Beyond the Veil
A West Marches Campaign
Chapter II

The Reclaimers

The adventuring guild of Veil's End. Every player character is a member. The guild exists for one purpose: to push beyond the Veil, map the unknown world, and bring back whatever is needed to keep the city alive.

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.”

Every member speaks these words before their first expedition. The oath is not merely ceremonial. It is a statement of values that every Reclaimer is expected to uphold.

Reclaimers guild crest, an armored gauntlet
Ranks

Your rank reflects your experience and determines which quests you can join. Ranks advance automatically as you level up. There are no trials or evaluations beyond the work itself.

01
Lv 1-2

Initiate

New to the guild, unproven and untested. The first few expeditions establish whether they have what it takes.

02
Lv 3-4

Reclaimer

Survived their introduction and earned the name. Trusted members with a track record.

03
Lv 5-7

Veilwalker

Goes beyond regularly and comes back. The Shroud is familiar in the way danger becomes familiar.

04
Lv 8-10

Shroudbreaker

Pushes deeper than most dare. Has seen things in the Forsaken zones they don't discuss at the Broken Compass.

05
Lv 11-13

Pathfinder

Charts the unknown for those who come after. The map has grown because of them.

06
Lv 14-16

Grimward

Veterans. The Shroud has tried to take them and failed.

07
Lv 17-19

Duskwalker

Legends. Very few exist. Those who do are not entirely comfortable in Veil's End anymore.

08
Lv 20

The Undaunted

Stands alone. A rank that has never been held and may never be.

A Note on Alignment

Evil aligned characters are not permitted in Beyond the Veil. This is a campaign about people working together to survive and reclaim a broken world.

Alignment does not restrict your actions. Your actions determine your alignment. A character can make terrible choices and carry real moral weight. They simply cannot be playing against the people at the table with them.