FEAST, a Campaign Setting & Source Book for D&D5e
A monster, whose size is beyond imagination, has swallowed a fantasy world full of spell casters, angry warlords, and crazy adventurers
The Winds Of Change
Before the harbingers arrived to tell the world, in vain, that all was lost and that the end of everything was nearer than ever before, the world was, for the most part, civilized. Kings, princes, and knights feuded with one another, merchants cheated peasants, and priests of all religions preached about the life they all had waiting for them in their various afterlives. The world may not have been perfect, but it was habitable. One could live until the ripe age of 54 in relative peace if one was lucky enough to have some dosh and some did.
How we all lived in hubris. We wasted what we had, throwing away luxurious lifestyles for legacies thought everlasting. The only people who treated every moment like it was their last were the ones who couldn’t afford to, and those who treated every moment as if it were their first were the same people who were to be on their deathbed weeks later.
This is why it was no surprise when the beast came. That is to assume that it was humanity's fault the beast came, and not just some primeval force whose real motivation were nothing more than an animalistic need to feed. Which is an assumption made by almost all people, as no one wants to admit that everything they have done, everything their father’s done, everything their grandfather’s done, was to end because of one creature’s unquenchable hunger. But in all reality, that’s all it was.
The Beginning Of The End
The first heralds of the apocalypse were nothing more than incoherent preachers, that spat what seemed like nothing more than the ravings of madmen to a populace so grounded in reason that it was impossible to see the truth. They told of prophetic dreams that spoke of the coming of the great beast, a creature larger than any kingdom, whose hunger knew no bounds. Obviously you can see the reason why this would be over-looked. Especially considering that the only solution they gave to stop the creature was to repent to a thousands different gods of alien origins, whose sudden mention left nothing more than a spike in occult activity in only the most superstitious of empires.
The second sign of ruin, took a different approach. There was a great shadow that cast itself across the sun. It blocked sunlight from reaching the Dukedom of Ritterheim for nine years, during which time the land became dead and infested with previously subterranean monsters. All inhabitants either fled to the surrounding lands or, like the Duke of Ritterheim, died from the eventual conquest by sunlight sensitive, creatures of the night.
We were not given a third sign. Instead, the creature came in the middle of the day. Many who looked upon it’s maddening size went insane with unbelievability, others attempted in vain to strike the beast done, mustering the largest armies the old world had ever known. Millions of gallant knights, trebuchets, crossbows, even the latest technological innovation, the cannon, failed to fell the creature. It swallowed everything whole, inviting all of its meals to an eternity of life without sunlight.
The Belly Of The Beast
Millions of those swallowed did not die. Instead, they lived out the rest of their miserable lives deep in the innards of the beast. There, the survivors formed new kingdoms, new beliefs and ideas, new cultures, new lives. It was almost a promised land. A man who worked the fields of the Château de Fer could now be the ruler of a kingdom. Just the same, the man once ruled a kingdom in the old world was now just the same as any other pilgrim to the belly of the beast.
Many of these new nations built were those built of horrifying ideals unknown in the old world. A dominating religion which praised the beast for providing everything a man needed to survive, and taking them away from sodom old world became a leading factor in policies. The Asylum-Seekers, those who had just recently become refugees to the beast, were treated harshly. They were often worked until they either died or until they were deemed pure of body and soul by a Red Pastor. The latter was a rare occurrence. Luckily for the stability of the population of the survivors, there are always more depraved souls flooding into this new realm.
But this titanic monster’s insides were no new Eden. Strange, eldritch creatures also sought refuge inside the beast. Things that seem impossible to a mortal mind, whose bodies are not made up of respiratory systems yet they still breathe, minds without brains yet they can still outthink renowned philosophers. Many keep to themselves, living in nests made of viscera and debris swallowed by the beast. Unfortunately, a great deal more prey on both humanity and each other as sources of food and sport. The lucky few who face the creatures die from the encounter, the survivors spout madness and reel deeper and deeper, in an endless spiral downwards into the bowels of the beast.
Höllenloch, The Town Of High Walls
A small castle sits on an unnatural cliffside inside the body of the beast. There is the place where the Knight Gallant, Abelard the Resolute rules. It gets it’s water from the Ever Dripping Stone that hangs out of sight from high above. The water falls into a pool at the bottom, which is creamy white as all water is in this alien landscape. Around this pool formed a village, which then became a town, which then needed high walls to defend it against the feuding knights of the Pilgrim Lands, which then became a small castle.
It is the farthest reaching, true bastion of civilization. It’s people eat and live until the ripe age of 54 in relative peace if they were lucky enough to have some dosh and some did. This attracted many an adventurer. Whether they be impoverished Knights of houses whose names have been corrupted by the Red Pastors, or peasants who are in need of a purpose and carry with them a death wish, all are welcome in Höllenloch.
Here, in the Town of High Walls is a tavern, which brews the only whiskey within days of travel. In this tavern sits a table. It has an unnatural feeling to it. Most of the patrons don’t sit there. There’s nothing wrong with the table itself, just the aura it gives off. It’s unnerving. The few brave enough to have a drink while sitting at the table have an unusual quality about them. They are the few, the foolhardy, the mad, the adventurous. They are the necessary evil that feeds Höllenloch’s economy. They are the heroes of this new age. The Age of the Beast.
SOME THINGS TO NOTE
FEAST is a D&D5e campaign gameworld set in a post-apocalyptic society based heavily off of the old-school Dark Sun campaign setting, Lovecraftian writing, and a gamebook of a similar idea, Belly Of The Beast.
FEAST focuses on a group of adventurers who travel throughout the bowls of a retched, cosmic beast who is in the process of devouring the world. Along the way they will meet bandits, eldritch horrors, and fanatical cultists of a range of insane beliefs and practices. As well as cannibals, alien flora and fauna, and raving madmen.
FEAST uses the base D&D5e rules, with completely custom cultures (races), classes, backgrounds, equipment, monsters, feats, and spells. Well, an iffy on the spells. Some are just reflavored from the base game. If that's allowed... I'll have to double check.
FEAST will include special traveling rules, rules for insanity, and settlement building. All of these things are important in FEAST, as they all reflect the three aspects of adventure. The journey, the toll on the adventurers, the glory of spending your hard-earned dosh respectively.
FEAST will include 3-5 premade, in setting adventures. More updates on these later.
FEAST will include special experience rules where gc (gp) can be exchanged for experience and that is the only way to gain experience. Allowing for there to allows be something for your party to spend their hoards of gold on.
In FEAST, resource management is important. Many weapons inside the Beast are made of frail stone and bone, and are prone to breaking. Food and water are necessary to survival, and managing them is vitally important.
Here an EXTREMELY rough, early preview of the first nine pages and the new weapons page. This does not show an example of the finished product, all things in it are subject to change. In fact, several changes are already in place for what you see here, so don't get too attached. This is completely free, take a gander:
Blades For Hire - D&D5e
Risks and challenges
This is my first financial project ever. That is I, the author, and currently the artist's (also me), first financial project. I am still in highschool, but have had a focus on creative writing and game design my entire life. Originally I wanted to create video games, then board games, and I've worked my way down to game books for pre-existing games. Maybe one day I'll just drop down to regular books, but who's to say?
I DO NOT HAVE A RELEASE DATE PLANNED. Hopefully, this will be out by the end of the year, but that is only a hope.
THE MONEY WILL BE SPENT ON A FEW THINGS. First, the money will be spent on simply paying me to write. I already have an inkling of an urge to do this project, but if you want to do it justice and not just a 30 page lore-book I need to have a reason to keep coming back to it and not moving on. It is planned to be, and this is a very early estimation, at least 150 pages long, probably more.
Second, the money will be spent on commissioning art. Currently, that is also me, although my hope is to bring in better help that doesn't include pixel art because, as much as I love it, I'm not the best at it. The process of commissioning art and who to commission it from I will have to sit down and learn about.
- (14 days)