters

The heroes, villains, and notable figures — past and present — who have left their mark on the Westmarch.

Adventures

Standalone modules set in the Westmarch, ready to run at your table.

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Ashes of the Unnamed

A remote woodland village has no name — locals just call it Home. In the dead of autumn, it burns. Set deliberately, in the night, by robed figures whose torches cast grey light that gives off no warmth. The survivors — a handful of villagers who were awake for their own quiet reasons — must piece together who is responsible and confront a cult awakening something ancient at a stone circle deep in the forest. Woven beneath the survival and the mystery is a first, quiet thread of a much larger question: why has the Kingdom of Westmarch always been human-only?

An introductory adventure for 5–6 players, levels 1–2 · 2–3 sessions · Survival · Mystery · Investigation

"The frontier does not care for your ambitions. But it will remember your deeds."

— Inscription above the West Gate